Hello folks!
Patch 1.0.5 solves a number of network issues, the loading times are improved and it fixes a number of graphical glitches.
We would like to give a special thanks to NeoX, Tobsga, Wormic, Kate'sJoy, Ishtano, Neopolis and Kruemel for helping us test the network bug fixes for this patch!
Your saved games with the versions 1.0.1 to 1.0.4 are still working!
Build number: 681635
we fixed a number of network issues, especially those that prevent you from joining a game
the loading times for the maps are a lot faster now
we fixed a number of bugs with the inventory of characters and buildings - before that it was possible that one looses or duplicated an item when transferring it from one inventory to another inventory
we fixed a number of script errors
we solved a number of graphical glitches
we implemented new ground textures (e.g. puddles :-) )
every map has been repainted with the new textures
Please let us know if you still have issues with mixed ipv4 / ipv6 games and we will look into that as soon as possible!
Thank you for your patience so far! You will hear from us again in the next patch notes ;-)
We wish you all a Merry Christmas and a Happy New Year!
Your The Guild 3 team
Hello everyone!
First of all, why version 1.0.1 and not 1.0 you may ask. The answer is easy: We prepared a preview version for the press with all features in it, but still did some polishing which came afterwards. Version 1.0.1 has that included, of course!
With The Guild 3 leaving Early Access, we will from now on concentrate on fixing bugs and - where needed - balancing. Many of you are asking for news about the editor. We haven't talked much about the tool in the last years, which is because we were solely focussed on the game itself. We will provide an update on the editor topic during summer.
We want to thank all the players of the Early Access phase - without your help and your patience all of this would not have been possible! Thank you and may Lady Fortune be with you while your dynasty progresses!
We value your feedback! Please support us and take the time to give reviews. And it would greatly help us if you could enter the issues you find during your play in our Redmine-Bugtracker. Kindly note that this link leads to a new Redmine-Bugtracker, as the other one was used only during the Early Access phase!
Join the official The Guild 3-Discord server where you can meet other players to chat about the game.
In the following you see what has been done since the last patch EA 0.9.18.5:
Please note that your saved games from previous versions will not work anymore!
Hey folks,
With Patch EA 0.9.18.5 you finally have the opportunity to play on the Hansa map - in the menu it is called "Hamburg, Lübeck & Kiel". This map is by far the largest map of all guild games, with three cities and six villages and a whopping up to 18 opposing dynasties! But let's be clear: If you have a rather weak computer, then it's better to play with lower graphics settings! In addition to the new map, you get a few more improvements and bug fixes with this patch:
Please note: Saved games from EA 0.9.18 will work with this patch, but not all of the bug fixes you find below will then be in effect!
Build number: 652974
Content & Balancing
Bug fixes
---
Dear adventurers,
The most important addition to the game in Patch EA 0.9.18 is undoubtedly the interactive interior of the arsenal and the guild events with some cool buffs and loot items as rewards. And when you've finally become Sovereign, your banner will be hoisted all over on the map!
You can find out what else Patch EA 0.9.18 has in store in the following lines...
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Please check if you are playing with 'Ultra Shadows' setting. If so, then please save the game settings once. After doing so, the game will inform you if your graphics card has sufficient memory. Changing the shadows to a lower setting will increase your performance!
New features: Interactive interior of the arsenal, events with powerful buffs and loot items, 2 new NPCs in the arsenal, visualization of prisoners in the arsenal, the possibility to redeem a prisoner, and the flag of the Sovereign hoisted all over on the map.
Content & Balancing: Skippable dialogues in single player, re-worked Guild invitation system, partly re-work of the area map, some more sounds and animations, more balancing of businesses (especially service businesses), many draggable windows, faster loading times, warning message if the graphics card has too little performance for the selected graphics quality in the game.
Bug fixes: Many bugs in single player and in multiplayer have been fixed, incl. a number of bugs which led to crashes.
We value your feedback!
Please support us and take the time to give reviews. And it would greatly help us if you could enter the issues you find during your play in our Redmine-Bugtracker.
-- The interior of the arsenal consists of a room on ground level and the prison in the basement, which is accessible via stairs.
-- You can now access the Book of Guilds and the Quest Book via objects in the interior.
-- You see all the imprisoned characters of your city when you open the Book of Prisoners.
-- The prisoners are locked inside prison cells in the basement of the arsenal. In case the city has more prisoners than there is space in the cells, some of them cannot be seen as they are moved deeper in the dungeon, where you can’t see them.
-- The Master of the Arsenal can be found in the first room inside the arsenal.
-- Talking to her enables you to bribe her in order to free an imprisoned member of your dynasty. And you can take part in events (see below).
-- This kind guy guards the prisoners in the basement of the arsenal.
-- From time to time, a neighboring city outside of the map calls for help. Once you hold the Citizen title you can send your characters as well as your lansquenets (the workers of the lansquenet profession) to the Master of the Arsenal, where she signs you up for the event.
-- The same goes for the different events of the five guilds on your map. In them you can only take part with members of your family.
-- A character who successfully participates at an event, can bring home money and influence. And sometimes they can bring back valuable and powerful loot items, gainable only at events! Same with permanent buffs (or debuffs in case of a failure in participation).
-- The reward of an event increases when you are a noble (war events) or when you are a member of the guild which initiates the event.
In patch EA 0.9.18, we implemented something a lot of you were waiting for: Once you became Sovereign of the fiefdom, the flag of you everlasting dynasty will be hoisted on specific spots all over the map, for example at the castle, at the city hall, near the city gates, etc.
Some actions for workers, like ambush and pickpocketing, have been re-worked. From now on you have the possibility a) to assign your worker to a specific place in the world where he/she will perform that action until you say otherwise, or b) to choose a specific village or city district as the target area for the action. For some actions like Palmistry and Game of Dice we are still not happy as the radius for searching a target is still too big. We are looking into an improvement for the next patch.
You can now skip dialogues in which you are participating with a button on the right edge of each speech bubble and you no longer have to wait for the dialogue to continue on its own.
All top bar menus plus the 'Character inspection window', the 'Ingame wiki', the 'Erect building' menu, the messages and the 'Area map' are draggable now.
We re-worked many of the functions and filters in the area map:
-- Now there is a 'Map filter' for residences.
-- We implemented a 'select all/unselect all' functionality for filters.
-- We made the differences between neutral buildings and buildings which are owned by a dynasty more clear.
-- While working on the area map, we fixed several bugs and increased the usability of the map.
We improved and rebalanced the far trade events with other cities. If you pay attention to the long distance trade reports you can now get great offers when trading goods with far away cities at the right point in time.
Waving hello and laughing at someone often interrupted the actions of player characters. From now on, only critical successes of both actions are causing an interruption.
Especially in the first rounds of the game the service businesses like barber and inn had so many customers to focus on that they had problems with serving all of them in time. This caused some of their customers to leave unhappy and thus the player lost a lot of reputation. We balanced that and from now on less customers should wait there for service. Sadly, there are still edge cases with waiting customers (e.g. when the building closes at dusk) but it is not so harmful anymore to your reputation. We will look into this.
Whenever someone bribes the Master of the Arsenal to free an imprisoned character, the office holder 'Arsenal master' gets a share of the money.
We re-worked the 'Ambush' action as we implemented this new positioning system for some actions. Now, only the attacking of victims out of the ambush can be a crime.
When you open the Book of Guilds, you will see that we have changed the presentation of the attitudes of the single guilds: Instead of three simple markers, each guild now shows a range for their three attitude values. With this, it should be much easier to understand when a guild would become interested in you after you reached the title 'Squire'. And once you are a member of a guild, the display changes and a second range is added, showing you the areas with the risk of being excluded from the guild.
We've added 'Join a Guild' to the privileges of the 'Squire' title to indicate when it is possible to join a guild.
We changed the supply system for transporters on manual setup trade routes: A transporter will only load as many goods per waypoint until the maximum number stated in their orders is reached. Example:
-- Load 10 iron at waypoint A and unload 10 iron at waypoint B, but the transporter can only unload 7 iron at waypoint B because of lack of space in the storage. When the transporter stops at waypoint A the next time, they already have 3 iron loaded, so they load only 7 additional iron instead of 10. Due to this change we get rid of a lot of problems with the trade routes!
Loading times of all maps have been reduced. The same goes for loading of saved games!
In single player, the game is now paused when you open the ingame menu.
While the game is paused, all sounds are muted.
When you have selected 'Ultra Shadows' in the graphics options of the game but your graphics card has less than 8 gb of video memory available, you will receive a warning message.
From now on, all NPCs have a crest showing that they live in a village or in a city district.
When performing smuggle actions, the smugglers will now enter the outer areas of the arsenal and the port to play different animations.
We reworked the dialogues in the church: When a family member is not allowed to start the action you have chosen in the dialogue, you get proper feedback from the priest.
With the implementation of the new events we adjusted the window sizes and the scroll bars in the Quest Book.
We cleaned up the info tab in the building windows of all types of buildings. From now on you see only the information and properties which belong to the building type.
Crude Craftsman's Hut, Tinker's hut and Barber's hut now have one transporter building add-on.
Butchery now has two transporter building add-ons.
We added some more sounds for animations and objects.
Characters no longer get teleported when entering a market. They now walk to a position at the main market booth.
Several more content changes and balancing steps.
fixed a number of bugs which led to a crash of the game
a number of issues have been fixed which caused the game to crash when a saved game was loaded
fixed a bug in multiplayer that caused the host to remain stuck in the lobby when the client has left the game
fixed a bug in multiplayer that caused the inventory slots of a character to not update correctly
fixed a bug that led the time a character ran to a service business building to be subtracted from the time the character waited for the service
a bug has been fixed which could lead to problems when serving customers
fixed a bug that caused employees of service business buildings who got treated in another building to not return home
many family members of AI dynasties were stuck in the family life actions in their residence - now they have the courage again to step outside from time to time :-)
fixed a bug that caused the attitudes of the guilds to be wrongly initiated and thus were not as intended
fixed a number of bugs which all together prevented AI dynasties from joining guilds
fixed a bug that caused characters who were using an artifact or consuming a drink or meal while staying at the marketplace to disappear until they were walking somewhere else
the movement speed of drunken characters was too fast... so we reduced it :-)
fixed a bug that prevented the game's sounds from being stopped when pausing the game
fixed a bug in the sound system that sometimes prevented sounds from being played when the camera moved closer to the source of the sound
when plundering graves or summoning on a graveyard, the name of that graveyard was not correctly displayed
the icon of the stink bomb and the artifact action weren't matching
fixed a bug that could cause random events (incl. the trade opportunities and guild events) to be broken
fixed a bug that caused the productivity of workers to be lowered instead of increased when reaching the next level
fixed a number of issues with actions that are showing a confirmation prompt - these actions should run through without errors even when you ignore the prompt :-)
fixed an issue with displaying the actual properties of freshly erected buildings
fixed a bug that caused the properties of a building in the building window to not update when an artifact was applied to it
fixed the position of characters on boats in the character inspection window
fixed a number of issues with the voice overs when acquiring a new title
whenever a negative number had a positive effect (e.g. reduction of a buildings decay) then the negative number was displayed in red - we fixed that
the icon for the secondary attribute 'Entertainment' was missing
fixed a issue where in rare cases the model of a city guard was assigned to an NPC
fixed a bug that caused all buildings to be valid targets for the action to extinguish a fire
fixed a bug that caused automated transporters to purchase goods at the marketplace that should not be sold there
fixed a bug that caused characters who did not die naturally to show a wrong age in the notification and in the family tree
we fixed bugs and misplaced objects in all maps
several models, textures and animations have been reworked
fixed several text issues
Sometimes, robbers, thieves etc. follow their victims long ways and once they reach them, they turn around and run the whole way back to their position (as ordered). We will fix that as soon as possible.
The events in the arsenal might need a bit more tweaking. We will look into them more closely in the coming weeks.
In rare cases it can happen that characters can not participate in an event - we are already looking into the issue and we will fix that with the next patch.
Custom Save Game Directory: In case you experience troubles while saving your game you can set a custom save game directory by adding "SaveDirectory = C:\Your\Path" to C:\Users[USERNAME]\AppData\Local\Guild3\options.cfg . Please note that the options.cfg is created after you change a setting in the options menu and then close the game!
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the [url=https://theguildgame.com/#faqs-multiplayer]FAQs Multiplayer[/url] on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder "%localappdata%\Guild3" (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in "%localappdata%\Guild3\sentry\reports" (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our [url=https://discord.gg/theguild]official Discord server[/url] where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Dear future wives and husbands,
The time has finally come: You can celebrate your wedding in a church in the world! Not only that, the churches in the game have interiors with interactive objects and an NPC priest that you can talk to directly.
What else Patch EA 0.9.17 contains can be found summarized under Highlights & Overview and is detailed in the second section of these patch notes.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems. As we have reworked the shortcuts and keybindings system and due to this you have to redo your local keybinds. We are sorry for this inconvenience!
New features: The churches have their own interiors now, plus an NPC priest and a new wedding scene. Characters need to be engaged before they can marry and they can marry instantly on the spot if you like.
Content & Balancing: We updated the tooltips for actions and for artifacts, investigated the issue that some players can no longer save the game and invested a lot of time into balancing.
Bug fixes: A number of fixes for crashes, bug fixes for multiplayer and a lot of other major and minor bug fixes!
We value your feedback!
Please support us and take the time to give reviews. And it would greatly help us if you could enter the issues you find during your play in our Redmine-Bugtracker. Please do not forget to add save games or crash-dumps, where available.
We have no survey this time. Please use the forum or Discord for your feedback. Thank you very much!
All churches in the game now have their own interior. As already mentioned in our DevDiary #26, you can enter that interior and you can interact with the object "Baptismal font" to change denomination of your dynasty and with the object "Donation box" to donate money to the church. There is an NPC priest you can talk to if you want to adopt an orphan, join a monastery or if you want to marry the character you are engaged with.
New character status "engaged": Once the courted character falls in love with you, you can ask them to marry you. But instead of starting the wedding (and the old wedding scene), you and the other character are engaged with each other from that moment on.
"Church wedding" or "Instant wedding": If you are engaged you can run to the nearby church and initiate a wedding ceremony by talking to the priest. Or - especially for impatient couples - you can marry right on the spot! Both things cost something: the church wedding costs money and the instant wedding costs you influence. The newly wed couple receives a buff and XP - but only for a church wedding.
The wedding ceremony is a scene that takes place in the world. You see your characters, the priest and all wedding guests. Even your own family members who are currently not occupied may make it to your wedding :-)
If you hear a church ringing the bells then you have the chance to see the wedding scene of another dynasty inside that church! Same goes for every action and scene inside the church: you see everything the other families do.
Adopting an orphan is now a “more natural” scene in the church's interior as well.
The NPC priest is performing different actions in the church, like reading the bible, praying and doing a church service.
NPCs are visiting the church from time to time for a short prayer. You can visit the church with your characters for a short prayer as well.
Something all testers really liked so far: When the selected character is talking to someone, then the dialogue starts without you needing to click the urgent notification at the top of the HUD!
