Patch notes for version EA 0.5.9 – November 16th, 2018
Steam build number: 564397
New features
- Finally! As you know feedback on what’s happening in the game world has been a big issue for us. A lot of information was either not shown at all or as a notification (lower left side in the HUD). The notification center got spammed really quickly with updates on health changes of characters, etc. Additionally the impact of the results of actions (eg. complimenting someone) were very hidden. We wanted to change that. So with the new version you get feedback directly in the game world for giving/receiving damage, applying status effects, spending/earning money, reputation changes and it also shows if a dice roll was a perfect success, success, failure or critical failure. In order to clean-up the notification system we removed notifications which are now covered by the new floating text system. We hope that action gameplay is now a lot clearer. Enjoy!
- We implemented a new fallback system to the market. From now on base resources (eg. iron, fat, etc.) are added to the market in certain intervals if the market stock of those resources falls beneath a threshold. This way the economy should be more stable in the beginning.
- Another economy/production system change was introduced with 0.5.9 to improve gathering businesses. With the new system, components which are used to craft higher level products will only be sold by the business if there are still enough to support the production pipeline.
- You now have a checkbox available in the production menu to enable/disable the front store. It’s not activated by default. If you have automated transporters and the checkbox is set, items will be put in the front store as well.
- The amount of city guards is now linked to the neighbourhood. If a city guard dies (naturally or by your mean actions) a new city guard is appointed by the city after a while and then sent to the assigned district to take on duties. It should now also be possible to change the amount of city guards per neighbourhood if you hold the correct office.
- In preparation for features to come, we changed the way your heir is appointed. Before this change, the heir was appointed after your current leader died. This of course removes a lot of interesting aspects, like having some actions only be available to your heir or making the heir vulnerable to other dynasties. It’s also not really fitting the setting as usually the first born is automatically appointed as the heir. So what did we change? From now on your first born will be appointed as heir but that’s not all. You can also manually appoint another character of your family as heir directly in the family tree. If you do that please consider that your previous heir won’t like it and receive the “humiliated by family” status effect which affects the character’s stats. This implementation is the preparation for bigger things to come related to your family.
- Thieves are from now on taking their chance of success and the wealth of their targets into account when deciding who they want to pickpocket.
New features (under the hood)
- We have integrated support for text styling, e.g. outlines and color highlighting etc., enabling us to do more advanced text formatting.
- Health has been integrated with the character and building attributes, adding a lot more flexibility to what actions and items can do to it.
- We continued refactoring the error prone action system. That system is the base for most of the action and economy gameplay so we want to make that as solid as possible.
- We continued to refactor the code to reduce compile time thus improving development speed.
Content
- Boozy Breath beer has been added. Provide your competitors with a horrible breath and lower their charisma and reputation.
- Dr. Faustus Elixir was added and increases the max health of the character who uses it.
- You can now write a poem to impress the other gender. It’s slightly more powerful than just giving a compliment.
- We updated most of the equippable items in the game to support the new attributes and derivative attributes.
- We adjusted the amount of money you receive from Ambush and Pickpocket. Money amounts should now be more reasonable.
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.
Bug fixes
- Fixed a number of bugs which under certain circumstances caused the game to crash on start-up.
- Fixed a bug that caused the game to crash when a game was saved and loaded while sending a female character on a long distance travel. Yes, it is as weird as it sounds.
- Fixed a bug that caused the find evidence action to crash.
- Fixed a bug that caused the game to crash when the find evidence action was interrupted before the first valid target was identified.
- Fixed a bug that caused the portrait to not get updated when a new item is equipped.
- Fixed a bug that caused the face you chose in the character creation to change after the game started.
- Fixed a bug that caused the scroll bar to not resize correctly in the production UI which prevented you from hiring additional employees.
- Fixed a bug that caused the dagger to not disappear after the eliminate action has been used.
- Removed the button to cancel the current action for employees which have been automated in the production window.
- Removed the amount controller UI in the market as it is not used anymore since EA 0.5.8.
- Fixed a bug that caused some actions to show twice in the action bar.
- Fixed a bug that caused the eliminate action to not show any feedback when the action fails.
- Fixed pricing for Brocade and Silk.
- Fixed a bug that prevented guards from dying of old age.
- Fixed a bug that allowed npcs to set a building under construction on fire.
- Fixed a bug that prevented amounts from being shown in the grove and other gathering buildings.
- Fixed a bug that caused thieves to always steal from the same victim.
Performance
- We improved the performance when the market UI is opened a lot.
- Health was being updates very often so that it had a big impact on performance. We fixed this and additionally reworked the functionality so it should no longer cause such a performance loss.
Known issues
- Currently we are exchanging all the bonuses with our new actor value and modifier effect system. That’s why bonuses of items are not shown in EA 0.5.9. It’s already in the works and you will see item effects again in EA 0.6.0.
- We identified an issue that causes the performance to drop if a garrison is destroyed as your employees who are outside patrolling don’t get properly removed. Firing of employees who are currently executing an action outside the building is a bigger thing which we want to solve properly. We didn’t want to delay the release of the EA 0.5.9, so the bugfix will be delivered probably with the next patch.
Important information
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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch
- We are very excited about EA 0.6.0 because we will release character levelling with that version. So you will be able to level up your characters and upgrade their attributes.
- We will introduce a cleaned up action bar, so it’s easier to find actions.
- We will change when, and if, the building UIs are automatically opened when a character is selected.
- We will also show costs on activities so you don’t get surprised anymore when going on a far distance travel.
- We will continue to fix issues in the action system to make it less error prone.
A short outlook…
Soon we will completely change how you procreate, how your family tree works and how attributes are passed on to your children.
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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 0.5.9: Google Form 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.
Patch notes for version EA 0.5.8 – November 2nd, 2018
Steam build number: 563431
New features
- We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon.
After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun.
- With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit.
- We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information.
- We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches.
- We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot.
- We started reworking some of the usable items and actions and added cooldowns to some of them.
- We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation.
- With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks.
New features (under the hood)
- We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat.
