Bug Report !IMPORTANT! (Lots Of Feedback + Videos)
Greetings ANNO Team. I have a important bug report for you. There are issues with the game that I have discovered. Including bugs that have been a issue in the past but not fully fixed, to new bugs that have surfaced since the 3.0 and 3.1 Patches. I have a lot of feedback to submit. Including many videos that I have shot to show the bugs active. I have been collecting this feedback since the launch of the game. But decided to wait a few patches to see if they would be fixed. Or already a known issue that would be resolved. However while some of the past patches have solved some of the issues I have been encountering. Those patches have not yet fully fixed the issues. On top of that the recent patches (3.0 & 3.1) have actually been ineffective and have introduced new bugs. I did watch Basti's stream about the Anarchist and patches. I also seen the Dev Blogs in the ANNO UNION. I decided to go full on ANNO Sherlock on this. To do a extensive investigation, record it on video, to submit as one report to the ANNO development team. To help pinpoint these issues. My findings and feedback will prove useful to the team. I noticed in the ANNO UNION there is to be a patch 3.2 coming soon. I have just concluded my investigations and I am ready to submit my findings. I took a lot of time and effort into this. I have many videos to show that I have recorded. I will also explain in detail for everything as well. There is no need to thank me please. I will always take the time to assist my favorite game series. I hope my findings prove useful to the team. :)
Ok so let's begin. First a important note. The links to the videos I am providing are YouTube links. This will take you to the videos that I uploaded to my channel. I also made a play list specifically for ANNO 1800 game bugs. So everything is well organized. These videos are raw footage that I uploaded to YouTube to link here to this forum so the developers will have quick and convenient access to it. Also a important note. Be sure to read through the descriptions of all the YouTube videos I link here. Go to the link, read the description, then watch it. I will also do some explaining in here as well.
So the first bug I like to report is a ship combat soundtrack bug. This started happening after the 3.0 & 3.1 patches. I ran into a rather unusual issue. It seems to be only effecting one of my ships of the line. I have 2 videos to show for this bug. I will be using 2 separate ships of the line, to show the issue. One is named the RNS Early Bird and the other is named RNS Regent. I give both a run with the pirates who try to attack me. Videos linked below,
RNS Early Bird: https://www.youtube.com/watch?v=YH2O...8uTBHA&index=2
RNS Regent: https://www.youtube.com/watch?v=kxd5...8uTBHA&index=3
Be sure to read the descriptions of those 2 videos as well. I describe a lot of information in there too. But basically what is happening is that for some reason, only the RNS Regent seems to be effected by this. The ship combat soundtracks do not play for that one ship. I do not believe that the bug is limited to that one area. As I give the pirates a good chase with the RNS Regent, well away from the starting point of the battle. As far as I have tested. This is the only ship in my navy that has this issue for the moment. I have run into other skirmishes with the pirates on other parts of the map with other ships. I did not record those. I never had any issues yet. The only issues I have is with the RNS Regent. But you can see for yourself in those 2 videos the difference. RNS Early Bird gets combat soundtracks, RNS Regent does not. Only peaceful soundtracks play for the RNS Regent while in combat.
Since we already are talking about soundtrack bugs. This next report covers a known issue. Which is the NPC soundtracks not triggering when you visit their islands. I decided to record this to show the developers. I hover over and zoom in close when visiting each of the NPC islands. To see if their track will trigger. I have not yet reached the New World. So I have not been able to investigate those yet. Video linked below.
NPC Soundtrack Bug: https://www.youtube.com/watch?v=wzDK...8uTBHA&index=4
In addition. I also include my graphics settings, and sound settings near the end of the video. In case the developers may request for this information. I also have some additional information about the NPC soundtracks. I have not recorded this on video. But I have tested it myself before. When you start a new game and you discover the NPC islands for the first time. Then when you hover over their islands for the first time. Their soundtrack triggers. Just this once it works. But after that it starts to become an issue. Sometimes in a new game I will get a trigger. But it is very delayed. Like let's say I hover over Eli's island. Then I go to Madame Kahina. Then I go back to my main island. After a few peaceful tracks play Eli's Wormways Prison soundtrack would play. On my main island. So in the beginning of the game there is a noticeable delay in the trigger. But eventually it just stops working. I have noticed this behavior. It even happened on this map I currently am on. When I was still in the early game stages with the farmers and workers. I experienced this behavior. But once I got beyond that with the Artisans. In the mid game stages it just quits completely. I am not sure what other players are experiencing. But this is what I am experiencing. I am unsure if this report sounds similar or matches other cases the developers may already have from other players. But just in case as you see I did my own investigation to pitch in and give my feedback with what I am experiencing. I hope my report on this bug is helpful to the team.
