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! Please do not forget to add save games and/or crash-dumps, where available, follow the link to the forum.
In the following you see what has been done since the last patch EA 0.9.18.5:
- the interior of the city hall added with a city hall clerk you can interact with, the courtroom and five rooms for the office chamber meetings - the chamber of judges holds trials, while the other office chambers (and the Sovereign) manage the laws - trials and office meetings are presented as 3d scenes - all ingame texts available in English, German, French, Italian, Spanish, Polish, Russian, Korean, Japanese and simplified Chinese - new voice overs (EN and DE) - more sounds - more animations - seasonal ambient coloring - season change images - new winning/losing screens - Steam cloud save - improved the location based actions pickpocketing, palmistry and game of dice to work as good as ambushing - balancing for several actions and for the economy - performance optimizations - and many, many bug fixes
Please note that your saved games from previous versions will not work anymore!
We Are Dynasty: The Guild 3 Releases Today!
We Are Dynasty: The Guild 3 Releases Today!
Vienna, Austria, June 14th, 2022 – Hear ye, hear ye! The Dark Middle Ages of Early Access have ended and a new era begins, the age of The Guild 3! This fascinating blend of medieval trade game and historical life simulation allows you to develop your dynasty in 14 different European cities. You'll have to navigate the challenges of producing and selling hundreds of different goods, always finding the most lucrative way to make a fortune.
Over the years, your family must grow and gather power and influence by dealing with the intrigues and schemes of the local society. Rise to new fame, position yourself in an office, and become an informer, a market reeve, the city legate, or even the mayor - it's up to you to write the history of your very own dynasty and make it a legend.
Watch the Launch-Trailer here: https://youtu.be/9zLDr6J7qSo
DevDiary #30 “All hail to the bureaucracy” - May 2022
Dear Guildians,
As you may imagine we are all very busy these days working on version 1.0 . As I am writing these lines, all features are already in the build, the texts are out for translation and we are in bug fixing and balancing mode.
This time, we - the team - want to tell a little story from the perspective of you while you step into the city hall for the first time. We hope you don't mind :-)
—
After so many years of hard work, you have finally saved enough coins and influence to acquire the title of a citizen of your home city. You follow your avatar on their way from your village, through the city gate, passing the large marketplace, until you see the hallowed city hall, where all the office holders decide everyone's future.
You step up the stairs to the solid double-door and enter the building. In front of you, a large hallway spreads from left to right. In that hallway you see the city hall clerk sitting at his desk with a partly smug and partly overworked expression on his face. He seems to barely notice you coming in, just stealing a glance at you and then getting back to his undoubtedly important paperwork.
On the right side of his desk, a large set of double doors is waiting for you. Peeking into the room behind that door, you see a heavy table with three solid wooden chairs behind it. This must be the courtroom you've heard many stories about. You look further to the right and see a reading stand with legal texts, a large bulletin board with the office chambers and the office holders of your city, and three other, rather unadorned doors. These doors probably lead to the rooms of the lower office chambers. The left part of the hallway holds two more reading stands, one for the Book of Dynasties and one for leasing the mines, lumber yards and quarries. And you see two more doors, leading to the richer equipped rooms of the chambers of the Mayor and the City Constables.
As you want to make your way to the desk of the city hall clerk, the leader of an opposing dynasty rudely shoves you aside and places himself in front of the desk. After a short talk, he drops a bag of coins on the wooden tabletop - oiling the wheels you assume - then turns around and with a forced smile in your direction, he leaves the building again. Now you step up to the desk. The city hall clerk greets you expectantly and asks you what he can do for you. You state that you want to acquire a higher title and place your bag of coins on the desk. The clerk opens the bag and with a frown puts some coins aside and shoves them back in your direction. It seems to be a bit less expensive to ask for a new title directly in the city hall.
You decide to stay here a bit longer. Over the course of the day, you see other fellow citizens applying for vacant offices, members of office chambers gathering in the hallway and then entering their rooms for their meetings. And finally you see what you were waiting for: the three city judges enter the courtroom, followed by a smug looking member of a dynasty and a person in simple clothing in the colors of another dynasty. From your position in the hallway you cannot see what is going on inside that room, but in the end, the person in simple clothes is escorted out of the city hall by a guard and most likely brought to jail.
It is close to the evening hours and you decide to head home. The next step for you will be to purchase a house inside the city walls and start your first business here. And some day, of that you are sure, you will take an office seat and have a say in decisions about the fate of your home city!
—
That was just a glimpse into the final version of The Guild 3 :-)
See you in the city hall!
Your The Guild 3-Team
Patch notes for EA 0.9.18.5 “Welcome to the Hansa!” – May 16th, 2022
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 - We added the Hansa map (Hamburg, Lübeck and Kiel) :-) - From now on you have the possibility to send every adult family member to a monastery. This way you can easily get rid of unloved or useless family members and make space for more children :-) - We doubled the number of sound sources in the game, so that a lot more sounds can be heard throughout the game, like bird sounds and the sound of floating waters.