- Our new “actor value system” and “modifier effects” can now also be used by items and skills.
- Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity.
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.
Bug fixes
- Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction.
- Fixed a bug that caused NPCs to remain in front in a house that they just burned down.
- The game doesn’t react on mouse wheel input anymore if you move your mouse cursor out of the game window.
- Fixed bug that allowed the AI to produce items which weren’t unlocked yet.
- Fixed a bug that turned characters invisible when their houses had been burned down.
- Fixed a bug that caused the leader to get stuck in the market.
- Fixed a bug that allowed players and AI to upgrade level 1 businesses which are only allowed to be upgraded and placed within the city.
- Fixed a bug that caused buildings to not show the fire particles anymore after too many buildings were already on fire.
- Fixed a bug that caused the robber camp to have a missing texture after the building had been conquered.
- Fixed a bug that caused the character model to not be updated in the inspection window after a new cloth item had been equipped.
- Fixed a character model with a wrong texture.
- Fixed seasonal impact on resources. The production times of resources that grow are now dependent on the current month of the year.
- Fixed that the windmill is also showing fire particles when the building is on fire.
- Fixed multiple crashes that were caused when the AI wanted to execute pickpocketing actions without finding suitable targets.
- Fixed a bug where guard detection circles did not disappear after a guard died.
- Fixed that not all areas of the brushwood were clickable.
Performance
- We improved the way the game checks if an inventory has available space. The function used to do that required a significant portion of CPU time. The function has been reworked which should give you another slight increase of performance.
Known issues
- Currently guards are really persistent and will follow your characters until they catch them. They will even wait in front of the buildings. So basically as soon as they discovered illegal behavior they will get you. We will of course change that in the future.
Important information
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: STEAM: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch
- We want to make gameplay more transparent, so we are adding a new system to give you feedback directly in the game world.
- We will further work on the production system, so gathering businesses start working properly as well.
- We will also continue working on how guards are spawned and respawned so the overall legal/illegal gameplay gets a nicer touch.
- As mentioned in the last patch we will also change the way heirs are appointed in your family. This is a first step for bigger changes coming related to the player’s family.
- Of course we will continue working on the action system to make it less error prone. As a result we hope that we will have less and less issues with stuck characters in the future.
A short outlook...
We will put the emphasis on how to manage your family and what to do with the different family members. The character development part is still a bit thin in the game and it’s something that we want to change.
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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 0.5.8: Google Form 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 0.5.9.
Patch notes for version EA 0.5.7 – October 17th, 2018
Steam build number: 562697
New features
- Fires and diseases now have the ability to spread through the city. So be careful when you try to sabotage your competitor’s buildings, you might burn down the whole town. The put out fire action can now also be used on buildings you don’t control. This way you can secretly start a fire in a competitor’s building and then help putting it out to boost your reputation.
- When one of your dynasty members or employees enters a neutral building or the building of another dynasty their portrait will now be shown at that building as well. This should help you to locate characters that are currently in buildings not owned by you.
- We reworked the way you move items from one inventory to another so we can unify the system used. First we implemented drag and drop, so from now on you can drag an item from one slot to another. Before you weren’t able to release the item anymore and the icon was stuck on your cursor. Everybody who liked the click and drop don’t worry, you can still do that as well. From now on as soon as you move an item to another slot a pop-up shows up in which you have full control and detailed feedback. In the pop-up you can control the amount you want to transfer either via the slider, your mousewheel, the min and max buttons or even by directly typing the amount in the number input field. If you are buying or selling something you will see the actual costs/yields and what you will spend or earn. You can confirm a transaction by clicking the confirm button or by just hitting the ENTER key.
We are really looking forward to your feedback on this particular change. Everyone who has been with the Guild 3 from the beginning may need some time to get used to the new system but we think it’s the best and fastest way to transferring items. Please provide us with as much feedback as possible on that topic. Thanks!
- You will now be able to easily transfer items between characters that are in the same building through the building menu. Items can be dragged from one character to another, from inventory to Equipment slot and so on, try it out! The highlighting of valid slots is not working properly yet, this will be fixed in a later update.
- Market prices don’t update instantly anymore when you buy or sell an item in the market. The market now checks stock of different product types in different intervals and updates the prices. This should make it more interesting to earn money just by trading since you can’t exploit the instant changes anymore.
- Actions that affect the relationship to other dynasties or villages/districts can now fail and have a negative impact.
- A lot of you requested that we add more information to the panel that shows your dynasty leader in the top left corner. So we added the avatar’s health and currently executed action to the panel. This should give you a better overview of what your avatar is currently doing.
- Guilds are making their way to the Guild! We renamed the societies to guilds since we believe it fits the theme of the game a lot better. Right now their functionality is still the same but we also plan to rework some of them in future updates.
- Employees you hire are now added instantly to your building. This fixes a lot of bugs related to the artificial delay. Since we thought the delay didn’t have a big gameplay value we removed it in order to make gameplay smoother.
- We made some adjustments to how the production automation decides what to build next.. It should now also work properly for gathering businesses.
- We have implemented some new jingle sounds. We will add many more sound effects later.
New features (under the hood)
- We improved how NPCs execute, end, and repeat actions. This is a first step towards our rework of how we handle actions and should already fix a number of bugs connected to failing actions.
- We also improved how characters behave once they reached the point where they want to execute an action that has been assigned to them. The old way used to get stuck more often. It’s not perfect yet but it is already less error prone than before.
- Also, during our actions rework we refactored how characters wait on other characters to know when they are supposed to execute their action.
- We refactored how buildings handle attributes like health or productivity so our designers can use our new systems to affect buildings as well as characters.
- We added a “disabled” state for buttons so that buttons that are disabled don’t get replaced by images or disappear anymore.
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.
Bug fixes
- Fixed a bug which prevented characters from triggering the working animation while they are working in a building. So from now on you should see characters working around their buildings.
- Buildings can now only be built in the neighborhoods they are supposed to be built in. (see icons for City and Village in the construct building menu).
