Releases: Dark-Listener/ArchipelagoA1800
Release list
Bugfix for UT compatibility | v1.3.1
Just a quick bugfix release to make Universal Tracker work with Anno 1800 again.
Changes
- Fixed Universal Tracker breaking when progressive items are enabled
- Fixed duplicate starting items if multiple instances of Anno 1800 are in the same multiworld
- Added section on how to make money to the main game page
This release is compatible with multiworlds from v1.3.0 onwards.
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a several template yamls below.
Progressive Unlocks, Presets and Technical Improvements | v1.3.0
In this release, the progressive unlocks system is introduced: any chain of upgraded buildings will now generate as progressive unlocks (unless turned off). This means less getting stuck with a large warehouse without the medium one - warehouses will always be received in order. This should greatly help with a smoother game experience, but also increases the need for a poptracker. Tasks for later...
Additionally, some option presets have been added and a slew of bugs were fixed.
Last but not least, the loading time of the mod was reduced my a factor of ~20x! On my system it went from ~34s for a max settings randomizer to a good bit under 2s.
Changes
- Added progressive unlocks and an option to turn them off (on per default)
- Check the items page for a full list!
- Refactored some internal systems along the way, dropping ~500 auto-generated scripts from the mod
- Added an option to exclude all special recipe checks (meaning those with more advanced unlock conditions)
- Improved mod loading time by a factor of around ~20x
- Added option presets
- Added a trigger to locally release all items even without AP server
- Fixed locations requiring buildings in multiple regions not checking requirements for the secondary regions
- Fixed generation error when enabling Land of Lions without The Passage
- Fixed Hacienda blank farm and blank brewery always being unlocked
- Fixed Hacienda store room not counting as providing enough storage for the Grand Stadium
- Fixed strange behaviour when starting a second new game without closing the game first
- Improved documentation
This release is not compatible with older multiworlds.
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a several template yamls below.
Notifications, Options and Mods | v1.2.0
With this release, players now have an in-game notification system telling them what they found or received without having to look at the Archipelago client. The notification system and victory quest have some text that is translated to your Anno game language. All languages except English and German are machine translated, so if you find any improvable translation, please let me know!
Apart from that, there's a few more options again. Turns out, handling free goods and ships correctly was a lot more work than expected due to the sheer number of options (5 choices, plus modifiers due to flagship/trading post start and what the randomizer turned out).
The first basic bits of mod support have been added as well! Find a list of compatible mods and a single explicitly supported mod in the setup guide!
Changes:
- Added an in-game notification system for sent and received items - it uses the generic notification archive to the left
- Smoothed game progression and curbed obnoxious edge cases by forcing some level of trade capabilities (ships, piers) before reaching certain population tiers
- Prevents getting stuck without piers (leads to manual unloading) or ships (e.g. just a flagship)
- Added option for incident difficulty (see template)
- Added option for handling free goods and ships (see template)
- Added basic mod support / compatibility
- Explicit support for 'Mine Slot Unification (Taludas)'
- Fixed Hacienda streets and storeroom not being hidden at game start
This release should be compatible with older games.
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a template yaml below.
Ships, Options and a Quest | v1.1.0
For the first update post full release, I have some random goodies that I've been wanting to add for a while. Ships join the unlock pool, now enabling players to complete 2-star expeditions like the Northwest Passage to the Arctic even earlier. A few new options join the pool and additionally, a new shiny victory condition quest will now be started shortly after starting a save. This will let players track their progress more easily.
Changes:
- Added ships to the pool of unlocks
- Adds 10 new locations, +2 with The Passage, +8 with Empire of the Skies and an additional +8 with both The Passage and Empire of the Skies
- This ups the total location count with all DLCs to 536
- Added a victory condition quest shortly after starting the game to track a player's progress ingame.
- Added a new option to start with flagship
- This technically enables players to clear any session expedition before reaching Workers (Fish, Timber, Work Clothes and two small items from Archie can clear even the expedition to the Arctic with some luck)
- Added a new option to change the required streets for settling
- Affects mostly the New World, may force players to settle with only the Paved Street or one of the Hacienda streets depending on the selection
- Added a new option to unlock Hacienda residences before building the equivalent regular residence
- May lead to skipping a lot of the production in the New World
- Fixed some monument victory conditions not working
- Fixed an error when generating with New World Rising, but without Empire of the Skies
- Made unlock for Bar: Glogg more precise
- Tested gameplay in Co-Op: fully working!
