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The-Cat-o-Nine-Tales

The-Cat-o-Nine-Tales

2 years ago Jul 06,2022, 13:45:57 PM

Quality of Life in the Ibn Battuta Update

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Last week, we gave you a first glimpse at the Ibn Battuta update by telling you about the upcoming leader names and titles. This week, we want to tell you about a couple of improvements  that should create a smoother, more enoyable experience: Visual updates to cities, better civics tooltips, and improved line of sight.

 


Beautiful Cities

We often see praise for the 2D and 3D art in Humankind, but some players rightly pointed out that large cities could get a bit repetitive. While this might have been intentional for some of the more rigid road layouts, it didn’t feel right with the more curved, “organic” tiles. Now some tiles will be rotated at random to break these patterns, and we’ve also fixed an issue that kept the game from using the full variety of Commons Quarters. And while we were at it, we also configured the “Toggle UI” hotkey to also remove territory borders, so nothing will get in the way of taking the prettiest screenshots possible. 



The differences are subtle, but should make cities look more organic

 


Law of the Land, Part 2 

In the Bolivar Update, we added the unlock conditions of civics to their tooltips, allowing you to plan your short-term goals without guessing at what you need to do, but that was only the first step. In the Ibn Battuta Update, we are adding the effects of both choices of every civic to their tooltips, so you can decide if they are worth pursuing. Between the unlock conditions and the effects, you should now have all the information you need to shape your empire’s policies and traditions according to your vision. 


 
Civics effects are now easily visible from the main Civics screen

 


Let Slip the Fog of War

Speaking of vision, we’ve also overhauled the Line of Sight system. The old system favored the defender in many ways and had some quirks that were unintuitive and frustrating to many players. Why would these forests and units get in the way of your cannon on the crest of a hill? Clearly, the world of Humankind is inhabited by giants and Redwood trees... This could make it very difficult to line up a good shot without exposing your units too much. 

So we’ve cut units and forest down to size to make it easier to exploit elevation to bring your full firepower to bear. At the same time, we’ve improved the Line of Sight check to be more accurate. Your frontline should interfere a bit less with your shooting now, while cliffs should have a bigger impact: You may need to get right up to the edge to shoot down at your enemies, and you will be much less safe from return fire. 


 
Getting a clean shot is easier now, while obstacles are marked more clearly


 


That’s all for now, but we hope you will enjoy these visual improvements to the game. Come back next week for an early look at some of the changes we are making to cultures. We think they’ll offer some exciting new opportunities! 

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2 years ago
Jul 6, 2022, 2:22:47 PM

Some nice, little updates.


On the civics screen, it doesn't allow you to view the screen before you have unlocked some civics (usually the founding myths/legitimacy ones). So I have never known what the unlock conditions for those first two are - and one game, I played forever before it finally popped up. Somtimes it's quick, sometimes it takes many turns. I don't know why. Would it be possible to allow you to open the civics screen anytime? Same thing for faith screen too - you cannot open it until you get tier one. (On a side note, there's an event in tribal era where you can choose +food, prod or science per pop. In a few games, it has not come up. So I also don't know what is the trigger for that)


Line of sight changes sound good. But still waiting for a much meatier battle update.

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2 years ago
Jul 6, 2022, 2:33:31 PM
The-Cat-o-Nine-Tales wrote:
So we’ve cut units and forest down to size to make it easier to exploit elevation to bring your full firepower to bear. At the same time, we’ve improved the Line of Sight check to be more accurate.

Okay, great, hope that means indirect fire is gone or at least really cut down on archers, then, because they're having less and less reasons to have access to it.


Other than that, sounds good. Hopefully there's one last big thing in the cooking pot for this update, though.

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2 years ago
Jul 6, 2022, 3:03:23 PM
Dayvit78 wrote:
(On a side note, there's an event in tribal era where you can choose +food, prod or science per pop. In a few games, it has not come up. So I also don't know what is the trigger for that)

That's Legacy Trait for Neolithic Era and you earn to choose it after you get Science Era Star.

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2 years ago
Jul 6, 2022, 5:30:42 PM

How is the shot on the bottom left picture possible from a realistic point of view? Are they going to shoot through their allies up a cliff??? I think if shooting "through" your other troops there should be collateral damage at least. Combat is one of the top quality aspects of the game only because it is not casual and I hope it stays that way.


UPD: After giving it a second thought I think that shot is quite possible actually, so shame on me and my imagination. But I still am rooting for the complex and realistic combat patterns! love the changes, keep up the good work!

Updated 2 years ago.
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2 years ago
Jul 6, 2022, 7:59:16 PM

This is not a small change it is a very big adjustment for the combat system. Ranged attack was not intuitive. Now this will be adjusted. I am very curious how it will work in the end. In any case, it's very good news and I can sleep better from today :)

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2 years ago
Jul 7, 2022, 12:22:11 AM
wudimaoxiong wrote:

Be sure to fix siege units not being able to attack units under "destroyed walls"!

Yes please. Extremely frustrating. 

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2 years ago
Jul 8, 2022, 1:11:07 PM
neprostoman wrote:

UPD: After giving it a second thought I think that shot is quite possible actually, so shame on me and my imagination. But I still am rooting for the complex and realistic combat patterns! love the changes, keep up the good work!

I admit it's a bit hard to see in the screenshot that the enemy is on top of a hill. Because of some unrelated issues I was having with the devbuild, the screenshots ended up less clear than I had hoped to get, so you'll have to try it yourself soon. But since we basically changed from "go through this list of rules" to "draw an actual line in the 3D map space" it should become more realistic. For example, being above a cliff now creates a "deadzone" underneath it you cannot shoot unless you're close enough to the edge.

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2 years ago
Jul 11, 2022, 10:57:51 PM

 But since we basically changed from "go through this list of rules" to "draw an actual line in the 3D map space" it should become more realistic. For example, being above a cliff now creates a "deadzone" underneath it you cannot shoot unless you're close enough to the edge.

They said, and I quote:


You may need to get right up to the edge to shoot down at your enemies, and you will be much less safe from return fire.

So rejoice, they are doing that

 

Updated 2 years ago.
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2 years ago
Jul 12, 2022, 7:26:46 AM

I think: the "line of sight" is misunderstood because it is not shown. However, in civ you have no problems due to the different illumination of the tiles. Provide it for each chosen unit in battle.

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