HUMANKIND™ - LGraff
CHANGES & ADDITIONS
  • Added a new "Dante" AI Persona.
  • Added food consumption on armies, meaning:
    Army Food Consumption is taken from cities based on their size.
    Nomads and Mounted Nomads do not consume food.
    Scouts upgraded from neolithic tribes do not consume food.
  • Reduced the additional food consumption for large population cities.
  • Removed the Challenges and gave their rewards to all players.
  • Added a Stability bonus for all unit stationed on a City.
  • Changed the Congress of Humankind maximum ideological effect of "Homeland" to +100% War Support gains on City occupation (instead of +100% War Score).
  • Changed the Congress of Humankind first ideological effect of "World" to +15 War Support required for Fromal War (instead of +10).
  • Updated the Humankind Mod Tools build.
  • Gifted the Early Bird DLC to all players, including:
    "Buddica" AI Persona.
    "Lucy" AI Persona.
    "Edgar Allan Poe" AI Persona.
    Celtic player profile decorations.
    Celtic profile symbols.


FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
  • Fixed an issue were an incorrect Grievance was triggered on Allies when asking for an enemy Surrender.
  • Fixed an issue were the AI accepting a Surrender made the winning side appear as surrendered as well.


OTHER FIXES
  • Fixed an issue were "Unknown" food consumption were displayed on Occupied Cities.
  • Fixed an issue were the "Paid Wages" bonus from "Army Wages" civic was not calculated correctly.
  • Fixed an issue were the "Fog" tiles didn't apply the Combat Strenght bonus in all cases.
  • Fixed an issue were there was no penalty when the losing side of a War had no City left.
  • Fixed an issue were the AI didn't accept a Surrender request if the player's War Support reached zero.
  • Fixed an issue were an incorrect pop-up notification was triggered when continuing a War you were winning.
  • Fixed an issue were declaring war against a Liege as a Vassal didn't declare war against the other vassals.
  • Fixed an issue were the Avatar customization buttons were locked after closing the menu without saving.
HUMANKIND™ - Catoninetales
Hey everyone,


The Dante Update for Humankind is out now!

This Update brings the new Dante persona, but also unlocks numerous old customization items (from symbols to avatars) for all players.

Thanks to everybody who tried the beta version and helped us fix a few oversights with the new army food consumption before official release!

  • Dante Alighieri AI persona, as unlocked at the last Amplified
  • The in-game Challenge rewards have been unlocked for everybody and the challenges have been disabled
  • Armies now consume food taken from your cities based on their size
If you want to know more, check below for the full changelog with all bugfixes.

We hope you'll enjoy the new persona and freely unlocked content.



[1.0.28.4665] "Dante Update" Version Notes

CHANGES & ADDITIONS
  • Added a new "Dante" AI Persona.
  • Removed the Challenges and gave their rewards to all players.
  • Unlocked Boudicca, Poe, and Lucy avatars for all players
  • Unlocked Celtic player symbols and decorations for all players
  • Added food consumption on armies.
    • Army Food Consumption is taken from cities based on their size
    • Nomads and Mounted Nomads do not consume food
    • Scouts upgraded from neolithic tribes do not consume food
  • Reduced the additional food consumption for large population cities
  • Added a Stability bonus for all unit stationed on a City.
  • Changed the Congress of Humankind maximum ideological effect of "Homeland" to +100% War Support gains on City occupation (instead of +100% War Score).
  • Changed the Congress of Humankind first ideological effect of "World" to +15 War Support required for Formal War (instead of +10).
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
  • Fixed an issue where an incorrect Grievance was triggered on Allies when asking for an enemy Surrender.
  • Fixed an issue where the AI accepting a Surrender made the winning side appear as surrendered as well.
OTHER FIXES
  • Fixed an issue where "Unknown" food consumption were displayed on Occupied Cities.
  • Fixed an issue where the "Paid Wages" bonus from "Army Wages" civic was not calculated correctly.
  • Fixed an issue where the "Fog" tiles didn't apply the Combat Strength bonus in all cases.
  • Fixed an issue where there was no penalty when the losing side of a War had no City left.
  • Fixed an issue where the AI didn't accept a Surrender request if the player's War Support reached zero.
  • Fixed an issue where an incorrect pop-up notification was triggered when continuing a War you were winning.
  • Fixed an issue where declaring war against a Liege as a Vassal didn't declare war against the other vassals.
  • Fixed an issue where the Avatar customization buttons were locked after closing the menu without saving.
HUMANKIND™ - Catoninetales
Hey everybody,