- Fixed a bug where the game would crash when you try to eliminate a character that is lying in ambush.
- The game should no longer crash when you try to click on the “more info” button for court hearing entries in your calendar.
- Fixed an exploit where it was possible to hire an infinite amount of workers when the game was paused.
- Fixed the blue bar in the professions tooltip in the character creation screen.
- Characters that use the compliment action should now get stuck less frequently.
- Fixed an issue where text would overflow the text boxes.
- When trying to place a building there should no longer be a lag when the game calculates the placement markers.
- Fixed a lot of instances where characters were walking on the spot.
- The bars indicating the relationship to dynasties in the 3D World should now show the same value as the bars in the book of dynasties.
- Fixed several bugs connected to the new automation system.
- There should now be enough resources in the market at the beginning of a game.
- Fixed a bug where Ambushing would create an insane amount of money when executed on neutral citizens.
- Rogues beware! City Guards are back on patrol and will interfere with your shady business.
- Fixed that the smoke of burnt down buildings loops forever. We also changed the particle effect to be less prominent.
Performance
- We improved the way texts are rendered in the game. The old system slowed down the game a lot. We will now be able to add more text feedback for the game in later iterations.
- We also improved how the resizing of text labels is handled. This should also give us some more performance boosts.
- We have improved the way how and how often paths are calculated, therefore one of the reasons why the game gets slower over time (more characters running around) is gone. This change also removes the “micro freezes” which happened regularly.
Art
- Adjusted some building icons in the build menu
- Fixed texture bugs on some character models
Known issues
- Rogue skill tree actions like pickpocketing, break into building, intervene etc. are still subject of rework and function only partially.
- Characters in the production buildings are now animated. Some animations are still wrong (smith in the herb hut) or might lose their tools (hammer, broom) after a saving/loading a game.
Important information
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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch
- We want to add secondary attributes to the character inspection window and we also want to give you more information on status effects in the game.
- We will add a new detection system to the game which makes the whole observation and identification of legal and illegal actions more interesting.
- The placement of buildings right now still feels a bit clunky, we want to address this issue.
A short outlook...
As we are almost done with the activity system rework we will now focus our efforts on more gameplay relevant topics. One part of that will be around family and romance.
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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 0.5.7: Google Form 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 0.5.8 .
Patch notes for version EA 0.5.6 – September 26th, 2018
Steam build number: 561430
New features
- There were many issues related to automatic (Master AI) and manual control of your workers and transporters, so we had to rework the entire system. With the new version you can now automate every character in a building individually. You can do that by pressing the “play/stop” button right next to the character. This way it should be much easier for you to control your businesses. The storage rules of your business will be applied as soon as at least 1 employee is automated. We are currently thinking of allowing you to enable/disable the storage rules per building. What do you think?
- Transporters will be automated by default. You can just stop it by pressing the “stop” button.
- You can now automate your Avatar just like an employee.
- With the new version we also reworked the way you switch from automatic control to manual control. There were a lot of issues related to this topic before, so we had to change it entirely. In EA 0.5.6 you are finally able to stop automation of a worker/transporter by assigning a product to produce or by assigning a trade route. The user interface will instantly show that the character is now following manual orders. Automation is also stopped when you start moving your characters manually. To sum things up, you should now be able to much more accurately control your production pipeline.
- With the new automation system we also tackled a common problem where it was not possible to assign individual item amounts to your workers. This was reworked and you are now able to assign each individual worker a custom amount of items to produce. A worker will then produce/collect the assigned item until the previously assigned amount was reached. This will give you an even more fine-grained control over your workers and the amount of items they produce.
- With the new version we also made changes to how “good” the AI is at optimizing automation. The AI used to instantly update item prices in the market. This way it was never possible to play better than the AI controlled businesses, making the production gameplay slightly redundant, which obviously doesn’t make sense. We changed it so the AI is checking less regularly, so don’t be surprised if they don’t instantly adapt their production pipeline.
- With EA 0.5.6 we also improved the feedback when you try to place buildings on the map. It was previously really hard to identify why a building could or could not be placed on certain locations on the map. From now on, as soon as you select the building in the construction menu, a plane with an outline is shown beneath the building that you are trying to place as well as beneath all buildings already on the map. You additionally get a tooltip right next to your cursor to explain why a building can’t be placed there. We also fixed a lot of issues related to the construction validation code (more in the bugs section of the patch notes).
- We also changed the way pickpocketing works. The stolen amount was not actually subtracted from your victims, instead the money was just generated out of thin air - therefore you weren’t able to use stealing to harm your opponents. From now on you will deduct the actual amount from your competitors.
- We also added that the compliment scene is only shown if you are complimenting someone and not if you are being complimented. This way you should have fewer interruptions whenever your character gets a compliment.
- We have implemented rotation and zooming of the character inside the inspection window.
New features (under the hood)
You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.
- We have now enabled designers to be able to trigger notifications via the activity system. This should improve feedback and awareness.
- We changed the UI system to support UTF16 strings which is the ground works for special characters of different languages.
- We went over all uninitialized variables which we found in the code and are now properly initializing them. This should get rid of weird things like you encountered in previous patches (yellow/purple graphics glitch, broken building upgrades).
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.
Bug fixes
- You had to use the sabotage action twice to have an effect on a building. We fixed that.
- Instead of the citizen title tooltip the resident title tooltip was shown in the skill tree window. That’s fixed now.
- Employees that have been caught pickpocketing were starting to pickpocket themselves afterwards. That shouldn’t happen anymore.
- Fixed a crash which happened when the AI Master tried to hire guards after their building was destroyed.
- You weren’t able to assign work to employees outside of their building. That’s fixed with the new system.
- Transporters are now selling fewer raw materials, so not being able to produce goods of higher value should happen less often.
- We fixed several issues related to the building placement validation checks. The validation checks should now work more consistently.
- Locked building addon icons weren’t shown anymore which was fixed in EA 0.5.6.
- A crash was fixed which was caused by aborting a sabotage action after the target had already been burned down.
