Anno 117: Pax Romana - Ubi-Thorlof

The Anno veterans among you will remember: back in 2009, Anno 1404 introduced the item mechanic for the first time to the series. Items are objects or people in the game that you slot into specific buildings or ships to modify some of their values, for example:

  • Increase the productivity of all sheep farms within a certain radius

  • Increase the happiness of all residence buildings near a market building

  • Increase the sailing speed of a ship

  • And many similar effects

The idea behind the introduction of this mechanic back then was, to deepen the puzzle aspects of an Anno game by letting you boost certain productions further, specialize your fleet for e.g. higher speed, or simply get the most out of a densely packed city. They are a tool that provides more choice for you, the player, on how to tackle the challenges in the game.

How items were handled differed a bit from game to game: Anno 1404 allowed slotting items in ships and your trading post, while Anno 1800 not only greatly expanded the number of items in the game but also added special buildings (Townhall, Harbor Master and Trade Union) where these items would be slotted to affect buildings in their vicinity.

Following the release and throughout post-launch we eagerly followed the discussions around the item mechanic (and the sheer volume of different items) in Anno 1800 and decided to adjust it on some levels for our next game – but don’t worry item-lovers, there’s still plenty to tweak and puzzle.

Hiring Specialists

Let’s take a look at how we’re tackling the topic in Anno 117: Pax Romana then.

Firstly, we did a small renaming: “items” are called “specialists” in Anno 117: Pax Romana. The reason is that all items are now people who you invite to work for you and who provide their services and special skills to your cities – therefore: specialists!

The specialists can mainly be obtained via quests or by visiting traders – they usually have some specialists visiting who you can hire for a certain sum. Additionally, the Discovery Tree and the Hall of Fame also offer ways to obtain specialists.

These specialists can then be slotted into either your villa and officia or your ships.

There are a total of 4 rarity categories for items. Higher rarity specialists have stronger effects but are – as their name suggests – harder to obtain. Specialists can affect residences, production buildings, public service buildings and ships.

Employing specialists

We acquired a few specialists, let’s put them to good use and take a look at where you can employ them.

Villa

As probably the first places you will slot a specialist in, your governor villa is your home as a governor and – especially in Albion – a symbol of Roman power and prestige. It has a large effect radius for items slotted here and provides other benefits, for example allowing you to recruit some personal guard units to defend your city in case of war.

It’s important to protect your own villa on each island, since capturing the villa is the way to overtake other player’s islands.

A villa comes with several slots to put specialists in. The higher your Prestige attribute, the more slots you unlock. Prestige is earned via certain needs and public buildings, as well as your city status and ornaments (incl. the beautiful marble roads).

If we look at two examples of specialists that you may want to employ in your villa, we’d have:

  • The Vesseler: Reduces the needed workforce (-25%) and upkeep cost (-50%) of taverns in range

  • Iain Thespis, Brightener of Days: Increases the Happiness of all residences in range by 1.8

Officia

With the villa having a large but limited radius, the way to affect other parts of your islands with the buffs from specialists is by building Officia.

An Officium is a smaller administrative building with a smaller radius and just two item slots (later three, when you've progressed far enough in the Discovery Tree). The radius of a villa and officium, or multiple officia, cannot overlap.

How many officia you can build per island depends on how many “permits” you have acquired. Additional permits are unlocked via your island prestige, as well as the Discovery Tree.

Ships

Some specialists are experts at guiding ships. These captains can only be slotted in naval vessel, with each ship having exactly one slot for such a specialist. Things are rather straightforward here, so, let’s also check out two such captains:

  • Thunderous Bolter: Increases the accuracy of ship scorpiones (+15%) and their attack speed (+20%)

  • Unburdener: Decreases trade prices (-5%) and reduces cargo weight slowdown (-25%)

How and to which degree you are going to make use of specialists is up to you. For us it was important to provide another mechanic for you to specialize your cities and fleet but also further boost production buildings or tax income and this way enabling you to squeeze the most out of the limited space you have on each island.

Void Raider - Xerexes

New Content:

- Added interactive furniture containing loot inside.

- Added a new room in the dungeons.

Improvements:

- The dungeon seed is now visible in the pause menu.

Fixes:

- Optimized AI.

Thank you for your support!

Draconia - Dracosis

Fixed flying characters being unable to take off.

If you experience any other issues, please fill out our bug report form.

Draconia Discord

https://discord.gg/draconiagame

Slots & Daggers - hellofriedemann

Hey everyone!

Friedemann here 👋

It’s been  10 days since launch, and I’m still completely blown away! Slots & Daggers has now sold over 100,000 copies!! 

Eggo says thank you!

