DevDiary #26 “In the House of the Lord” - January 2022
Dear fellow believers, dear sinners,
the churches are not yet accessible in The Guild 3 - at least not with your camera. But we are working to change that :-)
As you could read in DevDiary #25 just before Christmas, all churches in the game will get a fully interactive interior. We distinguish between the small village churches and the churches within the city walls, which also include the cathedrals. So you will have a relatively small interior space in the village churches and a much larger and richer interior space in the city churches.
In general, all characters are able to enter the church. So you will see NPCs enter the church, sit on a bench, say a silent prayer and leave. You will also be able to do the same with your characters. Inside the churches there is the baptismal font, which you can use to change your faith, and the donation box, which you can use to donate a few coins to Mother Church. There is also an NPC priest in the room. You can talk to him if you want to adopt a poor orphan or enter a monastery yourself. Of course, you can also watch the AI dynasties while they are using these actions.
But the biggest part while working on the modifications of the churches is the wedding scene! Instead of having a rigid cutscene like before, we want you to be able to watch your characters getting married in one of the churches in the game world. Of course, this also enables you to watch the other dynasties at their wedding ceremonies.
We plan to release the interiors for the churches and the wedding scene in Patch EA 0.9.17. Unfortunately, we don't have a schedule for the patch yet. As soon as we know more, we will inform you immediately. However, you can assume that the patch will be released in mid to late February at the earliest. You are already used to this, but we would still like to mention it: Of course, the patch will also contain a lot of other stuff including bug fixes.
After patch EA 0.9.17 we will start working on the interior of the arsenal. And we also want to implement at least one other interesting feature for the arsenal. You will learn more about this in the upcoming DevDiaries.
Your The Guild 3 Team
DevDiary #25 “Happy Holidays” - December 2021
Hello everyone,
Christmas is approaching and the year is finally drawing to a close. The last 2 weeks have been hectic for us, not only because - as usual ;-) - most of us bought their Christmas presents at the last minute, but also because we first released patch EA 0.9.16 and then immediately started working on patch EA 0.9.16.5. We had done massive reworkings of the game's core systems to include the interiors for the residences, so we assumed we would get a huge number of crashes or other blockers reported. Fortunately, that was not the case. So we decided at short notice to finish a new map planned for next year and to include it into the patch as a small Christmas present for you. We hope that you like the Cologne map, even though it still has a few rough edges that we won't be filing away until the next patch.
We can't emphasize enough how grateful we are for your patience and support with the Early Access of The Guild 3. We would like to thank you once again for finding and reproducing bugs that we missed during the final test runs before each patch. You are really great! Without you, the community, we would not be where we are now: implementing the interiors for residences, churches, arsenal and town hall and finalizing the work animations in the exterior areas of the business buildings! Thank you!
Btw. our internal QA asked me to please include the following plea in this DevDiary: please include your email address when you open a bug ticket in our Redmine bugtracker. We do not have the time to contact everyone but sometimes, in particular when we have troubles reproducing something or we just would like to give you an answer on how to solve your problem, this would be useful - in the latter case also for you ;-) Thanks!
The new year begins for us with the implementation of the interiors for the village church and the city churches. We want you to be able to enter the interiors just like your residence. There will also be objects in the churches that you or your characters can interact with, such as the baptismal font or the donation box. There will be a priest with whom you will also be able to interact. He should then also lead the wedding ceremony if you decide to tie the knot for life :-) In addition, NPCs should now and then sit on the benches in the church to pray. And we of course continue to hunt bugs and balance the game.
In the new year, we will be able to tell you more about the churches and the other planned interiors.
We will now go on the Christmas vacation and gather new strength for the year 2022.
We hope that you can relax as well and enjoy the holidays. See you again in 2022!
Your The Guild 3 team
Patch notes for EA 0.9.16.5 “Vivat Colonia” – December 21st, 2021
Build number: 637514
Hey folks,
Patch EA 0.9.16.5 should stabilize the game so that you should be able to play smoothly during the holidays.