Now for this next bug report. I believe this is also a known issue. I have heard people in the ANNO UNION talk about this issue before. I been having this issue since the launch of the game. It has always been there and it is a very frustrating bug as well. All the previous patches have not solved/fixed this issue. Patches 3.0 & 3.1 have not solved this issue either. Now for this bug I have a long video to show. Which I will link now below. Be sure to read the description below in that video as well as there is information in there as well. That talks about this issue.
Harbor Bug: https://www.youtube.com/watch?v=lfrZ...8uTBHA&index=1
This harbor bug is very annoying. But very strange too with how it behaves. This effects both my main island and second island. But I know that almost every island in ANNO 1800 might be effected by this bug as well. I have the feeling that every island is effected by this. And may have at least one beach that has this problem. Since I been running into it almost all the time. And every map I been on so far had this issue. On this map I currently am on, my second island has one beach that is really bad. I suggest the ANNO team should really look into this, because this is something that requires checking every single island for this bug. Which is a big task given all the islands in the game, combined with all the map seeds, etc. The problem looks to be bugged beach tiles. That block you from building anything. If you watch the video I linked. You will see on my main island. There are only 2 tiles on that beach that are bugged. Strangely the Kontor seems to be immune to it. Inducing large to big harbor buildings. Some smaller buildings like the fisheries seem to be immune to this as well. Some medium buildings like the sand mine is also immune to this. But everything else including the Quay are effected. I tried depots, defense turrets, repair cranes, piers, harbor master office, any many other harbor buildings. All effected by this. This just doesn't effect building buildings. But if you build the harbor buildings somewhere else in the harbor area, then move them to the bugged tiles, it also won't work. If you move buildings to bugged tiles, it will reject and zip the building back to where it came from. It is strange how some buildings I just mentioned above are not effected by this. If you look later in the video. When I go to my second island, where that one beach is really bad. You can see for yourself how badly this effects harbor buildings. I really go into detail and show the issue as it happens. While testing to see what happens. While recording in case anything more bizarre happens. Also the pirates attack again during this video. And again the RNS Regent does not get any ship combat tracks. The combat tracks do not trigger. I then go back to the harbor bug and continue. I have not yet reached the New World. So I have not tested any of the islands there yet. But I heard in the ANNO UNION that some players are having this issue in the New World as well. I suggest checking both the Old World and New World for bugged tiles on the beaches of all islands in the game. Including any future sessions that will be added to the game in future DLC. So that this issue won't spread to those sessions either. Or trigger the problem to return again in the previous sessions. I hope this information and video is helpful to the team for this bug.
Now the next bug I like to report is a resident quest bug. I been having this problem since launch as well. The first and second patches solved the problem partially. This was a known issue where resident quests would spawn and these groups of people would be left behind. Some quests didn't work right as already known. Those previous patches have solved those issues. Resident quests work. I don't have anymore groups of people piling up in my streets. However while it has solved those issues. I still have issues with resident quests. The groups of people still left behind are there and they will not go away. I have this on both my main and second island. These groups of people left behind from resident quests will not go away at all. But when a new resident quest spawns and I complete it. The group goes away as it should. So since those past patches. It has solved some issues, but some issues still remain. Please have a look at the video linked below and also be sure to read it's description box as well when you go to it.