You may remember that during our last Amplified, our whole community together unlocked several stretch goals, including a new Humankind persona of Dante, author of the Divine Comedy. After a long trip through no less than nine circles, he's ready to join your game!

Now, adding a persona wouldn't usually be worth a beta test, but while we were at it, our designers made some other tweaks that we'd like your feedback on. You can find all the details and let us know what you think in the dedicated beta thread.


If you want to see these changes in action, you can already try the beta for this patch through the update_preview branch on Steam.

Just go to the properties of the game, open the betas tab, and select the right branch.


HUMANKIND™ - Catoninetales
  • Fix for AIs not advancing out of the neolithic
  • Fix for AI not surrendering*
  • Fixed The Other Capital Punishment civic still giving stability on exploitations
  • Fixed a localization error with the Force Surrender button

*An edge case still exists for AI not surrendering: If you are both at 0 war support, and the AI have the To The End trait, they may still refuse. If you manage to briefly push above 0 war support, for example through winning a battle, they will accept.
HUMANKIND™ - Daarkarr0w
Hey everyone!

After a couple of weeks in the beta branch, we are ready to release Achilles Update 🎉

The goal of this update is to address some of the frustrations that players encountered and expressed regarding War Support, War Score, and Surrender.

We want to avoid players feeling surprised by a warm ending with little warning and create a clearer connection between demands, occupied territory, and available surrender terms.

Here are some comments from the devs regarding the update:

#Discussions_QuoteBlock_Author
Let's start with a bit of context on the War System in general before moving to the changes.

When we first starting thinking about armed conflict during the initial development of Humankind, we mostly followed the Clausewitzian saying that held that "War is a continuation of Policy through other means". There were many interactions with what had happened before and during conflict, and a big resolution at the end where one of the sides was forced to surrender. While this approach worked well enough after release, we kept getting feedbacks that said that players were often puzzled as to why a war they were fighting had to end. Often, this boiled down to the War Support system not making enough room to account for all the subtleties of strategic context that may unfold during a war in Humankind. After smaller changes brought during past updates failed to resolve all situations, we decided to make a more drastic modification.

With the update we are separating the 2 aspects, War Support and War Score.

War Support, which used to being considered as your "War HP", is now meant to be your " War Stamina": it measures how long you can fight before the conflict starts taking its toll on your Empire's Population. Now, both sides can keep fighting after reaching a War Support of 0. It is the social consequences of continuing to fight beyond this point that should drive Players to make or accept a surrender proposal.

War Score has also been simplified to be solely related to your Demands and territorial gains during the conflict. Its calculation should be less finicky and more predictable for both sides.

Our hope is that these changes go towards having War outcomes that both sides agree with. At the end, its about giving you more control on the decision.

P.S There's always the option of proposing a White Peace 💡

Patch Notes


[Version Number >> 1.28.4612]

  • All surrender proposals can be refused now, even if you are at 0 war support



  • Both parties reaching 0 War Support no longer forces White Peace
  • While at 0 War Support, empires take a Stability penalty scaling with era and number of turns spent without War Support
  • While their enemy is ready to surrender (at 0 War Support), empires will take a penalty to their own War Support
  • Centralized Power unlocks an empire bonus that reduces the impact of lost and destroyed units on war support, so wars can last longer



  • War Score now only depends on demands and occupied territory, not War Support
  • You can now always declare surprise wars
  • (Together We Rule) The Placate action is now forbidden during war
  • Corrected the buyout formula to avoid inflation
  • Several new historical personas: Zenobia, Sun Tzu, Miyamoto Musashi, Napoleon, Shaka Zulu, Artemisa, and Alexander The Great.



