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The-Cat-o-Nine-Tales

3 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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3 years ago
Mar 25, 2021, 3:26:05 PM
The-Cat-o-Nine-Tales wrote:
Lonkah wrote:
Wrong timing- I doubt whether today (or even the last month) was when it was realised it couldn’t be delivered by April 22nd. There’s been a lot of speculation of a delay. Expectations should have been managed way before now. A delay of 4 months less than a month before launch is poor.

The stream yesterday still mentioning April 22nd was an unfortunate side effect of timing: When the segment was being prepared, we did not have a precise new date yet, so did not want to rush out the announcement, so the old date served as a fallback. We're sorry that with the timing of the stream and our announcement, this may come across as a bit of a bait and switch.


Lonkah wrote:
The needed Carrot... they’ve been working on changes. They will work on changes. To find how balanced their changes are in practice (and to acknowledge/alleviate the disappointment caused by the delay) an early Opendev is needed. To put it another way... I wanna get my mitts on a version of it!

As mentioned at the bottom of the post, the chances for another OpenDev are pretty good. That's all we can say for now, though.

That should have been avoided. It felt like confirmation.

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3 years ago
Mar 25, 2021, 3:29:17 PM

I'm sure it's just as frustrating for your teams and people probably want to launch the game, and put in the few weeks of hot fix work and then take much earned vacations. I hope that your staff was internally made aware of the delay in a much more clear and direct fashion.

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3 years ago
Mar 25, 2021, 3:30:14 PM

Spacetroll:

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.  

Hey, as long as they're paying your bills...


Anyway, when you'll announce Dark Matter / Monstrous Tales delay?

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3 years ago
Mar 25, 2021, 3:37:10 PM

Sur le moment un peu déçu mais finalement rassuré par le détail de tout ce qui va être peaufiné (notamment l'équilibre du jeu). Hâte d'être en Aout du coup !

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3 years ago
Mar 25, 2021, 3:53:45 PM

Any concrete details about the Expansionist ability? 

There was, I thought, a very productive conversation during Open dev about making it work fundamentally different. Or are you just tuning the valuation.

The rework suggested was something like "I propose to buy that city from you in 5 turns for this amount." It generates a diplomatic grievance but also, is, actually a payment that a player will be making to the player the city is purchased from. I think there was also a question that it should be territories not whole cities but I wasn't sure if de-coupling cities and territories was possible. From the text description it sounds like it is. But the player who's city is bid on, effectively, can also try to come to some other arrangement - money or maybe a stipend they pay over several turns, maybe a larger diplomatic favor. But this seemed far more historical and also more dynamic and interesting. It also could foster a lot of interesting multiplayer situations. Any chance we could get a little information about what tweaks are planned for expansionist because as it was in the Dev, it was dull but powerful ish. Maybe they could have two options, one is buy it with money, but another option could be to try and drown it in influence / convert it.

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3 years ago
Mar 25, 2021, 3:58:47 PM

*Grumble grumble* Delay?!  .... oh well when you put it that way, good choice!  Code on, workers of wonderment!  Craft the game you dream about and the fans, we happy many, will wait in eager and patient anticipation of experiencing that dream come true.

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3 years ago
Mar 25, 2021, 3:58:54 PM
CyRob wrote:

Glad to know why it's delayed not just; Bugfixing, But a proper list of what is happening behind the scenes.

Hope there is another OpenDev given the delay gives time for one.

If there is I'd only be playing it with the intention to really provide detailed feedback lol. I'd see it more of a duty than expecting fun, especially after Lucy. This game has to be the only game I ever beta / alpha for where me being unpaid testing stuff actually is important to me if that makes any sense haha.


Either which way, thanks for providing us the news Amplitude. Now go do your thang.

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3 years ago
Mar 25, 2021, 4:03:28 PM

Understandable. But I think I need a short video with William Dyce telling me to 'breath in, breath out' with calming hand motions to get me to August. Keep up the good work! 

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3 years ago
Mar 25, 2021, 4:25:11 PM

I'm a believer that you should release it when ready! A specific release date is sometimes a shackle. Looking forward to all the changes being made! :)

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3 years ago
Mar 25, 2021, 4:27:14 PM

User Interface/Experience:We're working to improve the interface and user experience in various areas

I can't see you mention working on improving depiction of terrain in battles. You've just doubled city walls height in Lucy OpenDev and called it a day. Forests are still 2D sprites of grey pebbles, cities are 2D square pebbles.


Sublustris wrote:

Spacetroll:

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.  

Hey, as long as they're paying your bills...


Scratch that, I've remembered that it's we who paid for this delay with our pre-orders.

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3 years ago
Mar 25, 2021, 4:42:23 PM

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!

Updated 3 years ago.
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3 years ago
Mar 25, 2021, 5:58:35 PM

I think this is a great decision, devs!


Almost every single bullet point on that list is something I was worried about after playing the Open Dev, and my biggest worry was that there was a lot of feedback but not really enough time to address it for an April release.

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3 years ago
Mar 25, 2021, 6:59:24 PM

Looking forward to test those new improvements un a future open dev ! 


Regarding UI / UX : Will we be able to rename Territory ? I also hope for a toogle system ( or something similar to the zoom level giving different info in Endless space 2 )  for both territory name and trade route label. Another option would be to be able to rotate between mine / allies / enemies / all / none.

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3 years ago
Mar 25, 2021, 7:03:30 PM
  • 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.

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3 years ago
Mar 25, 2021, 8:24:34 PM

Of course its a bit annoying when the precise date with pre orders isnt respected but honestly i think you made the right decision because a few extra months is what it felt the game needed extra to be polished and balanced properly

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3 years ago
Mar 25, 2021, 8:39:28 PM
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.

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3 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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3 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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3 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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