Another year is coming to an end, and it was a big one for Amplitude!
This August, we released a game we had been dreaming of for many years, Humankind. Of course, a game release is not an end, but just another step in a long journey. There are many places we want to take Humankind, and we hope you will come along on this journey with us. Thank you to all of you who have stuck with us even as we stumbled along the way.
We also launched the first ever in-game event for Humankind in November, celebrating the Día de los Muertos and letting players earn new customization options for their profile. We've already made improvements to the event system and the event rewards, and hope to improve this even further in the future.
For now, though, we will be taking a break for the holidays, and the studio will be closed until next year. As we have in the last few years, we leave you with a little Amplitude-themed crossword to pass the time.
We'll be back in early January. Be sure to check back then for news on what the future holds for Humankind! Until then…
Happy Holidays, and all the best for 2022! The Amplitude Team
We have some news regarding the Día de los Muertos Event today.
First of all, we're sorry about the issues many of you have had with the event. We know losing progress on a challenge can put a real damper on your enjoyment of an event like this. The Civil Evolution and Necropolis challenges in particular have been reported as losing progress, while others say they have completed all challenges and unlocked Catrina, but are not able to use the Avatar. We have been following your reports and investigating the issues.
The good news is that we believe we have identified how to fix these issues.
The bad news is that we will not be able to deliver these fixes until mid December.
Since we could not fix these problems before the end of the month, we are extending the Día de los Muertos event until December 21st to give you time to make progress both before and after the patch releases. We know it may be a bit strange to have a Day of the Dead event running in December, but we want to make sure you've had a chance to complete the challenges in spite of the technical issues.
EDIT: For Clarity on the Patch and Rewards
The rewards will be given to anybody who has participated in the event before the fixes. When the patch releases, anybody who has made any progress on the challenges will receive the rewards. After the patch, normal challenge tracking will resume to give anybody who had not yet played the event a final chance to give it a shot with the progression bugs (hopefully) resolved.
And don't worry if you can't finish the challenges now or after the patch. There may well be other chances to earn Catrina and the other rewards in the future.
Music is crucial to immersing yourself in a game experience. A great soundtrack can help transport you to all manner of worlds, from futuristic planets orbiting distant stars to fantastical realms of magic and wonder, and yes, even back through time into history. We consider ourselves lucky that we could work with an amazing composer like Arnaud Roy from the very beginning (though back then he was known to our players as FlyByNo) to bring our worlds and games to life. Our fans seem to agree, given how many times we hear that the endless Soundtracks are among their favorite game OSTs.
But of all our collaborations with Arnaud, the Humankind Soundtrack was perhaps the biggest and most challenging project yet. With 60 different cultures, the soundtrack required a great variety of instruments and musical styles, and Arnaud worked with a number of experts to achieve this. Even after forming these many cultures into groups, the soundtrack contains several hours worth of music. On top of that, there is over an hour of orchestral music evoking the grand scale of history.
We can only begin to describe the effort that went into this soundtrack here, so if you want to know more, please check out our Feature Focus about Composing the Music, or the Humankind Music playlist on youtube for more examples and making-of videos about the soundtrack.
If you agree with us that his work on the Humankind soundtrack is phenomenal, please show your appreciation for his work by nominating Humankind in the Best Soundtrack category of the Steam Awards.
And while you are already in a voting mood, why not head on over to the Game Awards website and vote for us, as we have been nominated for Best Sim/Strategy Game this year. We'd really appreciate your support!
Do you ever want to relive all of human history? Do you dream of leading your people from humble beginnings to lasting fame and greatness? Do you wish you could leave your mark on humankind? If your answer to any of the above was a resounding yes, then you may be interested in Amplitude Studios' latest turn-based 4X strategy game, HUMANKIND™.
Explore a world beautifully rendered on a fully 3D map, expand your empire territory by territory, exploit the resources of the land through your cities, and exterminate your enemies if necessary. Guide your civilization from its beginnings as a small Neolithic tribe to the great opportunities and dangers of the Contemporary era. As you move through history, you may adopt a new culture in each era to adapt to your changing situations and face your challenges. Yet each culture leaves a legacy on your people, and with 60 different cultures to choose from, over a million different possible combinations let you create a civilization as unique as you are by the time you reach the modern days.