- Sometimes characters were created without a portrait and without their respective dynasty colors.
- Audience of a fighting scene were not moving back to their original positions after a fight ended.
- Hiring workers reduced the set budget for automation. From now on it will only have an effect on the remaining budget.
- The brushwood is shown correctly again.
- Cats aren’t white anymore in the higher LOD levels.
- A wider range of special characters in texts should now be shown correctly.
- We fixed that after loading a saved game some AI functionalities were not called correctly again and therefore wouldn’t be executed anymore.
Performance
- We did another round of performance profiling and identified a few bigger issues which will be fixed in the next version.
Art
- All buildings should have new icons now which fit better to the building menu and new HUD.
- We added cloud shadows that are moving over the map so it makes the world feel more alive. Currently we are still tweaking the intensity of those shadows so the appearance may change in the upcoming patches.
- The sun is now moving again, so the shadows of objects wants to shift with the day and night cycles, thus adding to the atmosphere in the world. There is a known issue that the shadows flicker on some graphics cards. We want to work on that along with making the shadows look more natural in a future patch.
Known issues
- The first time you confirm the name of a building you want to construct the game is stuck for a very short time. After that first loading of building boundary boxes it should work fine.
- Automation: When an automated character’s current action is interrupted it happens that the automation and the current action are stopped. We know that this occurs with the compliment action for the main character as well as with attack actions for other characters. We are on it and work on improving these situations.
- Automation: When your main character is automated their selection circle might flicker between golden and blue.
- Automation: In gathering businesses the AI tends to prefer producing and selling raw materials a lot. We are working on balancing this out.
Important information
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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch
- We will focus on improving the text rendering as it’s impact on the performance is way to big.
- We will further focus on fixing the underlying action system which still leads to stuck characters after they have been interrupted.
- We will additionally work on how to transfer items and fix the broken drag and drop system.
- As already mentioned we will also work on improving and fixing existing character actions.
- With the upcoming version, fires and diseases will start to spread.
A short outlook...
In the upcoming versions we will focus on the secondary attributes of characters and how they will affect character activities.
**********
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 0.5.6: Google Form 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 0.5.7 .
Patch notes for version EA 0.5.5 – August 29, 2018
Steam build number: 559840
New features
- With EA 0.5.5 we changed the HUD almost completely. We hope that you find the new arrangement of the HUD elements more comfortable.
- We've moved the portrait of your avatar - it lead to irritations, because the position of the portrait was similar to where the currently selected character is displayed in other games. In the upper left corner you now find all functionalities which relate directly to your dynasty. Many of you assumed that the XP bar showed the experience of your avatar, but instead the XP bar shows the experience of your entire dynasty. To make its meaning more obvious we placed the crest of the dynasty, the XP bar, your dynasty's title in roman numbers and your money in the top-left corner. Additionally you have access to the skill book, the diary and the statistics. You can open your family tree by clicking on your family's crest.
- Selected objects (characters, buildings) are displayed at the bottom left from now on. When you select a character, you will see his/her current activity near the the portrait. Next to that, you will also find all the available actions for the selected object.
- Several of you asked if we could change the selection system so that there mustn't always be a selected object, and we changed that with this patch. If you from now on left-click somewhere in the world, you will release your current selection. In order to make it comfortable for you to access your avatar at any time you can simply click your avatar’s portrait - or simply press the "C" key, like before. A white outline shows you if the character is selected.
- With this version we introduce a brand new character inspection window. You can access it via the "i" button next to the selected character and via the “i” key on your keyboard (if the selected object is a building, then the "i" key and button open the production or trade menu). In the inspection window you can see the equipment, attributes and other details at a glance. We will add more values in the future. And we will implement that you first need to spy on someone before you are able to see what is inside their inventory. We hope that you like the new and well-arranged character inspection window.
- In the upper center of the HUD you find all options which are related to your opponents and/or with the city: Questbook, Book of Dynasties, Book of Societies and City Records.
- We have changed the time display and the display of the game speed in the upper right, so that it needs less space. When you pause the game the display blinks in red. You can find the name of the scenario map on which you are playing by opening the area map.
- The size of the button that opens the "erect building" menu has been reduced and moved to the bottom right, next to the compass.
- When you use actions with a cooldown you can now see the remaining time until you can use the action again.
- The scenario map "Vienna and Presporok" has been optimized regarding performance. The map itself will be re-worked in a later patch.
New features (under the hood)
You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.
- We are now able to implement status effects, both temporary and permanent. Status effects are affecting the status of a character, e.g. a disease changes the character status from "healthy" to "ill", with a wide range of attribute modifiers.
- The new system allows us to create effects with duration related impact. For example, we can have "healing over time" for potions and "damage over time" for poisons.
- We are now able to trigger effects in multiple ways. For example, a disease can have different temporary effects or a poison can permanently reduce the character’s movement speed.
- With the new activity and effects system we can now define critical successes and critical failures for actions. Meaning, that some actions may have grand successes or dramatic failures in the future - depending on your character's skills, on the skills of the target and other circumstances :)
Bug fixes
- Fixed a crash when an AI dynasty tried to compliment a citizen.
- Fixed a crash when you clicked on the dead leader of another dynasty in the Book of Dynasties.
- It was possible that the game crashed when you clicked with the right mouse button in the main menu.
- From now on, tooltips should only be displayed when they are supposed to be displayed.
- Ships and horse carts will change their direction more smoothly now.
- The confirm button is always displayed from now on when you build a new building, except if there's no name in the input box.
- Fixed a bug where on some maps certain businesses could not be built, even though all the requirements were met. This fix only works on new games, if you have a savegame with this issue it will still persist.
- Fixed an issue on the Magdeburg map where Characters would have issues entering the mine and the grove north of the city.
- The purchasing habits of citizens has been adjusted. From now on you should find more resources in the market and the price evolution for items should be improved.
Art
- The following buildings have been optimised and were given 3 additional LOD-levels.
- port
- marketplace
Known issues
- Some of the building portraits do not yet fit properly into the new selected building portrait display.