We were investigating an issue that was preventing some players' games from saving their progress because of broken or incomplete paths to their Windows Saved Games folder. Regardless of the reason, you should now get a notification whenever there's a problem with saving, and you can then set a custom folder for saving games.
We have reworked the tooltips of actions and artifacts:
they now show "legal" or "illegal" only when the legality can be changed through a law
they show in which aspects the family attitude changes when used
We increased the duration of the training action buffs by 50%.
The Cologne map has been finalized - we hope that you’ll like it!
We continued with updating the AI character behavior. They can now for example give Cream cake to other dynasties :-)
We have updated/reworked part of the game's shortcuts. We are not going to list all shortcuts here but you can press the "space" key in the game and the shortcuts will be displayed in HUD.
We have added animated crows flying around on specific spots in the world - at the moment they are only in the tutorial map and in Cologne, so let us know what you think about the black birds :-)
We have some new decorative objects, like wooden huts, which bring more atmosphere to our world.
Since adding more animations to the exteriors of all buildings, some actions having a building as a target could not be performed when the required position required in the building's exterior was already occupied by another character. We added more of those positions to all buildings and reworked all actions that have animations on the exteriors of buildings.
We added more feedback for when targets of actions are invalid, especially for interactive props in interiors.
Customers of the barber hut now climb in and out of the hot tub - unfortunately, their arms and knees can still clip through the hot tub due to their new positioning.
A number of tutorial steps have been reworked to fit the updated gameplay.
A number of entries in the ingame wiki have been reworked to match the updated gameplay.
We re-balanced the building security of all buildings in the game - some had too many and some too few points.
The brickery was not making enough profit, so we balanced its products, making them a bit more valuable. Along the way, we transformed the Grindstone into a new equippable item that buffs the wearer's productivity :-)
The Mercenary Quarters were similarly unprofitable, so we increased the income of their actions a bit. Now they are more profitable.
The fines you have to pay for your employees are now listed in your budget book.
We moved the "hire worker" button from the bottom of the list of workers to its top.
several crash issues in singleplayer and in multiplayer have been fixed
a number of crash issues when loading saved games have been fixed
fixed an issue in multiplayer where the auto-leveling of employees could send too many update packages to the other participants of the game
fixed several issues with the pathfinding of characters - please let us know if you still encounter problems with the pathfinding
the productivity bonuses of building addons are now correctly displayed in the character windows of the employees
fixed a bug that caused the city preacher to not show the church service animations in the outside area of that building
fixed an issue that prevented family members to get access to specific actions and artifacts of the Guild the dynasty was in
fixed an issue that distributed buffs from professional skills to employees of other professions, e.g. the buffs from the robber profession were applied to minstrels as well
fixed the issue that the actions "Wave hello" and "Laugh at someone" interrupted the players current action without restarting it afterwards
the clothing of the butcher's workers had the wrong stats - special thanks to the reporter of the Redmine ticket ;-)
fixed a bug in multiplayer where the dog companion model was not shown or shown twice in the residences on the client's side
fixed an issue on the client's side in multiplayer games where the dog companion was teleported instead of walking with the owner. The movement of the dogs is still a bit rough but a lot better than before.
fixed an issue that prevented you from opening the leasing menu of a mine, quarry or lumberyard when you were in feud with the dynasty who was currently leasing the building
fixed an issue that sometimes hindered family members who were performing family life actions inside their residence from starting to work in a business building when they were assigned as a worker there
Cauldron, Clay pot and Beaker were not shown in the list of items if one was setting up a trade route manually
fixed an issue that caused the 'you cannot see inside the building' feedback to appear when clicking on an empty spot in the world and then on any foreign building
fixed an issue that caused spring and summer ambient sounds (e.g. birds) to play during nighttime and the winter season as well
in some cases messages and notifications played the wrong jingle - a positive message could play the jingle indicating a negative event and counterwise. This should be fixed now.
the availability of building addons due to lack of money, was not updated correctly after the family had enough money again
fixed an issue that caused AI family members to remain inside their residences most of the time
fixed a bug that caused characters who attacked ambushing robbers to lose a lot of reputation
sabotaging and vandalizing caused the wrong debuff icon and text on the target building
fixed a bug that caused drunken characters to continue walking as if still being drunk after the effect had ended
fixed an issue where both spouses came down the ladder inside their residence at the same time after the "Produce offspring" action and thus overlapping; now there is a small delay between both characters
fixed a bug in the action "Exploit connections" that prevented the player from gaining influence points from their liaison
fixed an issue in multiplayer where the action-progress on the client was not shown correctly
same as with all other buildings which have a menu, you could open the building menus of the marketplace, the port and the far trade cities with the key "i" but not close - we fixed that
in the character inspection window of city guards, the neighborhood and city they belong to was missing
fixed an issue that prevented characters to consume fruit juice
fixed an issue that made the effects of extinguishing the fire of a burning building too strong
we fixed bugs and misplaced objects in all maps
several models, textures and animations have been reworked
fixed several text issues
Custom Save Game Directory: In case you experience troubles while saving your game you can set a custom save game directory by adding "SaveDirectory = C:\Your\Path" to C:\Users[USERNAME]\AppData\Local\Guild3\options.cfg . Please note that the options.cfg is created after you change a setting in the options menu and then close the game!
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder "%localappdata%\Guild3" (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in "%localappdata%\Guild3\sentry\reports" (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Hey folks,
Patch EA 0.9.16.5 should stabilize the game so that you should be able to play smoothly during the holidays.
Despite the team heavily working on bug fixes and new features for next year we also invested some additional time to make you a little Christmas present: Cologne! This map also features a small surprise in the form of a "tiny little" new building ;)
And yes, there will be a DevDiary before Christmas in which we are going to talk a bit about our plans for the patch to come. Stay tuned!
Please note: Saved games from EA 0.9.16 will work with this patch, but not all of the bug fixes you find below will then be in effect!
fixed a crash bug when loading a saved game
fixed a crash with a specific graphics driver
fixed an issue that prevented players with non-latin keyboards to type texts in-game
fixed an issue in multiplayer where it was possible for clients to display destroyed buildings after joining a running session
fixed an issue in multiplayer where the characters turned invisible after a building was destroyed
fixed an issue in multiplayer where children remained invisible after they turned 5 years old
fixed an issue in multiplayer where the camera was not kicked out of a residence which has been destroyed while player on the client computer was inside
fixed an issue where the camera was moved to a corner of the map after focussing a character who was in the process of exiting an interior
fixed an issue that prevented you from moving characters who were sitting on two specific seats in the mansion
fixed an issue that caused characters to be stuck when ambushing close to the far trade market on the "Humble Beginning" map
fixed an issue that caused employees to blink out when trying to unload into a full storage
fixed a number of issues with work animations
fixed an issue where employees showed the text "failure" over their heads while gathering resources
fixed an issue that caused actions to sometimes fail when they should only be canceled (e.g. user stops a character that was running to the church to execute another action - in these cases "failure" got displayed)
fixed an issue in the exterior areas of buildings where characters sometimes were ordered to move to a point which was outside of the exterior area
the daytime ambient sounds - like birds chirping - are for some reason played even during nighttime. We will hunt down and fix this nasty bug for the next patch.
some actions like the pray for luck action can’t be executed when several other actions are currently executed on the same building
Build number: 636414
Hello dear homeowners,
The development and stabilizing of patch EA 0.9.16 took us longer than we all wished, but reworking a lot of the engine's core functionalities and the game's core systems to achieve moveable and interactable interiors and exteriors is not easily done. But finally, here it is: "Home Sweet Home"!
As mentioned above, we had to dig deep into the core. This is why we sadly can't be sure that we and our QA were able to find and extinguish all possible issues caused by our changes during the stabilizing phase. And we also have a small list of known issues that we still want to work on in the next few days. This is why we are already preparing to bring out a small patch before Xmas this year.
Please support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
New features: With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses!
Content & Balancing: We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders.
Bug fixes: While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!
Information for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.
We value your feedback!
Please support us and take the time to give reviews. Thank you very much!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.16: Link to the survey
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
From now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences.
Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors...
We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions.
The layout, kind of furniture and lighting of the interiors depends on the level of the residence: the interior of a cottage is poor and dirty, while the interior of a mansion is pompous.
Additionally, even within the same residence level, the furniture of the interior depends on the look of the building itself; cottage number 1 has a different interior than cottage number 2, etc.
Interactable Objects: The interior of your residence holds a number of objects with which you can interact via right-click:
the workbench opens the building's menu (production menu)
Family Life: Family members who are inside your residence with nothing to do will start after a short period of time doing things like cooking, cleaning the house, eating, searching for things and so on. They will receive a little amount of XP for that, which increases with the level of your residence.
Training: Your family members are now able to train their attributes inside your residence. The boost will last for some hours, while the duration increases with the level of your residence.
With patch EA 0.9.16, we implemented Ambient Occlusion (AO) which enhances the engine's possibilities to cast shadows. You can switch AO off and on in the options.
Entry right: Your characters can enter your residences and the residences of allied dynasties. You are not allowed to enter residences of neutral dynasties and of course not residences of dynasties you are in a feud with.
We added an option with which you can enable/disable the camera following a selected character into interiors.
In case you want to start an action with a character to be performed in the interiors and the character is already inside, then you do not have to select a target anymore and the action will automatically start in that interior as long as no one else is already performing the action in the same residence.
Most 'non-aggressive' actions can be performed in the interior of your residence as well. These are for example compliments and giving a present, but not pickpocketing.
We implemented hotkeys for quick access to your party: H = your Avatar, J = left hand, K = right hand.
We included a new section about interiors in the ingame wiki.
We reworked the tutorial to include interiors.
When you are inside a residence with the camera, then you can hear the weather sounds muffled.
Breaking an alliance with another dynasty now has a more severe and longer lasting impact on your reputation with the target dynasty.
You now hear a dialogue and see a bouquet when a character gifts another character with a bouquet of flowers.
Widows and widowers of a deceased true bloodline family member now show a status that explains why they are not allowed to marry again. Note: They can still be 'traded' in a dynastic trade.
We implemented new behaviors for the neutral NPCs in the game: from time to time, they talk to the merchants in their market booths or visit the grave of a relative. During the night, some NPCs go to bed - no, not all, because rogues would have no one to 'interact' with if all were going to bed :-) We will implement more of those behaviors to make the world feel more alive.
Smuggler: all smuggling actions can now be 'illegal' - the game starts with smuggling of rum, contraband and smuggling of goods set to 'legal'.
We raised the political power of the Sovereign: from now on, the Sovereign is the only one allowed to make law changes to controversial laws like ‘Play Music’.
We enhanced the AI further and will do so for the patches to come as well.
Multiplayer: We further reduced the network traffic to make your multiplayer experience smoother.
With this patch, we implemented that for each action that requires a target, the validity of the target gets checked again once the actor reaches it. When the target had become invalid while the actor was on the way to it, you will get feedback. This feedback is sometimes not sufficient enough, so we will enhance this system in the patches to come.
We have switched some laws between office chambers to balance out the office powers.
Depending on the achieved title, the penalties in court become more severe.
Walls and furniture will smoothly fade-out in interiors when the camera is close to them.
We splitted the first group of residences in the 'Erect building' menu into cottages and houses as they were treated differently already before but had the same name.
When a residence is selected, you can use the new hotkey 'O' to toggle the camera into the interior or back out.
We added two new buttons in the action bars of characters and buildings:
– Additionally we added a new button in the right lower corner of the game to exit interior views at any time.
The production times for flannel and flower bouquet have been raised.
A number of new character animations and sounds have been added.
We invested more time to balance out the hospital and the windmill, but both professions are still not where they must be. We will work further on it.
From now on, selected characters and focused characters have different selection rings so you have better visual feedback. Please note: selected means that you’ve clicked the character once, focused is when you have double clicked a character (or used the respective button in their action bar), so that the camera follows moving characters.
In order to reduce the overlapping of dozens of characters at marketplaces, we have decided to at least for now hide characters again who found no free standing position at the main market tent.
We changed the amount of items gathering workers bring home at once to reduce gathering times especially at game start.
When selecting one of your characters or buildings, you now have the possibility to cancel the currently performed action via the 'X' icon next to the action icon in the character panel on the bottom left of the HUD. And we have improved the progress display of actions :-)
And finally birds: We have now beautifully animated birds!
several issues that led to crashes in singleplayer and in multiplayer have been fixed
fixed a number of issues that led to a crash after loading a saved multiplayer game
fixed a bug that caused characters to heal too fast, especially when they were waiting for a treatment of their wounds; depending on the character level some characters might still have no problems with certain diseases
fixed a bug where the rostrum remained closed after using the "Play music on a rostrum” even if the action was cancelled and the rostrum empty
fixed a bug that caused boats and ships to be blocking each other when reaching the far trade point or their home port
fixed a number of issues in the pathfinding system
fixed a bug that could cause the current production of an employee to be canceled instead of being paused overnight
fixed a bug that - on rare occasions - caused an employee to sleep while standing outside of the building... we called it the 'sleepwalker' easter egg until we fixed it :-)
fixed a bug that made it possible to select boats and ships as targets for a small cake of joy
fixed a bug that caused a banished player party member to stay in the party while the player was unable to use and even kick them
fixed a bug that could cause a banished character to be stuck at their residence or at a far trade post
fixed a bug that prevented evidences for crimes from being created when the action had no character or building as target but a coordinate
fixed a number of bugs within dialogues
fixed a bug that caused the surname of the character not being displayed when applying for an office
fixed a number of bugs that caused texts not to be displayed or displayed just in parts in the multiplayer lobby
fixed a bug that caused a family member who just became an adult while performing a child-only action to become frozen
fixed a number of bugs with the display of attributes in item tooltips and in the character info window
fixed a number of bugs with birthtraits
fixed a bug that messed up the item filters when switching between the building menu of production businesses and residences
fixed a bug that prevented AI dynasties from hiring henchmen after having reached higher titles
fixed a bug that caused the building value to increase dramatically according to the overrated worth of hired employees
fixed a bug that caused heavy rainfall to destroy a lot of buildings on the map in rare occasions
fixed a bug that caused the costs of actions not to be refunded when the performing character was beaten unconscious
fixed a bug that caused warehouse transporters to procure items no matter if the procure setting was checked or unchecked
fixed a bug that linked to the wrong ingame wiki page when using the help button in the window of a new born child
fixed a number of bugs in different maps
fixed a bug that allowed pregnant women to use alcoholic drinks
fixed several localization issues.
The robbers are currently not sleeping in their tents in the robber camp and instead entering the main tent; we will look into that in one of the coming patches
You may notice that while your character is under way to perform an action somewhere, another character may interrupt them with for example the action "Greet someone". The bug here is that your action currently doesn't restart after the interruption. We are looking into that!