Bug fixes - fixed a bug that caused the game to crash when a client tried to join a loaded multiplayer game - fixed a bug that led to a crash when hitting the enter key on an invalid target - fixed a crash bug when someone paid the Master of the Arsenal for releasing a prisoner in specific situations - fixed a bug that caused war events to overlap and thus could prevent players from joining the event
Patch notes for EA 0.9.18 “Raise your flag!” – April 13, 2022
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!
Highlights & Overview 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. Please do not forget to add save games or crash-dumps, where available, follow the link to the forum.
********** Build number: 649344
New features - Interactive interior of the arsenal: -- 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. - New NPC 'Master of the Arsenal': -- 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). - New NPC 'Jailor': -- This kind guy guards the prisoners in the basement of the arsenal. - Guild events and war events: -- 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.
Content & Balancing - 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.
Bug fixes - 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
Known 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.
Important information 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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES... 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.
DevDiary #29 “Roadmap to Version 1.0” - April 2022
Hello everyone,
It's been a long way, but now we're finally turning onto the home straight: This summer, The Guild 3 will leave Early Access with version number 1.0!
Until then, we will of course not remain idle:
In April - shortly after this DevDiary - Patch EA 0.9.18 will be released with new features such as guild events, the interior of the arsenal and many other improvements and bug fixes. We already revealed some of them in the last DevDiary.
Around mid-May we will then release the patch EA 0.9.18.5 with the long-awaited Hansa map and smaller optimizations. And if necessary, we will of course work on hotfixes.
As already mentioned, version 1.0 will be available in early Summer. The team is already working flat out on the features that will round up The Guild 3. The most important of these are office meetings, court cases and of course the interior for the town hall, with the individual rooms for the office chambers, the courtroom and an NPC in the corridor that you can interact with.
In short, our roadmap up to the release is as follows: - Patch EA 0.9.18 in April 2022 - Patch EA 0.9.18.5 in May 2022 - Version 1.0 early Summer 2022
We would like to thank you all in advance for your patience and support during The Guild 3's long Early Access. It means a lot to us that you have supported the game and us so far with constructive criticism, countless bug reports and lots of great ideas. Many thanks to all of you!
And now we are concentrating again on the next sprints. We'll keep you up to date!
Your The Guild 3 Team
DevDiary #28 "The Arsenal" - March 2022
Hear ye! Hear ye!
The honorable city council has something to announce: The city's arsenal is now open to all citizens!
You read that right: The arsenal will finally get an interior with the upcoming patch EA 0.9.18, including the honorable Master of the Arsenal and prison cells for the city's convicted criminals in the basement of the building. But the arsenal contains even more. Let's start with the prisoners: if a member of your dynasty is in jail, you can redeem the character from the master for a certain amount of coins. Of course, this happens with the tacit tolerance of the responsible office holder, who also gets a share of the sum... You can also see the names and family affiliations of all prisoners in the jail via the book of prisoners.
Another interactive object in the arsenal is the Book of Guilds. And with that, I want to address another feature in the coming patch: In EA 0.9.18 we offer more improvements and gameplay for the Guilds! Since patch EA 0.9.17, the influence of the individual actions on the alignment of your dynasty is displayed. With the upcoming patch, we're going to make the alignment range visible in which you'll be noticed by a guild once you've reached a high title. And once you've joined a guild, we'll also visualize the alignment range from which you're threatened with expulsion.
But that's not all, because there are new events in the game! The individual guilds in the city call for some of these events. So you can participate in the construction of a cathedral in another city for the Freemasons. Or you can undertake a long-distance journey for the Guild of Alchemists to a congress on metaphysics. Like the well-known long-distance trade trips, these events are not without danger, but if your character has good attributes and equipment - and of course a bit of luck - very advantageous buffs beckon or even one or the other piece of equipment or artifact that you can't get anywhere else. You can participate as soon as you have acquired the citizen title. And if you're a member of the guild that is proclaiming the event, then you have a higher chance that your participation will be lucrative for you.
We continued our works on the economy and this time we concentrated more on the non-producing business buildings, e.g. the Robber camp or the Minstrel's tent: the actions of these buildings with a target location have been reworked and from now on you can send your workers to specific locations on the map where they will perform these actions until you give them another task. You can choose the target location yourself or you can choose a target area for all actions in your business building, in which your workers will move. And of course it is still possible to start these actions automatically and without selecting a target location or target area. Finally it is possible for you to target a single village or a district or an area and make life difficult for the other dynasties :-) This is of course not all we have changed or bug-fixed in regards to the economy!
We have again fixed many bugs and further balanced the game in the last few weeks. Besides, that's not all you can expect in the next patch :-)
We currently assume that we will have completed all work on the patch by the end of March and that you will be able to play Patch EA 0.9.18 yourself in early / mid April.
