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4 years ago Mar 25,2021, 13:59:40 PM

Humankind Release Moved to August 2021

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When we announced Humankind, we often stressed that this was the dream game Amplitude was founded for. We were overjoyed by the positive reception our dream saw, many players expressing their excitement for a new entry into the historical 4X genre. Yet we knew Humankind was an ambitious dream, so we looked for help from our eager community. 


Through the OpenDev program, you have given us invaluable feedback on the game. While Humankind is already a great game, many of you think it could be even better, and after analyzing all your great feedback, we realized that we could make even further improvements to make Humankind the best game that it can be. These improvements take time, however, so we have decided to move the release date. 


Humankind will release on August 17th, 2021.


This will give us time to further polish the game for a great day one experience, address the feedback from the OpenDev scenarios, and keep working with our community to improve the game. We want to thank you all for your passion for our dream, the feedback you have given, and the support for this decision many of you have already expressed: 


Hello everyone! 


In the weeks since the Lucy OpenDev, we've been reading a lot of feedback. While many players told us they see great potential in Humankind, they also offered a lot of constructive criticism, and often expressed concern if the game could live up to this potential in the time until release. 

After taking stock of your feedback, of where we are with the game, and where we want it to be when we release, we have decided to postpone the release until August. We agree with you all, the game will be incredible with a little extra time, and we think we are lucky to have passionate fans like you who support us up in that decision. 

At times like these, I am also reminded that we made the right choice when joining SEGA, who has been incredibly supportive of this decision. They believe in Humankind as much as we do, and they have been a great partner in realizing our vision of the game. 

Thank you all for your support. 


Cheers, 

Spacetroll 



We are immensely grateful to all our passionate players who gave the game a try and let us know what they thought, what they liked, and what they didn’t like. Your feedback is crucial to improving the game, and to thank everybody who has shown us their trust by pre-ordering, we are adding two more Avatars to the preorder bonus: Lucy, and Edgar Allan Poe. 


Once upon a midnight dreary,/ As I pondered weak and weary,/ 

If I have more time to burn,/ Proclaimed Lucy: One more turn!


So, what is all the feedback we are talking about? What did our players tell us about their experience with the OpenDev, and what are we doing to address their concerns? We’ll be working to address pacing, balancing, diplomacy, accessibility, and AI (among others), but let’s take a closer look at some of the most common points of feedback and our plans for them: 


  • Pacing and Balancing:These were two of the most discussed topics in the OpenDev Feedback, and the general consensus was that the game progresses too quickly, and all basic resources are too abundant. Here are some examples of what we are working on to address these issues: 
    • The New Growth System: Since the growth model we tested in the Lucy OpenDev (based on current population and population capacity of the city) turned out to be difficult to understand and balance, and potentially frustrating with newly founded cities, we've swapped back to a growth rate based on surplus food. Of course, this still needs to be tested and balanced. 
    • Food and Influence in the Neolithic Era: Since many players performed quite a bit better than expected in the Neolithic era, we're rebalancing the food and influence gains and are keeping an eye on this with our internal tests. 
    • Neolithic Era Variety: Many players found that the Neolithic era lacked variety, so we want to implement additional narrative events. 
    • Research Costs: We will rework the research costs of technology to create a smoother progression that should roughly keep pace with the intended era progression. 
    • Stability: Stability should be a limiting factor on City and Empire growth that creates interesting situations for the player to tackle, but in Lucy OpenDev many players found it too easy to reach a point where they could ignore stability. We’re examining and rebalancing the various factors of stability to reach a point where it can create interesting challenges without being punishing or frustrating. 
    • Money and Influence: As many players found that as the game progressed they stockpiled an abundance of Money and Influence with little to spend it on, we are working to balance the income and spending of these resources.
    • Market and Research Quarters: Market and Research Quarters were often seen as not worthwhile compared to additional Farmers or Makers Quarters, so we want to improve their value compared to these.  
    • Cultures: As expected of such a test, some of the Cultures in the game emerged as particularly strong, some to the point of overshadowing other cultures. We’re working to address this by rebalancing their Legacy Traits, Emblematic Quarters, and Emblematic Units. Most Emblematic Quarters will now also be limited in number per territory to preserve their uniqueness and avoid direct competition with generic quarters. 
    • City and Army Cap: To strike a better balance between size and number of both cities and armies, we are working on imposing a limit on the number of both, after which players would incur penalties. 
    • Sieges: Many players found that it was too easy to conquer the cities of other players or Independent People, and we are looking into how to address this. 
    • Era Star Requirements: With all the other rebalancing, we are also keeping an eye on era star requirements to adjust them if necessary. 
  • Diplomacy:While a lot of OpenDev players liked the underlying system of Diplomacy in Humankind, many also found it confusing due to the interface and feedback. Here are a few points we are working on: 
    • Diplomacy notifications: We are rewriting many of the notifications, grievances, demands, and surrender terms to make it clearer who did what. 
    • Improved Dialogue Flow: We're improving the avatar dialog flow to reduce the number and duration of pauses, so it flows more naturally. 
    • AI Attitude Changes: We are also working to clarify the "mood messages" when AI change their attitude towards you with additional text. 
    • Trade View: We're still working to polish the trade view in the Diplomacy screen, so you get a better understanding of your trade network, including incoming and outgoing trade routes. 
    • User Experience Flow and Feedback: We're working to improve the clarity of the UX in the diplomacy menu, for example clearly highlighting when an AI has accepted or rejected a treaty. 
  • Onboarding:Some of Humankind’s systems were difficult to grasp for players, especially new players, so we are hard at work on the onboarding experience, including: 
    • In-game Tutorial Videos: A set of short videos explaining basic concepts, accessible through an in-game menu. 
    • Tooltip Polish: We're working to improve the readability and clarity of the tooltips. 
    • Hints: We'd like to have a better hint system to help players figure out good strategies, for example suggesting useful Infrastructures to build. 
  • User Interface/Experience:We're working to improve the interface and user experience in various areas: 
    • Territory names: To help players locate events and demands on the map, we are going to add names to territories. Trade routes passing through uncontrolled territory will also create a label showing the name and number of trade routes. 
    • Fame Objective Pop-ups: When you get close to achieving an Era star, your progress will be shown on the main screen so you can easily keep track of your objectives without checking a separate screen. 
    • Notifications: As many players found that the messages in the notification ribbon did not contain enough information, we are including more dynamic information in them, for example in which category a star has been earned. 
    • Management Screens: We're still polishing the city management and battle menus. 
    • Ideology Changes: We’re working on a clearer display of the ideology changes and its effects in the Civics menu and events. 
    • Splitting regions: We are working on an option to detach territories from a city. 
    • Battle Prediction: We'd like to improve the battle prediction to not rely solely on the relative unit strength. 