    Then after some feedback we received from the community, we included a couple of extra changes ✨

  • Added a -10% Food, Industry, Money, and Science War Weariness penalty on all Settlements for
  • each refused Surrender while at 0 War Support.
  • Reinstated a one-time +10 War Support bump whenever an opponent that is at 0 War Support refuses a Surrender offer.
  • Reduced the "My Opponent is at 0 War Support" War support penalty scale to a maximum of -5/turn
  • Forbidden City Balance to be adjusted with the changes in War Support
    >> Now provides +25% War Score (instead of -10 War Support required to declare a Surprise War)



    With these changes, you can keep fighting even if your enemy or your own people are ready to give up. You may have to deal with a few rebels if you push things too far, though 😉


    Also, here is a video (from Amplified 2025) from the Devs talking about the details and explanation regarding the update.



    Have a nice day ^-^
HUMANKIND™ - Daarkarr0w
Hey everyone,

We’ve got a nice surprise for you today: A playable beta for the upcoming Humankind update, Achilles.

Since the release of the game, we’ve received a lot of feedback about War Support, War Score, and surrender, and with this update we want to address some of the big frustrations. We want to avoid players feeling surprised by a warm ending with little warning, and create a clearer connection between demands, occupied territory, and available surrender terms. To achieve this, we made the following changes:

  • All surrender proposals can be refused now, even if you are at 0 war support
  • Both parties reaching 0 War Support no longer forces White Peace
  • While at 0 War Support, empires take a Stability penalty scaling with era and number of turns spent without War Support
  • While their enemy is ready to surrender (at 0 War Support), empires will take a penalty to their own War Support
  • Centralized Power unlocks an empire bonus that reduces the impact of lost and destroyed units on war support, so wars can last longer.
  • War Score now only depends on demands and occupied territory, not War Support
  • You can now always declare surprise wars
  • (Together We Rule) The Placate action is now forbidden during war
  • Several new historical personas, like Alexander the Great, Napoleon, or Sun Tzu



With these changes, you can keep fighting even if your enemy or your own people are ready to give up. You may have to deal with a few rebels if you push things too far, though.

If you want to see these changes in action, you can already try the beta for this patch through the update_preview branch on Steam.
Just go to the properties of the game, open the betas tab, and select the right branch.

Hotfix [1.28.4599]

Some words from the devs

First and foremost, I wanted to thank you again for the feedback on the beta! We are about to update the Achilles Beta branch with some updates based on what you've told us.

We have tried to make changes that preserve what players liked from the change while addressing the two most extreme behaviors reported: Weaponizing your already low War Support to bring other players down with you, and spamming legit surrender proposals with no consequence.


These are the concrete changes and their underlying design rationale:

  • Reduced the "My Opponent is at 0 War Support" War support penalty scale to a maximum of -5/turn
    • This decrease exists to incentivize belligerents with positive war support to send a Surrender proposal before they lose their advantage, however its scale made it a bit too surprising (as a reminder it climbed to -15/turns in 5 turns) and ended up being too easily weaponizable by belligerents with already low War Support.
  • Reinstated a one-time +10 War Support bump whenever an opponent that is at 0 War Support refuses a Surrender offer.
    • This is meant to combine with the above change to enable some defense against the dropping War Support, without being a full re-up.
  • Added a -10% Food, Industry, Money and Science War Weariness penalty on all Settlements for each refused Surrender while at 0 War Support.
    • This is more an indictment of Stability lacking the oomph to have any meaningful effects once you are deep in the red; Ideally the FIMS hit would be related from the lack of stability, but there was no clear way of implementing this. We believe that tying this penalty to refusing surrender offers when you really shouldn't is clear enough.

