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It started with an error message for the modloader. On Gridhub someone posted that no new version is needed because the patch allows mods, so i tried.
Some Mods are in the Modlist actvated but don´t show up in the Game. For example the small warehouse and the mod to move deposits, let´s hope for some updates.
We like mods actually; that's why we added some more help for modders in this update, after all ;)
There's a big step from saying "go ahead and create/use mods" and providing full modding support. Cause that really requires serious development effort if we wanted to provide special tools etc. Even more so, since we are using a larger suite of tools, and several of them are licensed ones. We can't just hand you e.g. a map editor if it includes two 3rd-party programs that we have no rights on.
I think given time we should be reserved and see what becomes of the added help.
True, the Anno cookie is no longer needed for anno 2170 to go online.
The other Anno games i own are not realy mod friendly 1404 and maug did work after some probölems, Anno 2205 is unmodded till today, no opengame.ini in the version bought via ubisoftconnect.
But i like the development, so good job.
its a shame, such a good game, with so broken mods issues
I don´t think so. That is just the way things go with almost every update for a game.
Some extremely cheaty mods are still working (jack of all trades), some totally harmless (small warehouse) don´t.
If a mod works or not after an update and how fast it's working again is solely up to the respective modder.
We're not breaking mods with updates on purpose, it's simply down to how and where mods are integrated into the game - and if we happen to also touch that part in our update, the mod will run into issues.