中级玩家
- 贡献度
- 6
- 金元
- 1733
- 积分
- 197
- 精华
- 0
- 注册时间
- 2010-4-10
|
We have come from just a bunch of Ornaments and a few new Additions to the most popular and biggest Mod that is currently out there for Anno 1800.
And here we are, back with the last "real" Update - Compability will always be maintained! There are just no plans to continue adding content to this, more on that later.
But first, let's go over on what has been added or changed - For this Update, we tried to round off the edges a little bit.:
[Addon] Harborlife
-Some minor Bugs have been fixed
-A Townhall for the Harbor has been added
-Effects now also influence all Harbor Variants to the Original Buildings
[Adjustments] Map Seeds Patch 1+2
- Has been Removed from the Package.
Map Seeds probably won't get changed ever again, those mod had the same as the Vanilla Ones.
[Adjustments] Airship Hangar without Quest
Airship Hangar can be unlocked without having to play the entire Storyline. You can ignore that now.
[Gameplay] AI Shipyard
- Ensured Full Compability with Game Update 7
- Scrolling Bug is now fixed (We did not do that, it's a Vanilla Change, it's just here for the record)
- AI added via the Shipyard can now be beaten, as soon as they have ever settled an island. This also applies to AI that you have added before this Update.
- AI can now be added to the Savegame again after beating it.
[Gameplay] Great Eastern Unlocker
- Great Eastern shouldn't be drifting at the Piers anymore
[Gameplay] Commuter Pier for New World & [Gameplay] Commuter Pier for the Arctic
Adjusted the UI to now show the Workforce of the Region it's built in.
[Gameplay] Incidents Reduced (previously: Incidents Removed for all Players)
- Does not remove Incidents from the Game anymore. Instead Incident Cooldowns and Probabilities have been changed:
- Illness, Riots and Fire happen much less frequent.
- Explosions are now a rare Occurance
- Arctic Flu has not been changed
- These Changes make Incidents still a part of the game, but not that often and not as annoying.
If you so desperatly want to use the original mod, you can just copy it in from the previous update, it is compatible.
Alternativly you can visit the Anno 1800 Mod Collection on Github.
[Gameplay] Influence Rebalancing (previously: Influence Reduced for Everything)
Game Update 7 has added an Option to customize Influence, but this change missed the fundamental problem with Influence:
Cultural Buildings and Optimization cost too much. This Mod is now a fundamental Rebalancing instead of a Reduction, for players who want to play with Influence but just get limited in their efforts of building nice cities.
[Gameplay] Influence Removed
-Some minor bugfixes
[Gameplay] Item Buildings Increased Influenceradius
- Compability Fix for the Palace
[Gameplay] More Items per Trader (previously: Twelve Items Per Trader)
- Why, just why do they have to change every UI we need...
- Most NPC now only have 9 Items to offer.
- Pirates are now included
- Increases the Item Count of the AI to 6 (when 3rd Party Itemtrade is activated)
[Gameplay] NPC Dice Improved (previously: Specialists added to NPC Dice)
- Lootpools have now been streamlined to make certain Items more accessible
- The Same Changes also apply to the "No Legendaries" Version
This Mod was reworked by LonelyPorter
[Gameplay] Scrapcrafting
- Arctic Scrap can now be crafted from Arctic Goods
[Misc] Visual Feedback for Twitch Drops
- New Twitch Drops won't make it better!
New Mods:
[Gameplay] 3rd Party Itemtrade
Each AI now offers you Items at their Trading Posts. These are drawn from the Secondary Island Takeover Rewardpool, for those that are interested.
[Gameplay] Active Trader Nate
Nate's new Trade Fleet has been extended to multiple ships and Airships.
This Mod was Created by Troubadix
[Gameplay] Royal Taxes Removed
Instead of a System which just takes Money out for no Reason, Investors now give 30% less money, Royal Taxes are not payed
[Gameplay] Ruins on Takeover
When taking over an Island, All Buildings stay where they are, but get converted to a Ruin.
[Gameplay] Buildable Flagships
Same as [Gameplay] Buildable Salvagers, you can build Flagships in the Sailing Shipyard, as soon as 1 Artisan is reached.
[Gameplay] Increased Radius for Gas Pump
This should be self-explainatory tho
[Multiplayer] Gifts to Other Players
When needed, you can now give Money to other Human Players in Multiplayer. UI looks crap and there are no notifications, but it works.
[Ornamental] Grand Palace
"alace is especially geared towards Beauty Builders"
Umm... Excuse me Sir, but doesn't it have like a module limit and a one Palace per game limit?
This one adds Ornamental Variants without effect which can be built infinitely, they do still cost the same.
[zzzThisHasToBeLast] Attractiveness Rebalancing
Ornaments give quadruple the Attractiveness, while most Items were stripped of their Attractiveness Bonus, to make Building Ornaments more efficient than spamming School Layouts.
Translations:
- Korean Translation has been added (Thanks to SilentRiver)
- Italian Translation has been added (Thanks to.. Well DeepL Online Translator I guess, so sry if some of the translations are ridiculous )
Credits:
u/DaLexy
u/fishboss987
u/kskudlik
Miraak
MystiqueBee84
OSFox
Troubadix
LonelyPorter
u/taubenangriff
Gotxiko (Spanish Translation)
u/khioElmdorh (French Translation)
u/xenonisbad (Polish Translation)
MaxCheng95 (Traditional Chinese Translation)
coralfox (Simplified Chinese Translation for Update 2.6)
u/997962520 (Simplified Chinese Translation for Update 2.7)
NikMsk_SPA_M_97 (Russian Translation)
OSFox (Russian Translation)
SilentRiver (Korean Translation)
Now, why is this the Final Update? (please, don't throw tomatoes or eggs in my direction):
With more Content and more Changes, the Collection has become increasingly difficult to handle, both in a technical sence and Gameplay-Wise. Adding new Content is very nice, but it can only shine if you get balancing and implementation right.
The Problem is, if you make a big, modular modpack, it limits you on interconnection. I have countless new Proof-of-Concepts which have not yet been implemented, because they simply don't work on their own. They need a bigger picture to fit in.
The second reason simply is time, I decided to now only focus on the New Horizons Project, which still has to go a very long way before we can call it somewhat finished. But, maybe we could drop another teaser right now
链接:https://pan.baidu.com/s/1KQBgBusFJC5zRScMHibeyA
提取码:
|
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有帐号?注册
x
评分
-
1
查看全部评分
-
|