Welcome to the census the fine people of these cities and towns you conduct your business in require naming. The info we need is very quick and simple, so as allow you to have your name added to one of your favourite games
We will need
1.: yours or a friends first and last name
2.: proof of purchase which is a screenshot of either: https://www.gog.com/account/settings/orders (with "The Guild 3" shown as order) or https://store.steampowered.com/account/history/ (with "The Guild 3" shown as order)
3.: Send us this information in an email to MrHome@thqnordic.com and look forward to your name in the game soon.
Disclaimer: We will not be able to include all names due to restrictions to the amount of people in a game each playthrough, but we will include as many as possible.
at the end of the census, we will sift through the offered names and add them over time to the game.
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Werte Mitglieder der Gilde!
Willkommen zur zweiten, offiziellen Volkszählung! Die Bewohner eurer Handelsstädte brauchen Namen - und ihr könnt helfen.
Um euren Namen im Spiel einzubauen, benötigen wir zunächst ein paar Informationen von euch:
1.: deinen Vor- und Nachnamen oder den deines Freundes/deiner Freundin.
2.: einen Kaufbeleg in Form eines Screenshots auf: https://www.gog.com/account/settings/orders (zeigt "Die Gilde 3" als gekauft) oder https://store.steampowered.com/account/history/ (zeigt "Die Gilde 3" als gekauft)
3.: Schickt uns diese Infos in einer Email an MrHome@thqnordic.com und freut euch schon bald über euren Namen im Spiel.
Disclaimer: Wir können nicht all eure Namen ins Spiel aufnehmen, da die Anzahl der Personen in einem Spieldurchgang begeschränkt ist, aber wir werden so viele wie möglich einbauen.
Am Ende der Zählung werden wir die von euch zugesandten Namen sichten und dem Spiel mit der Zeit hinzufügen.
DevDiary #22 “Testing The Guild 3” or “A Horse walks into a Church...” - Septemb
Hello Guildians,
In DevDiary #21, we talked a bit about our version management system and the importance of the Stabilizing stream, where our QA is hunting the last severe bugs out of the build before it's being launched. This time we want to align the spotlight on our QA - or in other words: on their funniest moments in the past months... not that they have much to laugh nor the time to laugh... but that's another story :-)
The milestone The 12th of August was an exciting day for our development team: our project tracking system finally hit the 10,000 tickets “milestone”. The ticket with the number 10,000 had the nice title “As a player I want that women do not drink alcohol during pregnancy”. *sigh* How did this happen, again? In patch EA 0.9.14, we improved the AI and of course when our AI dynasties started to have a life of their own, the game became more interesting but at the same time also more unpredictable. It was a huge new testing field for our Quality Assurance. Now, the AI was able to use items and while some AI characters bought themselves something to eat or something useful like bombs and horse carts, others - especially pregnant women - decided to get drunk. Well, drunken pregnant women were definitely not our intention and neither were “double-pregnancies” that happened in a version some months ago…
Toilet paper, “Dancing with logs” and "Meatballs" One small mistake with the item category IDs and the bandage - the icon has a similarity to a toilet paper roll - ends up under “livestock” which was quickly sarcastically commented by one colleague with "see, even in TG3 toilet paper became an essential these days". Small mistakes in the alignment of equipment might make the gleeman play the flute with his/her nose and adding an item to the wrong animation makes your characters dance with a wooden log in their hand. A minor change in how to target other characters can lead to huge meatballs on the streets. Who would have thought that characters on the balcony of a building cannot be reached from the street, which is why all those who have chosen this character as their target gather in front of the building and form a big ball of meat ;-)
Running on water, the horse in the church, the apocalypse and what we do against it Want some more? You change the pathfinding for the characters to make them move more naturally and they will start to run on water. You clean up the way the character equipment is handled and a horse will show up in the church. You change the balancing of the diseases and the AI families will not make enough money anymore because their transporters and workers are part of a historic Zombie epidemic. Every moment something might break while the game is already in Early Access. That’s why we go into a stabilizing phase for a couple of days before we release a new patch. During this time, we only fix game breaking bugs and make minor feature tweaks and give our QA some time to test the entire game. But even with this strategy, there is always the constant threat that we won’t find that last game breaking bug which was introduced by the fix for another game breaking bug that was caused by a minor feature change in a completely unrelated area of the game... where “nothing absolutely nothing could go wrong”.
Our Quality Assurance team is doing a great job, often with a lot of overtime especially during the stabilizing phase. And as you see here, they have a good sense of (gallows) humour :-) Because of the many interconnections of the features in The Guild 3, something can be overlooked, so if you find a bug during your play, please do not hesitate to contact us via our Redmine bug tracker and we will take a look at it. Thanks alot!