Yet it is not the last remaining empire, the largest, nor the first to reach Mars who will emerge victorious at the end of the game, because HUMANKIND™ is all about the history of your people, the mark they left, and what they will be remembered for. All your great deeds, from growing a large population or building great cities full of wonders to founding a religion or inventing key technologies, will earn you Fame, and it is the most famous culture who is considered the winner in HUMANKIND™, even if they may no longer exist.
Still, if you are a great general who prefers to command their troops on the battlefield, Humankind offers you an engaging tactical experience integrated with the strategic management of your empire and armies. From small skirmishes of warriors, spearmen, and archers in the ancient era, to the gunlines, trenches, and even aerial bombardment of modern warfare, the clever use of terrain, unit abilities, and reinforcements can turn the tide of battle. Face charging knights by taking the high ground with your pikemen, hide your musketeers in forests to ambush your enemy and take cover from the return fire, and remember to bring a trebuchet or some cannons to bring down the enemy walls. And if your enemy still seems too strong, outflank them and bring your reinforcements to bear from behind their ranks, or simply bring your biggest guns and shell them from a safe distance.
If any of this has piqued your interest, but you're not quite sure if you'll like the game, you can experience the first 100 turns for yourself, playing from the Neolithic to the end of the classical era and combining up to two of fourteen different cultures cultures. Pick up the free demo on Steam, and try the early game before you continue your journey in the full game (yes, the save files are compatible, so you can just keep playing!)
As the keen-eyed among you may have already noticed, earlier this week Chapter 2 of the Día de los Muertos event unlocked, and the End Conditions Patch for the Fabius Maximus Update released. We're sure many of you have already delved into the challenges and changes, but for those who have not yet had time to look into the game, we've prepared a summary.
Día de los Muertos Chapter 2
On Tuesday we kicked off the second chapter of the Día de los Muertos event! If you complete all three challenges in this chapter, you will earn two more symbols and another border decoration, and if you have also completed Chapter 1, you will earn the Catrina avatar to use in game! Here are the challenges you can complete until the end of the month:
Necropolis: As the Maya or the Aztecs, sacrifice over 30 population to complete a construction.
Army of Darkness: As a Militarist Culture, use the Iron Reserves ability 4 times in the same Era.
Civil Evolution: Enact 50 Civics across multiple games.
End Condition Settings
With the patch released today, you can toggle individual end conditions and tailor your experience to your desire. Want to spend more time playing with the powerful bonuses from endgame technologies like Exosuit? Want to go to Mars without prematurely ending your game? Turn off that end condition. Looking for a particularly aggressive game that only ends once only one empire remains? No problem, just turn off everything except “All Empires Eliminated.” You can even turn off the turn limit and pollution threshold (though not its effects), so your game doesn’t have to end unless you want it to.
Military Balancing
This patch also includes a major balancing pass on military units. While most of these changes are focused on costs, upkeep, and resource requirements, there were some changes to Combat Strength or abilities as well. Overall, this should create a smoother progression across generic and emblematic units, and avoid some oddities in upgrade paths our players have been talking about. Here are some notable examples of changes:
Swordsmen (and Shotelai) no longer require iron, to allow all players to have some up to date units in the classical era
Roman Praetorian Guards now unlock with Standing Army and replace Swordsmen (you can still build Swordsmen if you have no iron)
Javelin Throwers and Noble Javelineers have had their Combat Strength and ability improved
Mortars now upgrade into Siege Artillery so you no longer lose indirect fire capability along the upgrade path
Howitzers gained some Combat Strength and upgrade into Helicopter Gunships for direct fire support
Cossacks are now stronger than Dragoons
Mongol Hordes have increased Combat Strength to fare better against the common Pikemen
Siege Elephants, Gajnal, and Varangian Guards lost a lot of Combat Strength to end their undisputed battlefield superiority
Cruise Missiles and SOMs now only costs a fraction of a Multirole-Fighter
You can find the full list of changes in the patch notes. We hope that these changes will lead to a clearer, more satisfying progression of warfare across the eras of the game.