As you can see, we got a lot of feedback from the different OpenDev scenarios, in particular the Lucy OpenDev. Participation was great, so we received not only a lot of detailed, constructive feedback in our forum, but also valuable data from the survey. You certainly pushed Humankind as far as you could, as you can see from the stats below: 




Of course, as we continue to work on the game, we may want another round of feedback from our passionate players, so keep your eyes peeled for future opportunities to try the game! 


UPDATE: Our Studio Head Romain has confirmed that we are aiming to launch the next OpenDev around the original release date of April 22nd. We will release a blog with further details on when, where, and how to participate once the specifics have been settled.



The Amplitude Team 

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4 years ago
Mar 26, 2021, 1:09:54 AM
Although it is quite a sad news for those who are desperately waiting for the release, I hope Humankind becomes much more mature and polished.
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4 years ago
Mar 26, 2021, 10:04:01 PM

Got mixed feelings. But it is probably the best choice ... and after Cyberpunk a lot of games got delayed ^^


And yes - this a real competitor to the CIV games and you get only one good strike at that behemoth - so hit em hard ;)

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4 years ago
Mar 26, 2021, 7:56:49 PM

I’m actually really delighted at this delay.  Not just because you are taking the time to get things right but...my laptop died this week!  I was worried I might miss the release while it was being fixed! Genuinely think the delay is a good move...and really hope that their is another OpenDev, as I pre-purchased just hours after the last one closed...so not had the chance to play yet!  One question on the OpenDev (if it happens), will we have anothe opportunity to pick the avatars we may have missed during December?

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4 years ago
Mar 26, 2021, 7:23:27 PM

Yeah, it's a good choice by dev. I hoop so they will have enough time to do this until August. To make an excellent and stability game.

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4 years ago
Mar 26, 2021, 6:52:41 PM

I'm glad the focus is set on day one of the game's life cycle. Too many strategy games in recent memory have focused too much on "longevity" missing the fact that people invest their money to play a game when it releases, not months after with DLC and fixes. Sad that I wont play the game sooner but happy to wait knowing the reasons for the delay, the more opendevs the better imo, will need them to satisfy my itch.

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4 years ago
Mar 26, 2021, 6:20:47 PM

Glad to hear you are taking the time to address the topics particularly trade rotues, diplomacy and City MGMT screen


The game is shaping up to be the perfect CIV killer - hope you can dethrone the king


Havent seen AI mentioned on the list but hope it will gets priority - that is one particular area where CIV has consequently let players down

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4 years ago
Mar 26, 2021, 2:06:22 PM

this game is going to best of the best. glad to hear the feedback is going to be used, and even if its sad whit the delay it's worth in the long run 

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4 years ago
Mar 26, 2021, 8:26:04 AM

Good call to delay the game! I'm sure the game will be perfect in the end, but it's better if it comes out excellent on release day!

I'm especially curious how you address the sieges issues. I like to think of walls as inverse rivers. Bridges mitigate the movement problems (especially for certain kinds of units) to cross rivers, are quite defendable, but can also easily be destroyed. Breaches are quite similar, but result from the local destruction of walls.