This release should be compatible with older games.
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a template yaml below.
Full Content Release | v1.0.0
Here it finally is - with a giant batch of additions for the New World in the last 3 DLCs, the Anno 1800 Apworld finally reaches content completion - all DLC are implemented!
The last few DLCs didn't actually introduce any new system for me to implement, so it was rather fast to add them and most of the time was spent testing. Mail was luckily adequately covered by how the Apworld handles regional goods.
Changes:
- ALL DLCS IMPLEMENTED!
- Implemented the Seeds of Change DLC
- Adds 22 new location checks, +1 with Land of Lions
- Hacienda quarters only unlock once at least one regular residence of the tier is built as the randomizer would otherwise intend for you to skip most of the New World most of the time
- Hacienda Streets are not valid for settling in the New World
- Implemented the Empire of the Skies DLC
- Adds 36 new location checks, +3 with The Passage, +1 with Land of Lions
- Implemented the New World Rising DLC
- Adds 40 new location checks, +3 with Tourist Season, +1 with Seeds of Change
- Rolled back change on allowing New World settling with Paved Streets, was very unfun - will be reintroduced later as option
- Reduced scrap cost of The "Magnificone" Ice Cream Maker to reduce arctic scrap grind
- Moved Skyline Tower from monument to skyscraper in options as it is a residence as well
- Implemented the Seeds of Change DLC
Starting a new game with this release is recommended to enjoy the new DLC. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a template yaml below.
The Sky is the Limit | v0.7.0
Introducing The High Life DLC! Here come skyscrapers along with a few new buildings and recipe unlocks. Once again, the recipes for the department store, furniture store and drug store bring some new creative unlocks conditions. On top of that, this release brings new victory conditions based on constructing buildings (specifically skyscrapers and monuments). As always, the logic was expanded and there were some more fixes for various edge cases.
On the documentation side, there's now a new page on items and locations each. The latter has a list of all checks currently available locations, which should be helpful if you're stuck or simply new to Anno! Check them out below.
Changes:
- Implemented The High Life DLC
- Adds 37 new location checks (9 of which are recipes), +3 recipe location checks with The Passage, +3 recipe location checks with Land of Lions, +4 locations checks if you don't active Tourist Season due to shared orchards
- Recipe checks dependent on RNG items are marked non-progressive to avoid unfun RNG grind
- Added new victory conditions:
- Required Skyscrapers - specify how many of which tier of skyscraper are required for victory (default: 15 level 5 investor skyscrapers)
- Required Monuments - specify which monuments have to be erected for victory (default: none)
- Modeled Road Network as requirement to settle instead of just basic roads
- In effect, this means the randomizer knows you can settle in the New World even with just Paved Street (have fun shipping over bricks I guess)
- Modeled Storage capacity in logic - some buildings need more to build than the default capacity, so this could've gotten you stuck before
- Fixed Rails not unlocking Electricity chains
- Fixed incorrect location name for Restaurant: Venison en Croute
- Fixed mod loader warnings for initial unlock removals
- Added new documentation pages for items and locations
Starting a new game with this release is recommended to enjoy the new DLC. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Items | Locations | Roadmap
Find the apworld and a template yaml below.
Start of the Tourist Season | v0.6.0
This DLC introduces the new population tier Tourists and along with a few new buildings and recipe unlocks as checks in the randomizer! The restaurant, cafe, bar and Iron Tower recipes have some very creative unlocks conditions which tested the limits of my internal logic system to transfer into the randomizer and mod generation. As a result, I did a lot of work on that system, so I should be well prepared for the remaining DLCs.
As a side note, I also added Docklands since it wasn't much effort, but I really wouldn't recommend using it. Kind of defeats the point of the randomizer.