Despite the team heavily working on bug fixes and new features for next year we also invested some additional time to make you a little Christmas present: Cologne! This map also features a small surprise in the form of a "tiny little" new building ;)
And yes, there will be a DevDiary before Christmas in which we are going to talk a bit about our plans for the patch to come. Stay tuned!
Please note: Saved games from EA 0.9.16 will work with this patch, but not all of the bug fixes you find below will then be in effect!
Content - We added the brand new map “Cologne”. Please note that the map is fully functional, but is not finally polished - it is only a “First version”.
Bug fixes - fixed a crash bug when loading a saved game - fixed a crash with a specific graphics driver - fixed an issue that prevented players with non-latin keyboards to type texts in-game - fixed an issue in multiplayer where it was possible for clients to display destroyed buildings after joining a running session - fixed an issue in multiplayer where the characters turned invisible after a building was destroyed - fixed an issue in multiplayer where children remained invisible after they turned 5 years old - fixed an issue in multiplayer where the camera was not kicked out of a residence which has been destroyed while player on the client computer was inside - fixed an issue where the camera was moved to a corner of the map after focussing a character who was in the process of exiting an interior - fixed an issue that prevented you from moving characters who were sitting on two specific seats in the mansion - fixed an issue that caused characters to be stuck when ambushing close to the far trade market on the "Humble Beginning" map - fixed an issue that caused employees to blink out when trying to unload into a full storage - fixed a number of issues with work animations - fixed an issue where employees showed the text "failure" over their heads while gathering resources - fixed an issue that caused actions to sometimes fail when they should only be canceled (e.g. user stops a character that was running to the church to execute another action - in these cases "failure" got displayed) - fixed an issue in the exterior areas of buildings where characters sometimes were ordered to move to a point which was outside of the exterior area
Known Issues - the daytime ambient sounds - like birds chirping - are for some reason played even during nighttime. We will hunt down and fix this nasty bug for the next patch. - some actions like the pray for luck action can’t be executed when several other actions are currently executed on the same building
Patch notes for EA 0.9.16 “Home Sweet Home” – December 9th, 2021
Build number: 636414
Hello dear homeowners,
The development and stabilizing of patch EA 0.9.16 took us longer than we all wished, but reworking a lot of the engine's core functionalities and the game's core systems to achieve moveable and interactable interiors and exteriors is not easily done. But finally, here it is: "Home Sweet Home"!
As mentioned above, we had to dig deep into the core. This is why we sadly can't be sure that we and our QA were able to find and extinguish all possible issues caused by our changes during the stabilizing phase. And we also have a small list of known issues that we still want to work on in the next few days. This is why we are already preparing to bring out a small patch before Xmas this year.
Please support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker. Please do not forget to add save games or crash-dumps, where available, see link to forum
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.
Highlights & Overview
New features: With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses! Content & Balancing: We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders. Bug fixes: While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!
Information for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.
We value your feedback!
Please support us and take the time to give reviews. Thank you very much! If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.16: Link to the survey Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
New features
- From now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences. - Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors... - We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions. - The layout, kind of furniture and lighting of the interiors depends on the level of the residence: the interior of a cottage is poor and dirty, while the interior of a mansion is pompous. - Additionally, even within the same residence level, the furniture of the interior depends on the look of the building itself; cottage number 1 has a different interior than cottage number 2, etc. - Interactable Objects: The interior of your residence holds a number of objects with which you can interact via right-click: -- the workbench opens the building's menu (production menu) -- the family painting opens your family tree -- the abacus opens your skill tree -- the scales opens your budget book -- doors/ladders/curtains/stairs let your selected character leave the house or go to sleep -- chairs/stools let your selected character sit down -- bathing tub (patrician house and mansion only) let your selected character take a bath - Family Life: Family members who are inside your residence with nothing to do will start after a short period of time doing things like cooking, cleaning the house, eating, searching for things and so on. They will receive a little amount of XP for that, which increases with the level of your residence. - Training: Your family members are now able to train their attributes inside your residence. The boost will last for some hours, while the duration increases with the level of your residence. - With patch EA 0.9.16, we implemented Ambient Occlusion (AO) which enhances the engine's possibilities to cast shadows. You can switch AO off and on in the options.