A Little (Digital) Extra
We've heard a lot of praise for the Día de los Muertos variant of the Humankind art we used to promote this event, and quite a few requests for a wallpaper version. So, we've put together various formats of this art to use on different devices and profiles, which you will find on your Games2Gether rewards page starting next week.
Hope you'll have fun with the new challenges, end conditions, and unit balancing!
Base Districts now scale depending on how many Districts of that type are present.
Other Districts scale based on a percentage of total District amount.
Military balancing:
Gajnal base CS to 44 (was 49).
Dragoon CS to 45 (was 46).
Cossack CS to 46 (was 44).
Turkish SOM price set to tier 1 = 3700 (was 14805). Upkeep is now 70 (was 90).
Strengthen Poison : caps movement to 2, caps range to 1.
Increased javelin thrower bonus effect (from +4 to +6 when in good terrain).
Increased Javelin throwers CS to 21.
Increased Javelineers CS to 26.
Reduced War Elephant to 30 CS (was 31).
Increased Gaesati to 26 CS (was 25).
Increased Jaguar Warriors to 35 CS (was 33).
Increased Impi CS to 47 (was 45).
Impi "Unstoppable" ability now twice as strong, to overtake gunner "focused fire" bonuses.
Reduced Varangian Guard CS to 38 (was 43).
Reduced Khmer Siege Elephant CS to 38 (was 43).
Reduced Upkeep Tier 1_3 to 2 from 3.
Reduced Upkeep Tier 2_1 to 4 from 5.
Reduced Upkeep Tier 2_2 to 6 from 8.
Reduced Upkeep Tier 2_3 to 8 from 10.
Reduced Upkeep Tier 3_1 to 10 from 15.
Reduced Upkeep Tier 3_2 to 12 from 20.
Reduced Upkeep Tier 3_3 to 14 from 25.
Reduced Upkeep Tier 4_1 to 15 from 30.
Reduced Upkeep Tier 4_2 to 20 from 35.
Reduced Upkeep Tier 4_3 to 25 from 40.
Reduced Upkeep Tier 5_1 to 30 from 50.
Reduced Upkeep Tier 5_2 to 40 from 55.
Reduced Upkeep Tier 5_3 to 50 from 60.
Reduced Upkeep Tier 6_1 to 60 from 70.
Reduced Upkeep Tier 6_2 to 70 from 80.
Reduced Upkeep Tier 6_3 to 80 from 90.
Reduced Warrior Upkeep to Tier 1 from Tier 2.
Reduced Warrior Industry Cost to 45 from 90.
Reduced Promachois Upkeep to Tier 1 from Tier 3.
Reduced Promachois Industry Cost to 45 from 180.
Reduced Royal Guardsmen Upkeep to Tier 2 from Tier 3.
Reduced Royal Guardsmen Industry Cost to 90 from 180.
Increased Scout Cavalry Upkeep from Tier 1 to Tier 2.
Increased Scout Cavalry Industry Cost from 45 to 90.
Reduced Chariot Strategic Cost from 2 Copper to 1 Copper.
Increased Chariot Strategic Cost from 1 Horse to 2 Horse.
Increased Chariot Archer Strategic Cost from 1 Horse to 2 Horse.
Increased Chariot Archer Strategic Cost from 0 Copper to 1 Copper.
Increased Noble Chariot Strategic Cost from 1 Horse to 2 Horse.
Increased War Chariot Strategic Cost from 1 Horse to 2 Horse.
Reduced Swordsmen Strategic Cost to 0 Iron from 1 Iron.
Reduced Shotelai Warrior Strategic Cost to 0 Iron from 1 Iron.
Celts cannot build Swordsmen anymore (is replaced by their emblematic unit Gaesatae).
Warriors can now upgrade to Gaesati.
Reduced Gothic Cavalry Strategic Cost to 1 Iron from 2 Iron.
Increased Gothic Cavalry Strategic Cost to 2 Horses from 1 Horses.
Reduced War Elephants Strategic Cost to 1 Copper from 2 Copper.
Increase War Elephants Strategic Cost to 1 Iron from 0 Iron.
Moved unlock of Praetorian Guard earlier to Standing Army from Imperial Power (Romans can still build Swordsmen if they lack Iron access).