- Character models in the inspection window do not get updated when they change clothes.
- Character portraits sometimes need a few seconds before the portrait of the character appears after a game has been loaded
- When you keep a building which is under construction selected until it is finished, its action bar is not present until you select another building and then the new building again.
Important information
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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch
- We will improve the process of erecting new buildings, incl. the search for a building plot.
- We will implement a new AI master system for automating your workers and transporters in your businesses.
- We will continue our efforts to optimize the current AI in order to reduce the possibility that AI characters got stuck in endless loops.
A short outlook...
Our designers will start to repair and finalize actions and artefacts as well as implement new ones.
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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 0.5.5: Google Form 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 0.5.6 .
Patch notes for version EA 0.5.4 – August 9, 2018
Steam build number: 311261
New features
- As announced, we have taken a look at the issues behind poor performance and inefficient memory usage when loading and playing savegames. We have now improved memory usage patterns which should result in shorter loading times and better performance in general (in particular when playing for extended periods of time and after loading savegames) in EA 0.5.4.
- To further improve performance, we have now implemented that only characters which are currently in the field of view of the camera are animated and not as before, every character on the map.
- Up until now, the amount of available products in the market hardly had an impact on price development. This has now been changed, so you should check more frequently if prices have shifted and if you need to optimise your supply chains. As part of these changes we have extracted many economy-related parameters from the code so that we can iterate more quickly in the future when it comes to the in-game economy.
- The re-work of the visualisation of selected characters is completed as of EA 0.5.4. You will now see a small bluish circle around all your characters. The circle of your dynasty leader will be gold-coloured. When you select one of your characters, the white circle will be highlighted more visibly. It should therefore now be easier to identify and select your own characters, especially within larger crowds.
- Character portraits which are displayed above buildings now display the profession and dynasty affiliation of a character. This should make it easier to select the correct character.
- The colour of the clothing in character portraits now also correctly reflects the dynasty colours. In order to reinforce this effect, we have replaced the blurry dynasty coat of arms in the background with the dynasty’s colour. Furthermore, we have adjusted the angle and distance from which character portraits are taken.
- When losing a game, it is no longer necessary to quit the entire game in order to begin a new one. Instead, you can now load a savegame or simply return to the main menu.
- Several maps have been re-worked in order to improve, performance as well as economy, available space for new buildings and arrangement of city districts. The following maps have been revised so far:
- Magdeburg
- Augsburg
- Visby
- Paris
Bug fixes
- Employees who are being controlled by the master AI will now immediately resume their activity after a savegame is loaded.
- Transporters will now resume their previously defined trade routes after a savegame is loaded.
- AI-controlled dynasties previously only reproduced if a marriage partner was already defined at the start of a scenario. Dynasties without marriage partners did not work towards achieving marriages, therefore leading to their eventual extinction. We have now implemented changes which will result in the AI socially interacting with other characters (paying compliments, entering relationships, marrying). The AI is currently not yet acting towards greater strategic plans when doing so, but this fix is merely the first improvement and we aim to continually improve this behaviour with upcoming updates.
- Characters should no longer get “stuck” as often when attempting to interrupt another character. The causes of this bug were particular distances and angles between the two characters.
- Abilities which interrupted the activity of NPCs will no longer interrupt their other routines. NPCs that just loiter around should therefore appear less frequently.
- The building menu of level 2 and 3 businesses should now open with a double-click on the building, as is already the case with level 1 businesses.
- Deceased characters will now no longer appear in residential buildings.
- Characters watching juggling performances will now no longer stand inside each other.
- The shadow calculation was improved so that shadows shouldn’t be cut off very close to the camera anymore.
- The white outline of selected characters should now also include their backpacks.
- Several texts were corrected, e.g. for henchmen, innkeepers, and news concerning the hospital and far distance travel.
Art
- The following buildings have been optimised and were given 3 additional LOD-levels.
- alchemist levels 1 - 3
- barracks levels 1 - 3
- warehouse
- Additionally the roof colour of all residential buildings without thatched roofs has been changed, thus making them easier to distinguish.
Known issues
- Certain barrels are currently missing textures.
- There are some errors in the behaviour of AI-dynasties which can lead to AI characters not finishing certain actions under specific conditions. We will continuing working to fix that system.
- In very rare cases you may get a crash related to missing items in a save game. We already found the issue and will fix it.
Important information
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 Steam library, then Properties - LOCAL FILES - REVIEW FILES TO ERROR
What we are planning for the next patch
- A re-work of the HUD, making it easier to understand, navigate and find information.
- Based on community feedback, we want to change the rules according to which the player avatar is selected.
- We will complete the refactoring of the skills system in order to allow our designers to begin repairing, improving and iterating on character skills.
A short outlook...
We will shift our main focus to character skills and improve the construction of buildings.
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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 0.5.4: Google Form Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end on August 22nd 2018.
Patch notes for hotfix EA 0.5.3.1 - August 2, 2018
Steam version number: 2996985
Since 0.5.3 the AI has started to act more actively. They manage, build businesses and also have ambitions for offices. As a result, unfortunately, problems have occurred that have led to crashes. As they unfortunately occured very "randomly" (more on that below), we did not have these crashes internally in our tests. We would like to thank you for pointing out the problems and for taking the time to send us the save games. This allowed us to find and fix crashes caused by the AI changes.
Bug fixes
- The game no longer crashes when a building burns down while a character wants to bring goods to that building.
- The game does not crash anymore when certain animations are to be played by guardsmen.
- The game will no longer crash if the residence or business of a character is destroyed.
We hope this will improve the experience for you again. Thanks again to all for the help!
Patch notes for version EA 0.5.3 - July 25, 2018
Steam version number: 2959440
New features
- We analyzed the current pathfinding system and ultimately decided to revise it completely. As you may have guessed, this intervention was not trivial, since pathfinding is related to many other systems (such as actions, NPC behavior, and AI). Many of the bugs that currently cause characters to stand motionless on the streets are not related to pathfinding. Nonetheless, we ask you to pay close attention to the new pathfinding.