Changes:
- Implemented the Tourist Season DLC
- Adds 29 new location checks (12 of which are recipes), +4 recipe location checks with The Passage, +4 recipe location checks with Land of Lions
- Recipe checks dependent on RNG items are marked non-progressive to avoid unfun RNG grind
- Implemented the Docklands DLC
- Adds 1 new location check.
- Added an option to not include it in logic (default: not in logic) if you want it as backup or for the attractiveness / pier speed / tourist need.
Starting a new game with this release is recommended to enjoy the new DLC. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Roadmap
Find the apworld and a template yaml below.
An Invitation to Enbesa | v0.5.0
Emperor Ketema calls on city builders from all over the world (and beyond!) to visit the Land of Lions and rebuild his country Enbesa!
Finally, the last session is available! This one was a bit tricky due to circular dependencies with the Enbesan building materials and Scholar permits. I also had to figure out the logic for the Research Institute - and even attached some unlocks to building it. The rather easy expedition is of course also randomized, which can lead to very interesting early game progression since both the New World and Enbesa can be reached with just a schooner, some fish and work clothes.
Additionally, I managed to unlock all regular population needs immediately upon reaching the tier, so that chains the player may have unlocked earlier than in vanilla can be used to boost population. This was not done for luxury goods to avoid their negative happiness immediately compounding when not fulfilled.
And as always, I included some fixes and improvements to the documentation.
Changes
- Implemented the Land of Lions DLC
- Adds 70 new locations checks, +1 combined with The Passage, +9 combined with Bright Harvest
- Sped up major discoveries that are required for buildings (including Scholar residences) in the Research Institute by x5
- Unlocked all regular (non-luxury, non-lifestlye) needs of populations immediately, so chains acquired early can be used to supply them
- Fixed logic for monuments - was not an issue so far, but would have been problematic with the new Research Institute
- Fixed logic for accessibility - removes issues when not selecting all highest populations for the victory condition
- Improved naming of some checks/items
- Improved setup guide
Starting a new game with this release is recommended to enjoy the new DLC. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Roadmap
Find the apworld and a template yaml below.
The Arctic is now accessible! | v0.4.0
After Sir John Faithful's return from his expedition in search of the Northwest Passage, the Arctic is now finally accessible to the general public!
Apart from the highlight of implementing The Passage, this patch includes a slew of other improvements like location checks for expeditions, delaying of incidents until you have the building to stop it and removal of singleplayer quests. All in all, these should make the randomizer as a whole more enjoyable to play - especially the flexible expedition unlocks lead to way less linearity!
Of course, there's also several fixes for assorted bugs and issues.
Changes:
- Implemented The Passage DLC
- Adds 44 new location checks
- Made expeditions into location checks - access to other session might now come earlier or later
- Adds 3 new location checks
- Significantly increases variance in the randomizer for more interesting seeds
- Removed all singleplayer-specific content even from games started as singleplayer - no more annoying questlines
- Incidents now only occur once the corresponding institution in the region is unlocked
- Improved handling of DLC-locked content - no accidental unlocks if the DLC is not enabled (or not owned)
- Improved handling of Meta-Unlocks - less confusing items in the spoiler log
- Fixed missing option groups
- Fixed Coffee and Rum chains unlocking in the Old World even if no building from the chain was unlocked
- Fixed tractor newspaper sometimes appearing later than intended
- Fixed medium and larger oil harbours counting for oil harbours even if the small one was never unlocked
Starting a new game with this release is recommended to enjoy the new DLC. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Roadmap
Find the apworld and a template yaml below.
The Dawn of DLCs | v0.3.0
Changes:
- Implemented a DLC system to support DLCs
- Implemented DLCs:
- Sunken Treasures - no new locations, but might have some in the future
- Botanica - 2 new locations
- Seat of Power - 1 new location
- Bright Harvest - 8 new locations, plus another 9 once Land of Lions is done
- Of note: Tractor Barns are separate from the Fuel Station
- Improved and extended documentation
- Moved all Small Trading Posts to starting items as the game doesn't let you properly lock them
- Fixed New World Tortilla Maker unlocking New World Brick Factory instead
Starting a new game with this release is recommended to enjoy the new DLCs. It should still be compatible with games from v0.2.0 onward (untested).
Game Page | Setup | Roadmap
Find the apworld and a template yaml below.