Before we come to some of your questions from Discord, the forums and those that we received via PM or email, we want to shine a bit light onto the coming patch EA 0.9.16 . Well... it is in development :-) Ok, that's not enough info, I know... Besides the obligatory bug fixes and balancing efforts the team is very busy with a cool new feature for you. As this feature is still in development for a while, we will talk about it in a coming DevDiary. Sorry that you have to wait a bit longer for more information. Patch EA 0.9.16 is expected to be ready in November. We'll let you know when the launch date is set.
Q: Is Multiplayer already working? A: We find this question popping up from time to time :-) Yes, multiplayer has been enabled since September 6th in 2019. Before that, we enabled it in a public test branch on May 31st in 2019. The start was a bit bumpy, but most of the connection issues and hiccups in multiplayer are solved to date. The feedback we receive since a while regarding multiplayer is mostly positive, with few exceptions we are still working on.
Q: I don't make much money with my rum den, even though I have enough rum on stock and I lure citizens in constantly. What am I doing wrong? A: The rum den is not meant to be self-sustaining when you play it as a pub alone. Keep in mind that you play a smuggler and not a bartender :-) As a smuggler, you smuggle rum and you lure people into your pub, just to receive valuable information from your customers. So when one of your workers who served your customers heard one or more of this information, they will have a much higher chance of bringing back items of high value, especially with the smuggler actions of building level 2 and 3. Building level 1 may need a bit more balancing regarding its income - we will look into that.
Q: Why are my workers still producing items, even though the storage maximum is already reached? A: The rules set in the storage are applied to transporters, what they can take out or put into each business storage and what not. Storage rules are not applied to the workers working in a business. If workers are supposed to only produce a certain amount of items, then that can be managed with the production order list.
Q: Why are my transporters not doing anything after I created a manual route and assigned it to them? A: There are many possible reasons for transporters not responding when they are assigned a manual route. Please note that it is possible to assign a route, even with issues in the route. There are pop-ups to warn you, but it is possible to ignore them. Following that, new issues might be missed until you enable warnings again in the ingame options section “Game”. It always makes sense to double check the storage rules. If the maximum amount is reached, they will not be able to drop the items or remove items that would set the storage rules below minimum. Similarly, if the storage is just completely full. In other cases, the transporter might have been paused and they need to “resume working” in order to work on the manual route. If it is night time, they might be resting and will resume their work in the morning. Any worker will automatically seek treatment, if they are sick, so while you see them in the business overview, they might currently be waiting in line to see a medicus. Transporters also wait for a bit before they start or continue their route, so it always makes sense to watch them for a bit.
Q: Why is the max zoom-out distance so big that I can hardly see my character on the map? A: As some players want to be able to zoom out more and some players want to have the camera closer to the character we made this setting configurable. You can adapt your max zoom-out distance in the “Controls” section of the ingame options menu. When you pull the slider to the very left the max zoom out distance will be much closer.
Patch notes for EA 0.9.15.1 - September 7th, 2021
Build number: 627482
Hello everyone!
This hotfix patch contains a bugfix for a very nasty crash issue in multiplayer as well as corrections for a number of text issues in the newly localized texts.
Please note: saved games from EA 0.9.15 will work with this patch.
Bug fixes - fixed a bug that led to a crash on the client's side in a multiplayer game when a transporter or a worker was sent to be treated - the item "rum" was not selectable when setting up a trade route - please see the 'Known Issue'! - fixed several text issues in all localizations - thanks for your great help in this matter :-)
Known Issue - in trade routes it can be set that the transporter should buy "rum" at the marketplace. However, "rum" cannot be bought and instead has to be smuggled. We'll take care of it in one of the upcoming patches.
Patch notes for EA 0.9.15 “Visit the rum den!” – September 2nd, 2021
Build number: 627026
Hello Guild fans,
The team had a lot to do with the groundworks for the features and the new content of patch EA 0.9.15 and for the coming patch (we will shine some light on what is planned next in the coming dev diaries). Nonetheless, we’ve achieved a lot of cool stuff that you now have the chance to play yourself. As always, we appreciate your feedback and your bug reports.
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Highlights & Overview
New features: We implemented a player party formed of three of your characters, the brand new rogue profession smuggler, a rostrum where you can speak to the people in your city and implemented 16 new actions (including the actions of the smuggler). Content & Balancing: Besides the translation of all current texts in the game, we continued to work on the AI and on balancing. Customers of service providers like the inn or the herb hut will from now on consume specific items if you have them available in your storage. Diseases have been reworked and they will occur again. And we reworked the structure, pictures and content of the ingame help to make some topics clearer for you. Bug fixes: We have fixed more than 30 major bugs, including crash bug fixes and issues with the pathfinding, plus more than 50 minor issues.