Your The Guild 3 Team
Patch notes for EA 0.9.17 “In Love, Engaged, Married!” – February 28, 2022
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!
Highlights & Overview 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, follow the link to the forum. We have no survey this time. Please use the forum or Discord for your feedback. Thank you very much!
********** Build number: 644196
New features - 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!
Content & Balancing - 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.
Bug fixes - 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
Known issues - Due to the recent interior changes the loading times increased for all maps. Loading times will be improved significantly with patch EA 0.9.18.
Important information 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 Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES... 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.
Patch EA 0.9.17 will come next week!
Hello everyone,
We sadly have to shift the launch of patch EA 0.9.17 to early next week. Organizing marriages is not as easy as it seems and due to the fact that our QA likes the topic very much, they are in particular picky this time. Everyone who has planned a wedding once before knows that there is no end to the preparations - and sometimes the groom does not show up because... well... he is dead... or something else happened to him. Therefore, we'd ask you for your understanding that we need a bit more time to test all the edge cases and finally please the strict eyes of our testers.
Your The Guild 3-team
DevDiary #27 “Oachkatzlschwoaf” - February 2022
Oachkatzlschwoaf?
Yep, Oachkatzlschwoaf!
You might ask yourself: What’s an Oachkatzlschowaf? For those of you who aren't familiar with German - there is a huge difference in the accent and dialects across Germany and Austria. I'm from northern Germany, but most of our dev team is from Austria - so it even took me a while to understand the word. If you speak German, a good trick is to try pronouncing the word veeery slowly. Alternatively, you can ask a friend from Austria or Bavaria. If neither of those are an option for you… It's an “Eichkätzchenschweif”, a squirrel’s tail. The word is jokingly used to test a person’s German skills in Austria and Bavaria.
Why are we talking about this? As we've already mentioned before, we work in sprints. A sprint usually lasts two weeks. The tradition of giving each of these sprints a catchy name has been established since last year. For example, the sprint that ended last week is called “Church” and the current sprint is called “Holy Moly”. “Oachkatzlschwoaf” was a very special sprint. It went pretty much exactly from the launch of the hotfix patch EA 0.9.16.5 on December 21st to January 20th, so it lasted exactly one month. Despite the Christmas holidays and absences due to the cold that is common in winter, we managed to finish a lot of tasks. Finally, the most beautiful moment was when the church interiors were installed and the first NPCs went in to pray.
By the way, if you have a great idea for a sprint name, please send it to MrHome@thqnordic.com with the subject "Sprint Name Suggestion" ;-)
But now to the good news of this DevDiary: All features of patch EA 0.9.17 have been implemented and the patch is in our Stabilizing environment, in which, as you as loyal readers already know, intensive testing is carried out and only bugs will be fixed. In addition to fixing bugs in EA 0.9.17, the team is already doing initial work on the upcoming patch.
Our conservative guess right now is that patch EA 0.9.17 will be released next week!
By now you might know from the previous DevDiary what will be in patch EA 0.9.17: the interiors for the churches, a priest you can interact with, more objects you can interact with and the wedding ceremony. What else can you expect in our upcoming patch?
We have improved the tooltips of all actions: Actions that may or may not be permitted by law continue to display "illegal" or "legal", all other actions no longer have this information as it is not necessary. In addition, you can now see in the tooltip how your dynasty's moral alignment changes when you use the action. Alignment is a prerequisite for later joining a guild. We will do something more with the guilds - together with the arsenal - in the following patch.
We delved deeper into the pathfinding system and found the cause(s) for characters sometimes disappearing into the ground or taking strange off-road paths. That was quite a big change, which among other things also required that we had to put our hands on the road networks in all maps... Even if we couldn't possibly find all the causes, they should have become much rarer now.
In the last few weeks we have received increasing reports of problems with the multiplayer mode. We've been trying to figure out what's causing this and we found and fixed several possible issues. After the patch has been launched, we will need your help: please let us know if your problems have been fixed or if they are still occurring. Thank you! Another big topic in the community over the last few days and weeks has been that some players were no longer able to save the game. We might have found a good solution for all players. In addition you will receive a notification if there are problems with saving and you will be able to set your custom save game folder if you wish to do so.
Finally, let's say a few words about the patch's feature set: We've put the biggest chunk of work into the cutscene system, which is new from the ground up. Remember the old, static wedding cutscene and the orphan adoption cutscene? Good. You can forget them :-) Because with EA 0.9.17, both the adoption and the wedding will take place in the interior of a church. So you will be able to see your own wedding and adoption with all characters involved, as well as those of all other human and AI players. This also means that from now on you have to get engaged before you can get married. Oh yes: you can now also marry “on the spot” and skip the wedding ceremony, however, without getting the bonus of just being married.
Another new feature in the patch is that dialogue options of your active character will open automatically - you no longer have to click on the notification at the top of the HUD.
There is more in the patch, of course, including a good chunk of bug fixes. Please be patient. The patch is coming soon!