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3 years ago Mar 15,2022, 15:14:22 PM

Sneak-Peek at the Vitruvian Update

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Since release, we’ve been working to improve the game based on reports and feedback from our community. In addition to the previous updates, we have recently shared our plan for the upcoming updates until the end of summer. The first of these, the Vitruvian Update, will arrive on late April.


What will be in the Vitruvian update? 

  • Affinity Balancing: There’s been a lot of feedback about the different affinities, but Builders and Scientists are almost always seen as the strongest. This impacts most discussions about balance, so with this update we are placing some additional restrictions on their abilities. 
  • Notification Options: Given how much can happen in Humankind, some of our players were disappointed that turning notifications on or off was rather all-or-nothing before. With this update, you will be able to change this for each type of notification individually. 
  • Religion Improvements: Many players pointed out that after we separated Historic Religions from Tenets to give them more freedom, the AI no longer adopted historic religions. This has now been resolved, and the Tenet screen has been updated to show tenet effects and how to adopt historic religions more clearly. 
  • Early Modern Sieges: While we’ve improved the AI around sieges, we’ve also been following other feedback about them. One of the problems our players pointed out was that you could lose access to your old siege engines while at war. With this update, your engineers should no longer forget how to build a trebuchet in the middle of a siege. 
  • And many other smaller fixes and changes. 


From now until the update release, we’ll be talking in greater detail about these points. Further improvements based on your feedback, like improved empire names and surrender, and more will follow in future updates. 

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3 years ago
Mar 16, 2022, 8:54:00 AM

When can I add the opening era to the settings for starting the game, such as starting the game directly from the industrial age

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3 years ago
Apr 13, 2022, 5:43:12 PM
SpacesuitSpiff wrote:
(do NOT get into a protracted war with Babylon in Ancient because they'll show up with Swordsmen).

I kind of love hearing that.  When confronted with war, AI Science cultures should consistently lean on what they do best, Research, and use it to develop better military technologies.  It's what any human player would do - Leverage your strength to win.  

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3 years ago
Apr 11, 2022, 2:30:15 PM

One change I'm really hoping to see is the unit setup during the battle phase. In some cases, when you attack someone or get attacked by the AI, if the angle is slightly wrong, the AI will be able to set up their army inside forts within your territory, or in rare cases, right next to your city wall. Then, if they are on the offensive, they are simply able to hop into your settlement with their units, when you did not even have the chance to put your own men there to defend. This can be really frustrating if it's a hard battle. Another thing that to me is slightly weird is the fact that archers are able to shoot over a mountain top, but this is less of an issue to me.


On the plus side, I'm really enjoying this game thoroughly and absolutely love the communication of the developers with the community. Keep up the good work!

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3 years ago
Mar 30, 2022, 7:24:03 AM

Good update, but it's hard for me to believe that this update would be released half a year after the game is released. Too late.

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3 years ago
Mar 21, 2022, 7:40:07 PM

It still seem have a few bugs in the AI/ Combat Behaviors, but this is really very special game. Once those the last bugs are iron I will be horned to promote it as the great st city building simulation game of all time. I look forward to that day... On a side note does anyone else thing it's ridiculously hard to unlock the pacifist setting? I've been trying since the game's launch and have yet to come even close to getting. As guy who considers himself pacifist intellectual/gamer I got to say this is been the game's biggest disappointment to me. It's still epic game though!  

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3 years ago
Mar 18, 2022, 3:05:35 PM
zeshoot wrote:
RexBellator wrote:

I'd say Humankind is already a better Civ V. Civ V was definitely not the best 4x, it was barely a 3x

At least Amplitude had the wisdom and foresight to understand people don't play 4x games to stay build a few cities and call it a day.

Yes, so true. Civ V is so bad and worse than Humankind that it has only 17,5k players while Humankind has super active community with 1.1k active players.