With the whole system rework to make interiors and exterior areas working, we still have a number of issues that will be taken care of as soon as possible:
Many actions with a building as target block other actions that target the same building while the first action is performed
Workers and transporters may behave a bit strange (nothing severe :-) ) when the storage of a building is full
In rare occasions, it can happen that a character can not find a valid path to a position on an exterior of a building. We are still investigating this issue and hope to have a solution ready for the upcoming patch.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Hello everyone!
This hotfix patch contains a bugfix for a very nasty crash issue in multiplayer as well as corrections for a number of text issues in the newly localized texts.
Please note: saved games from EA 0.9.15 will work with this patch.
fixed a bug that led to a crash on the client's side in a multiplayer game when a transporter or a worker was sent to be treated
the item "rum" was not selectable when setting up a trade route - please see the 'Known Issue'!
fixed several text issues in all localizations - thanks for your great help in this matter :-)
Hello Guild fans,
The team had a lot to do with the groundworks for the features and the new content of patch EA 0.9.15 and for the coming patch (we will shine some light on what is planned next in the coming dev diaries). Nonetheless, we’ve achieved a lot of cool stuff that you now have the chance to play yourself. As always, we appreciate your feedback and your bug reports.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
New features: We implemented a player party formed of three of your characters, the brand new rogue profession smuggler, a rostrum where you can speak to the people in your city and implemented 16 new actions (including the actions of the smuggler).
Content & Balancing: Besides the translation of all current texts in the game, we continued to work on the AI and on balancing. Customers of service providers like the inn or the herb hut will from now on consume specific items if you have them available in your storage. Diseases have been reworked and they will occur again. And we reworked the structure, pictures and content of the ingame help to make some topics clearer for you.
Bug fixes: We have fixed more than 30 major bugs, including crash bug fixes and issues with the pathfinding, plus more than 50 minor issues.
We value your feedback!
Please support us and take the time to give reviews. Thank you very much!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.15: Link to the survey
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
with patch EA 0.9.15, we implemented a player party consisting of up to three main characters, mandatorily including the family's leader (your Avatar) and up to two more adult family members (left hand and right hand) of your choice. These three characters are displayed underneath the dynasty panel in the upper left corner of the HUD and you can perform more actions with them than with the rest of your family. The new player party replaces the former Avatar-spouse-heir group.
new rogue profession: the Smuggler. This new profession is a hybrid of a typical rogue profession and a service provider. While on one hand your employees smuggle rum and other valuable goods, other workers try to lure citizens into your business, which officially is a rum den. People drink your rum and while you earn money through that, the main reason for serving rum is because it loosens the tongue of the revellers and there is a chance that you hear some information that makes your smuggling more profitable.
three new smuggling actions which target the port and/or the arsenal of the city
a new action to lure people into the rum den, plus the chance of getting some information for better smuggling opportunities when people have a drink in the rum den
the smuggler has been added as a start profession of the career game mode
new buildable city decoration: the Rostrum. You will be able to perform a number of actions on your rostrum, like holding speeches, playing music or giving a public banquet to lift the popularity of your dynasty.
customers of service providers (barber, inn, herb hut, hospital, apothecary and the new rum den) will from now on consume goods out of the building's storage. So if your inn has some beverages and/or food on stock, you will earn more money.
the herb hut will no longer be able to treat leprosy and the plague, because only the hospital has the knowledge and the medicine for that
we added the new medicine item 'herb bandage' to the herb hut
we added the new medicine item 'fever syrup' to the hospital
we added a new action that characters with the diseases leprosy or plague can use to visit a hospital
especially the barber and the inn should no longer be crowded with customers directly after the game started, so the owner has more time to prepare for customers
please note: customers will consume specific items when they use one of the building's services (please see the description of the service action to know which items you should hold in stock). The extra payment for the consumption is currently a fixed price.
there is a new action with which you can promote your businesses - your character will move in front of the building and praise it, and as long as the character is doing so, the business will get a 'customer satisfaction' buff if it has a front store or the workers get a 'motivation' buff if the business does not have a front store
added a new action with which you can throw a few coins into a well and pray for a bit of luck. Luck influences your chances (a tiny bit) when playing dice, on far trade trips and journeys or when starting a romance. You can also get a bit of luck when you equip a hares paw or a lucky stone
many of you asked for a contrary action to the 'Greet someone' action. Now you have the new action 'Laugh at someone' - it's your own fault if you try that one out ;-)
we added a new action that enables you to tear off pamphlets from one of your buildings that an opponent of yours has placed there
NPCs can sit on stools and benches and before patch EA 0.9.15 your characters weren't able to do that as well. That has changed now, just click RMB on a bench in case you feel like resting :-)
instead of fading out the landscape in the distance, the horizon is now hidden by thickening fog. We think that this looks much more natural and, above all, more atmospheric. Let us know what you think about it.
the range of actions the AI can use has been increased greatly - we will continue to enhance and balance the AI with every new update of the game
all current texts in the game are fully translated into English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese
we have balanced the diseases and poisons in the game and from now on diseases happen more often again - however, to not let everyone die in the blink of an eye they are still not an every-day-event.
for AI characters, distances have more impact on finding valid targets for actions - it can still happen, but in most cases AI characters (and NPCs) should not run very very long ways if they eg want to greet someone or sit on a bench
with patch EA 0.9.15, we increase the possible number of children per dynasty for a bit again
we added a new functionality that allows our designers to set storage rules for specific items per building - especially items that are needed for the services of a building have a higher default stock limit now
we revised the structure of the ingame help to enhance the general readability. We reworked texts, bolded headlines and replaced and added many images in the ingame help to make the topics more understandable. Especially the production should be better explained now
NPCs should shop in the the front stores and marketplaces in their own village or city district more often than in the ones outside their neighborhood; this also makes your relationship with the NPCs and the customer satisfaction of your business more important if you want people to shop in your front store
the action to fake evidence against your opponents is now additionally sending out a message to the victim
more dialogues have been added
several action icons have been added to the game
the item 'Cream cake' can now be presented as a gift to someone else - as its description already stated
fixed a bug that could lead to a crash of the game when the dynastic trade menu was opened
fixed a bug that would lead to a crash of the game when an AI controlled character tried to perform a post-combat action (e.g. break bones) on an already dead character
fixed a bug that could lead to a crash of the game when the player left a running game to the main menu
fixed a bug in the pathfinding that caused characters to gather in a point on a street, preventing them from walking away until the game was saved and loaded again
fixed an issue that caused a lot of network traffic in multiplayer games every ingame hour
fixed a bug that allowed players to hire family members as workers in their storage barns and warehouses
buildings which were already placed on the map when a new game started got their specific base effects and buffs (like productivity bonus) twice
fixed a bug that allowed characters to target burning or closed service providers in case they wanted to use a service the building offered
fixed a bug that prevented the item painkiller to cure leprosy and the item wonder cure to cure the plague; now both items have a chance to cure these diseases
fixed several bugs in the evaluation process of the AI for targets of actions
fixed a bug that would cause a change of relationship of the target character of an action to be shown above the source character
fixed a bug that led workers to inherit the buffs of the building they were sent to, even if that building was not their employing business - so thieves could get the buffs of the building they were breaking in. From now on, the workers always inherit the buffs of the employing building
fixed a bug in multiplayer where equipped items such as torches could remain on the ground after a character has died
fixed a bug in multiplayer where the horses of supply transporters could remain standing around at far trade markets after the transporters had finished their route
a sabotage action against a building that caused a damage over time - e.g. a fire - hadn't sent a notification to the owner
fixed a bug where members of the players family hired in a business could not be fired when a trial was pending
several issues with political powers have been fixed
several issues in the maps have been fixed
the orchardist hut, preacher hut and city preacher hut lacked fire effects/particles when burning
fixed a bug that would allow the actions 'ambush' and 'find evidence' to take place outside of usable streets
fixed a bug where the dice table of an inn was still available when the business had been closed through the 'audit the books' action
loading screens and the guild logo are now resizing properly and are not being cut off anymore
the rostrum and the statue can now be seen and filtered by the the “Other Building” category in the area map; rostrum and the statue are now listed in the “Other owned buildings” category in the building quick access list
the extinguish fire animation displayed the torch and the bucket at the same time
a number of issues with the displayed texts of trade opportunities have been fixed
it was possible to enter the statue with a character
fixed a number of bugs with existing dialogues
fixed a number of issues with the multiplayer lobby
fixed a number of issues with models and animations
fixed a number of issues with localized texts
the economical balancing of especially the windmill, the hospital, the tailor shop and the thieves hideout wasn't finalized for this patch - we are already working on it for the next larger patch
many diseases do only have a minor impact on your character’s health to avoid entire families being wiped out by diseases. We will step by step tune the disease values for the next patches to avoid mass-dyings.
the newly localized texts might contain some errors as they still need to go through our localization QA
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Hello everyone!
We’ve watched the crash reports after the update EA 0.9.14 closely and made out some major issues that caused crashes and two bugs with storage rules and/or transporters. We decided to investigate and to provide you with the hotfix patch in order to solve the mentioned issues before our next larger patch.
This hotfix patch includes the following bug fixes and changes:
Fixed a bug where the game crashed on load after the main residence was switched
Fixed a crash where the game crashed after clicking on a dialogue with an NPC
Fixed a crash where an AI family without an appointed heir had a new child
Fixed a couple more errors that could potentially lead to a crash
Transporters - numbers: added a second transporter to the Herb Hut, Fishing Hut, Potter, Orchardist and Windmill that can be unlocked in the building's add-ons
Transporters - supply: fixed a flaw where markets or businesses at which only few required items were available were considered more attractive than stops where a full item order was available
Please note: saved games from EA 0.9.14 will work with this patch. The additional transporters will however only be available in newly created saved games.
Known Issue
Thanks for your patience and stay tuned for the new DevDiary next week!
Build number: 622947
Hello Guild fans,
The team worked really hard on this patch, fighting the constantly shrinking number of bugs, balancing the gameplay and adding new features at the same time. It has been one of our biggest internal milestones and we are very happy that we were able to achieve it! It is not the final iteration of these improvements, though. We will continue to work on them. Nevertheless, we didn't want to keep you waiting any longer and we are also very excited about your feedback :-)
We changed the format of the patch notes and have split them into two parts: the first of which contains the foreword and an overview of the current patch - so in case you just want to skip through the patch notes you will find the highlights in the first part. The second part includes all details to the patch. And as usual, you can find the link to the latest survey at the end of the patch notes.
You might notice that we have removed the passages about our next plans, because from now on, we will reveal some of our plans in the monthly DevDiaries. While we still want to talk a bit about the things happening during development, we will as well give you a bit of a forecast on what you can expect.
Please support us and take the time to give reviews. Thank you very much!
New features: With EA 0.9.14, we implemented a feature that allows you to add fan-translated text files more easily to your game. You will also find four different ground texture sets in the game, that give the single scenario maps a much more unique style.
Content & Balancing: The most important updates here are unarguably the changes in the levels of difficulty and the AI. With this patch and with the coming patches, the game will be more challenging, depending on your preferred difficulty setting. The AI will not be perfect in EA 0.9.14 but the AI characters will start to act more like real entities with more defined objectives. We will be constantly working on our AI-tuning for the next patches.
Bug fixes: We have fixed more than 50 major issues and more than twice that number of minor bugs, including 13 bugs that led to a crash of the game.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.14: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Over the course of the last months, a number of fan-translators asked for support for their fan-translations. So this feature is especially for you guys :-) All you have to do is copy one of the existing "locdirect_[language].loo" files in the folder "media\localization" and name your copy the way you like, e.g. "myFanTranslation.loo". Then translate the text keys you want and delete the ones that you don't need. You can even split your translation into several files, like "myFanTranslation1.loo", "myFanTranslation2.loo" and so on. When the game starts, all entries in your "*.loo" files will replace the texts in the language you have chosen in the options menu.
please note that The Guild 3 supports all characters in the "Basic Multilingual Plane" (BMP)
another side-note: as mentioned in DevDiary #18, we will add fully translated texts in all languages in the game in July or August. New texts after that point in time will be translated at a later time, but the bulk of the texts will be translated then.
our scenario maps now support different ground texture sets. We have implemented three new ground texture sets which you can find in Wenighusen (Tutorial), Heligoland, Paris and in London. We are very curious what you think of that :-)
transporters are now able to replace their carrying bag or cart with an item of a higher tier - in the options of the game you can enable or disable that behavior
Level of Difficulty
the level of difficulty now affects several aspects of the game, like prices for employees and prices for a number of actions
reputation changes due to some actions, mostly interactions, are influenced by the level of difficulty
the level of difficulty for human players and for AI players are applied contrary: if you choose "easy", the AI dynasties will play with "hard", and conversely.
AI
the AI can and will from now on use all available artifacts - be careful to not be bombed away!
the availability and weighting of the actions of the AI archetypes have been completely reworked. AI dynasties should now act more logically and with focus on specific goals. Please be aware that this focus can shift a bit over time and sometimes a dynasty might follow some hidden goals.
AI characters can equip special artifacts, like the hare's paw or the rat companion, and get rid of useless items, like the old boot
the plot of land where the AI places a new building is from now on chosen in an intelligent way, considering distance to marketplaces or other businesses and dozens of other parameters (see DevDiary #17)
from now on, the AI will erect more new buildings on city grounds as well, including higher tier residences
possibility and frequency of denounce and praise actions have been reworked in a way that they aren't performed so often anymore
the AI now considers own buildings and unlocked skills when receiving a proposal for a dynastic trade
the individual building addons are evaluated based on the playing style of the AI dynasty and purchased accordingly
Dynasty Management
the size of the player family and AI families is limited to a specific max size given by the level of difficulty. The bigger the family is the harder it gets to grow the family even more.
the current size of a family (adults and children) is displayed in the family tree and in the book of dynasties
with patch EA 0.9.14, you are able to own more businesses - we increased the maximum number of businesses given by the title from 15 to 18
the Avatar, their spouse and the (adult) heir now have access to most actions and/or artifacts of the family's henchmen, like bombs and poisons; actions like conquering buildings are still available only for henchmen
the Avatar, their spouse and the (adult) heir now have exclusive access to powerful actions like "Church donation" and "Oil the wheels of bureaucracy"
romancing: characters now have a number of possible preferences when being courted. If you for example choose "sweet talk" for your courtship, they may prefer a present or a more intimate action next. Having approached your romance target in their preferred way, you get a bonus to the success. We also increased the success chances of “sweet talk” and “kiss” a bit.
Reputation system
Aggression radius: with actions like "Kill character" or "Kidnap character", you can from now on get away without negative consequences if no one witnesses your doing. But if you kidnap someone in the middle of a crowded marketplace, do not wonder if a lot of people are angry at you...
the reputation changes of all actions in the game have been balanced
for some aggressive actions, the character's 'stealth' is considered when the reputation changes
Moral attitude and Guilds
the way actions impact the moral attitudes (the values) of a dynasty has been reworked. If you use the same action over and over again, the impact will decrease accordingly. Additionally, the impact of for example aggressive actions will decrease when you are already considered an aggressive dynasty. This way, most of the dynasties should no longer end up with an extreme negative moral attitude with nearly no chance of changing
the impact on attitudes of all actions have been balanced
Guild invitations should from now on be triggered correctly. Once you have reached a higher title and your moral attitudes match the attitudes of a Guild, you should be invited to their midst.