- With the new pathfinding system, characters try to side step. But if that's too much of a detour, characters move through others. As you can see in the game, pathfinding is much more natural and fluid. Another positive effect is that characters should not push each other anymore.
- As you have probably noticed, in the past it was often not possible to send the character to certain places on the street. This problem has occurred especially often at intersections. As part of the conversion to the new pathfinding system, we have now corrected this. You should now be able to move your character anywhere on the streets without any problems.
- One point that we have also improved with this version is the use of actions. As soon as an action is selected, the corresponding action icon is now displayed next to the mouse cursor. If you move the mouse pointer over an invalid target, the icon will be crossed out and a text will appear that explains why the target is not valid. At the same time, we have replaced the previously too-large tooltips of characters and buildings with smaller ones, as these often had hidden important elements in the HUD and were obstructing the view. Now it should be much easier for you to find a valid target for an action and then to select it.
- With this patch you can now get important information about dynasty characters right in the world: names, dynasty crests, the favor of your dynasty, the status of the character within the family, and the office. Employees are displayed only with the coat of arms of the dynasty. We think that the new "plaques" are very helpful, but you want to give you the freedom to decide for yourself: in the options you can set whether you want to see the "plaques" on characters, buildings, both or not at all. Furthermore, you can set whether you want to show the "plaques" only for your own dynasty or for all dynasties.
- We have reworked the system, which generates the water reflections and thereby among other things improved the performance. Furthermore, we have significantly improved the creation of the minimap when loading a scenario map, which has also shortened the loading times.
Bug fixes
- The game no longer crashes when certain characters can not be displayed.
- The game no longer crashes when you equip your characters with carts.
- We finalized another set of bug fixes and improvements for AI controlled dynasties:
- AI controlled dynasties should now be able to build businesses.
- AI controlled dynasties should now also buy building extensions for businesses and upgrade their buildings if they meet the requirements.
- AI controlled dynasties should now have stronger ambitions to expand their businesses, build new businesses, and compete in public office
- The Master AI is now able to “have work” for all employees over a longer period of time. To achieve this, the following problems were solved:
- The budget that the AI has available now depends on how much money the dynasty has.
- The AI now changes the production orders of the employees when the raw materials have gone out.
- The AI for the transporters has been revised and should now be less error prone.
- The problem with invalid products should be fixed
- Building levels 2 and 3 have been adjusted slightly to ensure that there is enough space for all raw materials of high quality products without the purchase of additional inventory slots.
- The prioritization of which products the Master AI produces has been optimized
- If you switch the operation from automatic (Master AI) to manual, products are no longer placed in different storage slots.
- In some cases, transporters have not picked up the right items, even though they should be transported. This should now be solved.
- If more than one employee produces the same product, they will no longer be placed in different inventory slots.
- Different names for new buildings are proposed again.
- If special characters occur in a building name, which can not be displayed, then the building can be built anyway.
- The calculation of text lengths has been corrected to allow the size of the background texture of tooltips to be automatically created. Tooltip texts should therefore no longer be cut off and also displayed correctly centered. Furthermore, many texts that were previously shifted too far up or down, should now be properly aligned. Please keep your eyes open for further texts whose alignment we may need to correct.
- Characters no longer crash through bridges in certain places.
- Characters can now attack characters preparing for a ambush.
- Many characters (NPCs) did not move because they had been waiting for some action. This should now occur less frequently.
- Characters participating in interactions, like conversations or a fistfight, will now play the correct animations.
- Carts can now drive on all roads. This fix solves some horse cart and market issues. In some cases it does not look perfect yet, but we chose this step so that characters do not get stuck just because they are equipped with a horse cart.
- We have made several corrections in the localization system, which now displays a large number of missing names and labels within texts correctly. In most cases these were names of characters, buildings and measures. Please see if you notice any missing text.
- The buttons in the character creation should now all be displayed even at lower resolutions.
- The scroll bar in the overview of items when creating trade routes now works correctly.
- When changing the main residence your family members in the previous home building will move now to the new one.
Art
The following buildings have been optimized and each provided with 3 different LOD stages:
- Herbs hut
- Apothecary 1 to 3
- Scholar 1 to 3
- Hospital 1 to 3
- Robber camp
- Cathedral
- Well
- Quarry
- Mine
- Lumberyard
- Grove
- Cemetery
- More city walls and towers
Known Issues
- Larger objects such as ships and horse carts are still wiggling when they try to dodge each other.
- If you attack characters that are lurking for an ambush, they will most likely start another counter attack after the fight is over. At the moment this is a bit too common. Please let us know how you see it.
- Crowds of NPCs sometimes overlap one another right now. This mainly affects horse carts. We’ll checking that issue.
- In some cases NPCs may still get stuck when they are being interacted with. This is also the case in previous versions and does not have its cause in the pathfinding changes. We just wanted to mention this, so you know it does not have to be reported.
- Currently, NPCs fight each other very often and do not shy away from kids. We will adapt this.
- Children are currently trying to sit on benches. Since they have no animations for them, they stay on the bench and move in the state. The same applies to fighting.
- Character plaques adjust their length only to the name of the character, but not to its political position (e.g. mayor).
- If you still have other problems with the new pathfinding, please create a bug in Redmine, describes the situation, the location and attach the score to the ticket. So we can look specifically at the problems.
Important Information
Due to the changes to the pathfinding system old save games are not compatible anymore and loading an old save game will lead to errors.
If you have trouble loading or saving, then you can try to delete all files from the "Games" folder in the installation path 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 Steam library, then Properties - LOCAL FILES - REVIEW FILES TO ERROR
What we plan for the next patch...
- We want to fix the bug that causes AI-controlled NPCs to stop working after being interacted with.
- Through various measures we want to reduce the loading times of scenario maps.
- We want to further improve the performance. With special attention to savegames, which are stored / loaded.
A short outlook...
As already announced, we are currently working on rebuilding the action system for our designers so that actions and items will be easier to create in the future. This is a big change that will keep us busy for a bit longer. We hope to be able to create gameplay elements faster in the future.