That must be because of it's superiority. Such a better game, more complex and less bugged than Civ V, or VI...


steam charts:

Civ V - https://steamcharts.com/app/8930

Humankind - https://steamcharts.com/app/1124300


Civ V released - 2010

Humankind - 2021


Perfect logic form RexBellator.

Totally agree with you, zeshoot, people who say Humankind is way better than CIV 6 must not have played it for a very long time. If only in terms of depth and original mechanics, there is no comparison between the two games. Any slightly worse aspect of CIV is an argument that the game sucks, but how many basic mechanics are missing from Humankind? How many parts of the gameplay are poorly done or have no interest?(religion, civics,...). I'm sorry, I participated to all the opendev, I was enthusiastic for Humankind but I have to admit that it still doesn't come close to CIV 6. 

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3 years ago
Mar 18, 2022, 11:17:20 AM
RexBellator wrote:

I'd say Humankind is already a better Civ V. Civ V was definitely not the best 4x, it was barely a 3x

At least Amplitude had the wisdom and foresight to understand people don't play 4x games to stay build a few cities and call it a day.

Yes, so true. Civ V is so bad and worse than Humankind that it has only 17,5k players while Humankind has super active community with 1.1k active players.

That must be because of it's superiority. Such a better game, more complex and less bugged than Civ V, or VI...


steam charts:

Civ V - https://steamcharts.com/app/8930

Humankind - https://steamcharts.com/app/1124300


Civ V released - 2010

Humankind - 2021


Perfect logic form RexBellator.

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3 years ago
Mar 18, 2022, 5:09:09 AM
USSER wrote:

In a few years this game will be on par with Civ V. One of the best 4x games imo.

I'd say Humankind is already a better Civ V. Civ V was definitely not the best 4x, it was barely a 3x. Global happiness and science/culture penalties for expanding are trash mechanics that are antithetical to 4x games. It was a bad mechanic designed to appease "tall" players, which is dumb because "tall and wide" is a false dichotomy in the genre. Since at least Civs 1-4 going wide was the standard way to play. Suddenly Jon Shafer got it in his head that no, " 4 cities is enough." It was an absurd restriction that completely upended the fun of Civ early-mid-late game expansion; expanding now had the distinct possibility of tanking your entire civilization but hey losing cities actually made your people happier!  I bet Ukraine's combined happiness shot up after it lost Crimea in 2014 (not!).


At least Amplitude had the wisdom and foresight to understand people don't play 4x games to stay build a few cities and call it a day.

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3 years ago
Mar 17, 2022, 8:42:00 PM
creynam wrote:
60dlike wrote:

And for diplomacy? no change? because currently it's a disaster, look at the number of options available. Civilization Call to Power (1999) had far more features and depth than Humankind!

Adding more features does not necessarily make a game deeper; shallow features end up making the experience clunkier IMO.


What part of the diplomacy system is so dissatisfying to you that you would label it a "disaster"?

I think the diplomacy system is well designed, I find the grievance-demands mechanics to be innovative and enjoyable.


There's plenty of things I would like to be added to the diplomacy system, but I don't think it's a disaster or barebones at all.

Create federations, exchange specific resources (not just strategic or luxury ones), ask to join wars etc... Just play endless space for example, you will see the glaring difference in depth in terms of diplomacy between the two games. And I'm just talking about diplomacy, but there is also no spying in the game, allies that can't join our battle and so on. A lot of the basic mechanics are missing from the game.

Updated 3 years ago.
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3 years ago
Mar 17, 2022, 2:32:08 PM
60dlike wrote:

And for diplomacy? no change? because currently it's a disaster, look at the number of options available. Civilization Call to Power (1999) had far more features and depth than Humankind!

Adding more features does not necessarily make a game deeper; shallow features end up making the experience clunkier IMO.


What part of the diplomacy system is so dissatisfying to you that you would label it a "disaster"?

I think the diplomacy system is well designed, I find the grievance-demands mechanics to be innovative and enjoyable.


There's plenty of things I would like to be added to the diplomacy system, but I don't think it's a disaster or barebones at all.