We value your feedback!
Please support us and take the time to give reviews. Thank you very much! If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.15: Link to the survey Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
New features
- with patch EA 0.9.15, we implemented a player party consisting of up to three main characters, mandatorily including the family's leader (your Avatar) and up to two more adult family members (left hand and right hand) of your choice. These three characters are displayed underneath the dynasty panel in the upper left corner of the HUD and you can perform more actions with them than with the rest of your family. The new player party replaces the former Avatar-spouse-heir group. -- you can dismiss or promote the left and the right hand, but be aware that dismissed characters will be disappointed with your decision - new rogue profession: the Smuggler. This new profession is a hybrid of a typical rogue profession and a service provider. While on one hand your employees smuggle rum and other valuable goods, other workers try to lure citizens into your business, which officially is a rum den. People drink your rum and while you earn money through that, the main reason for serving rum is because it loosens the tongue of the revellers and there is a chance that you hear some information that makes your smuggling more profitable. -- three new smuggling actions which target the port and/or the arsenal of the city -- a new action to lure people into the rum den, plus the chance of getting some information for better smuggling opportunities when people have a drink in the rum den -- the smuggler has been added as a start profession of the career game mode - new buildable city decoration: the Rostrum. You will be able to perform a number of actions on your rostrum, like holding speeches, playing music or giving a public banquet to lift the popularity of your dynasty. - customers of service providers (barber, inn, herb hut, hospital, apothecary and the new rum den) will from now on consume goods out of the building's storage. So if your inn has some beverages and/or food on stock, you will earn more money. -- the herb hut will no longer be able to treat leprosy and the plague, because only the hospital has the knowledge and the medicine for that -- we added the new medicine item 'herb bandage' to the herb hut -- we added the new medicine item 'fever syrup' to the hospital -- we added a new action that characters with the diseases leprosy or plague can use to visit a hospital -- especially the barber and the inn should no longer be crowded with customers directly after the game started, so the owner has more time to prepare for customers -- please note: customers will consume specific items when they use one of the building's services (please see the description of the service action to know which items you should hold in stock). The extra payment for the consumption is currently a fixed price. - there is a new action with which you can promote your businesses - your character will move in front of the building and praise it, and as long as the character is doing so, the business will get a 'customer satisfaction' buff if it has a front store or the workers get a 'motivation' buff if the business does not have a front store - added a new action with which you can throw a few coins into a well and pray for a bit of luck. Luck influences your chances (a tiny bit) when playing dice, on far trade trips and journeys or when starting a romance. You can also get a bit of luck when you equip a hares paw or a lucky stone - many of you asked for a contrary action to the 'Greet someone' action. Now you have the new action 'Laugh at someone' - it's your own fault if you try that one out ;-) - we added a new action that enables you to tear off pamphlets from one of your buildings that an opponent of yours has placed there - NPCs can sit on stools and benches and before patch EA 0.9.15 your characters weren't able to do that as well. That has changed now, just click RMB on a bench in case you feel like resting :-)
Content & Balancing
- instead of fading out the landscape in the distance, the horizon is now hidden by thickening fog. We think that this looks much more natural and, above all, more atmospheric. Let us know what you think about it. - the range of actions the AI can use has been increased greatly - we will continue to enhance and balance the AI with every new update of the game -- please note: some of our testers gave us the feedback, that the AI seems to be a bit weaker with our latest changes. If you notice the same, then please give us feedback on this. Thank you :-) - all current texts in the game are fully translated into English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese - we have balanced the diseases and poisons in the game and from now on diseases happen more often again - however, to not let everyone die in the blink of an eye they are still not an every-day-event. -- there are two new events for NPCs: one can cause an accident that lowers the HP of the respective character and the other causes the (natural) poison 'Anthony's fire' that needs the character heading for an apothecary to be cured - for AI characters, distances have more impact on finding valid targets for actions - it can still happen, but in most cases AI characters (and NPCs) should not run very very long ways if they eg want to greet someone or sit on a bench - with patch EA 0.9.15, we increase the possible number of children per dynasty for a bit again - we added a new functionality that allows our designers to set storage rules for specific items per building - especially items that are needed for the services of a building have a higher default stock limit now - we revised the structure of the ingame help to enhance the general readability. We reworked texts, bolded headlines and replaced and added many images in the ingame help to make the topics more understandable. Especially the production should be better explained now - NPCs should shop in the the front stores and marketplaces in their own village or city district more often than in the ones outside their neighborhood; this also makes your relationship with the NPCs and the customer satisfaction of your business more important if you want people to shop in your front store - the action to fake evidence against your opponents is now additionally sending out a message to the victim - more dialogues have been added - several action icons have been added to the game - the item 'Cream cake' can now be presented as a gift to someone else - as its description already stated