Increased Crossbows Upkeep to Tier 2 from Tier 1.
Increased Crossbows Industry cost to 400 from 200.
Increased Longbows Upkeep to Tier 2 from Tier 1.
Increased Longbows Industry cost to 400 from 200.
Reduced Greatswords Strategic Cost to 1 Iron from 2 Iron.
Reduced Varangian Guards Strategic Cost to 1 Iron from 2 Iron.
Increased Capetian Knights Upkeep to Tier 3 from Tier 2.
Increased Capetian Knights Industry Cost to 800 from 400.
Increased Teutonic Knights Upkeep to Tier 3 from Tier 2.
Increased Teutonic Knights Industry Cost to 800 from 400.
Reduced Haras Strategic Cost to 2 Horses from 3 Horses.
Reduced Naginata Samurari Upkeep cost to Tier 1 from Tier 2.
Reduced Naginata Samurai Industry cost to 485 from 970.
Reduced Musketeer Strategic Cost to 1 Iron from 2 Iron.
Reduced Arquebusier Strategic Cost to 0 Iron from 1 Iron.
Increased Mortar Strategic Cost to 1 Iron from 0 Iron.
Reduced Mortar Strategic Cost to 1 Copper from 2 Copper.
Increased Mortar Upkeep Cost to Tier 3 from Tier 2.
Increased Mortar Industry Cost to 1945 from 970.
Howitzers now upgrade to Helicopter Gunships (as "Anti Entrenchment" roles).
Mortars no longer upgrade to Cannons, but straight to Siege Artillery.
Reduced Rocket Cart Strategic Cost to 2 Saltpetre from 3 Saltpetre.
Reduced Winged Hussars Strategic Cost to 1 Iron from 2 Iron.
Increased Winged Hussars Upkeep Cost to Tier 3 from Tier 2.
Increased Winged Hussars Industry cost to 1945 from 970.
Reduced Man O' War Strategic Cost to 0 Copper from 3 Copper.
Increased Man O' War Strategic Cost to 3 Iron from 0 Iron.
Increased Galleass Upkeep Cost to Tier 3 from Tier 2.
Increased Galleass Industry cost to 1945 from 970.
Increased Howitzer CS to 50 from 49.
Increased Howitzer Industry cost to 5155 from 1290.
Increased Howitzer Upkeep cost to Tier 3 from Tier 1.
Late game cavalry units (Dragoons, Cossacks...) now upgrade to Mechanized Infantry (APC).
Reduced Line Infantry Industry Cost to 1290 from 2575.
Reduced Line Infantry Upkeep to Tier 1 from Tier 2.
Reduced Redcoats Industry Cost to 1290 from 2575.
Reduced Redcoats Upkeep to Tier 1 from Tier 2.
Reduced Alpinis Industry Cost to 1290 from 2575.
Reduced Alpinis Upkeep to Tier 1 from Tier 2.
Reduced Evidenzbureau Agents Industry Cost to 1290 from 5155.
Reduced Evidenzbureau Agents Upkeep to Tier 1 from Tier 3.
Reduced Soldaderas Industry Cost to 1290 from 2575.
Reduced Soldaderas Upkeep to Tier 1 from Tier 2.
Reduced Cuirassiers Industry Cost to 2575 from 5155.
Reduced Cuirassiers Upkeep to Tier 2 from Tier 3.
Increased Machine Gun Strategic Cost to 1 Oil from 0 Oil.
Increased Machine Gun Industry cost to 5155 from 2575.
Increased Machine Gun Upkeep cost to Tier 3 from Tier 2.
Increased Siege Artillery Industry cost to 5155 from 1290.
Increased Siege Artillery Upkeep cost to Tier 3 from Tier 1.
Reduced Commandos Industry Cost to 3700 from 7400.
Reduced Commandos Upkeep Cost to Tier 1 from Tier 2.
Increased Anti Tank Gun Industry Cost to 7400 from 3700.
Increased Anti Tank Gun Upkeep Cost to Tier 2 from Tier 1.
Increased Anti Air Gun Industry Cost to 7400 from 3700.
Increased Anti Air Gun Upkeep Cost to Tier 2 from Tier 1.
Increased Helicopter Gunship Industry Cost to 7400 from 3700.