Your feedback is important to us!
We would greatly appreciate it if you have time for the following quick poll about the changes in patch EA 0.5.3: Google Form Please note: We do not collect any data other than your feedback - it remains completely anonymous. This poll ends on August 8, 2018
Patch Notes for Version EA 0.5.2 - July 4, 2018
Patch Notes for Version EA 0.5.2 - July 4, 2018
Steam version number: 2903154
New features
- Titles can no longer be unlocked purely with XP, but the player must also be able to afford the gold price of the title. This means that with version 0.5.2 costs are incurred if you have met the XP requirements for a title and would like to obtain it. The current costs are to be seen as a first iteration of balancing title costs. We appreciate feedback.
- Previously, it was difficult to distinguish Dynasty characters from traditional NPCs. The result was that you constantly had to mouse over characters to find out whether a character is a dynastic character or not. To improve this situation, we have incorporated a feature that colors certain parts of the characters' garments - the color corresponds to the dynasty's coat of arms. As part of the changes, we have removed the ability to manually change the color of clothing. Please note that we have of course tried to use large, prominent areas. For some armor we decided not to color it.
- The same problem also affected buildings in the game. It was not clear which dynasty owned which building. Here, too, players had to click on the building or move their mouse over it to get the relevant information. For this reason, we have now introduced flags on the buildings, which show the coat of arms of the dynasty in possession of the building. To get a bit of variation, the number and location of flags displayed on buildings is randomized. With this feature, it should now be easier for you to distinguish important from less important buildings.
- As the variation of the character life expectancy was not strong enough, we've changed the system that calculates character life spans. The natural life expectancy of dynasty members is now between 55 and 89 years and that of ordinary people between 40 and 89 years.
- Employees and transporters all looked very similar and the building they worked in did not affect their visual appearance. With the new patch the look of employees depends on their profession. Right now we are mainly using already existing character models. In the future, we will expand the visual diversity of the characters in professions even more so that it will be easier to distinguish them on the street.
- In 0.5.2 we are also introducing that employees can only work in other businesses of the same profession. Although employees can still be sent to their own non-resident businesses, they no longer appear as employees. If you run your business automatically, then the AI also uses employees who are currently in another building.
Bug fixes
- The AI now produces different products, depending on market prices. This fix has a big impact on how markets are filled and frequented.
- If you destroy a building while it is being upgraded, the scaffolding will now be properly removed.
- If you upgrade a building to the next building level, then the outline is drawn correctly around the whole building.
- The outline is now displayed correctly around the scaffolding and the conquest flag of a building.
- The building level is now displayed correctly in the building menu.
- If you spy on a building you can see all the information now even if you open the building menu via the building.
- If you played the game over several years, the entire city population got older, since no new characters were created. Of course, this bug had a big impact on the whole gameplay, because the city would eventually die out. We have fixed this now and a city should have natural generation changes.
While we began to fix the bug of the city's age issues, we were able to identify more bugs related to aging and life cycles.
- Many characters in a running game died a long time ago, and forgot to actually drop dead. They then instantly died when you got them married... We fixed that now and characters who die because of age will be removed correctly. This also has an effect on the performance in the game, as previously dead characters remained in the game, consuming processing power.
- If a character with a market cart dies, the cart will no longer remain on the road.
- Businesses that are not operated by a dynasty didn't replace dead employees. With the new version, these businesses now hire new employees.
- If an employee of a dynasty dies because of old age, then the player no longer loses all his buildings.
Please note: If you load an old game in which the bug was present, it can lead to poor performance / freezes when starting the map. This is because the game must go through the entire population to clean up these "zombie" characters and create new characters.
Art
The following buildings and walls have been optimized and provided with 3 additional LOD levels.
- Graveyard
- Grove
- Towers on city walls
- City gates 1 to 3
Known bugs
- The character portraits do not show the correct dynasty colors yet. We will address that in one of the following patches as we revise the portraits.
Important Information
After installing the latest patch, your previously saved games may no longer appear in the menu because the game recognizes them as "incompatible". If you have trouble loading or saving, then you can try to delete all files from the "Games" folder in the installation path 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 Steam library, then Properties - LOCAL FILES - REVIEW FILES TO ERROR
What we plan for the next patch...
- One of our major goals is to completely replace the current path-finding system in the game. In this context, we also want to solve many bugs that can be attributed to the path-finding system.
- We also want to add better feedback why some abilities cannot be applied on wrong targets.
- Furthermore, we want to provide more information on characters directly in the game world.
- In addition, we will also start to optimize performance and loading times.
A brief outlook...
In the patches after that we want to take care of the ability system in the game. For this we want to fundamentally change the way skills are created by our designers. The goal is to be able to create content related to character skills faster in the future.
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Your feedback is important to us!
We would greatly appreciate it if you have time for the following quick poll about the changes in patch EA 0.5.2: Google Form Please note: We do not collect any data other than your feedback - it remains completely anonymous. This poll ends on July 15, 2018
Patch notes for Version: EA 0.5.1 on June 20th, 2018
Steam version number: 2865486
New Feature
- The tall buildings and lush vegetation often obscure characters, often causing players to lose focus on important events in the city. In addition, one has to constantly rotate the camera to keep the tracked character in view. To solve this problem, we have added a feature that makes the vegetation and buildings transparent if the object is close to the camera. There are a few buildings that hide earlier than they should, but most of them work very well.
- We've implemented a highlight shader which highlights hovered characters or buildings. This feature should make it easier for you to see whether an object can be interacted with or not.
- Now, if you use actions that require a character or building as a target, then valid targets turn green and invalid targets turn red when hovered. This makes your search for a valid target much more comfortable. In future patches we will also revise the feedback texts that are displayed if you have a valid or invalid target under the mouse pointer. Please note that we still need to revise some measures so that the targets are all correctly colored and the correct feedback text is displayed. We will fix that in a later patch.