Bug fixes
- fixed a bug that could lead to a crash of the game when the dynastic trade menu was opened - fixed a bug that would lead to a crash of the game when an AI controlled character tried to perform a post-combat action (e.g. break bones) on an already dead character - fixed a bug that could lead to a crash of the game when the player left a running game to the main menu - fixed a bug in the pathfinding that caused characters to gather in a point on a street, preventing them from walking away until the game was saved and loaded again - fixed an issue that caused a lot of network traffic in multiplayer games every ingame hour - fixed a bug that allowed players to hire family members as workers in their storage barns and warehouses - buildings which were already placed on the map when a new game started got their specific base effects and buffs (like productivity bonus) twice - fixed a bug that allowed characters to target burning or closed service providers in case they wanted to use a service the building offered - fixed a bug that prevented the item painkiller to cure leprosy and the item wonder cure to cure the plague; now both items have a chance to cure these diseases - fixed several bugs in the evaluation process of the AI for targets of actions - fixed a bug that would cause a change of relationship of the target character of an action to be shown above the source character - fixed a bug that led workers to inherit the buffs of the building they were sent to, even if that building was not their employing business - so thieves could get the buffs of the building they were breaking in. From now on, the workers always inherit the buffs of the employing building - fixed a bug in multiplayer where equipped items such as torches could remain on the ground after a character has died - fixed a bug in multiplayer where the horses of supply transporters could remain standing around at far trade markets after the transporters had finished their route - a sabotage action against a building that caused a damage over time - e.g. a fire - hadn't sent a notification to the owner - fixed a bug where members of the players family hired in a business could not be fired when a trial was pending - several issues with political powers have been fixed - several issues in the maps have been fixed - the orchardist hut, preacher hut and city preacher hut lacked fire effects/particles when burning - fixed a bug that would allow the actions 'ambush' and 'find evidence' to take place outside of usable streets - fixed a bug where the dice table of an inn was still available when the business had been closed through the 'audit the books' action - loading screens and the guild logo are now resizing properly and are not being cut off anymore - the rostrum and the statue can now be seen and filtered by the the “Other Building” category in the area map; rostrum and the statue are now listed in the “Other owned buildings” category in the building quick access list - the extinguish fire animation displayed the torch and the bucket at the same time - a number of issues with the displayed texts of trade opportunities have been fixed - it was possible to enter the statue with a character - fixed a number of bugs with existing dialogues - fixed a number of issues with the multiplayer lobby - fixed a number of issues with models and animations - fixed a number of issues with localized texts
Known issues
- the economical balancing of especially the windmill, the hospital, the tailor shop and the thieves hideout wasn't finalized for this patch - we are already working on it for the next larger patch - many diseases do only have a minor impact on your character’s health to avoid entire families being wiped out by diseases. We will step by step tune the disease values for the next patches to avoid mass-dyings. - the newly localized texts might contain some errors as they still need to go through our localization QA
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 #21 “The patch is close to being shipped!” - August 2021
Hello everybody,
In this DevDiary we want to tell you how things are going with the upcoming patch EA 0.9.15 and when you can expect it to be released. We also want to give you a little insight into the development processes - we have already talked about this in detail before, but for a better understanding we want to give a brief introduction to the topic again:
In the development of The Guild 3 we use a so-called version management system, which you can imagine as a kind of database: every single file - every image, every script, every text file, every sound file and every single file with source code - is sorted there. If someone from the team wants to edit a file, then they have to check it out of (“remove it from”) the version management system in order to prevent others from editing it at the same time and thus prevent simultaneous, possibly conflicting changes. When they have finished editing the file, a short function test is carried out. Then the file is checked in again and stored in place of the old version. However, the system saves the older version of the file as a revision so that it can always be reverted to earlier versions if something went wrong. You can think of it as a pile of files.
The top level of our version management system consists of the so-called streams. We currently only use two streams: Mainline and Stabilizing. All new developments are made in Mainline. As soon as a version is fully developed, it is moved from Mainline to Stabilizing, where it is “stabilized”, in other words: intensive testing, bug fixes and balancing. Development of the next version will then begin in Mainline.
Patch EA 0.9.15 is now in the Stabilizing stream, where we are fixing bugs with the new features and continue to balance the game. We assume that the patch will have to stay in Stabilizing until at least the end of August before we can put the package together and give it to the final test. If we get the green light from there, it can go live in early September.