Content & Balancing
- Entry right: Your characters can enter your residences and the residences of allied dynasties. You are not allowed to enter residences of neutral dynasties and of course not residences of dynasties you are in a feud with. - We added an option with which you can enable/disable the camera following a selected character into interiors. - In case you want to start an action with a character to be performed in the interiors and the character is already inside, then you do not have to select a target anymore and the action will automatically start in that interior as long as no one else is already performing the action in the same residence. - Most 'non-aggressive' actions can be performed in the interior of your residence as well. These are for example compliments and giving a present, but not pickpocketing. - We implemented hotkeys for quick access to your party: H = your Avatar, J = left hand, K = right hand. - We included a new section about interiors in the ingame wiki. - We reworked the tutorial to include interiors. - When you are inside a residence with the camera, then you can hear the weather sounds muffled. - Breaking an alliance with another dynasty now has a more severe and longer lasting impact on your reputation with the target dynasty. - You now hear a dialogue and see a bouquet when a character gifts another character with a bouquet of flowers. - Widows and widowers of a deceased true bloodline family member now show a status that explains why they are not allowed to marry again. Note: They can still be 'traded' in a dynastic trade. - We implemented new behaviors for the neutral NPCs in the game: from time to time, they talk to the merchants in their market booths or visit the grave of a relative. During the night, some NPCs go to bed - no, not all, because rogues would have no one to 'interact' with if all were going to bed :-) We will implement more of those behaviors to make the world feel more alive. - Smuggler: all smuggling actions can now be 'illegal' - the game starts with smuggling of rum, contraband and smuggling of goods set to 'legal'. - We raised the political power of the Sovereign: from now on, the Sovereign is the only one allowed to make law changes to controversial laws like ‘Play Music’. - We enhanced the AI further and will do so for the patches to come as well. Multiplayer: We further reduced the network traffic to make your multiplayer experience smoother. - With this patch, we implemented that for each action that requires a target, the validity of the target gets checked again once the actor reaches it. When the target had become invalid while the actor was on the way to it, you will get feedback. This feedback is sometimes not sufficient enough, so we will enhance this system in the patches to come. - We have switched some laws between office chambers to balance out the office powers. - Depending on the achieved title, the penalties in court become more severe. - Walls and furniture will smoothly fade-out in interiors when the camera is close to them. - We splitted the first group of residences in the 'Erect building' menu into cottages and houses as they were treated differently already before but had the same name. - When a residence is selected, you can use the new hotkey 'O' to toggle the camera into the interior or back out. - We added two new buttons in the action bars of characters and buildings: -- 'Focus camera' to focus the camera on the character or building -- 'Look outside' to leave an interior with the camera when a building is selected – Additionally we added a new button in the right lower corner of the game to exit interior views at any time. - The production times for flannel and flower bouquet have been raised. - A number of new character animations and sounds have been added. - We invested more time to balance out the hospital and the windmill, but both professions are still not where they must be. We will work further on it. - From now on, selected characters and focused characters have different selection rings so you have better visual feedback. Please note: selected means that you’ve clicked the character once, focused is when you have double clicked a character (or used the respective button in their action bar), so that the camera follows moving characters. - In order to reduce the overlapping of dozens of characters at marketplaces, we have decided to at least for now hide characters again who found no free standing position at the main market tent. - We changed the amount of items gathering workers bring home at once to reduce gathering times especially at game start. - When selecting one of your characters or buildings, you now have the possibility to cancel the currently performed action via the 'X' icon next to the action icon in the character panel on the bottom left of the HUD. And we have improved the progress display of actions :-) - And finally birds: We have now beautifully animated birds!