    I also want to address the other things you reported but that we haven't touched so far.

    I've seen the "jettison territories" behavior being mentioned here and there, but at the moment I don't see how this would prevent you from razing the admin center and claiming it as your own without bothering with War Score, bagging all contained districts as well. Maybe my playstyle enables this but not everyone's?

    I've also read the woes about the placate action no longer being a "get out of war free" card anymore. I get that for those players against the AI this was ok, but this is a behavior that causes much grief when you're on its receiving end. I'd much rather see players its use as a dissuadant during peace time.

    All this to say that while we chose not to act on those feedbacks in this Beta update, this does not mean that we won't keep monitoring those (and other) topics, and enact changes if they become too problematic.

    With all this said, I hope the changes put forth improve your Achilles Beta experiences!



    Amplified 2025
    In case you do not know, we are celebrating our Studio Anniversary.
    We have a lot of surprises 🎁

  • Just announced our new game, Endless Legend 2
  • https://store.steampowered.com/app/3407390
  • Claim for Free Cultures of Latin America
  • https://store.steampowered.com/app/1819410/
  • Humankind is FREE TO PLAY until Jan 30th
  • Free Wallpapers
  • And many surprises under the Stretch Goals that all the community will unlock!

HUMANKIND™ - Daarkarr0w
Hey everyone!

As every January, it is a moment of celebration as it is the moment to celebrate the anniversary of the studio. In this case, it will be the 13th one 🙀

Also, it will be the first one after our independence from Sega!



Save the date!
Thursday 23 January at 19:00 CET / 1 PM EST / 10 AM PST
Friday 24 January at 17:00 CET / 11 AM EST / 8 AM PST
Where you can see it? Our twitch Channel

If you cannot make it, no worries we got your back! We will upload the different segments on Youtube and you can check later the VOD on Twitch.



What can you expect?
We have a lot of things prepared for you, such as the announcement of our next game, the next update for Humankind, and a lot of surprises and rewards for you to claim.




See you in a week,
Have a nice day ^-^

The Community Team!
Nov 28, 2024
HUMANKIND™ - Daarkarr0w
​Hey everyone,

The Enheduanna patch is now officially out across Steam, EGS, and GamePass!

This Update contains many quality of life changes and a bunch of balancing (especially on the Civics), but we don't want to keep you for long, since we're sure you're eager to get playing.


✨ Community Inspired Ideas

Patch Summary

[/url]] Custom Local AI Opponents: You can now create your own local set of personas for your opponents to use on the AI Persona Collection screen


  • [✨ [url=https://mod.io/g/humankind/m/dont-starve] Mod
  • [/url]] New Growth Formula: We’ve tweaked the growth formula so that a very small surplus or deficit won’t affect your population anymore, which will stop the eternal cycle of death and rebirth once your cities reach the size they can support. (Thanks DocktorKain for the help!)
  • [✨] Ambush Improvements: Bumping into the invisible forces of your allies, vassals, or liege will not trigger an ambush anymore. Instead, your army will stop moving and reveal the hidden army. Additionally, ambush battles can no longer be reinforced or bombarded.
  • Civics Rebalancing: Many civics have been given new effects or unlock conditions, especially in the government and society sections. Check the full list below 👇


  • Missile Relocation
  • [✨] Naval Nuclear Tests: This should make it easier to find space for your nuclear weapons program


  • [✨] Train Connection Preview


  • [✨] More New Game Settings:
  • Rebalanced Merchant and Aesthete Affinities
  • Mod Compatibility Check: The Mod Menu will now warn you if mods are outdated. If the mods are incompatible with the current version, you will receive a warning popup and cannot enable them
  • [/list]
    We also have a new scenario for you to check out in game in the Scenarios menu > Industrial Uprising.
    Test your leadership by leading the Persians into the Industrial and Contemporary Eras despite internal unrest in the Industrial Uprising scenario. Recommended for beginners and regular players.