The patch will not only include bug fixes and balancing, it also contains the player party of three characters, the new rogue profession ‘Smuggler’ and a rostrum from which you can speak to the citizens. Also included is that customers of businesses providing services have the opportunity to consume items out of the storage of the business. The patch will include some more interesting things, of course :-)
And now to some of your questions from Discord, the forums and those that we received via PM or email:
Q: When will I finally be able to play the game entirely in my native language? A: The upcoming patch EA 0.9.15 will have all current texts in the game fully translated into English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese. We will likely add more text in the coming patches that will not immediately be localized into all named languages.
Q: Are you going to add the option to play on dedicated servers? A: To explain: A dedicated server is a computer that hosts the game world but does not participate in the game itself. So it continues even after all participating players have left the game - unless you stop it. Our multiplayer system always requires a host who takes part in the game as a player. When the host leaves the game, the role of the host is transferred to one of the clients. So the answer is no.
Q: What does a higher or lower level of difficulty actually do in the game? A: The level of difficulty in The Guild 3 affects several elements of the game. If you play on "easy", then your costs for some actions will be lower, the chances of success for some actions will be higher, the wage costs of your employees will be lower and you will start with more coins. The AI, on the other hand, has higher costs for the same actions, the chances of success for the same actions are lower, the wage costs for employees are higher and it has less start-up capital. And on top of that, the AI will have slower thinking processes and assign tasks to its characters slower as well. So while you get a lot of advantages, AI has disadvantages and the AI dynasties will develop more slowly. If, on the other hand, you play on "hard" or even on "impossible", then you have the disadvantages and the AI gets advantages. We are not completely satisfied with the levels of difficulty yet and will continue to work on them.
Q: The in-game performance suddenly drops and I have only a few FPS left. What can I do? A: Of course, several problems can trigger this behavior. But it definitely makes sense to check your settings in the game's options. The “ultra” shadow quality is currently only recommended for graphics cards with at least 8GB RAM. If you have less memory, you should definitely switch to “high” or lower. You can raise the performance further by deactivating the “water reflections” or reducing the “resolution” in the game by making the window for the game smaller or by setting a lower resolution in “full screen mode” or “full screen window mode”.
Q: A while ago it was possible to send you my name so that it would be used for a character in the game, but unfortunately I can't find my name anywhere... A: Since the game randomly assigns the names to characters, it can sometimes take a while before you can find your names above one of the characters. In any case, please make sure that “Add EA Names” is enabled in the options under “Game”.
Q: Will the campaign ‘Your name in game’ happen again during the EA? I would love to find my name in the game. A: We are considering starting the campaign again in a few weeks.
DevDiary #20 “Luck is on your side!” - July 2021
Hello everybody,
In DevDiary #19 in June we talked about the new rogue profession "Smuggler", the new 3 characters player party and that we plan to have all texts translated into French, Italian, Spanish, Polish, Russian, Korean, Chinese and Japanese. In this DevDiary you will learn about some of our plans for the coming patch EA 0.9.15 and we answer some of the questions you addressed in Discord and in the forums.
Luck and bad luck! For those of you who haven't noticed: yes, you can find it in The Guild 3. For example, put on a lucky stone or a hare's paw and you'll be a little lucky. Luck has rarely been taken into account so far, mainly in dice games in the inn and a few other actions. Incidentally, your bad luck got bigger when you lost at the dice game. With EA 0.9.15 luck (and bad luck) will be taken into account on more occasions, for example when you are starting a romance or when traveling long-distance. And there will also be a new action with which you will be able to get a little more luck (or bad luck) for a short time.
Many of you have been waiting for customers of the inn to consume drinks and meals and the customers of the barber to consume soap for a long time. And they will do that in the coming patch! While the basic income for services will be lower, the overall income can even be higher than in previous versions. The same applies to the hospital, apothecary and herb hut: the patients consume medicine when they are being treated.
Another innovation will be the “rostrum”. As soon as you have achieved a high title and have the necessary amount of coins, you will be able to erect a rostrum in the city and boast about your achievements, juggle, play music and win believers, of course with greater chances of success than if you simply do this on the street. In addition, we have given the “banquet”, which you can produce in your mansion, a further possibility of usage: From now on, you can not only give a family feast in your mansion, but also a small city festival from your rostrum.
And now to some of your questions from Discord and the forums that we want to answer for you here. We know there are a lot more and we will try to answer them bit by bit.
Q: Can we have a setting to play with 0 opponent dynasties for people who just wanna chill and roleplay in the game? A: Yes, this will be possible. We are considering it for one of our future updates.