Bug fixes
- several issues that led to crashes in singleplayer and in multiplayer have been fixed - fixed a number of issues that led to a crash after loading a saved multiplayer game - fixed a bug that caused characters to heal too fast, especially when they were waiting for a treatment of their wounds; depending on the character level some characters might still have no problems with certain diseases - fixed a bug where the rostrum remained closed after using the "Play music on a rostrum” even if the action was cancelled and the rostrum empty - fixed a bug that caused boats and ships to be blocking each other when reaching the far trade point or their home port - fixed a number of issues in the pathfinding system - fixed a bug that could cause the current production of an employee to be canceled instead of being paused overnight - fixed a bug that - on rare occasions - caused an employee to sleep while standing outside of the building... we called it the 'sleepwalker' easter egg until we fixed it :-) - fixed a bug that made it possible to select boats and ships as targets for a small cake of joy - fixed a bug that caused a banished player party member to stay in the party while the player was unable to use and even kick them - fixed a bug that could cause a banished character to be stuck at their residence or at a far trade post - fixed a bug that prevented evidences for crimes from being created when the action had no character or building as target but a coordinate - fixed a number of bugs within dialogues - fixed a bug that caused the surname of the character not being displayed when applying for an office - fixed a number of bugs that caused texts not to be displayed or displayed just in parts in the multiplayer lobby - fixed a bug that caused a family member who just became an adult while performing a child-only action to become frozen - fixed a number of bugs with the display of attributes in item tooltips and in the character info window - fixed a number of bugs with birthtraits - fixed a bug that messed up the item filters when switching between the building menu of production businesses and residences - fixed a bug that prevented AI dynasties from hiring henchmen after having reached higher titles - fixed a bug that caused the building value to increase dramatically according to the overrated worth of hired employees - fixed a bug that caused heavy rainfall to destroy a lot of buildings on the map in rare occasions - fixed a bug that caused the costs of actions not to be refunded when the performing character was beaten unconscious - fixed a bug that caused warehouse transporters to procure items no matter if the procure setting was checked or unchecked - fixed a bug that linked to the wrong ingame wiki page when using the help button in the window of a new born child - fixed a number of bugs in different maps - fixed a bug that allowed pregnant women to use alcoholic drinks - fixed several localization issues.
Known issues
- The robbers are currently not sleeping in their tents in the robber camp and instead entering the main tent; we will look into that in one of the coming patches - You may notice that while your character is under way to perform an action somewhere, another character may interrupt them with for example the action "Greet someone". The bug here is that your action currently doesn't restart after the interruption. We are looking into that! - With the whole system rework to make interiors and exterior areas working, we still have a number of issues that will be taken care of as soon as possible: -- Many actions with a building as target block other actions that target the same building while the first action is performed -- Workers and transporters may behave a bit strange (nothing severe :-) ) when the storage of a building is full -- In rare occasions, it can happen that a character can not find a valid path to a position on an exterior of a building. We are still investigating this issue and hope to have a solution ready for the upcoming patch.
Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems. If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users\[USERNAME]\Saved Games\Guild3). Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well! It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your 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 #24 - Part 4 “Interiors FAQ” - November 2021
All hail!
This is part 4 of our DevDiary #24 and the last of the weekly DevDiaries - from December on, we will switch back to one DevDiary per month. We weren't able to answer all of your questions about the upcoming interiors in The Guild 3 in DevDiary #24, but we hopefully answered most of your frequently asked questions.
We already told you that with patch EA 0.9.16, you will have access to the interiors of your residences. We will have the patch ready at the end of November / beginning of December - the exact date depends on how well the stabilizing phase goes. A lot had to be reworked to make the features of the game compatible with interiors and exteriors as well. So please expect the patch at the beginning of December.
And now, let's jump onto the FAQ :-)
Q: With the interior of the town hall, will there be a town secretary in the forehall like in the predecessor? A: Yes. And our plan is that you can interact with them. You will still be able to claim higher titles via the UI, but we want you to be able to also interact with the secretary to do that. Please note: like with the other information in the DevDiary, this is just theoretical at the moment.
Q: Will office meetings and the trials be handled via scripted scenes? A: We plan to have office meetings and trials taking place as scripted scenes in the town hall. We can't tell you how exactly they will work at this point.