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3 years ago
Mar 17, 2022, 8:20:55 AM

And for diplomacy? no change? because currently it's a disaster, look at the number of options available. Civilization Call to Power (1999) had far more features and depth than Humankind!

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3 years ago
Mar 17, 2022, 5:37:30 AM

I think the worst approach to balance is nerf. Instead of making Builders and Scientists useless like others, make others as useful as Builders and Scientists... 

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3 years ago
Mar 17, 2022, 12:34:16 AM
Dayvit78 wrote:
Slashman wrote:
Dayvit78 wrote:

Guys. When something is overpowered, it doesn't mean you nerf it. It means you make the other things equally attractive - either by giving them more bonuses, or giving the OP thing more costs. If you nerf everything, there's no fun in the game.

Yes actually, you do do that. That is exactly what a "nerf" is meant to address.

No... nerf means take away the benefit. I said, you need to KEEP the benefit and add a cost OR add a buff to the underpowered parts.

To be even more clear, they said Builder is overpowered, so we will restrict your usage of it. Now you can't use it. Instead they should add a cost so when you use it, you must balance how often on use it - not artificially disable the ability. This is the same thing they did with "buy it with population" - instead of making it costly in stability or something, they just jacked up the cost so you can never use it. If that's what they do with Builder afinity, then what's the point? It would be equivalent to not having the ability at all.

I agree with you 100% percent.

Some mechanics are present in game but they are realistically useless, what is the point of a mechanic if it can not be used.

On this point of view I preferred the balance the open devs had.

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3 years ago
Mar 16, 2022, 8:11:51 PM
DerpWyvern wrote:

its nice to see a nerf to the builder ability, but i think the main problem is not that its overpowered, but its the fact that industry is simply the most important resource, i would love to see a buff to buyout with gold or a rework to forced labor, or to make citizens more valuable so that playing agrarian is more useful

Exactly.  This would be a huge improvement in the game.  And considering how long it's been since release, I consider this upcoming patch to be a very small step in the right direction.  And I use the 10 stars per era mod, and it makes the pace almost perfectly balance for my gameplay style (plenty of time for each era; to research things; and to build all you research).  Just wish I could actually buy stuff easier with gold (I don't remember a single time in all my games ever being able to buy something).  

Updated 3 years ago.
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3 years ago
Mar 16, 2022, 1:15:02 PM

Hey there! Balthazar Auger here, Lead Game Designer on Humankind.

Thank you all for your feedback, especially regarding the nerf to Builder and Scientist affinities. In general, we agree that it’s more fun for the players to improve weak abilities and make them more engaging, so we want to give some context on why we decided to place some restrictions on Builder and scientist affinities.


Firstly, these abilities were much too powerful compared to the intended baseline, and thus drastically threw off the intended pace of the game. We’ve even seen players win in less than 60 turns on normal speed, about five times as fast as intended. This of course impacts a lot of feedback we get about the economy and cultures.

Secondly, we feel that the raw, unrestricted power of these abilities had a negative impact on player decisions. From the feedback we’ve seen, for many players the decisions around these abilities boiled down to “Is it time to turn it on everywhere and rush through research/construction?” (which could in turn reduce the impact of decisions about research and construction order). We hope that the new restrictions will require more interesting decisions about when and where to use these abilities.


We know that there’s more balancing to be done, on the other affinities and the economy as a whole. This change is only a first step.

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3 years ago
Mar 15, 2022, 5:15:13 PM

In a few years this game will be on par with Civ V. One of the best 4x games imo.

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3 years ago
Mar 16, 2022, 6:44:37 AM

@Dayvit78 The text reads "placed some restrictions". That does not look, sound or read as nerf. No one said, wrote or even hinted at what exactly those restrictions would be.

Shall we wait for the patch before making any conclusions ?

Seems like abilities will be limited by number of turns, some downtime or the maximum benefit/impact they can have on a city.