Resident Quest Bug: https://www.youtube.com/watch?v=VKhQ...8uTBHA&index=5
After watching that. You can see what I am talking about. I got lucky this time when recording, because I was able to capture the issue as it happens. When I did some resident quests, especially one that was next to a bugged group that still remains. After doing the quest. The bugged group stays, but the group that works correctly goes away as it should. And I have these groups of bugged people from past resident quests that where bugged before those patches fixed them all over my islands. Both my islands have this issue. I don't show my second island in this video. I only showed my main to keep the video short. But my second island also has this issue. These groups of people will not clear away. I also feel like it might be effecting the rate resident quests spawn at. Due to all those bugged groups standing out there. I have resident quests set to common. So I expect to get more. But each time I start the game. I get 2 of them per island. For my main island its one Artisan quest and one worker (sometimes farmer). For my second island its worker and farmer quests. Since I only have those 2 residential tiers on my second island. Which is a supply island. My people are happy. I have the conditions required for residents to spawn quests in the game. I hope the team can find a way to clear all these bugged groups standing out there.
Now this next bug is a multi part lengthy investigation to a NPC bug I encountered. This seems to only effect Madame Kahina and her quest Clippers. What happens is when she offers a quest and you complete or reject it, the Clipper doesn't sail away. Instead it stays in her harbor on her island. This repeats and then you have a situation where her harbor is packed full of her quest Clippers. Making it hard for your ships to get into her harbor because of the anti clip feature in ships to prevent them from passing through each other. This eventually causes a ship traffic jam in her harbor which can make it a hassle to trade with her. There is more to this bug. But first I will link all the parts below. So that you can see for yourself. I will explain the rest below after the links. Remember to check out the description box for each of those videos on YouTube for more info.
Madame Kahina Bug Part 1: https://www.youtube.com/watch?v=-Ldf...8uTBHA&index=6
Madame Kahina Bug Part 2: https://www.youtube.com/watch?v=0mjX...8uTBHA&index=7
Madame Kahina Bug Part 3: https://www.youtube.com/watch?v=epMt...8uTBHA&index=8
Madame Kahina Bug Part 4: https://www.youtube.com/watch?v=CQzi...8uTBHA&index=9
Madame Kahina Bug Part 5: https://www.youtube.com/watch?v=zTnb...uTBHA&index=10
In part 1 I do the best solution to this bug. Which is to push her ships out of her harbor with my ships. To clear the harbor congestion. At this point she has 2 bugged Clippers out and they will not sail away. In part 2 nothing really happens. I was recording in case Madame Kahina would offer another quest. Which would be another ship. In hopes to capture the problem as it happens. This time she didn't spawn anything and her 2 bugged clippers I pushed away still remain where they are. I checked the other NPCs to see if they would have a quest too. But they didn't. Part 3 nothing happens. Remaining 2 bugged clippers stay where they are. Now in part 4 something happens. Madame Kahina offers a quest. If you look at the 2 bugged clippers. One of them has the quest text show. I reject the quest since doing it will make the video very long. And this effects both when you finish a quest or reject it. So I reject the quest and the bugged clipper stays. But then I realize something! That is not the quest ship that is giving the quest! I quickly go to my main island. I look in the harbor. Then bingo! There is one of Madame Kahina's quest clippers sailing away! I follow it and also go back to the 2 bugged clippers which still stay where they are. I then follow the other clipper sailing away until it leaves the map. When it does I go back to the 2 bugged clippers outside her harbor and they are still there. They won't go away.
Now in part 5 is where things really happen finally. Madame Kahina spawns a quest Clipper in her harbor. I click it the quest comes up, one of the bugged clippers display the quest text. I reject the quest. The third quest clipper in her harbor doesn't sail away. Now there are 3 bugged clippers in total. I then go to Eli's island. He has a quest available. I reject it and his clipper sails away without any problems. I then go back to Madame Kahina's island and all of a sudden *POOF* her 3 bugged clippers are finally gone! Just like that! I then go to Archibald's island. He also has a quest. I reject it. His quest clipper sails away without any problems too. Only Madame Kahina is effected by this bug it seems. I am not seeing this issue with any of the other NPC's in the Old World. Remember I have not yet reached the New World. So I don't know if this issue carries over there as well with any of the NPCs in that session. But as you can see there is a problem with Madame Kahina and her quest Clippers. I hope this feedback is very helpful to the development team. I
!IMPORTANT NOTE!: Also I have to add that after I ended the recording in part 5 of Madame Kahina's bugged clipper problem. When I went to my main island to check on things before calling it a night. All of a sudden Madame Kahina's soundtrack plays!! Her soundtrack started to play after this bug with her quest clippers. I think this might also be a clue as to why the NPC soundtracks don't trigger. This is something to for sure investigate and I suggest to the team to look into this. I might have found a clue to the problem.