Area map
the layer with the details and filters is active by default
from now on, you can find the religious beliefs of the inhabitants of city districts and villages in the details layer of the area map
surroundings and rivers/sea ways are no longer displayed in the overview of neighborhoods
3d Artwork
steep terrain has been smoothed out on almost all maps
water now has floating algae and we added waves to few water areas (in Heligoland for example). But as those are performance hungry, we have to look into it before we decide if we can add more)
new normal maps for mountain rocks and some cliffs (see Heligoland for example)
more shadow and some LOD rework for vegetation props
Sound
a new option to adjust the loudness of interface sounds has been added
several new ambient sounds and new SFX for characters and carts have been added
ambient soundscape has been balanced further
buildings now have specific construction times and specific renovation costs. The rule of thumb is: the higher the tier of a building, the higher the construction time and the renovation costs. As a consequence, the start buildings in the "Poor fellow" mode have the shortest construction times.
tutorial: the active quest is from now on pre-selected in the questbook so that its description and details are displayed without the need to select it first
in case a character in a list of valid targets is for some reason not available, the game shows the feedback "busy"
you are now able to place items you are purchasing directly into the equipment slots of your characters
resource producers (mine, lumberyard and quarry) can now have up to 4 fully equipped transporters
currently working employees get paused if you drop an item into their inventory. This way you can equip your workers or give them artifacts and the automation does not automatically transfer the items back in the storage of your building
the duration of the actions "Drive your workers", "Spur your transporters on" and "Motivate your workers" (Guild action) are now shorter while the duration of the effects are longer
we have added new (and cooler :-) ) religion-related icons
whenever a character changes their faith, a specific particle effect is shown above their head
"2 years per round'"is now the standard setting in the map selection menu
a number of new NPC dialogues, like talks about the Sovereign or a specific dynasty, have been added
more of the actions are now part of the law system and in case they are illegal, you can be brought to court
the productivity of employees is now displayed for all producing characters and the percentage is colored in red if the value is lower than normal (debuffed) or green if it is higher than normal (buffed)
from now on, you will receive proper notifications when someone throws a bomb or applies a poison at one of your buildings
the target selection pop-up for romances, bribes etc. show information as to why the target is unavailable
the professions of potter, minstrel and preacher are now more economically balanced than before
multiplayer: several connectivity bugs and crashes have been fixed
multiplayer: a crash could occur when trying to access the options via the main menu
multiplayer: a crash could occur if you clicked on 'back' in the list of available games
multiplayer: fixed a crash when loading a MP savegame while the system tried to set up the order list of a building when the owning dynasty was switched from human player to AI player or counterwise
on the Paris map, a crash could occur after a short playing time
a crash could occur when AI characters calculated their decision in a political vote on an NPC
a crash could occur if an action was to be carried out by an invalid character or an invalid building
a crash could occur when loading a saved game with an invalid item; this was caused by an error in the save function
fixed a crash that could occur when the AI tried to spend attribute points on a character who died in the same moment. We hope that we were able to fix all causes of this specific crash and we will monitor possible crash reports with EA 0.9.14 - fingers crossed :-)
if a player character was banished, it could lead to a crash
fixed a crash when an AI character tries to change the prison sentence of a jailed character who has no family/dynasty
AI dynasties sometimes offered too much money in the lease auctions of resource producers
in case a catholic or a protestant married a secular character it was possible that the spouse did not become catholic or protestant - fixed
fixed a number of bugs in the system that applies birth traits to newborn
when selecting an item for children the inventory slots of adults were highlighted as well
it was possible to equip adults with items which were allowed for children only
it was possible to drag equipped items from adults to toddlers when inside the residence
multiplayer: the models (bodies) of the previously defeated NPCs were still present after saving and loading the saved game
the family wide action cooldown hadn't prevented multiple identical actions from getting started in parallel
a bug allowed the Powder Of Hygeia to be applied to foreign buildings
fixed a bug in actions with an audience - e.g. begging or playing music - that caused under specific circumstances the actor to become a valid target of their own action...
fixed a number of calculation issues with the score of the dynasties; please note: we will invest more time to the balance the score and the three connected achievements
removed raw materials and intermediates from the list of relevant goods in the front store section in businesses in which they cannot be produced
surrounding regions are no longer shown in the list of districts and villages on the area map
multiplayer: fixed a number of occasions where tooltips of actions and/or buffs weren't shown on the client's side
fixed a number of bugs related to AI dynasties constantly praising and denouncing other dynasties; we finally got rid of this spamming :-)
fixed a bug that allowed preachers to be affected by the religious speeches of other preachers and therewith sometimes converted
re-organized the categories of several items so that they now appear in the right categories at the marketplace
the sounds of birds and other ambience sounds were wrongly assigned to group "sfx" instead of "ambient"; we fixed that so when you now switch off ambient sounds, the birds will be silent ;-)
the disease immunity buff of the workers of the hospital was missing
fixed a bug where the list of customers would fail to update when a customer started getting treated/served
city guards sometimes reacted on actions where an audience gathered, like when minstrels playing music
a bug has been fixed that prevented transporters to upgrade to a better transportation item a second time
fixed a number of bugs with the notifications and alerts when conquering a building or when someone conquers a player's building
fixed several bugs that broke the price trend and the needs trend graphs of markets in longer games; we additionally had to limit the history for the graphs to 20 rounds
fixed a bug with the bandages; a success now also shows a particle effect
budget book: the income through leased resource producers was not added to the family's total
budget book: the wrong building level was displayed (actually it was the level of the unlocked skill...)
fixed a bug that made exotic wares like amber or brocade available at the ports; players now have to go on far trade missions again to get those wares
the audience of a preacher's church service didn't donate money - we taught them good behavior now :-)
pedestrians now have to decide if they want to listen to the minstrels on their stage or to a preacher performing a holy church service
fixed a bug that allowed own minstrels to perform a stage show in every own minstrel tent; same went for preachers and preacher huts
fixed a bug that caused the workers of neutral preacher’s huts and minstrel tents to idle instead of working
non-producing business buildings had an incorrect productivity buff set
multiplayer: fixed a bug where the economy stock and market inventory would go out of sync when a character sold something to a trade market
henchmen who are protecting a building should from now on react accordingly to aggressions against that building
several animations have been reworked and/or bug fixed
several smaller bug fixes and tweaks in the area map
several bug fixes and tweaks on all maps
sometimes an AI character may perform the same action multiple times in a row, even when it may make no sense; e.g. applying a bandage when the character is not hurt.
dynastic trades may be a bit tricky at the moment, because AI dynasties will not accept offers of businesses they don't need or where they have no skills unlocked for; at the moment AI dynasties will not sell businesses they need for their skill tree no matter how high the offer is
the AI could be a bit too peaceful even in feuds - please give us feedback of how you see that
guarding and escorting henchmen are sometimes not released from their duty when the building changes the owner or when the escorted character is in jail etc.
inhabitants/employees don't leave a burning building and too few of them are attending in extinguishing the flames
a number of newly added NPC actions have no icon yet
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Build number: 617778
Hello everyone!
Originally planned as an Easter surprise for you, we decided to launch the brand new scenario map of "Dijon" together with the bugfixes for the multiplayer lobby and the reconnection to existing multiplayer games.
Please inform us if you still have trouble with the lobby and the initialization of your mp games. We will continue to work on the multiplayer and bring out more optimizations in the coming patches.
Patch EA 0.9.13.5 includes the following content and following bug fixes:
the brand new scenario map of "Dijon", capital of the Duchy of Burgundy!
fixed a bug in the multiplayer lobby, that gave false reports about the fill-state of mp games - players tried to join a game but the response of those lobbies was sometimes: "maximum number of participants already reached"
the log-in and log-out process of clients has been optimized - before that the process sometimes time out and the client received the notification that the connection has been lost
the reconnection process to existing mp games has been optimized - like with the log-in and log-out process, the reconnection to existing games was sometimes not possible due to false responses (“unable to connect”) or timeouts
We hope you enjoy the spring in the Duchy of Burgundy, in singleplayer or in multiplayer with your friends!
Hello everyone!
Thanks a lot for your immense help with locating and hunting down the crash bugs in EA 0.9.13. Your save games and dumps steered us to the sources of the issues!
Save games from EA 0.9.13 should be loadable with this version. All save games you have provided us for this bug hunt are working fine again.
Regarding the annoying bug in the multiplayer lobby: we are on it! Please be a bit more patient. We will deliver a separate patch once the bug has been nailed down.
This hotfix however includes the following bug fixes:
Fixed a crash in the tutorial when producing offspring
Fixed several crashes when loading a save game
Fixed a crash when setting up transport routes
Fixed a bug in the storage rules where the procure settings did not respect the max storage settings and the transporter procured endlessly intermediate products
The game might still crash in rare instances when going back to the main menu. We need more time to fix this bug. It will be rolled out with the next version.
Although we fixed a few instances of items duplication for this patch, items can still be duplicated when dragging them from one employee/family member to another employee/family member inside the building windows (business, market, residence). We are on it.
Thank you all for your patience!
Build number: 615853
Hello everyone!
With patch EA 0.9.13 we are going to give you the reins for your businesses into your hand: you can now manage each single worker manually - if you’d like to do so! And you can allow/forbid the auto-equip routine for the master AI of your businesses, which has equipped your transporters with backpacks and carts even when you haven't seen the benefit in that.
A main focus has been set on improving usability, stability and performance of the game in single- and multiplayer to make the overall playing experience better. To achieve this, we invested a lot of time in fixing bugs and we made bigger reworks of existing features like the production, the budget book and the supply transporters.
A lot of effort has been put into balancing as well - most noticeable in the changes regarding influence gain and costs, and in the prices for titles, buildings and their addons. We will continue to balance the game until you and we are happy with the results.
The complete soundscape of the game has been reworked. A lot of sounds had to be changed or replaced completely, and all maps had to be reworked as well. Like with the balancing of the game, this is just an intermediate step until we reach a state with which we and you are satisfied. We value your opinion a lot so please give us your feedback to the recent changes in the survey (see below) or in the forums.
Individual Production:
Manual assignment: With the individual production, every single worker can work on a manually assigned product or action. By dragging the desired product or action directly on the worker, the workers start producing only this product or performing only this action no matter in which production mode the whole building is. Note: The workers who have such an individual task don’t produce any intermediate products, thus you must make sure that the rest of the employees support this individual worker.
Productivity bonus: In case you don't rely on the automated production and use the manual production, manual looped production or individual production, a small productivity bonus is given to the respective workers as they are more motivated by these personal instructions. This small bonus is applied to workers who perform business actions, too!
Residence: Children and adults can now perform their tasks in parallel in the residence, no matter how many orders have been placed.
Guards of the Sovereign: The sovereign has two bodyguards and two guards for their main residence.
Political Offices:
As an office holder in the chamber of the "town henchmen", you are now able to send away a city guard. The city guard will then head for the marketplace to see what is going on there, while you can do whatever you please without the watchful eyes of the city's constables.
You can now withdraw from office-applications in case you don’t want to go that political career path anymore.
Prison and trials:
Options:
Auto-equip of transporters: In the options menu, you can now find a setting to enable/disable the functionality that auto-equips your transporters with a backpack or cart. This way, you can have full manual control about the equipment of your transporters if you wish. By default, the auto-equip is deactivated in the options.
Edge scrolling: The camera panning when the mouse is near the window border has become optional. This should help those of you who are playing the game in windowed mode or on systems with more than one screen. By default, the edge scrolling is turned off.
Character and building focus: In case you’ve lost the selected character or building out of sight, you can focus the camera on them again by double clicking on the portrait icon in the lower left corner (the currently selected character or building).
Production:
Several smaller optimizations and bug fixes have been done in the production to give you better feedback.
Storage rules: In manual looped production, transporters do not automatically sell intermediate goods above the minimum storage limit. You have to manually set the max storage limit to make them sell the goods. This new behavior leads to a more optimized production flow as intermediates are now more frequently on stock than in previous versions.
Gathering: Characters who are manually sent to gather resources can do this now without the need of unpausing them.
Warehouses: Transporters of warehouses don't immediately sell the intermediate items anymore and instead consider the needs of your businesses first.
Supply caravans:
Improved the handling of the distance between supply transporters and their guards.
The frequency of supply transporters has been reduced to avoid maps crowded with horse carts.
Budget book:
The budget book received a complete overhaul. You should now have a more detailed list of all your expenses for your businesses, rented resource providers and your family.
Also the score section (former winning points) has been completely reworked.
Several bugs in the budget book were fixed during that rework.
Balancing:
Buildings and building addons are more expensive now. The building conditions (health) have been balanced and the building conditions can now be upgraded through new building addons. The bonuses of building addons have been reworked, as well as the numbers of available building addons per building.
The influence gain of several actions has been reduced, while the influence costs for titles and for some skills have been reduced. The influence gain for office holders has been reworked as well.
Some of the more powerful actions, especially the actions to gain influence, now have a family wide cooldown. So if one family member performs the action, the cooldown counts for all members of the family.
The costs for the actions "Church donation", "Oil the wheels of bureaucracy", "Bribe an official" and "Send to the court of the monarch" now increase with your title. While in the beginning you pay just a few coins, those actions will become a lot more expensive when you reach a higher rank.
The privilege to lease mines, quarries and/or lumberyards is now granted with the citizen title. And you find a new icon in the action bar of those resource providers which gives you access to the map-wide lease menu.
Soundscape:
The sounds of birds, crickets, wolves and so on are now played with a frequency set for each sound sphere separately.
The sound spheres for villages, towns and marketplaces now have several variations which are randomly played. The transition from no-sound to sound is obvious at some marketplaces when you move the camera towards a marketplace. We are working on that and hope to have a much smoother transition in one of the coming patches.
Footstep sounds and sounds of horse carts should be less penetrant and annoying now.
The sound volume for incoming notifications has been reduced.
AI families and NPCs now have a different logic for using the horse carts. This leads to a smaller amount of horse carts on the map.
Characters who are buying or selling at the marketplace are now occupying defined positions in front of the markets and are thus crowding the area in front of the markets a bit less.
Ships now create effects on the water when they are sailing.
The display of name plaques of buildings and characters has been improved. They are now only shown until a certain distance to avoid maps crowded with text.