Q: Is it intentional having the ability to marry NPCs who carry a lot of items in inventory, and be able to sell said valuables after marriage? A: This is something we have been discussing internally a lot for a while. The reason why NPCs carry items is that robbers and thieves can... ehm... earn money with their... ehm... job. So NPCs have to carry items they purchase in front stores or at the market. And some players are waiting to marry until the future spouse has some dowry. In the future NPCs will alter their inventory more often. Please tell us what you think of that in the comments.
Q: My transporters spend too much money on backpacks and/or carts without me telling them. When will you change that? A: We already have a solution for this! You can go to the “Game” section of the ingame Options and uncheck the “Automatically equip transporters”.
Q: Can we please have the option to auto-leveling of our characters? Especially in longer game sessions this becomes really annoying. A: You can go to the “Game” section of the ingame Options and check the “Automatically level up workers”
Q: The game starts with loud sounds in the start video although I have turned Music and SFX volume down... A: Since version EA 0.9.14 you can adjust or turn off the video volume in the “Sound” section of the ingame Options.
Q: Why does my storage always run full? Why is the game ignoring my storage limits? A: You set a maximum limit for a product but it seems as if the limit is ignored and the storage runs slowly full. As an end result, your production comes to a complete stop because there is no space in your storage left any more. The main culprit of the described problem is - not in all but in many - cases a too small number of transporters. Why? The transporters are the masters of the storage rules. They pick up all the products which exceed the maximum limit and sell them to the markets. They are the only ones who balance out the limit in your businesses. If your workers are faster in producing than the transporter picking up items and selling them, your storage will overflow. Thus, it is highly important to always keep an eye on the workers/transporter ratio of your businesses. Some businesses will need more transporters and less workers and some less transporters and more workers to reach a good balance. With hotfix patch EA 0.9.14.1 we fixed a problem in some of the businesses like the herb hut or the orchardist. Those businesses will gather many plants or fruit in a very short time. So far, they had only one transporter and their storage ran easily full over time. With the hotfix, you can unlock a second transporter in the building add-ons in the respective buildings. This should even out problems with transportation times and clogged storages in these buildings. Please let us know if you still experience problems with clogged storages.
Q: Why does my transporter run all over the map to sell an item? A: Our market prices are driven by the system of demand and supply. When the amount of an item in one market is too high, prices for this item will drop for this specific market. Thus, selling the same item to the same market every time will lead to prices below the production costs and the business will not be profitable anymore and as a consequence go bankrupt. Because of that, transporters need to travel to other markets even if they are further away from the business to keep it profitable. In case the transporters can't keep up with the workers due to the longer distances, it might be a good idea to either hire an additional transporter or to construct a warehouse/storage building close to your affected businesses to serve as a strong and reliable supply hub for your businesses. Please take into account that transporters who travel far might run more frequently into an ambush. Unconscious transporters or transporters who are waiting for treatment might also have a severe impact on the execution of your storage rules. To solve that problem, you can either hire more transporters, equip your transporters with some nice and shiny weapons, hire a henchman for them, find the culprits and get “creative” :-)
Patch notes for EA 0.9.14.1 - July 15th, 2021
Build number: 624452
Hello everyone!
We’ve watched the crash reports after the update EA 0.9.14 closely and made out some major issues that caused crashes and two bugs with storage rules and/or transporters. We decided to investigate and to provide you with the hotfix patch in order to solve the mentioned issues before our next larger patch.
This hotfix patch includes the following bug fixes and changes: - Fixed a bug where the game crashed on load after the main residence was switched - Fixed a crash where the game crashed after clicking on a dialogue with an NPC - Fixed a crash where an AI family without an appointed heir had a new child - Fixed a couple more errors that could potentially lead to a crash - Transporters - numbers: added a second transporter to the Herb Hut, Fishing Hut, Potter, Orchardist and Windmill that can be unlocked in the building's add-ons - Transporters - supply: fixed a flaw where markets or businesses at which only few required items were available were considered more attractive than stops where a full item order was available
Please note: saved games from EA 0.9.14 will work with this patch. The additional transporters will however only be available in newly created saved games.
Known Issue - Some business buildings might make more money after the recent changes. We will balance this out in one of our future patches.
Thanks for your patience and stay tuned for the new DevDiary next week!
DevDiary #19 “All power to the Party!” - June 2021
Hello everybody,
As you know, we want to launch patch EA 0.9.15 in August. I would like to spoil today a few things we are doing for the update.
First of all, we continue to work on AI and on balancing. Your feedback so far has already given us some valuable input. Please don't stop giving us more feedback on these points. Thanks!
With patch EA 0.9.15 we will update our in-game tutorial wiki. The tutorial wiki should then contain the information and explanations about the recent feature updates and the style and visibility of the texts, as well as the images in the wiki, will also be improved.