- One problem area that both we ourselves have noticed and which was also present in your feedback is that it is sometimes difficult to determine what/who is currently selected. As a first step, we have now implemented that when you select a character or building, a white outline is drawn around the selected object. To be consistent we removed the green highlight for selected buildings. The farther the camera is from the target, the larger the outline appears. That should also make it easier to determine at long distances what is actually selected. The outline is only drawn over visible objects, which can sometimes seem strange in trees, but otherwise fits better into the picture. If you deem the behavior with trees as very negative, we already have some ideas how we could solve that. Please let us know.
- If your avatar or one of your employees has no task, then it has often been difficult to notice that. Therefore, we have a new feature built in: on the right edge of the screen you will find the button "show idle characters". If it is grayed out, then you do not have to act. However, if this is not the case and a number is displayed next to the button, then you know that one or more of your characters are currently without a task. If you click the button, you will gradually be able to call all these characters and assign them a new task. In order to prevent the button from lighting up whenever, for example, a worker has just run out of raw materials and the new raw materials have not yet arrived at the business, we have implemented a delay until a character is listed as "idle".
- When you select a building, you will see the name of the building and the owner's coat of arms. If the building is in your possession, then additional portraits of all characters in the building are displayed. You can also directly select the individual characters by clicking on their portrait. The selected character then shows a white outline (consistent with the selected characters and buildings). This should make it much easier for you to get an overview of family members and employees. One more tip: To see which characters are in an opponent's building, you have to spy on it.
Fixes
- Fixed several crashes caused by using startup parameters in Steam.
- The game could crash while you are constructing a building, if certain decoration objects were present on the ground. This should not happen anymore.
- Under certain circumstances, the folder for save games wasn't created during the installation of the game. This could either lead to a crash or the game not being saved. From now on, the folder for save games should always be created automatically.
- We have resolved several issues related to saving and loading saved games. Among other things, the saving process should no longer lead to a crash. Important: The saving process may take a while. In this case, please do not click with the mouse, otherwise it may happen that Windows closes the program because it thinks it is frozen. We are already looking at this and hope to find a solution soon.
- Several memory leaks have been fixed, which has a positive impact on the performance especially later in the game. We will continue to optimize this.
- If you have more than 40 saved games, the save window is now displayed correctly.
- The saving window is not shown behind the list of save games anymore.
- It could happen that the characters on bridges completely disappear, this should be fixed now.
- If you follow a character with the RTS camera over a bridge, the camera does not move under the bridge anymore.
- The selection system has been revised: Especially if you had changed the angle of the camera, often characters or buildings were selected behind the object, which you actually wanted to select. In general, the selection behavior should now be much more precise and faster.
- Tooltips that partially or completely cover buttons should no longer prevent clicking on underlying buttons.
- Tooltips of the environment map and for changing the camera mode are no longer below the according buttons.
- The camera icon on the map now also moves correctly in "Free Camera" mode.
- If you move the mouse cursor over a character portrait, the camera does not automatically center this character.
- You can now select transporters again via the transporter window. You can now also select the building if you click on the building name in the same window.
- The music when playing as a rogue is now played correctly.
- All options of the warehouse are available again: hire and fire transporters, statistics, sell and destroy building and purchase building upgrades.
Art
- The following buildings and walls have been optimized and 3 additional LOD levels have been added. The performance should be a lot better than before, especially when you are looking over the city in a flat camera angle:
- all 4 Houses
- all 8 Citizen Houses
- all 5 Mansions
- Windmill
- Farm level 1 to 3
- Bakery level 1 to 3
- Butcher
- Tavern level 1 to 3
- Crude Craftsman's Hut
- Smithy level 3
- Stonemasonshop level 1 to 3
- Carpentershop level 1 to 3
- Tailorshop level 1 to 3
- Thieves' den level 1 to 3
- City Church
- City Walls
- City Gates
- To make the differentiation of building types easier, we will successively change the roof textures of all buildings: houses: orange shingles, businesses: bluish shingles, public buildings: grayish shingles.
Known issues
- Some players have reported that they can not start the game anymore. We have an idea of why it might be and will look at it.
- The building construction mode is unfortunately not yet optimal: under certain circumstances, a building is erected at a location other than selected.
- Hiding buildings and vegetation, when the camera is close to the object, currently has the unwanted effect that mountains are hidden and you can see the unprocessed level underneath. We will gradually revise the maps, so you will not have this effect anymore.
Important Message
After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as "incompatible". If you have problems with loading or saving, then we recommend deleting all files from the folder named "Games", where all of your saved games are stored.
It is possible that some of the issues that you encounter but other players not, are causes by missing or corrupt files. In this case it may help if you do the following: right click "The Guild 3" in your Steam library and then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES
What we plan to do for the next patch...
- For certain titles you will not only need XP but also have to pay money.
- We will bring a small update to the economy: Several bug fixes should ensure that the AI management of businesses produces a wider range of products, thus better serving the market. Additionally we will re-work how the AI will handle working places which are unlocked via building upgrades and how the AI restaffs after a worker died.
- As announced, we want to implement visible recognition and differentiation of dynasty characters, employees and buildings using clothing colors and coats of arms on buildings.
- We will also add that employees look different depending on their profession. We will have changed only some of the characters but we will update more in the future.
- Among other things, we will fix the error that you can still use employees with the wrong profession as a worker in another business.
- Currently, the lifespan of characters is very similar. Our goal is that life spans are significantly different. The natural life expectancy of dynasty members should then be between 55 and 89 years, while non-dynasty characters will have a natural life expectancy between 40 and 89 (later on, diseases, toxins, injuries and items like the Elixir of Dr. Faustus will affect natural life expectancy)
- In general, we will look at and fix issues related to the aging and dying (of age) of characters.
A brief outlook...
- The next major priorities are to correct the error-prone pathfinding and to further improve performance. We will also continue to make further changes to the character controls and feedback.
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Your feedback counts!
If you can spare some time for the following little survey regarding the changes in patch EA 0.5.1 you would help us a lot: Google Form Please note: we have no intents of collecting data other than your feedback - you remain completely anonymous. This survey ends on July 1st, 2018.