That is a surreal number for a solo dev like me. Thank you all so much for playing, sharing your thoughts, and helping make the game better! Really appreciate you ❤️

Roll-back of the Aggro Stop Hand

I’ve decided to dial back the “aggro stop-hand” mechanic a bit, a lot of you found it frustrating and after thinking it over I agree. The mechanic is now present for way fewer enemies and has a higher respin-limit before the hand appears. I’ve completely removed the stop mechanic from Arena Mode. 

What's Next?

The build is now feeling very stable and in a great place overall, so I’ll be slowing down the update pace a little over the next days. I want to take a bit of time to recover from the intense launch and then start shifting focus toward new playable content and features!

I’ll still keep an eye out for bug reports and critical issues of course, but expect updates to come a bit less frequently while I recharge and plan what’s next.

Thanks again for all the love, reviews, and messages! It’s been an incredible first 10 days.

Cheers,
Friedemann

Farmer Toon - thetechinox

Patch 109.3
Improvements:
  • Vendors are now a little more decorated to help guide new players.

  • When you hover your mouse over a button, you can now see the key assigned to it.

  • Six new keys are now used for tool shortcuts and the two skills.

  • Players can now chain together squares of land plowed with a spade.

Fixes:
  • Improved display of guild icons in the event menu.

  • The button to quit the game has been moved to the settings menu to clean up the main screen and avoid confusion.

  • Fixed the settings menu, which could display incorrectly on certain screen resolutions.

  • Correction of the quest menu display to adapt to different screen resolutions

  • New system to unlock action keys when they remain disabled

  • Correction of a bug that could prevent vehicles from appearing

  • Improvement of the vehicle system that plants seeds (corrects several problems)

  • Added a delay at the start of the game before the mayor appears to give players time to change keys if necessary

  • Fixed several sentences in French

  • Fixed the AI of enemy support animals so that they no longer give a bonus to KO animals

Jack the Ripper: Hunter Clan - yo_long1020

Hello, Hunters.

I am Madman, one of the developers of Jack, the Ripper.

I would like to express my sincere gratitude for your keen interest and for playing our game, even though it is still actively being developed.

Most of you who are interested in our game must be curious about the current development status and future schedule.

We plan to share information every week regarding which tasks we are working on and which bugs we will fix.


11.03.2025 - 11.07.2025

Content

We are currently working on the unfinished interior areas of the Cotton Factory and the Bell Factory, and we plan to release them this week.

Following this, we plan to refine the clue-finding system and the boss summoning system.

Bugs to be Fixed

1. Interaction with the hostage was completed, but the monster does not appear in Whitechapel.

2. A pop-up warning about the reset of the ‘Tarnished Slaves’ occurs when attempting to enter the Grisler Hunt for the first time.


If you have any other questions regarding what we will be developing after the stated week, what the future direction of the game will be, or any other inquiries, please let us know via the Steam Community Hub. We will answer as quickly as possible.

Jack, the Ripper: Hunter Clan is a hardcore hunting action experience and always welcomes your feedback.

We will do our best to ensure you can always enjoy a fun hunt.

8:18am
NEH - NEMI

Guys, that’s basically it — everything’s ready. I just finished the build that’s fully suitable for Early Access. It’s hard to believe this is really happening, but yes — our first game is ready to launch in Early Access! Right now, it has two modes: Story and Co-op. The Story mode includes three maps, and in Co-op you can play with friends or random players. I want to emphasize once again that this is our first game, so any bugs or issues will be fixed promptly. I plan to add new content regularly until the game leaves Early Access. Well then, very soon — LET’S GO!

Beaver TD - TranPhuong
  • Added x8 game speed feature.

  • Display variant information immediately after being summoned or crafted.

  • Implemented Auto Save during battles.

  • Added visual effects when a variant receives a buff from an item.

  • Players can now view detailed information of variants and enemies directly in battle.

  • Improved notifications when attempting to use a skill that hasn’t been unlocked yet.

KKCKC - Kudeok
KKCKC 0.6.2 Version has been updated.

⌨️ mark indicates updates applied based on community feedback. Thank you always for your valuable opinions!

New Keycaps
  • Added 5 new ability keycaps.

Balance
  • Added an input delay feature.
  • Improved the “Focus*” active keycap.

Visual
  • Added a new “Simple” option to the “Screen Shake” setting. ⌨️

Bug Fix
  • Fixed a bug related to the “TAB Blink” keycap.
  • Fixed a bug related to the “Dice of Fate” keycap.
  • Fixed a bug related to the “Blank*” active keycap.
  • Fixed an issue that occurred when unlocking keycaps in certain situations.
Line War - Basantos

This update is only about including Patch 2 which was simply missing in the previous update. Sorry about that! ːsteamhappyː

- Basantos

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