Performance: several improvements to the performance in single- and multiplayer were made
Stability: Fixed several crashes in single- and multiplayer - they are becoming less and less :-)
Multiplayer: Fixed several bugs with synchronization in multiplayer
fixed two bugs that made transporters or their horse carts turn invisible
fixed a bug where unconscious characters could not be selected (correction of the hitbox)
Chat:
a small exclamation mark icon notifies you now about new chat messages
the chat now “jumps” to the most recent message to make it easier to follow the conversation
fixed a bug where the order list in the production did not update after unlocking a new skill or upgrading a building
fixed a bug where characters held items while they were using a hand cart, a riding horse or a horse cart
fixed a bug where characters held items while they were visiting the tavern or the barber.
fixed a bug where the user needed to have the double amount of money to unlock a building add-on
fixed a wrong message when the player tried to equip items that were not suitable for the character
fixed a bug where high level businesses made too little money
fixed a bug where the spouse and the heir did not have all icons correctly displayed in the family tree
fixed a bug where the market window did not open when a henchman entered the market
fixed a bug where characters did interact with dead characters - this is a game about the late middle ages and not a fantasy game :-)
fixed a bug where several actions failed when the worker was too far away from the home business
removed the needless add-on tab from rented resource providers
fixed a bug where the items you had selected (in the upper left part of the production menu) to be part of your automated production were not saved
fixed a bug where the summoning action lead to wrong numbers of received items
fixed several bugs where characters could get stuck (paths, bridges)
fixed several bugs with the display of ships
fixed the broken conquer building action
fixed a bug where people were sleeping outside of the market
fixed a bug where the bomb was thrown into the wrong direction on the client in multiplayer
fixed a bug in the tutorial where already read texts were not displayed anymore
fixed a bug in the tutorial where the scroll position did not get reset
fixed a bug where several notifications did not get triggered (e.g. an employee has died)
fixed a bug where adopting children in the church failed
fixed a bug with toddlers being stuck in the church after losing the residence
fixed the missing intro on the Augsburg map
fixed a bug where certain skills were missing on the Augsburg map
fixed a bug with a too high bonus for the skull lamp and the rose water
fixed a bug where dead family members were still displayed in the residence
fixed a bug where items in production could already be equipped
fixed a bug where characters paid for services although the waiting time timed out
fixed a bug where the change place of residence could be performed for free although it should have cost 200 coins
fixed a bug where a building window didn’t open under special circumstances
fixed a bug where the portrait colors of the spouse did not get updated after the wedding
fixed a bug with the character list filters in the business window not getting updated correctly
an exclamation mark appeared without content in several places of the game - that has been fixed
several building models have been reworked to fix bugs in the structure, in the texture, with the shadows or the LODs
a lot of character models were reworked to fix bugs with the skinning or with animations
a number of sounds were missing on several maps, like the cuckoo or the magpie
several misplaced props have been fixed on all maps
port and school on the Prague map had no name
fixed several instances of missing texts and made many text fixes for English and German loca
fixed some dozen more small bugs not mentioned in this list
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend uninstalling the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
What we are planning for the next patch
Bug fixes, bug fixes, bug fixes, plus balancing and SFX. And maybe a brand new scenario map :-)
A short outlook...
We will further work on balancing and the soundscape of the game and we will focus on improvements for the AI. Fixing bugs will stay our highest priority at the moment, but we are also starting to make plans for a brand new rogue profession...
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.13: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hello everybody!
Unfortunately, with patch EA 0.9.12.5, a problem with the transporters of thief and robber crept in that could spoil your play fun over the Christmas days. As a "drive-by" fix we were able to fix another bug with transporters.
Saved games from version ES 0.9.12.5 should still be loadable and playable with this hotfix.
See you in 2021 :-)
Fixed a problem with the transporters of thieves and robbers - they should sell stolen goods on the market again
Fixed a bug where all the supply caravans were waiting in front of the markets during nighttime
Hello everybody!
Did you ever want to visit one of the most beautiful cities in Europe during winter time?
We would like to present you with a small early Christmas gift: with patch EA 0.9.12.5 you can enjoy the brand new scenario map with the city of Prague!
Beside that, patch EA 0.9.12.5 should fix some issues you have encountered with the last patch.
The whole team wishes you peaceful and enjoyable Christmas days and stay healthy!
We added the brand new scenario map of 'Prague'!
In order to prevent the blocking of the production especially for high level businesses, we reduced the amount of products per order list entry to 5 and the maximum amount of products to stacks of 10 items. This way, the required amounts of raw materials per order should be brought to the businesses more easily.
We added the stack size per order list entry so that from now on you can see in what amounts the business master AI wants to produce.
The business master AI creates the order lists with a broader variety of products, so that not only the most profitable item in that very moment will be solely produced. Workers still switch to other products in the order list when there are not enough raw materials or storage space for the next product in the list.
Fixed a bug that would lead to a crash of the game.
We fixed a bug that caused characters who were waiting in line for a service to be listed as possible targets in the selection list of a number of actions - you could target them but the action was not performed. Now these blocked characters are greyed out and can be found at the end of the selection list. We may further improve that in the future.
We fixed a bug that allowed you to target characters who were waiting in line for a service via 'pick from world' even when they should be blocked.
Fixed a bug where a wrong text was displayed when a building didn’t offer a service because services were turned off, the waiting line was full or all workers were asleep.
Fixed a bug that caused torches, oil lamps, door latches and wall paint to be seldom produced.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
What we are planning for the next patch
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.
A short outlook...
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.12: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hello everyone!
Here it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)
Please note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!
We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path.
Food Preparation Skill Path:
-- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets.
-- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles.
-- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches
-- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood
-- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings.
-- new profession: the tinker extracts copper from ore and uses it to manufacture various goods.
-- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-)
-- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below.
-- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination.
-- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it...
-- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum.
-- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building.
-- new action: you can “Serenade” one of your romances (minstrel's skill)
-- new action: you can also “Plunder graves” yourself and find some interesting objects ... but be careful, because plundering graves is part of the city laws and can become illegal!
-- robbers can be injured fairly regular, so the costs for healthcare services could become high after a while - therefore from now on robbers will lay down to a healthy sleep in their camp when they are injured
-- new action: with “Greet someone” (title: Serf) you can greet another character on the street
-- new action: with “Kiss within marriage” (title: Serf) you can give your spouse a loving kiss
-- new action: you can give your liaison a “Forbidden kiss” (title: Serf), but make sure that your spouse is not around!
-- new action: with “Convert” (title: Serf; differently named depending on the denomination) you can change your faith
-- new usable item: “Slide rule” (residence: house, citizen house, mansion; title: Citizen)
-- new usable item: “Signet ring” (residence: house, citizen house, mansion; title: Citizen)
-- new building privilege: you can build a “Well” (title: Free Citizen) to get better access to water, but be aware that the well can be used by everyone
-- new action: with “Letter from the Inquisition” (title: Patrician) you as a Catholic can scare a Protestant competitor
-- new action: with a “Sneaky intrigue” (title: Patrician) you as a Protestant can reduce the influence of a Catholic competitor
-- new action: if you feel like it - and have the necessary change - then “Play a game of dice at an inn” (title: Patrician). The inn must of course have a dice table.
-- new action: you can “Take a bath in the bathroom” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Councillor's chain” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Family sword” (residence: citizen house, mansion; title: Nobleman)
-- new action: if you have a lot of money left, then “Play a risky game of dice at an inn” (title: Squire). The inn must also have a dice table
-- new building privilege: you can erect a “Statue” (title: Lord) which will amaze passers-by. You cannot repair statues, so they will expire after a while.
-- new usable item: with a “Banquet” (residence: mansion; title: Baron) you can “Give a family feast” and smooth out any waves in your inner family circle...
-- new action: you can “Gather a mandrake” (Guild of Alchemists) which you need as an ingredient for the following, powerful potion
-- new usable item: “Potion of the Fate Women” (Guild of Alchemists) with which you can achieve three effects: make someone sick, poison or heal someone!
-- new action: you can "Motivate your workers” (Guild of Craftsmen) so that they achieve new heights
-- new action: you can go on a “Profitable trade trip” (Guild of Merchants) and return home with valuable goods. In addition, this long-distance journey is safer than the others.
-- new action: you can “Secure a building” (Guild of Freemasons) and protect it from all acts of sabotage with the exception of bombs
-- new action: you can “Distract the residents” (Guild of Thieves) and make it easier for your crooks to go about their business
We implemented a total of 11 new buildings (including statue and fishing spot), 52 new actions (incl. artifact actions) and 51 new raw materials, products, equipments and artifacts
At the beginning of the game you have 12 professions to choose in both “Poor Fellow” and “Career” mode!
In the village only the small businesses are allowed to be built and in the city only the higher leveled businesses
from now on, with each new title you will receive the permission to own one more business building
the "house" may only be built in the city and you need the title "Citizen"
Religion:
-- there are 3 denominations: Catholic, Secular and Protestant; Secular means that the character or the entire dynasty is of Christian faith, but does not allow themselves to be pushed into one corner or the other. Basically, if you perform a social action with a character of another denomination, it is a bit more difficult. Interactions between Catholics and Protestants are always a bit more difficult.
-- there can only be one denomination within a family which is decided by your leader
-- all city guards automatically have the denomination of the Sovereign. In the case of illegal activities by a person of the same denomination, they are more inclined not to “notice” this than in the case of a criminal of another denomination.
4 new character models: minstrels & employees of the inn (male & female) and gravedigger (male & female)
more than 50 new character animations
12 new handhelds (spade, potion, fiddle, drum, bagpipe, and much more)
2 brand new pieces of music for the minstrels
from now on, all businesses, raw material producers and raw material providers have work animations, many of them with appropriate sfx
all actions that can be carried out in businesses, such as “Drive your workers” or “Sabotage”, are now also visualized at the business building
the customers of the inn, medicus, apothecary, herb hut and of course barber are shown with animations in the respective building together with the service employees
automated actions that are carried out on streets, such as “Begging”, “Jugglery” or “Ambush”, should now take place less often on inanimate or secluded streets
the professions in the Rogue skill path have been balanced and should now generate a bit less profit. In addition, these professions no longer have a front store, so stolen goods have to be sold on the market.
several more powerful actions now have a cooldown for the entire family; if a character has used the action, then the cooldown applies for all family members
a lot of new dialogues were added
many actions, such as “Kiss on the cheek” got a new animation
the action “Hunt rats” now has a small chance of catching a living rat...
a large number of icons have been revised
all scenario maps have been revised for this patch
the guilds now have significant differences in their moral values and they now all have corresponding buffs
all members of a guild now have a corresponding icon in the character panel at the bottom left
new secondary attribute “Entertainment”: is used for making music, but also for juggling etc.
the building add-ons have been revised and further balanced
several buildings and character models have been revised
we have reworked the categories and sorting of actions in action bar of characters and buildings
tooltips for the attributes are now displayed in the character creation menu
the flame of the torches has been reworked so it now looks more natural and doesn't cause the "fire flashes effect" which appeared with some graphic cards
many issues have been fixed that would each lead the game to crash
fixed a bug that caused the game to crash upon burning down an AI family's main residence
fixed a bug that caused the game to crash in multiplayer during the creation of a new trade route
fixed a bug that caused the game to crash when someone has been kidnapped
fixed a bug that caused the game to crash under special circumstances - free camera mode and then going back to the main menu
fixed a bug that caused the game to crash after using political/office actions
fixed a bug that led to a crash when starting the game with low resolutions on low-end onboard graphic cards
fixed a significant drop in performance when a huge number of characters and horse carts were displayed at the same time
several issues in and with the tutorial have been fixed
fixed a bug that would render it impossible to purchase a building from a neutral NPC
sometimes AI dynasties haven't hired any workers for their building; we fixed that
fixed a bug that caused the "Audit books" action to be useless. The action has seen a complete rework and buildings of opponents can be shut down by the action for a limited timeframe
fixed a bug with the natural healing of injuries that let characters regenerate too much of their lost health per time unit
fixed a bug that allowed players to buy building add-ons even though the building level was too low
fixed a bug that caused the failure notification to appear endlessly if you sent someone to a healing service and ran out of money
fixed a bug that would prevent a character to be able to purchase anything at the marketplace
fixed some bugs that prevented the player from letting family members apply for an office under certain circumstances
fixed a bug that caused AI dynasties to not reproduce and thus die out quickly
fixed a bug that inhibited members of AI dynasties who were not the leader or the heir to perform office actions and artefact actions
fixed a bug in multiplayer that caused a player to be unable to appoint a new heir upon having lost the current one involuntarily or by dynastic trade
fixed a bug that caused low and/or negative attribute values to increase success chances instead of lowering them
fixed a bug that prevented automated family members who performed "Public relations" could be stopped
fixed a bug that caused a reset of a running office election including the candidates list if one of the current NPC office holders dropped out for any reason
fixed a bug that caused the application fee for an office to be refunded after the election took place
there was no limit of city guards per neighborhood, so the office holders responsible for city guards were able to infinitely increase their number - there is a limit now
fixed a bug in the prison sentence office power that caused the year of the arrest to stay the same after the first round when moving the slider to the right
a number of political events were missing in the calendar after the game was saved and loaded - this should be fixed now
fixed a bug that caused workers to gather just a single unit of a raw material in brushwood, grove and cemetery before they returned to their business building
fixed a bug in multiplayer that caused the player not to be part of the game's lobby
fixed a bug that prevented AI dynasties to erect a new living house and/or change the place of residence to another of their living houses after they had lost their main residence
several missing action icons have been created and implemented
fixed a bug in multiplayer that enabled the dynasty's henchmen to be elected into offices
fixed a bug that caused the NPCs of the market booths to disappear
fixed a bug that would hide the "exit" button when hitting ESC while being in a cutscene
fixed a bug that caused the handheld-object in a character's second hand to disappear when the character took a position in the outside area of a building
fixed a bug that caused the building menu to be locked after the building was purchased from a neutral NPC while the building menu was open and the building was spied on
fixed a bug that made it possible to open the building menu of a building that was under construction
fixed a bug that prevented the patients from paying for their treatment
fixed a bug in multiplayer that prevented the list of trade routes to not update
fixed a bug that caused henchmen to not get new actions even when granted by a title or skill
several bugs with dialogues have been fixed
fixed a bug that caused flames to still be visualized after the flames of a burning building have been extinguished
fixed a bug that caused AI dynasties to try to unlock a skill for which they haven't fulfilled the requirements
fixed a bug that caused a kidnapped character released by the kidnapper to appear next to the kidnapper's residence and not next to the kidnapper
fixed a bug that would not release kidnapped characters correctly when the building where they were chained up in was destroyed
fixed a bug that caused kidnapped characters to be tradable in dynastic trades several times
fixed a bug that caused automated employees to not automatically get treatment when they were injured, ill or poisoned
fixed a bug that caused sometimes incorrectly orientated characters while they played an animation
fixed a bug that caused adopted children to receive a birthtrait, which then led to several other problems
fixed a bug that canceled the current action of the avatar when changing the place of residence
a bug has been fixed that caused the Sovereign to lose their position if they moved the place of residence to the other city on the same map (only relevant on the Vienna & Pressburg map).
if there was a Sovereign, the application time in the information window of the Sovereign showed "Unknown to Unknown" - we have corrected that
fixed a bug that caused the area map filters to duplicate every dynasty after one was destroyed instead of removing them from the list
during drag & drop of a raw material item in a resource provider, characters from other dynasties would be highlighted as valid workers - we fixed that
fixed a bug that caused the wrong scaffold models to be used when erecting a new building
fixed a bug that caused a building’s scaffold model to overlap the right side of the building under construction
fixed a bug that prevented the "All goods" storage rules list to not show all items
the LOD of the Thieves' den has been corrected
fixed many issues with animations
fixed a bug that would not remove influence points
fixed a bug that caused the portraits of tradable family members during a dynastc trade to be blank
fixed a number of issues with combat texts / overhead texts
several missing texts have been added and misspellings in other texts have been resolved
in some character animations the handheld equipments like torches and walking sticks are stuck in the body of the character and few animations for specific character types may be missing
transporters bring in too many raw materials/sub components in high level businesses in automated production
torches, oil lamps, door latches and wall paint are currently not produced in good numbers
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the [url=https://theguildgame.com/#faqs-multiplayer]FAQs Multiplayer[/url] on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server ([url=https://discord.gg/CGnN2Vb]link[/url]) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.12: [url=https://docs.google.com/forms/d/e/1FAIpQLSf5pUR4tkXDLvy4wDjwU8azna9-Nxx29HEX3xy6mtlaSflGjg/viewform?usp=sf_link]Google Form[/url]
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Build number: 609031
Hi all!