Updated 3 years ago.
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3 years ago
Mar 16, 2022, 3:55:32 AM
Slashman wrote:
Dayvit78 wrote:

Guys. When something is overpowered, it doesn't mean you nerf it. It means you make the other things equally attractive - either by giving them more bonuses, or giving the OP thing more costs. If you nerf everything, there's no fun in the game.

Yes actually, you do do that. That is exactly what a "nerf" is meant to address.

No... nerf means take away the benefit. I said, you need to KEEP the benefit and add a cost OR add a buff to the underpowered parts.

To be even more clear, they said Builder is overpowered, so we will restrict your usage of it. Now you can't use it. Instead they should add a cost so when you use it, you must balance how often on use it - not artificially disable the ability. This is the same thing they did with "buy it with population" - instead of making it costly in stability or something, they just jacked up the cost so you can never use it. If that's what they do with Builder afinity, then what's the point? It would be equivalent to not having the ability at all.

Updated 3 years ago.
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3 years ago
Mar 16, 2022, 3:29:44 AM
Dayvit78 wrote:

Guys. When something is overpowered, it doesn't mean you nerf it. It means you make the other things equally attractive - either by giving them more bonuses, or giving the OP thing more costs. If you nerf everything, there's no fun in the game.

Yes actually, you do do that. That is exactly what a "nerf" is meant to address.

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3 years ago
Mar 16, 2022, 2:39:43 AM

what?restrictions?

Is your game is aimed at a micro niche for players who like to be AI Ravage?

connect in the mind that AI can buff with strength and tendentiousness, developers are sadistic i guess


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3 years ago
Mar 16, 2022, 1:16:24 AM

Guys. When something is overpowered, it doesn't mean you nerf it. It means you make the other things equally attractive - either by giving them more bonuses, or giving the OP thing more costs. If you nerf everything, there's no fun in the game.

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3 years ago
Mar 15, 2022, 11:04:30 PM

I do agree that it's a good step into a right directions. I also wonder:


'Early Modern Sieges: While we’ve improved the AI around sieges, we’ve also been following other feedback about them. One of the problems our players pointed out was that you could lose access to your old siege engines while at war. With this update, your engineers should no longer forget how to build a trebuchet in the middle of a siege.'


Will You also adress the issue that suddenly, when I transition to next era and research guns - my people simply forget how to build bows/crossbows and I can't build them? Kinda made my last english medieval into EM hard since I was low on gunpowder but can't build good english bowman. In endless series we could've made, for example - a basic ship with white guns - free of titanium/hyperium gears, even when we unlocked additional slots that were locked with strategic resources.


I admit - that looks like promising patch. A drop in an ocean of bugs/balances to fix. But a start nonetheless.

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3 years ago
Mar 15, 2022, 6:54:30 PM

Thanks for sharing.


I'd honestly be surprised if the builder/scientist actives are salvageable with just restrictions, would be better to start over with new actives. Their passives are really interesting though (do NOT get into a protracted war with Babylon in Ancient because they'll show up with Swordsmen).


Any chance for an era star threshold setting so we don't have to rely on (fragile) mods for it?

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3 years ago
Mar 15, 2022, 6:43:59 PM

It will be better. We eagerly await new announcements.

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3 years ago
Mar 15, 2022, 6:19:55 PM

When are you guys going to add free left and right rotation to the game, I've always wanted to photograph my city from all angles

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3 years ago
Mar 15, 2022, 6:00:28 PM

Well, you didn't make it sound as 'meaty' as I'd like it to be, but glad to see you're not forgetting about immersion aspect (AI and real life religions). Fingers crossed that alliances rework and joint wars will make it to the table at some point.


Also, obligatory 'multiple avatars?' question.

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3 years ago
Mar 15, 2022, 5:46:21 PM

its nice to see a nerf to the builder ability, but i think the main problem is not that its overpowered, but its the fact that industry is simply the most important resource, i would love to see a buff to buyout with gold or a rework to forced labor, or to make citizens more valuable so that playing agrarian is more useful

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