Q: Ok, we will have scripted scenes... Can you tell us more about this, please? A: The scripted scenes will take place in interiors and the characters are physically present if they want to participate. That means, we will have compulsory attendance for participating characters. So when you marry, your character has to be present in the respective church. Same goes for office meetings and for trials - if your character is not present in the scene, they cannot participate. This is what the design is geared towards at the moment. So please be a bit patient until we can provide you with more details.
Q: You said that we will have access to important menus through clicking on objects. Can you tell us more? A: While being inside your residence, you will find four interactable objects you can right click on: the family painting opens your family tree, the scales open your budget book, the slide rule opens your skill tree and the workbench opens the building menu / production menu of your residence. You can still access these menus via the UI and/or the action bar, of course.
Q: You already talked a bit about it, but I want to know more details: How can I interact with characters who are inside buildings? A: This is a very complex topic and we are still fine tuning it. In general, you are able to perform non-aggressive actions inside every building and in the outer world, while aggressive actions are limited to the outer world only. With “aggressive”, we specifically mean attacking or pickpocketing other characters. If the target is an interior which you cannot access - more specific: a residence of a family you are neutral to or who are in feud with you - then characters are always invalid targets. This makes your residence a real safe haven for your family members. You could still set the house on fire and thus force the family members outside, but who would be this ruthless? :-)
DevDiary #24 - Part 3 “Interiors FAQ” - November 2021
Hear ye, hear ye!
Another week, another part of the DevDiary #24 "Interiors FAQ". So let's jump on your questions... Ah, stop! Next week we will most likely be able to tell you more about the patch EA 0.9.16 :-)
Q: Why was the multiplayer so unstable and/or not functional in the last weeks? A: Yeah, we are still very sorry for that... The reason was not the game's code but the multiplayer platform we use. They had some trouble, but they have it under control now.
Q: You said that you will work on the exterior areas of the business buildings. Can you please tell us more? A: First of all, as we already stated, characters will finally be able to move on the exterior areas of all businesses and will no longer be beamed from point to point. This also means that you will see your workers walking from workplace to workplace doing different production steps like in the predecessors of The Guild 3. And you will see citizens purchasing in your front stores. The only characters you will not see are henchmen who are spying and thieves who break into your buildings.
Q: What are you planning for the interiors of the churches? A: First of all, let me clarify that when we talk about 'churches', we are talking about the public church buildings and not about the buildings linked to the profession of the preacher. Those are business buildings and we don't plan to give the preacher hut an interior. Our goal is that your character has to interact with the churches and/or the interiors of the churches for actions like 'Donate to church' or when you want to adopt a poor orphan. NPCs will visit the church and sit down on the benches for a prayer. And we plan a wedding scene ;-)
Q: Will the church have an NPC priest and the town hall an NPC town secretary with which one can interact? A: We are planning to implement these NPCs. But I can't give you more details on them at the moment.
Q: What can we expect of the interior of the arsenal? Will it be a “dead” interior with no interactivity? A: The interior of the arsenal will include the supply storage/ armoury of the city where for example the smuggler will find some opportunities. And there are stairs into the cellar of the buildings where you can find the city's jail with the criminals being locked away. And we have some other plans for the interior of the arsenal, of which I will tell you more in one of the coming DevDiaries.
Q: What else will the next patch include besides the interiors for residences? A: I give you the short version - all details will be included in the patch notes: besides the interiors of the residences and the family life, you will get dozens of bug fixes, the walkable and animated exterior for all businesses, some new city NPC behaviors, some new actions and a lot of new animations and sounds.