This is another small update for patch EA 0.9.11 that should fix some urgent issues for you:
Fixed a number of crashes in Multiplayer caused by the new user interface
Fixed a bug where the warehouse transporters didn't buy intermediates for the business buildings
A bug has been fixed, due to which the procurement of items did not work if the checkmark was not set in the item (recipe) list in the top left of the production menu
Fixed a bug where the minimum storage rules were not respected
Fixed a bug where transporters brought a too small or too big amount of intermediates for their business buildings
Fixed blocked character inventory in the overseas markets in the port
Please note: When managing your family members via the production menu of your residence, it can still be a bit tricky to arrange tasks for adult family members and for the children. Because both "groups" can only perform their own tasks. We will look deeper into that!
Until then: The master AI can foresee the next 8 tasks in your order list. If a family member cannot perform a task, the master AI will check if one of the next 8 tasks would be valid for the character. So if you want to mix tasks for adults and children in your residence, please be aware of that. To make it a bit easier until we deliver the final adjustment, we have reduced the default number for every task in your residence.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: https://docs.google.com/forms/d/1wQlBWKzJbqyuxugvv7a_9TVfVaaW591AcGxbJiVNiGM/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Build number: 608513
Hi all!
With this hotfix we fix a number of urgent issues that were sadly introduced with our latest patch EA 0.9.11:
Fixed several crashes in Multiplayer with the new user interface
Fixed a crash when loading the game
Fixed a bug were unlocking of add-ons was not possible
Fixed a bug were the player character did not continue working after being in hospital
Fixed loca in Multiplayer to make the joining process clearer
Fixed a bug were children could be assigned to work in the businesses
Fixed a bug were the "Production has been halted" was displayed too frequently
Fixed a bug were the displayed amount of money spent during the resource provider bidding was incorrect
Fixed a bug were the neighborhood information of characters was not displayed
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: https://docs.google.com/forms/d/1wQlBWKzJbqyuxugvv7a_9TVfVaaW591AcGxbJiVNiGM/viewform
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Build number: 608190
It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far. Honestly, we are also a bit nervous and excited because we changed something that you all have been using probably the most when playing - the production system. Goal of this massive change was to streamline production and also significantly improve the associated user interfaces. But that’s not all of it, we also introduced the renting of resource producer-feature and the beloved town crier. On top of all that, we added some smaller features, fixed lots of bugs and made some decent progress on the AI.
We are really looking forward to your feedback especially for the new production system and the renting of resource producers! It would greatly help us if you would fill out the survey mentioned at the end of this patch notes. Enjoy and let us know what you think!
We introduced a new production system along with a completely overhauled UI for all buildings in the game. The new system’s core is the so-called “Order list”. Instead of assigning items individually to every worker, you define an order of items you want to have produced. Your diligent workers will distribute the work between them and try to fulfill the order list. Another big convenience improvement is that your workers will automatically produce the intermediate items, needed for your items in the order list. This way you can fully focus on what you want to produce instead of all the different items that are needed as ingredients. In service oriented buildings you are of course able to define how many of your employees should focus on serving customers.
You can freely change the order of the items in the order list. If you want to produce a certain set of items several times, you can loop that list until you decide to change or stop it. You can also set the production to automatic. This way, you should have complete freedom on how strongly you want to micromanage your businesses.
In order to be able to introduce this new way of producing items, we also completely reworked all the building user interfaces. As you will see, most of the different menu options can be found in the top bar of the building UI. Some of the actions that were located in the building UI moved down to the action bar, so you can access them without even opening the building UI. For quality of life we introduced a bunch of filters for showing the respective characters in your building, so it’s easier for you to see who’s in the building and what they are up to.
One thing that in our opinion was missing already for a very long time was a feature to actually see the stats of a building. You were able to upgrade them but you never saw actually what’s the impact. So you are now able to open (similar to the character info window) a building info window, which lists all the relevant attributes.
Businesses need to be fed with resources. So it’s time to control the base of the economy and get a grip on those resource producers. With EA 0.9.11, you are now able to bid over the control of the mine, quarry and lumberyard. If you come out first, you will have control over staffing, production and storage rules, for a limited period of time.
Another feature we added in EA 0.9.11 is something that was requested often by you, the players. We are talking about selling a building. Up until now you were only able to either destroy a building or sell it via a trade to another dynasty. Well, from now on you will be able to decommission a building. Upon decommissioning your building it will be destroyed and you will get some of the value of the building back. So if you are in need of some coin, reducing your operations is now an option.
It’s all about history. With this patch we introduce the town crier back to the game. The town crier will walk the streets and announce historical events that happened during the year you are currently playing in.
We started to add a new AI archetype system. Archetypes are defined by a certain basic behavior that influences the way the AI decides how to act. When a new game starts the AI is selecting an archetype randomly and will therefore behave differently even when having the same profession. The archetype system will grow and be improved with the next versions.
We significantly improved the fading behavior so it better detects when the camera is close to a building. It is much more accurate now and will no longer fade out from too far away.
With EA 0.9.11, you will have the first bunch of Early Access names in the game! You remember our call for sending us your name or the name of a loved one, so that you will see that name in the game? That's the first iteration of that feature! Go to the options menu and enable 'EA Names'.
We improved the decision making process of the AI when constructing buildings. They will now also construct residences and businesses outside of their home neighborhoods. Additionally, we also improved a lot the way the AI is building warehouses. Now, they should be a lot smarter when choosing a location for any building. These changes also fixed that AI dynasties were losing just after 2 rounds in the career mode. They were building warehouses like crazy …
Another improvement we made for the AI is the way the AI is handling objectives that timed out. Up until now they were often replaced by the same objective. From now on, those objectives are put on a black-list for a certain period of time. Additionally, the AI is now able to follow certain steps to accomplish set objectives.
We extended the end liaison action to also allow you to end romances. This way you can end all means of love with a single button.
Fixed several bugs related to cutscenes.
Fixed a bug that caused connection issues particularly when migrating a multiplayer session to another host.
Fixed a bug that caused non-looping animations to not properly play after loading a save game or when the animation was played outside of the camera frustum.
Fixed a bug that caused the game to prevent players from joining a multiplayer game that has been started without any players except the host.
Fixed a bug that caused the game to show “dead” multiplayer lobbies in the multiplayer game list.
Fixed a bug/behavior that caused the game to allow transporters to work at night.
Fixed lots of bugs that caused a multiplayer game session to run out of sync.
Fixed a bug that caused female characters to get pregnant even when being dead, banished, kidnapped, jailed or on a far-trade.
Fixed a bug that caused the game to discontinue the dirty work of thieves after being unconscious as long as the avatar was in a scene.
Fixed a bug that caused the game to not show kidnapped characters in the inventory when being at a marketplace.
Fixed a bug that allowed robbers to break into buildings under constructions.
Fixed a horrible bug that caused sick workers to never seek treatment and eventually die of any sickness - often after having infected all of their colleagues.
Fixed a bug that caused the game to still count votes from judges who died before the final verdict was given.
Fixed a bug that caused the game to prevent players to zoom with the mouse wheel while the cursor was on top of a speech bubble.
Fixed a bug that caused the AI to promote and vote for laws that are not beneficial for their families.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the [url=https://theguildgame.com/#faqs-multiplayer]FAQs Multiplayer[/url] on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server ([url=https://discord.gg/CGnN2Vb]link[/url]) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
The next patch will finally unleash all the new business buildings, which means new products and animations. Also a number of new actions and dialogues and a great deal of AI improvements, plus overall balancing will come along.
As mentioned already we’ll now double down on the AI and overall balancing.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: https://docs.google.com/forms/d/1wQlBWKzJbqyuxugvv7a_9TVfVaaW591AcGxbJiVNiGM/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all!
With this small but very important update in between the patches EA 0.9.8 and EA 0.9.9 we are switching the error tracking system from Backtrace to Sentry plus we are fixing some annoying bugs in multiplayer as well as with the far trading system. Also, we would like to know which version of the new economy system introduced with EA 0.9.8 is your preferred one - so we want to kindly ask to compare a test version of the London map with the normal version and to give us your opinion afterwards.
Thank you in advance!
Some crashes and some smaller general bugfixes for Multiplayer
Characters did not show up in the user interface of the port building
Fixed a bug where far trade markets via the port building were unlocked from the very beginning (before it is unlocked by having the Free Citizenship)
We hope to get your help for a test regarding the new economy system: you will find a second version of the London map in the map selection menu, where every district/village has its own economy. We would be grateful if you could compare both maps and fill out a short survey regarding the changes we made in patch to London: https://docs.google.com/forms/d/e/1FAIpQLSffLHYD0H_28jV_tPgK5uwl-4-3d3T4At5et6YGGKKxYke4Pg/viewform?usp=sf_link
Important: Crash dumps for bug reports can now be found in ‘C:\Users\username\AppData\Local\Guild3\sentry\reports’ per default (for easy access open Windows Explorer and type the following in the address field: ‘shell:Local Appdata\Guild3\sentry\reports’)
All the best and have fun playing!
Hi all!
We are very very excited to release patch EA 0.9.8 to you all today. This update contains a major and significant change on the overall economy gameplay experience. As already announced in one of our dev diaries, the whole situation of just having one market / one economy representing all the different villages, city districts etc. was always a thorn in our eyes. That’s changed now. From now on, a market can represent a group of neighborhoods, their needs and of course also the amount of stored goods and their prices. This adds a new layer of gameplay as it is now way more relevant where you buy and sell your goods or where to erect your production buildings. It also allows you to make money from selling from one market to another. Additionally, we added something very very interesting for all you unlawful businessmen out there. See below! So excited!
IMPORTANT: The new economy system has not been applied to all maps yet. Please test the new system in: Wenighusen, Heligoland, London, Warsaw, Augsburg and Magdeburg. The scenario maps of Paris, Vienna & Presporok and Visby have not received an overhaul of the economy system yet and so their marketplaces are all in the same market economy as they were before this update. We will have them adjusted in the next update.
From now on, a market can represent a set of villages and/or city districts. Needs and prices are fully influenced by supply and demand of the according market and the associated neighbourhoods. So selling daggers in a village won’t affect the prices anymore in a market within the city...
To support this massive change we completely reworked the market UI! You are now able to switch between markets. You can see which neighborhoods are associated with that market. You can now clearly see who else is currently visiting the market and we also added 2 major UIs to support your decision making on what products you should provide.
First of all, we added price statistics to the game. This new tab in the market UI gives you an overview of the price development PER market or group of markets. This way you can monitor price trends and adapt your overall strategy. For instance it could make sense to just hold back on some of your products. Store them in your warehouse until prices go up again.
The second tab we added to the market UI is the need overview. Before our update this was a hidden system in the background influencing demand. We wanted to change that and clearly show you how the needs of an economy (market) are changing. Please note that we are not fully happy yet with the different need categories so we’ll most likely change them in the future.
As there are now different prices between different markets for the same goods, it’s crucial that you can quickly see where the biggest benefits can be made. Of course, we don’t want you to always have to open the market UI to do so. That’s why we updated the item tooltip. It will now show you the market with the highest buying price and the market with the lowest selling price (buying price is the price the marketplace pays you as the seller, selling price is the price you pay when purchasing at a marketplace).
As you know, there is also a system in the background to sustain markets if some crucial items for getting the economy are not in stock. We had to add that in the past quickly to avoid several deadlocks prone to the old system. That said we were never fully happy with that solution as there was no way of keeping goods from getting to the market. With EA 0.9.8, goods needed for the market will be delivered by foreign traders. They of course can be ambushed and robbed but beware, they are heavily guarded! Catch them before they reach their destination.
AI behavior has been tweaked a bit, they should now focus a bit more on having enough children and businesses before branching out to more complex activities.
AI Start skill picking was improved, the professions should now be more evenly distributed over all AI families.
AI now has a threshold for declaring feuds, if the other dynasty is friendly enough the AI will first reduce that reputation before declaring a feud.
Besides the rework for the separated markets, our designers invested additional time especially into the scenario maps Magdeburg, Augsburg, London and Warsaw. You will find some surprises in all maps :-)
We added new walls for villages. You can see an example of that already in Magdeburg.
Some new work animations have been added to the starting businesses. It is just an early iteration and we will continue working on that.
General texture improvements.
Fixed several crash bugs in singleplayer and multiplayer.
Fixed a bug that caused the spouse to not stay in the church after the wedding and execute their previous task.
Fixed a bug that caused workers to not continue their work after they fled with a full inventory.
Fixed a bug that caused kidnapped characters to not get freed after the building they were chained in is conquered by their family.
Fixed a bug that caused kidnapped characters to remain chained up if the building they are held captive in is bought by their own family.
Fixed a bug that caused a character to get kidnapped despite the fact that the kidnapper’s inventory was full.
Fixed a bug that caused a kidnapped character to be prisoner in multiple locations at the same time.
Fixed a bug that caused the game to allow kidnapped characters to be married via a dynasty trade.
Fixed a bug that caused characters to idle if they use the attack someone action twice on the same target.
Fixed a bug that caused kidnapped characters to go to prison with their kidnapper.
Fixed a bug that caused children born in captivity don’t get the kidnapped status effect.
Fixed a bug that caused the verdict of a kidnapped judge to still be counted as valid.
Fixed a bug that caused kidnapped characters to still be shown in certain scenes (eg. office voting).
Fixed lots of edge cases for kidnapping characters.
Fixed a bug that caused characters to get stuck in resource gathering buildings.
Fixed a bug that caused unconscious characters to randomly stand-up again.
Fixed a bug that caused the game to endlessly postpone the execution of henchmen.
Fixed a bug that caused transporters to never procure more than a stack of 60 items.
Fixed a bug that caused executions not being … executed … correctly and thus leading to a traffic jam of to-be-executed poor souls.
Fixed a bug that caused the tutorial to get into a deadlock if a certain step is done before the quest has been received.
Fixed a bug that allowed the avatar to leave the execution by using the send home button.
Fixed a bug that caused rogue actions to be stopped if certain scenes are started.