    We hope you will enjoy these improvements to the game 😊
    Have fun, The Amplitude Team



    📜Enheduana Patchnotes (Version 1.27.4539)

    Changes and Additions
    • Balanced the Civics effect and unlock conditions to improve the game experience
    • Added obsolete Mods detection and warning information to improve feedback on a Mod status
    • Added the possibility to do Nuclear Tests on Ocean Tiles
    • Added the possibility to move Missiles between Silos: Missiles have been given a rebase command so you can move them between silos to (hopefully) get them into range of their targets
    • Added a Cross Save feature "Cloud Sync" that allows the save of your current progression in your
    • Amplifiers account, and the restoration of this saved progression onto another supported platform
    • Added a visual feedback for Train Rails when placing another Train Station on the map: When placing a train station, you will now see a preview of the routes it will establish to stations in adjacent territories
    • Added a Game Option to disable the Congress of Humankind
    • Added a Game Option to disable the Vassalization, removing the Vassalization option in the Surrender Terms
    • Added a Game Option to enable the Instant Army Move that allow Armies to have instant movement when moving on the map (not in battle)
    • Added the possibility to create and customize your own AI Persona opponents
    • Added a tooltip on Construction Queue items that are blocked
    • Balanced the Merchant affinity and the Aesthete affinity cost, as well as their increasing gains are now based on number of uses and era. These abilities should now scale better over the course of the game, growing slowly with each use
    • Balanced the Ambush : Ambush battles only last one turn and they cannot be reinforced by any participant nor bombarded. Moreover, if there is a non-agression pact with another Empire when the Ambush could be triggered, then it stops the army movement and reveal the insivisble army
    • Balanced the Persian Legacy Trait by reducing it's City Cap gain to +1
    • Removed War Support impact for killing Units with the Traitor badge
    • Encyclopedia Update: The official Humankind Encyclopedia will be updated
    Balancing of Civics

    💰 Economy Civics
    [expand type="show details"]
    [/expand]
    Army-related Civics
    [expand type="show details"]

    [/expand]
    Justice Civics
    [expand type="show details"]

    [/expand]
    📜 Government Civics
    [expand type="show details"]


    [/expand]
    🎭 Society-related Civics
    [expand type="show details"]

    [/expand]
    Fixes of issues spotted by the community (Thanks! ♥)
    • Fixed an issue where Rebels didn't siege if there was no army in the City
    • Fixed an issue where Units remained visually in the same place and the movement mandatory could not be completed
    • Fixed an issue where Constructing "Administrative Center Renovation" removed the unit spawn point
    • Fixed an issue where invisible Armies could cause broken saves and critical errors in rare occasions
    • Fixed an issue where the game could soft lock in rare occasions
    • Fixed an issue where the Civic choice "Globalization" wasn't allowing to trade while being at peace with no trade Treaties
    • Fixed an issue where the Builder affinity bonus "Pride" did not trigger
    • Fixed an issue where the Holy Sites could not have multiple of their synergy effects applied at the same time for Districts that count as two types
    • ​Fixed an issue where a Nuclear Missiles were not properly destroyed when fired
    Other Fixes
    • Fixed an issue where losing the only army a player had in the Ancient Era, in Multiplayer, could cause a game desync and errors
    • Fixed an issue where the Merchant Affinity wasn't acknowledging researched technologies until the save was reloaded
    • Fixed an issue where the battle size and duration would not always change after the addition of reinforcements
    • Fixed an issue where the effects given by the "Criminal Slaves" Civic were not removed once the Civic choice was canceled
    • Fixed an issue where no influence was reimbursed when enacting either choice from the "Irreligion" Civic
    • Fixed an issue where Norsemen's Emblematic District "Naust" could be built over sea ice and iceberg tiles
    HUMANKIND™ - Daarkarr0w
    ​Hey everyone,

    Today we want to share a first look at the upcoming Enheduanna Update for HUMANKIND with you. We know you’ve been waiting for this patch for a while, and we’re sorry for the wait. Sadly, a few factors stacked up to keep us from releasing this as quickly as we would have liked, but it is finally almost ready for release.