DevDiary #24 - Part 2 “Interiors FAQ” - November 2021
Hello Guilds fans,
This is part two of DevDiary #24, where we answer some of your frequently asked questions about interiors. Let's jump into it:
Q: In the teaser video from last week one can see a woman climb up a ladder and disappear. Can you tell us more? A: The ladder leads to the sleeping room/attic of the residence. Characters climb up the ladder when they go to sleep or when couples want to show each other their collections of post stamps :-) In other residences, characters reach the sleeping room via a door or stairs. The sleeping room is the only room in the residences that we do not visualize - The Guild 3 is not this kind of game ;-)
Q: In the teaser video one can see characters prepare meals and eat them. Is eating an important thing in the next patch? A: To be honest, we talked a lot about implementing 'thirst and hunger' into The Guild 3, as I and my colleagues from 4HEAD have done years before for The Guild 2. We were of the same opinion and decided not to implement this feature. The Guild is not a survival game and 'thirst and hunger' would mean too much micromanagement. On the other hand, a good representation of a family life needs cooking and having meals. So your family members cook and eat but they do not satisfy any need through that.
Q: Let's hit the nail on the head: which buildings will get interiors? A: All residential buildings, all churches and cathedrals, the arsenal and the town hall will get an interior. We will reveal more information in the coming developer diaries.
Q: What is your main challenge when implementing interiors into The Guild 3? A: Well, the whole thing is not trivial, to be honest. But one of the most tricky parts is implementing the actions and how they interact with characters, families, buildings and coordinates! We have more than 380 actions (including player actions and actions only for the AI) in The Guild 3. Before we implemented interiors for the residences, the game took only place in one large world plus a number of fixed cutscenes. Now, we have the large world, we got rid of the fixed cutscenes and added one specific interior for each residential house in the world - e.g. 40 houses means 40 unique interiors which technically each behaves like an own little world. So characters can be present in the large world or in one of those 40 unique interiors. In this setting, of course, characters from different “worlds” want to interact with another character. So we have to consider a) the location of the acting character, b) the location of the target character, c) the path and the waypoints the actor has to take to reach the target, d) if the actor is allowed to enter the location of the target, and e) if the access rights of the actor or the status or the location of the target have changed while the actor was under way. Pew... and now do that for all the actions in combination with all interiors :-) We are still in the process of checking and re-scripting actions.
DevDiary #24 - Part 1 “Interiors FAQ” - November 2021
Hello fellow Guildians,
A lot of questions reached us since we revealed our plans for interiors of the residences in The Guild 3. So instead of writing about what we think is important regarding the interiors we have decided to answer your frequently asked questions over the course of November. We have split the DevDiary #24 into several parts and we will post one part each week in November.
Q: How will the interior of my residence affect my gameplay? A: First of all, your residence is the home and safe haven for your family members. No one other than your own family and the family of allied dynasties can enter your residence. Secondly, all family members without a task will start performing family life actions - a set of random tasks inside your residence. Thirdly you have access to a number of actions which are only available inside the residences, like taking a bath or laying down to sleep. And you have access to some important menus via clicking on specific objects, like the production menu of the building or your family tree.
Q: Will there be more interiors than only for residences? A: Yes, we will add more interiors to the game than just for the residences. We will reveal more in the coming parts of DevDiary #24 :-)
Q: Will there be interiors for business buildings? A: Interiors for business buildings are not planned. Instead we will rework the exterior area of each business building. We really like the idea that the player can see the workers outside doing their tasks and thus bringing more life into the entire game world. To make the whole production process look more natural and realistic our workers will walk between their workplaces and in the evening they will go to sleep. The current teleporting will come to an end. On top of that also your characters will be able to access/walk on the exterior area of many buildings.
Q: What about politics and the office sessions? A: Well, it is a bit too early to reveal our plans regarding this topic. But we definitely have something in mind for the town hall :-)
Q: Will you focus on interiors only from now on? A: We have to invest more time into the interiors and all system reworks that come with the interiors, but AI, economy, NPC behaviors, balancing, guilds, politics etc. will still be worked on until we are satisfied with it.
DevDiary #23 "A short video can tell a whole story..." - October 2021
Hello everyone,
This time we have something very special for you: a video teaser instead of a written developer diary - have fun watching it :-)
[previewyoutube="SlgSqy7pn38;full"]
Developer Diary #23 (October 2021) will be a bit late...
Hey folks!
The developer diary for October will be a very special one this time, but unfortunately we have to delay DevDiary #23 until next week. Please be patient for a few more days.