Several text bugs have been fixed.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the [url=https://theguildgame.com/#faqs-multiplayer]FAQs Multiplayer[/url] on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server ([url=https://discord.gg/CGnN2Vb]link[/url]) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For our next patch we are planning to refine the balancing for the new separated market system, adapt all the scenario maps and potentially already deliver the first iteration for the renting of mine, quarry and lumberyard.
We are currently already working on a dialogue system that will increase immersion and also making some choices more impactful. This is going to be a big feature but we are progressing well - more on that in the coming developer diary :)
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.8: [url=https://docs.google.com/forms/d/e/1FAIpQLSem_Lrt30ojtzGUYwDZgsp3617hTfHte3wIEns7PFqGMSyePw/viewform?usp=sf_link]Google Form[/url]
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all!
Here’s another small but important update. Today we fixed two very nasty bugs:
All the best and have fun playing!
Hi all!
As you know we had a bit of bad luck with the launch of patch EA 0.9.7 , because some crashes and an annoying ambient sound bug slipped into the release candidate of the patch. So we worked hard and solved the following issues with this hotfix patch:
Fixed a nasty crash that was caused when an NPC had 10 wheat bread and 10 roast beef in their inventory... in case you are wondering, this a little hint: this has something to do with Achievements :-)
Fixed a crash that was caused by obsolete graphic adapters in the options menu. The system should now fall back on actually available adapters.
Fixed the annoying ambient sound bug where sounds were magically teleported from one scene (or even map!) to another.
Fixed a bug that caused employees to lose their buff when they entered a building that was neither their home building nor a public building. (PLEASE NOTE: If you continue playing with your saved game from version EA 0.9.7 then buffs of previously saved characters and buildings might still be wrong.)
Fixed a bug where the adoption scene as well as other scenes were not fully cleaned up after a player took part or used it. That led to several bugs.
Thanks for your feedback and patience!
Hi all! Here is our first release of 2020! As many of you know we originally planned to release EA 0.9.7. in January. We received lots of reports via our Redmine bug tracker, which we wanted to take care of, before the version goes live. We were putting a lot of effort into the new music system and further stabilizing the game.
Please note: we sadly noticed in our final testing round before the launch that we have a crash and a problem with the ambient sound system. The crash should happen rarely, but due to some strange combinations of bad luck with karma you may transfer sounds from one map to the main menu and then to your next map. It is also possible that this will affect the performance. We are already working on a hotfix that we believe will be ready next week. Sorry for this inconvenience!
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems. If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows). Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well! https://theguildgame.com/#faqs-multiplayer It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game. (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we are planning to introduce a big change to the economy - the separated markets. We are currently working on a developer diary focused on that feature, so you can see what to expect.
Besides the separated markets we are planning to make the needs of the citizens more transparent, so you have an easier time seeing how needs and of course prices are developing.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.7:https://docs.google.com/forms/d/e/1FAIpQLSfN3iytMtBS2zRtq3lohvr6grKlfbvnrIxSwOTd_3KPV-STPA/viewform?usp=sf_link Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all,
We just deployed a hotfix update to fix issues that came up with EA 0.9.6. Savegames from patch EA 0.9.6 should be fully compatible with this hotfix!
Here are the things we changed.
Thanks for your feedback and patience!
Hi all!
Here it is! Our last patch before the holiday season. EA 0.9.6 contains a bunch of different things. First of all, we are now supporting the following languages: English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese (voice output is only available in English and in German!). Note: We are regularly updating the game during early access. That's why you may encounter texts which have not yet been translated into your selected language. Of course all texts will be fully translated as soon as the game leaves early access.
Additionally we changed how the office voting feels, multiplayer performance improvements and lots of bugfixes. Check-out the details below.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the [url=https://theguildgame.com/#faqs-multiplayer]FAQs Multiplayer[/url] on our webpage as well!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server ([url=https://discord.gg/CGnN2Vb]link[/url]) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we are planning to rework the music system in the game. Goal is to align all the different music tracks with certain situations and also based on your dynasty’s moral alignments.
A short outlook...
EA 0.9.6 is the last patch in 2019 but we already planned a lot of bigger things for 2020. The first big topic in the new year will be the separation of markets. Right now all marketplaces of a city are combined to 1 city-wide market (same prices and same stocks), which eliminates lots of interesting gameplay. We’ll also start tackling the most cramped and complex UI - the production UI - beginning of next year.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.6: [url=https://docs.google.com/forms/d/e/1FAIpQLScpAfjizOYj5x_J0Ohj2EIlF2VdzHZ16H2Yrc98xNdKejCLkQ/viewform?usp=sf_link]Google Form[/url]
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
With patch EA 0.9.4 we released the new trade routes. The work for this patch was fully focused on making the sovereign gameplay more interesting and overall the game more stable. As you know we didn’t just want to improve what you can do as a sovereign but also improve the gameplay around becoming sovereign. Check-out the details below!
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems. If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows). Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well! https://theguildgame.com/#faqs-multiplayer
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game. Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we’ll lay our focus on bugfixing and balancing.
Goal for the upcoming sprints is to further improve the overall balancing so far and improve MP connectivity. And we will work on the sound and music system in the game.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.5: https://docs.google.com/forms/d/e/1FAIpQLSfUaXCFImQuumDffiF4s8JbSPu0q7i0gvcNRq81__ItY-ymDQ/viewform?usp=sf_link Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
We just deployed a small hotfix update to fix a bug that caused the game to crash upon loading a game which had been saved while a dynastic trade offer had been received. Savegames from patch EA 0.9.4 should be fully compatible with this hotfix!
Thanks for your feedback and patience!
Today’s patch had one big topic: manual trade routes. As you know we already made some changes to that system a while ago. Since then we have received lots of feedback which made it clear that you are not yet happy with how manual trade routes are working. That’s why we prioritized another pass on the trade routes and today we’ll bring the improved trade routes to you. Additionally, we also introduced changes to the dynastic trade, particularly focused on improving trading of characters. We are looking forward to your feedback!
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems. If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows). Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the https://theguildgame.com/#faqs-multiplayer FAQs Multiplayer on our webpage as well! It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game. Join our official Discord server (https://discord.gg/CGnN2Vb link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
As promised we are working hard on updating the Sovereign feature in the game. We are almost finished with the election process and what you can actually do as the Sovereign. You will experience those changes with our next patch.
We are planning to do another pass on the voting system and how that’s displayed to you. We’ll also focus a bigger part of the team to catch-up on bugs.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.4: https://docs.google.com/forms/d/e/1FAIpQLSegwdPD8mplvXn9J6Xn6sdqS31uq1NCQ_16AecAGduCkifjUw/viewform?usp=sf_linkGoogle Form Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all,
Thanks to your feedback and reports we found three serious bugs and a few minor bugs that we want to fix with this patch.
PLEASE NOTE: We have received a lot of bug reports over the weekend, stating that the production is no more working and about other critical bugs. Most of these occurred because, contrary to our internal tests EA 0.9.2 save games were not fully compatible with EA 0.9.3 . That is why we had to invalidate all save games from before EA 0.9.3.1 . We are sorry for any inconvenience caused by this.
Thanks for your feedback and patience!
Hi all!
Patch EA 0.9.2 really had us occupied longer than expected, but we are happy that today we can announce that we released EA 0.9.3. It’s a pretty big update and it also contains lots of critical bug fixes, balancing changes to the economy and also new features like keymapping, improved quick access, etc.. We also added a few other improvements - just check out the patch notes below.
We made lots of changes to the quick access UIs on the right hand side of the HUD. Reason was that the bigger your dynasty gets the harder it gets to manage, so we wanted to provide you better tools for doing so. There are now 2 separate quick selection windows: Buildings and characters. Both windows have proper filter options. You can now scroll the whole list with one scrollbar. Sub-categories can be hidden and shown however you want. We are also showing more information on the entries in both UIs. Sorting has also been reworked. If you now left click on an entry, that building/character will be selected.
Family campaigns can now be properly played in multiplayer. In singleplayer, all AI dynasties are now also getting the campaign goal as a winning condition. So you need to be careful, the AI may just be quicker than you when it comes to finishing the goal first.
You are now able to continue a game after you have won in single player. If you decide to continue playing after you were victorious, the game mode is changed to free game.
Before EA 0.9.3 keys were actually bound to the actual character on the keyboard and not the position on the keyboard. We had to change that in order to support multiple keyboard layouts and languages. While we did that, we also implemented the possibility change keybindings in the options menu of the game.
From EA 0.9.3 on the game now properly respects the left-handed mouse mode of the operating system, if enabled.
The AI is now reserving a certain amount (in %) of their current funds for non-essential things per round. Upon purchasing non-essential things, the AI will check if they still have enough funds left. This way the AI is less prone to run out of funds they would need to keep their businesses going.
From now on, you will know why a dynasty died out. The reason for the death of a dynasty will be stated in the dynasty died window.
We also changed how the productivity of your workers is calculated. So from now on the reputation of your dynasty with the neighborhood, in which the business is located, has a bigger impact on the overall productivity of your workers.
Conquering of buildings now works a bit differently. You can now use multiple henchmen to conquer a building and the greater their number, the faster you will be able to conquer the building. To conquer a building, henchmen will first throw out the current owners to make the building neutral. Once the building is neutral they will start to conquer it for your dynasty. If the conquerors get interrupted, the conquering progress isn’t reset. Instead it slowly goes down again. Buildings that are already neutral will stay neutral. Also, coins are refunded if your henchmen are interrupted while they are still on their way to the building to be conquered. If the conquering itself is interrupted, coins are not refunded.
When selecting targets, characters are now also considering characters who are guarding the target. This way they have an easier time assessing the situation before eg. attacking the target.
Upon loading a saved multiplayer game you are now able to change server name and password.
We made several changes to how the prices are changing on the market. From now on they shouldn’t fluctuate as strongly and frequently anymore. We also reduced the price gaps between the same items in normal markets and far-trade markets.
The HP regeneration formula has been updated and the secondary attribute Regeneration has been extended to show more digits, so changes to the base attribute become more visible.
You are now starting with the title citizen when starting a game in career mode.
Fixed a bug that caused the game to crash upon handing in a verdict two times for the same indictment.
Fixed several crash bugs that were introduced in EA 0.9.2.
Fixed a bug that caused the game to create evidence against a character who is trying to defend somebody.
Fixed a bug that prevented the players from losing a game if they married their heir to another dynasty and the current leader dies.
Fixed a bug that allowed AI dynasties to name a child as their new leader.
Fixed a bug that allowed children of AI dynasties to apply for and hold offices.
Fixed a bug that caused the character to remain in the building upon executing the guard action from within the building to be guarded.
Fixed several bugs related to the “end liaison” action.
Fixed a bug that caused the game to not show the conquering progress in the game world (flag pole) upon saving and loading a game while the conquering process is still ongoing.
Fixed a bug that caused the positive rumor to increase reputation with characters that you are currently fighting.
Fixed a bug that caused the long distance journey action to never end if the character isn’t able to drop all the items upon return.
Fixed a bug that caused the conquering flag pole to not be highlighted with the building upon hovering the mouse cursor over it.
Fixed a bug that caused the winning points tab in the statistics window to consume too much performance.
Fixed a bug that caused family members to continue collecting resources after they have been moved to a new residence.
Fixed a bug that caused the game to show the enter church button in the action bar of an unconscious character.
We fixed several bugs caused by being able to obtain more buildings than the player would be allowed to own.
Fixed a bug that caused the game to not update the health points of a newly upgraded building.
Fixed a bug that caused the game to not deduct the repair costs upon repairing buildings.
Fixed a bug that caused the character to float upon changing clothes while riding a horse. Yes really.
Fixed a bug that caused the game to destroy an item upon being exchanged with another one while the inventory is full.
Fixed a bug that caused the game to not transfer all buildings correctly from a dying dynasty to the heir married to another dynasty character.
Fixed a bug that caused dead spouse plaques to not get properly removed from a building after their death.
Fixed several bugs related to trading characters between dynasties and how they are then shown in the family tree.
Fixed a bug that caused the game to show the wrong name for your children upon hovering the character plaque on a building.
Fixed a bug that caused the privacy protection add-on to not increased privacy protection.
Fixed a bug that caused the game to show separate verdict sliders for characters from the same family.
Fixed a bug that caused characters who already have an office to not properly apply for a new office.
Fixed a bug that caused the game to show the wrong character window when clicking the character level next to the character portrait, while you were in an interior scene.
Fixed a bug that caused characters to be shown in the T-Pose if they enter a scene with a horse or horse cart equipped.
Fixed a bug that allowed neutral businesses to produce items they are not yet allowed to produce.
Fixed a bug that allowed players to bypass the maximum employee limit in a building.
Fixed a bug that caused the game to duplicate the model of a dying leader.
Fixed a bug that caused the game to cull particle effects too early.
Fixed a bug that caused the mesh of children to be messed up at their hands.
Fixed a bug that caused the game to hide particle effects after leaving a scene.
Fixed a bug that caused chat messages sent by the client to not be sent to other clients or the host.
Fixed a bug that caused the game to not show the businesses of other players on the mini map.
Fixed a bug that caused the game to show a connect/disconnect message for players connected/disconnected in the lobby upon starting the match.
Fixed a bug that caused the game to not synch the guards of buildings correctly to every participant.
Fixed a bug that prevented family members from entering the church.
Fixed a bug that caused the game to be unplayable for clients if the host tabbed out of the game window.
Fixed several bugs related to leaving a lobby and returning to the server selection window.
Fixed a bug that LMB was used instead of RMB as the main button despite being set up differently in windows.
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, - 36975 TCP & UDP. You can find these information as well in the FAQs Multiplayer on our webpage! https://theguildgame.com/#faqs-multiplayer
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users[USERNAME]\AppData\Local\Guild3\" (or "C:\Users[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
As already mentioned we are working on another iteration on the trade routes. It’s going well so you all should be able to be able to experience the improved trade routes in our next patch.
We’ll put our efforts on making the way to become the Sovereign more challenging as well as holding the position of the Sovereign more interesting.
Beside that we are working on finalizing the text translations for French, Spanish, Italian, Polish, Russian, Chinese, Japanese and Korean. It still takes a number of weeks until we can launch these localizations.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.3: https://docs.google.com/forms/d/e/1FAIpQLSdVc2Yw1yH28P22SxegFt848zgtRm0_BZBa_Hew-2mCZ8YF8g/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all! Well that EA 0.9.2 took a while but as you will see in the patch notes below we think it was worth the wait. We spent a lot of energy on stabilizing and also integrating 2 core features for multiplayer which are also probably the most complex ones: Host migration and picking up saved games together with your friends. We also added another big feature to the AI: Equipment. AI characters weren’t purchasing equipment which made them of course less and less competitive throughout the progress of a game.
PLEASE NOTE THAT FROM NOW ON MULTIPLAYER IS ENABLED IN THE DEFAULT BRANCH AND YOU DON’T HAVE TO GO TO THE MP-BETA BRANCH ANYMORE. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users[USERNAME]\Saved Games\Guild3\” (standard under Windows). It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
We moved the work on the sovereign system a bit back in our backlog. Instead we are currently working on enabling the continuation of an already won game in single player, making campaigns properly work for the AI and in Multiplayer. Additionally we are working to change the key binding system, so you have more control on your controls.