For this next bug. I have to report that this bug started after game patches 3.0 and 3.1. This bug seems to only effect the Flagship. I am not sure if it only effects the Pre-Order Flagship. Or if it effects both the Pre-Order Flagship and Regular Flagship. The problem is that when the ship is sailing. These broken planks and wood splinters start to float around the entire ship (very close to the ship's hull) moving with it and the shape of the water. But when the ship stops sailing and reaches it's destination. The floating debris around the ship fade away and are then gone. But they come back when the ship starts to sail again. This is most noticeable when the ship is sailing and you click on the ship, then you go to postcard mode to be in postcard mode to follow with the ship, then you look straight down on the ship from above and you will see it. I have shot a video for this as well. I have it linked below. Be sure to read the video's description box as well. There is information in there as well. When you click the link and go to the YouTube video.
Flagship Bug: https://www.youtube.com/watch?v=sJjd...uTBHA&index=11
Please have a close look at this video. And you will see what I explained above. This is a new bug. It started after game patches 3.0 & 3.1. The most recent patches have caused this bug. I didn't have this bug before the patches. Otherwise I would have noticed it. I can even notice it from far away when not in postcard mode. So I know this bug started happening after the most recent patches to the game.
This is the last bug to report. I had a lot happen here as well. Some pretty bizarre behavior happened while I was recording another bug that I already found. So I was recording one bug that I already have found but then a second bug suddenly happened during that initial test to show the problem. I am glad that I caught this. This will be prefect feedback for the team to investigate. So what I am doing here is I found a audio bug. Not a music bug, but a sound bug. This bug again started after game patches 3.0 and 3.1. This bug effects blueprint buildings only. When you upgrade from a blueprint to a real building. I recommend you have your audio/sound developers look at this. As I recommend very good speakers or a very good pair of headphones to listen to this. I have music turned off so that only the sounds are playing so you can hear. Please have a look at this video here.
Construction Audio Bug: https://www.youtube.com/watch?v=Kiy0...uTBHA&index=12
Comparison Video: https://www.youtube.com/watch?v=XFOS...uTBHA&index=14
!IMPORTANT! Listen to the comparison video first. Or you may not notice the issue. When listening to the comparison video first. Listen to the blueprint building demolish sound. The sound that plays when you demolish a blueprint building. Memorize this sound. Then watch the Construction Audio Bug video and listen. You should notice the bug then. Also included in the Comparison video. I also upgrade some blueprints to real building while demolishing blueprints next to them to help notice the problem. You can hear it the best with the ornaments near the end of the Comparison video. This will help you notice the bug. Before you look at the Construction Audio Bug Video. Now I will explain in text in case you still don't follow. Basically what the bug is, it is when you upgrade a blueprint building to a real building. You get 2 sounds playing almost simultaneously. When you place down a blueprint building. Then take the upgrade tool, then upgrade the blueprint to real building. You will hear 2 sounds play almost simultaneously. First you will hear the construction sound. Then almost immediately after that, you will hear the blueprint demolish sound as well play. Almost at the same time as the construct sound. There is a slight delay which allows for this audio bug to be noticeable. The bug is most audible with the ornaments since they have a more silent construct sound than buildings do. I also place down a lot of ornaments in blueprint mode, then upgrade them to real building in the Construction Audio Bug Video. I also do it in the Comparison Video to help the developers know what to listen for to notice the problem. They should notice it. With a good pair of headphones they should hear what the problem is. I noticed it. Since I am familiar with all the game sounds. And when I was planning out a production chain on my second island. When I started to upgrade to real buildings. I immediately noticed something was off. My reaction was "Hang on. Oh no, that is not how it should sound. Something is off here. Another issue with ANNO 1800." If I noticed it. I guarantee the audio developers for ANNO 1800 will too. Give it to them to look at and they will for sure notice it.