In the patch notes of EA 0.9.13 in March this year we hinted that we work on a new rogue profession. And yes, that's true! This new profession is the "Smuggler". Officially the smuggler manages a smeary rum den no one really wants to visit. So the smuggler has to send out their workers to lure in citizens. Once in, they drink and some of them might talk. The main reason for the smuggler to serve rum to the revellers is to get information about opportunities to smuggle goods, so that they can send out their workers to get their hands on valuable goods. The smuggler may even be lucky and get possession of some exotic wares. Smuggling can be very profitable and dangerous alike, keep that in mind.
Now, let me tell you something about another of our core features of the next patch. Before I’ll go into the details, I'll let the cat out of the bag: with EA 0.9.15 you will get a real player party with 3 characters! The first and most important character of your party is and remains the head of your family / your Avatar but additionally the game features now also a “left hand” and a “right hand” of the leader. The left and right hands can be replaced anytime by the player, although the characters won't really like it if you throw them out of your party. Your avatar will not just give up his or her position unless the character dies or leaves for the monastery. As before, the heir will then take over the leader's position of your dynasty. The members of your party can use more actions and artifacts than your other family members. The party is displayed prominently in the HUD. You have access to the 3 characters at any time and you can always see what they are doing or what is happening to them.
We are all very excited to see what you think of it!
Finally, I would like to mention again that with patch EA 0.9.15 almost all texts will be translated into French, Italian, Spanish, Polish, Russian, Korean, Chinese and Japanese. Texts that come into the game after the patch will at least for a while be in English and German only. We will take care of translating them later.
In DevDiary #20 next month I'll talk a bit about another cool feature and about some of the new actions in patch EA 0.9.15 :-)
Patch notes for EA 0.9.14 “Uprising of the AI” – June 9th, 2021
Build number: 622947
Hello Guild fans,
The team worked really hard on this patch, fighting the constantly shrinking number of bugs, balancing the gameplay and adding new features at the same time. It has been one of our biggest internal milestones and we are very happy that we were able to achieve it! It is not the final iteration of these improvements, though. We will continue to work on them. Nevertheless, we didn't want to keep you waiting any longer and we are also very excited about your feedback :-)
We changed the format of the patch notes and have split them into two parts: the first of which contains the foreword and an overview of the current patch - so in case you just want to skip through the patch notes you will find the highlights in the first part. The second part includes all details to the patch. And as usual, you can find the link to the latest survey at the end of the patch notes.
You might notice that we have removed the passages about our next plans, because from now on, we will reveal some of our plans in the monthly DevDiaries. While we still want to talk a bit about the things happening during development, we will as well give you a bit of a forecast on what you can expect.
Please support us and take the time to give reviews. Thank you very much!
Addition from June 11th 2021 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.
Overview
New features: With EA 0.9.14, we implemented a feature that allows you to add fan-translated text files more easily to your game. You will also find four different ground texture sets in the game, that give the single scenario maps a much more unique style. Content & Balancing: The most important updates here are unarguably the changes in the levels of difficulty and the AI. With this patch and with the coming patches, the game will be more challenging, depending on your preferred difficulty setting. The AI will not be perfect in EA 0.9.14 but the AI characters will start to act more like real entities with more defined objectives. We will be constantly working on our AI-tuning for the next patches. Bug fixes: We have fixed more than 50 major issues and more than twice that number of minor bugs, including 13 bugs that led to a crash of the game.