    Enheduanna will release next week, but you can already try the beta for this patch through the update_preview branch on Steam. Just go to the properties of the game, open the betas tab, and select the right branch. So, what can you expect in this patch?



    Patch Summary

    • Custom AI Opponents: You can now create your own local set of personas for your opponents to use on the AI Persona Collection screen


    • New Growth Formula: We’ve tweaked the growth formula so that a very small surplus or deficit won’t affect your population anymore, which will stop the eternal cycle of death and rebirth once your cities reach the size they can support. (Thanks DocktorKain for the help!)
    • Ambush Improvements: Bumping into the invisible forces of your allies, vassals, or liege will not trigger an ambush anymore. Instead, your army will stop moving and reveal the hidden army. Additionally, ambush battles can no longer be reinforced or bombarded.
    • Civics Rebalancing: Many civics have been given new effects or unlock conditions, especially in the government and society sections. Here are some examples:




    • Missile Relocation: Missiles have been given a rebase command so you can move them between silos to (hopefully) get them into range of their targets
    • Naval Nuclear Tests: This should make it easier to find space for your nuclear weapons program


    • Train Connection Preview: When placing a train station, you will now see a preview of the routes it will establish to stations in adjacent territories


    • More New Game Settings: In the Pace settings on the New Game screen, you can find the following new options.
      • Disable the Congress of Humankind
      • Disable Vassalization
      • Enable instant army movement on the world map (for technical reasons, this setting cannot be changed in a running game)
    • Rebalanced Merchant and Aesthete Affinities: These abilities should now scale better over the course of the game, growing slowly with each use
    • Mod Compatibility Check: The Mod Menu will now warn you if mods are outdated. If the mods are incompatible with the current version, you will receive a warning popup and cannot enable them
    • Encyclopedia Update: The official Humankind Encyclopedia will be updated
    • Cloud Saving on G2G: If you are logged into G2G in game, you can now upload your player profile and saves to Games2Gether to easily transfer them to other platforms

    >> 📜 FULL PATCHNOTES HERE

    We hope you will enjoy these improvements to the game 😊
    Have fun, The Amplitude Team

    HUMANKIND™ - Daarkarr0w


    Hello everybody!

    We have big news to share with you today: Amplitude is going indie again 🎉

    Retrospective
    Our journey with SEGA over the last 8 years has been amazing, and we have learned so much working with them, but now we are returning to our roots as an independent studio. With ownership of the studio returning to some of our original founders and members of the team, the creative vision of our games and the Endless universe rests in the hands of those who know them best. While we are going our separate ways now, we part on good terms and wish our friends at SEGA the best for all their future projects.


    Back to our Roots
    In the words of our founder Romain de Waubert de Genlis:
    #Discussions_QuoteBlock_Author
    Our studio is backed by strong and meaningful franchises and our team is committed to creating the best games possible. With our extensive experiences in strategy game development and two exciting titles currently in progress, we are confident in our ability to deliver outstanding experience to players. This decision allows us to be more agile in our approach while continuing to shape the vision that has been ours from the very beginning, empowering us to push boundaries and be closer as ever of our community.
    Working closely with our players has always been at the heart of our philosophy, and this will continue to shape our approach in the future. We could not have made these games and this universe without the support of our wonderful community. Thank all of you for your continued support!



    We’ve got a new Humankind patch soon, but we’ll share more details about that next week, and we will talk more about what we have in store at Amplified next January, so remember to join us for our anniversary.

    So, here’s to the future of Amplitude and the Endless universe!



    Thanks for being part of our community during all this years!

    Have a nice day ^-^
    Amplitude Studios
    ...

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