Increased Helicopter Gunship Upkeep Cost to Tier 2 from Tier 1.
Increased APC Industry Cost to 7400 from 3700.
Increased APC Upkeep Cost to Tier 2 from Tier 1.
Increased All Terrain APC Industry Cost to 7400 from 3700.
Increased All Terrain APC Upkeep Cost to Tier 2 from Tier 1.
Increased Guardians Industry Cost to 14805 from 7400.
Increased Guardians Upkeep Cost to Tier 3 from Tier 2.
Reduced Guardians Strategic Cost to 1 Uranium from 2 Uranium.
Reduced Monoplane Fighters Industry Cost to 3700 from 7400.
Reduced Monoplane Fighters Upkeep Cost to Tier 1 from Tier 2.
Increased Mongol Horde CS to 33 from 29.
IMPORTANT FIXES
Fixed an issue where a stuck situation is encountered after clicking on the Show Details button from the "Nuclear Specter" narrative event, if Rebels captured a Cultural Wonder.
Fixed an issue where a desync can occur after an Event (Challenge) or State Share notification, under specific conditions.
OTHER FIXES
Fixed an issue where the Redeem action is not updated when clicking on the reward button from the Event completion.
Fixed an issue where Community Challenge Chapter 2 completion remains incomplete after achieving all specified requirements.
Fixed an issue where Avatar eye colors have changed from patch 3 to patch 4.
Fixed an issue where debug text is displayed for the title of the mod.io email authentication panel.
Fixed an issue where there is a typo present in the Twitch Extension menu description.
Fixed an issue where "Project Mercury" is listed in the Mod Usage section in the Load Save menu.
MAP EDITOR
Fixed an issue where an error occurs when the Player tries to drag a Mountain over a River.
Fixed an issue where no information is provided for the Territory limit, causing loaded maps to generate errors.
Fixed an issue where the help section is missing from multiple menus.
Fixed an issue where no tooltip is displayed for the undo/redo buttons.
Fixed an issue where the menus from the Map Editor will remain highlighted when the player presses RMB on the map with an option selected.
Fixed an issue where an unknown UI element is displayed in the map editor next to the undo/redo buttons.
Fixed an issue where debug text is displayed in the tooltip descriptions of points of interest.
Fixed an issue where the "There is no Continent" Validation Failed report displays a text error.
Since the release of Humankind, many of our players have been eagerly waiting for modding support to be added to Humankind. With the Fabius Maximus Update, we are taking the first step for this: We are releasing a beta version of the mod tools, and have integrated mod.io into the game to make mod management easy. Please keep in mind that these tools are unfinished and we are still testing them, so not all functionalities are available yet, and you may into errors while making mods or playing with them.
How do you go about either, though?
Playing with Mods and Custom Maps
Thanks to mod.io integration in Humankind, finding, managing, and playing with mods is easy!
If you're looking for new mods or maps to try, just use your Steam or mod.io account to connect to mod.io from the Mods or Map Editor screens. Then you can pull up a mod browser right there in the game, and subscribe to any mod that strikes your fancy. If you are already subscribed to many mods or maps, you can switch that browser to your collection view to easily manage which mods you are subscribed to (And even rate them from here. Don't forget to let modders know you liked their work by giving it a thumbs up!)
Once you've subscribed to a couple of mods, you can activate them from the Mod Screen by simply ticking the checkbox in front of their name, and they will be added to the list at the top of the screen. However, please be careful about using multiple mods that affect the same game elements (e.g. modifying the same culture), as their changes my conflict and the game does not check compatibility between mods. Additionally, the game does not save mod loadout after quitting, so you will need to manually turn your mods back on before you start or load a game.
Making Mods
If you are more interested in making your own mods than playing with them, you may want to take a look at our dedicated tools. Everyone who owns Humankind on Steam will now find the Humankind Mod Tools in the Tools category of their Steam library. These tools use the Unity Editor, so when you launch them for the first time, they will walk you through installing the Unity Hub and Editor and activating a (free) unity license. Once all that is set up, you're good to go, though you should always start your Humankind modding projects through the Tools in your Steam Library so that your project will provide you with the tools to easily import game data and upload your mod to mod.io.