Becoming sovereign isn’t easy but being sovereign is not exciting. This is what we want to change. Also we want to do another iteration on the trade routes.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.2: https://docs.google.com/forms/d/e/1FAIpQLSf_pm91Z1Ntid290mfWLaP--qjYc0-XGKMPBoFssARDTs8ibw/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all! Today we are releasing the next patch. As you remember we had sickness as a mechanism already in the game a while ago but we took it out again as it wasn’t properly working. Now the plague and friends are back and along with them we changed the way healing businesses work (check-out the PNs below). We also focused on a problem that was mentioned by you all a lot - the amount of trial scenes. That shouldn’t be an issue anymore. Additionally we added an exciting new element to how the needs of the citizens are changing. Check-it out and have fun playing!
The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game. 1) Open your games library and right-click on "The Guild 3". 2) Click on "Settings". 3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section. 4) Select "Add private channels" in the channel dropdown. 5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available. You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
You can find these information as well in the FAQs Beta Multiplayeron our webpage! https://theguildgame.com/#faqs-beta-multiplayer
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Multiplayer - Bug fixes
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder "c:\Users[USERNAME]\Saved Games\Guild3\" (standard under Windows). It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
As there were a lot of performance and stability issue reports we are fully focusing on improving performance and stability of the game again. Also all your feedback regarding the economy will be tackled. Additionally we are going to add an autosave functionality to the game.
We want to make the sovereign position and how to obtain it more interesting. So we will tackle that topic next.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.1: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all, We just deployed an update to fix the following issues:
Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added!
The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game. 1) Open your games library and right-click on "The Guild 3". 2) Click on "Settings". 3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section. 4) Select "Add private channels" in the channel dropdown. 5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available. You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play. We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
You can find these information as well in the FAQs Beta Multiplayer on our webpage! https://theguildgame.com/#faqs-beta-multiplayer
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server ([url=https://discord.gg/CGnN2Vb]link[/url]) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we are planning to implement a new behavior in order to drastically reduce the amount of court scenes. We also are planning to rework how the healing businesses work. Expect to have some diseases in the next patch. On the multiplayer front we will focus on host migration and the possibility to load and join saved multiplayer games.
Our focus will be on adding some more interesting actions for kids and also some early unlocked diplomacy actions, so interaction with other dynasties gets more interesting from the start.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.0:https://docs.google.com/forms/d/e/1FAIpQLSesQSvPK3H9Z4-oK-QjGsPTLfikyUcv0reXIFEgF3yc1XatGw/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi everyone!
With this patch we fixed an issue in the networking library that sometimes caused issues when transmitting data. This should fix most of the problems when trying to join a multiplayer game and other crashes during MP.
NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and go "The Guild 3".
2) Click on the three dots next to the "Install" button in your Galaxy client then select "Manage installation" from the drop down menu.
3) In the following menu switch on the "Beta channels" in the "Installation" section.
4) Select "Add private channel" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
61111 TCP & UDP
36895 TCP & UDP
36975 TCP & UDP
You can find these information as well in the https://theguildgame.com/#faqs-beta-multiplayer FAQs Beta Multiplayer on our webpage!
This is the change we made for this patch:
Fixed a bug in the networking library that could cause data to be sent incorrectly. This should fix a lot of crash bugs when trying to join multiplayer sessions.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Join our official Discord server https://discord.gg/CGnN2Vb]link where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5 Google form: https://docs.google.com/forms/d/e/1FAIpQLScnRQAO3XuuLYZKWw8mO654TUzzE4-c014S6_z497UFolKa_A/viewform?usp=sf_link
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi everyone! With this hotfix we want to address issues a lot of people seem to be having while joining multiplayer games as well as a problem with save games in singleplayer.
The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
You can find these information as well in the FAQs Beta Multiplayer! https://theguildgame.com/#faqs-beta-multiplayer
These were the two changes we made for this patch:
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help:
Join our official Discord server https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5: https://forms.gle/sr4fFKK7ThZxit187 Please note: we do not collect any personal information other than your feedback – you will remain completely anonymous. This survey will end the day we release the next patch.
Hi everyone! We have a small update for the Multiplayer Beta to help us find the cause of some of the bugs you encountered when trying to join multiplayer games.
The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game. 1) Open your games library and right-click on "The Guild 3". 2) Click on "Settings". 3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section. 4) Select "Add private channels" in the channel dropdown. 5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available. You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play. We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
You can find these information as well in the FAQs Beta Multiplayer on our webpage! https://theguildgame.com/#faqs-beta-multiplayer
These were the two changes we made for this patch:
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5:https://docs.google.com/forms/d/e/1FAIpQLScnRQAO3XuuLYZKWw8mO654TUzzE4-c014S6_z497UFolKa_A/viewform?usp=sf_link Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy!
The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game. 1) Open your games library and right-click on "The Guild 3". 2) Click on "Settings". 3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section. 4) Select "Add private channels" in the channel dropdown. 5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available. You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play. We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game. If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
You can find these information as well in the FAQs Beta Multiplayer (https://theguildgame.com/#faqs-beta-multiplayer) on our webpage!
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server (https://discord.gg/CGnN2Vb) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we want to finally release the new storage keeper and the new updated trade route system. Additionally we’ll also dig a bit deeper in the economy system.
We want to further improve the politics and court system according to your feedback and we also want to do a bigger block of bugfixing to get the game more stable.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5: https://forms.gle/sr4fFKK7ThZxit187 Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all! Today we released again an extremely big update and we are really looking forward to your feedback. We changed both the court system and the politics system significantly. From now on getting offices and using the powers and actions those offices grant will be very important. You will be able to distribute guards, change prison sentences, evict opponent families from their businesses, change what’s legal and what isn’t, and a lot more. In order to have fewer court scenes you are now also able to decide on verdicts before a court session takes place. We hope you enjoy the new version as much as we do!
The biggest feature we implemented, fixed and improved is the whole political system, which covers all the different political powers, political actions and the overall voting system.
The other big feature we implemented, fixed and improved is the court system. Please check out all the specific changes below.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR Join our official Discord server https://discord.gg/CGnN2Vb where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
For the next patch we are planning to introduce a first iteration of the tutorial and also fix and change lots of the family campaigns.
We are currently preparing the UI changes for trade routes and the storage keeper. Soon we will work on the manual setup of trade routes. Of course we will also continue working on the multiplayer of the game.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.0: https://docs.google.com/forms/d/e/1FAIpQLSfQPe3HZg49_Cj29foJ4DegxHPPO7-p3NtIk5vNl8UNSF1L3g/viewform?usp=sf_link Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all,
We just deployed an update to fix issues that came up with 0.7.5. Here are the things we changed.
We also did a few things to improve performance:
Thanks for your feedback and patience!
Hi all! We just released EA 0.7.5! This patch is a bit lighter than the previous one, as we are currently reworking the politics system in the game, which is a big chunk of work. Nevertheless we are pretty excited to hear your feedback on the changes we implemented.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Multiplayer is not yet enabled as it’s still very very buggy and we didn’t make all systems multiplayer ready yet. Nevertheless we want to share our progress with you.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
For the next patch we are planning to release the reworked politics and court system. As you can imagine this is pretty pretty big, but progress has been good so far. We hope you will like it.
Once we are finished with politics, we want to finally tackle trade routes.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.5: https://docs.google.com/forms/d/e/1FAIpQLScjpHoY00IE2A3r_3iRa-hKfm2hjo0yMMkxVTV1WutPH1kKBA/viewform?usp=sf_link Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi Everyone! Today we released EA 0.7.4! This version contains a changed dynastic trade system, improvements to make the AI more interesting, a big update on notifications, a bunch of new or improved UIs and a lot of bugfixes we think you were waiting on! Enjoy!
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
For the next patch we are currently working intensively on the politics and voting system. We will particularly focus on getting privileges working decently and we are currently also thinking about new political actions that you can execute if you are holding a respective office. We also want to deliver a first iteration of the tutorial, so you have an easier time getting into the game.
We want to move our focus on trade routes, storage management and economy refinement.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.4: https://docs.google.com/forms/d/e/1FAIpQLSceKyIQ2KId4ShuG72_ijqGL1JY51P_DuCTbx2l49ztbKETUA/viewform
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Hi all,
We just deployed a little update to resolve a few issues that you helped us identify in EA 0.7.3. That’s what we fixed:
Thank you all for the feedback on EA 0.7.3 so far!
We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights.
With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters.
Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing.
A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground.
The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games. -- Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed. -- After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character.
We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight.
Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked.
The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken.
With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before.
We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps and buildings and we will add more in the future. Additionally we added voice sets for children and three different sets for male and female characters. As a next step we are going to implement the narrator voice overs to the game.
As you all know we are not very happy with what the AI is doing or rather not doing in the game. Therefore we started implementing a new AI system into the game. With EA 0.7.3 you can experience the first iteration of the AI objective system. We of course will keep working on that in the following sprints. -- The moral alignments of the AI were changed from 6 different values to 3 different values. The moral alignments of dynasties when starting the game will be mainly dependent on their select profession. The moral alignments will further change depending on the actions the AI is executing. -- From now on the AI will use all their family members to execute actions. -- The AI will now select the skills they want to unlock based on their moral values. -- The AI will now follow objectives. The objectives they select are also dependent on their moral values. The objectives they follow are influencing the actions the AI wants to execute. The type of objectives available for the AI are depending on the current title of a dynasty. This way we want to make sure that the AI is shifting their focus, the more powerful they get. -- The AI will now also react on immediate loss threats like being out of money, missing an heir or having no house.
We added a new lose condition to the game. So from now on you can lose from getting bankrupt. So ongoing costs like salaries will actually NOT be capped at 0 anymore but will get your account below 0. If you are not getting back into the black numbers within a year, the game is lost. To make all that more transparent we are added a warning UI that shows you what’s threatening you and how long you have still time to solve it.
In all the scenarios you are now getting a short intro sequence, fully narrated based on the scenario settings.
From now on NPC Citizens will take hold of office positions if there are no dynasty applicants. From now on all offices are having an office holder from the very beginning.
The change mentioned above finally allowed us to setup the desired starting conditions for your scenarios. We removed all the already existing AI dynasties and their buildings from all maps. All AI dynasties will be freshly created at game start and will now have the same starting conditions like the player. As a result there is now more space for buildings to be placed and the amount of opponents you select in the map settings will be correct.
For the kidnapping action we added a selection UI for buildings (similar to the romance windows) so you can decide where to chain a hostage.
With the new version the UI will now scale correctly with your screen resolution.
We exchanged the previous font with a new font. First we wanted to make all the text more readable and second we wanted to use a font that covers all the necessary characters of other languages.
You can now also see a new notification overview window which shows all the notifications you received. We are still working on the notifications, so soonish that feature should become more useful.
We also made some small changes on the politics system. From now on applying for an office costs influence. Additionally we fixed the UI to correctly show what’s the highest office seat within a chamber.
Since a lot of feedback came in regarding the micro management of the whole family we also added the possibility to your home residence, to assign ongoing actions to your family members. This way you only need to micro-manage them if you want to.
In our survey for patch EA 0.7.1 a lot of you reported that you had a hard time figuring out what actions help you gain influence. We added the influence you receive when successfully executing the action to the “Rewards” section of the action’s tooltip.
The actionbar categories now show 10 icons per page instead of 5 to more effectively use the space we have.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
For the next patch we want to further improve the AI and update the notification system to support urgent notifications.
The focus right now is on the dynasty AI but we will also start working on the politics and law system, as we want to make the offices more useful.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.3: Google Form: https://docs.google.com/forms/d/e/1FAIpQLScmC3wEHxhTERRCTuhbkgJtZ1GwzfaCNCBHvkShgYAwjcZ2Ow/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Patch notes for version EA 0.7.1
With our last version we changed the way your family is played and how the family is extended. Our new version focuses on how to lay the foundation for your dynasty and how you are able to “Habsburg”* your competitors ;) This version contains a few things we are really happy to release to you today and get your feedback on.
(*The house of Habsburg was famous for expanding their assets and empire through clever marriages with other dynasties. Tu felix Austria nube!)
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
EA 0.7.0 was a very big update and unfortunately some new issues were introduced that decreased stability and performance. That’s why we focused a lot on those 2 aspects in the last sprint. Everything related to stability can be found in the bug fixes section. In order to improve performance we removed the diary, changed parts of the pathfinding and rendering reflections in the water.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
The next patch will be the most brutal one so far: Combat. We will introduce a new combat system, with some new attributes, balancing and most importantly more than just 1 on 1 fights :) You will also see a slightly updated notification window, which will just be the start for a more useful notification system. Stay tuned.
We are fully working on the competitor AI, the politics system and finally also now on sounds. We are really looking forward to updating the audio experience for you all.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.1: https://goo.gl/forms/HKhhizJJsiwEJbox1
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the patch EA 0.7.2.
With this patch we are directly jumping from 0.6.0 to 0.7.0 as we are introducing a major change on how you are able to play with your family. Beside that, production of goods is now limited to business buildings while you can produce special items in your residence. In order to be able to do that, we had to touch many parts in the code. We are all really excited about the version and hope that you are as well!
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
The early experience was for a long time a thorn in our side. The ability to be able to produce the same items in the residence as in the according level 1 business, kinda made the first business not very useful. Additionally it basically lead to the gameplay of just sending your leader back and forth until the next title was achieved. We wanted to change that and now that we have a more interesting family gameplay we decided that the time is right.
So with those changes you should be able to start your business and still be able to focus with your leader on building up a dynasty.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
In the next patch we will release an upgraded romance system and we will finally also release bigger changes related to titles and skills. We are also working on the unification of very important tooltips and what information they contain.
As already mentioned last time we are heavily working on the combat system and creating a proper dynasty AI. Beside that we are working on finalizing more scenario maps.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.0: [url=https://docs.google.com/forms/d/e/1FAIpQLScsHUnjEdz8RCByP-GMOk7frvwGHzFoW5WeERuWOyS3ppkloQ/viewform?usp=sf_link]Google Form[/url]
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the patch EA 0.7.1.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
We already teased a few features of the next patch in our previous outlook but we are also working on a few other little things. As the holiday season starts soon we thought we rather surprise you than spoiling everything in the patch notes now. :-)
The next big things we are attacking are the combat system and one of the probably biggest issues, the dynasty AI.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.6.0: https://docs.google.com/forms/d/e/1FAIpQLScCXwBCwTc0lgGNa2nqTYg0OsYSp8pk81zPumwNlPISw6W0bw/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the patch EA 0.6.1.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Soon we will completely change how you procreate, how your family tree works and how attributes are passed on to your children.
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.5.9: Google Form: https://docs.google.com/forms/d/e/1FAIpQLSdfEQLOEHIhZXLE8jwfj7ToFgvjFlN2n2albfB4rGq89SBQ1g/viewform Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.6.0.