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2 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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2 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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2 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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2 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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2 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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2 years ago
Mar 15, 2022, 6:43:59 PM

It will be better. We eagerly await new announcements.

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2 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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2 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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2 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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2 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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2 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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2 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 2 years ago.
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2 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 2 years ago.
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2 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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2 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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2 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 2 years ago.
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2 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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2 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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