This audio bug effects only blueprint buildings when you upgrade them to real building. It effects every single building in ANNO 1800. Including harbor buildings. It effects all the buildings in the game that can be built in blueprint mode. The bug only happens when you upgrade them from blueprint to real building. This bug doesn't happen when you turn off blueprint mode and immediately place down a building if you have all the materials for it. This bug also does not effect buildings that are already built, when they are upgraded to the next tier. So if you upgrade a warehouse from tier 1 to tier 2 there will be no audio bug. It is not effected. Same thing with resident houses. If you upgrade from farmer to worker, worker to Artisan, and so on. It doesn't effect it. Not real buildings already existing in the game. It only effects all buildings that are put down in blueprint mode, then upgraded to real building. That is when you have this audio bug happen.
Also during this audio bug testing. In the Construction Audio Bug Video. When I place down the fur coat factories. I have a bizarre incident happen. Note that I do not have any Artisans on my second island. I only have farmers and workers. But when I upgrade this building from a blueprint. All of sudden I get a Artisan resident quest pop up. Out of nowhere next to the building exactly the same time when it is built from blueprint mode. I click the quest to see what happens. I decide to do the quest to see what happens. I do the quest, complete it and nothing else happens. I go back to the fur coats factories and the group of people is gone. I then go check something I already mentioned above. Where I have these groups of people on my second island too. Since I am there now. I also show this as well. Since now resident quests are all of a sudden showing up again. While I test for the audio bug. Now I have 2 bugs going on at once. Very bizarre behavior.
Also I missed this. After finishing that first resident quest that suddenly popped up when I built those fur coat factories. I didn't catch that another resident quest spawned outside my museum on the street. So this next video linked below will show that.
Resident Quest Missed In Construction Audio Bug Video: https://www.youtube.com/watch?v=y88I...uTBHA&index=13
So I recorded that too. To see what would happen. Since bizarre things are happening. Music is turned on now since I am only looking at this quest now not the audio bug anymore. I also show something again from a previous video above. With the bugged groups of people. I have a bugged group of people in one of my museum enclosures. I take that enclosure down so that you can see that bugged group of people there. And since it is in close proximity to this sudden resident quest that spawned after the previous one was done. I wanted to see if something would happen. Since odd things where happening a moment ago when I was testing for the audio bug. I wanted to see what would happen. If some chain reaction would happen. And of course I was recording it in case something did happen. So that I would have feedback to send to the developers. So I try to do the quest. But it requires me to go to the New World to take a picture of a NPC's lighthouse in the New World. Since I cannot go there yet as I have not yet reached the New World. I had to cancel the quest. So that is what I do next. Ignore the newspaper. I hit that by accident. I then close the quest. Resident is not happy of course. But his group of people go away, but the group of people in the museum enclosure still stay. So I put back the artifact and end the video there. Nothing else happened after that.
That concludes my report. I hope that all my findings are helpful in some way to the development team. It was a lot to investigate and process. But I will always take the time to help and assist the team in any way I can. I love and support ANNO. I been playing the game since ANNO 1602. I been a ANNO player since the series started. I love the games. They are a true work of art and ANNO never disappoints me. It is always a joy to play the game and I will always stand by ANNO. Always loyal to ANNO. I absolutely love ANNO 1800 and I look forwards to all the DLC and content drops in the future!
Thank you for making another beautiful game. I hope my feedback and bug report will help the team in some way. I hope the bugs I found will be fixed soon. Especially that harbor bug which seems to already be a known issue. So pesky! More pesky than the pirates!
P.S: Let Basti the Community Developer know of this report too. He posted something in the ANNO UNION about Hotfix 3.1 and I was going to leave a comment on the ANNO UNION for him like I usually do. But since I am writing this report on the forums it would be best he had a look at this report too. There is something Basti mentioned that sounds exactly like the Harbor Bug I am having. About "an issue that locked players from constructing buildings in their coastal area.". This sounds like the same bug I am having. I think it is since that sounds about the same thing I am having. And if it is then Hotfix 3.1 did not fix the problem. I am still having this issue today. And my harbor bug video was shot after Hotfix 3.1. But uploaded a day after on June 7. I am not going to post this to the ANNO UNION. It would be way too long. please have Basti look at this. Thank you.
If you have any further questions about my report, don't hesitate to ask. I will return a reply to you as soon as I can.
Best,
Feruda