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4 years ago
Mar 26, 2021, 2:38:35 AM

Have they said who's getting access to the next Opendev? I'm hoping to have enough time to finish a game or 2 if I can get access to it next time. 

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4 years ago
Mar 26, 2021, 10:51:47 PM
Mendoras wrote:

Got mixed feelings. But it is probably the best choice ... and after Cyberpunk a lot of games got delayed ^^


And yes - this a real competitor to the CIV games and you get only one good strike at that behemoth - so hit em hard ;)

well not rly a civ competitor since it's EL with a civ skin...

However i share your mixed feelings about delaying, especially when they started to delay EL/ES2 DLC who are clearly almost empty so this is only the extend of their situation it seems but clearly not announcing good news.

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4 years ago
Mar 26, 2021, 12:34:08 AM

Sad news, but it is what it is. I hope it all works well in the end. I was looking forward to playing next month. Thanks for the new avatars, they're cool!

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4 years ago
Mar 26, 2021, 12:14:51 AM
Synapse-XII wrote:

It's sad to see the game delayed but I'd rather see a good launch later than a broken game sooner ! The OpenDev was really cool and it can only get better from here so I already know I'll get my money's worth with this game. There's no rush we'll be there when it comes out.


I know this is an important launch for Amplitude studios so I wish you the best !


PS : As always it's really cool that you give us all this info about what's going to change, the feedback and everything. The way you interact and communicate with your players makes a big difference for a lot of people and it makes your studio stand out from the rest.

Echoing that, I just wanna say that I admire how transparent Amplitude has been in the progress of developing their game. Game delays have had a bad rap recently, but having understood the circumstances, people shouldn't take it with bad faith. 



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4 years ago
Mar 26, 2021, 12:04:02 AM

You're kidding me.
You're saying…
I can play as Edgar Allan Poe?!?
This is GREAT news!!

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4 years ago
Mar 25, 2021, 11:53:22 PM
Falkner wrote:

You only get one chance at a release so best to do it properly. But don't target August, crunch over the summer holidays won't get the job done. September-October would be more realistic and let the team recharge.

TO BE CLEAR...
A delay don't automatically mean crunch.
Heck, it is possible that the delay is paced to specifically avoid crunch, depending on what they feel they can get done.

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4 years ago
Mar 25, 2021, 11:07:06 PM

It's sad to see the game delayed but I'd rather see a good launch later than a broken game sooner ! The OpenDev was really cool and it can only get better from here so I already know I'll get my money's worth with this game. There's no rush we'll be there when it comes out.


I know this is an important launch for Amplitude studios so I wish you the best !


PS : As always it's really cool that you give us all this info about what's going to change, the feedback and everything. The way you interact and communicate with your players makes a big difference for a lot of people and it makes your studio stand out from the rest.

Updated 4 years ago.
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4 years ago
Mar 25, 2021, 10:52:10 PM
ColHathi wrote:
  • The New Growth System: Since the growth model we tested in the Lucy OpenDev (based on current population and population capacity of the city) turned out to be difficult to understand and balance, and potentially frustrating with newly founded cities, we've swapped back to a growth rate based on surplus food. Of course, this still needs to be tested and balanced. 

Not quite sure what that means, but I hope you don't change it too much. It was confusing at least initially, but I really loved the idea of not having to worry too much about food as long as I had enough going around. Plus I actually thought it was kind of a cool and interesting mechanic. At the very least I'd hate to see it go back to something along the lines of what we had in Endless Legend, where you always had to put (IMO) too big of an emphasis on both food and industry, to the point where putting pops on anything else was rarely worth it outside of special cases. It doesn't feel good.

I had the same thought. I hope the mechanic stays a little different than the genre conventions one is already used to.

Also sad to learn about the delay as I am very eagerly looking forward to it's release. I hope the extra development time will produce an even better game.

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4 years ago
Mar 25, 2021, 10:51:55 PM
Tnecniw wrote:
Kubusta wrote:

I understand the game gets delayed, but I don't understand why you didn't announce it earlier when you had known it was gonna happen..

You claim that you care about your community, but this approach is not a good example...

I hope it will be worth it, though I am sad it was not communicated better..

good luck anyways!

They didn't annoince it earlier because they weren't sure when it would be released. They needed to give a new date.

Answer to that is simple:  "There will be a delay. We're working on the new release date and will let you know what it is as soon as we can."

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4 years ago
Mar 25, 2021, 8:47:12 PM

You only get one chance at a release so best to do it properly. But don't target August, crunch over the summer holidays won't get the job done. September-October would be more realistic and let the team recharge.

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4 years ago
Mar 28, 2021, 8:36:29 PM

No,  there is not any date given yet. Perhaps if there is another opendev, it would be around end of April. I wonder though what would another one focus on, i.e. what would you want to test? Late eras? I also wonder how much more could a month from now really help with another built that incorporates some of the Lucy feedback? Feels a bit of a strech over the Easter break.....

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