We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.14: Google Form Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
New features
- Over the course of the last months, a number of fan-translators asked for support for their fan-translations. So this feature is especially for you guys :-) All you have to do is copy one of the existing "locdirect_[language].loo" files in the folder "media\localization" and name your copy the way you like, e.g. "myFanTranslation.loo". Then translate the text keys you want and delete the ones that you don't need. You can even split your translation into several files, like "myFanTranslation1.loo", "myFanTranslation2.loo" and so on. When the game starts, all entries in your "*.loo" files will replace the texts in the language you have chosen in the options menu. -- please note that The Guild 3 supports all characters in the "Basic Multilingual Plane" (BMP) -- another side-note: as mentioned in DevDiary #18, we will add fully translated texts in all languages in the game in July or August. New texts after that point in time will be translated at a later time, but the bulk of the texts will be translated then. - our scenario maps now support different ground texture sets. We have implemented three new ground texture sets which you can find in Wenighusen (Tutorial), Heligoland, Paris and in London. We are very curious what you think of that :-) - transporters are now able to replace their carrying bag or cart with an item of a higher tier - in the options of the game you can enable or disable that behavior
Content & Balancing
- Level of Difficulty -- the level of difficulty now affects several aspects of the game, like prices for employees and prices for a number of actions -- reputation changes due to some actions, mostly interactions, are influenced by the level of difficulty -- the level of difficulty for human players and for AI players are applied contrary: if you choose "easy", the AI dynasties will play with "hard", and conversely. - AI -- the AI can and will from now on use all available artifacts - be careful to not be bombed away! -- the availability and weighting of the actions of the AI archetypes have been completely reworked. AI dynasties should now act more logically and with focus on specific goals. Please be aware that this focus can shift a bit over time and sometimes a dynasty might follow some hidden goals. -- AI characters can equip special artifacts, like the hare's paw or the rat companion, and get rid of useless items, like the old boot -- the plot of land where the AI places a new building is from now on chosen in an intelligent way, considering distance to marketplaces or other businesses and dozens of other parameters (see DevDiary #17) -- from now on, the AI will erect more new buildings on city grounds as well, including higher tier residences -- possibility and frequency of denounce and praise actions have been reworked in a way that they aren't performed so often anymore -- the AI now considers own buildings and unlocked skills when receiving a proposal for a dynastic trade -- the individual building addons are evaluated based on the playing style of the AI dynasty and purchased accordingly - Dynasty Management -- the size of the player family and AI families is limited to a specific max size given by the level of difficulty. The bigger the family is the harder it gets to grow the family even more. -- the current size of a family (adults and children) is displayed in the family tree and in the book of dynasties -- with patch EA 0.9.14, you are able to own more businesses - we increased the maximum number of businesses given by the title from 15 to 18 -- the Avatar, their spouse and the (adult) heir now have access to most actions and/or artifacts of the family's henchmen, like bombs and poisons; actions like conquering buildings are still available only for henchmen -- the Avatar, their spouse and the (adult) heir now have exclusive access to powerful actions like "Church donation" and "Oil the wheels of bureaucracy" -- romancing: characters now have a number of possible preferences when being courted. If you for example choose "sweet talk" for your courtship, they may prefer a present or a more intimate action next. Having approached your romance target in their preferred way, you get a bonus to the success. We also increased the success chances of “sweet talk” and “kiss” a bit. - Reputation system -- Aggression radius: with actions like "Kill character" or "Kidnap character", you can from now on get away without negative consequences if no one witnesses your doing. But if you kidnap someone in the middle of a crowded marketplace, do not wonder if a lot of people are angry at you... -- the reputation changes of all actions in the game have been balanced -- for some aggressive actions, the character's 'stealth' is considered when the reputation changes - Moral attitude and Guilds -- the way actions impact the moral attitudes (the values) of a dynasty has been reworked. If you use the same action over and over again, the impact will decrease accordingly. Additionally, the impact of for example aggressive actions will decrease when you are already considered an aggressive dynasty. This way, most of the dynasties should no longer end up with an extreme negative moral attitude with nearly no chance of changing -- the impact on attitudes of all actions have been balanced -- Guild invitations should from now on be triggered correctly. Once you have reached a higher title and your moral attitudes match the attitudes of a Guild, you should be invited to their midst. - Area map -- the layer with the details and filters is active by default -- from now on, you can find the religious beliefs of the inhabitants of city districts and villages in the details layer of the area map -- surroundings and rivers/sea ways are no longer displayed in the overview of neighborhoods - 3d Artwork -- steep terrain has been smoothed out on almost all maps -- water now has floating algae and we added waves to few water areas (in Heligoland for example). But as those are performance hungry, we have to look into it before we decide if we can add more) -- new normal maps for mountain rocks and some cliffs (see Heligoland for example) -- more shadow and some LOD rework for vegetation props - Sound -- a new option to adjust the loudness of interface sounds has been added -- several new ambient sounds and new SFX for characters and carts have been added -- ambient soundscape has been balanced further - buildings now have specific construction times and specific renovation costs. The rule of thumb is: the higher the tier of a building, the higher the construction time and the renovation costs. As a consequence, the start buildings in the "Poor fellow" mode have the shortest construction times. - tutorial: the active quest is from now on pre-selected in the questbook so that its description and details are displayed without the need to select it first - in case a character in a list of valid targets is for some reason not available, the game shows the feedback "busy" - you are now able to place items you are purchasing directly into the equipment slots of your characters - resource producers (mine, lumberyard and quarry) can now have up to 4 fully equipped transporters - currently working employees get paused if you drop an item into their inventory. This way you can equip your workers or give them artifacts and the automation does not automatically transfer the items back in the storage of your building - the duration of the actions "Drive your workers", "Spur your transporters on" and "Motivate your workers" (Guild action) are now shorter while the duration of the effects are longer - we have added new (and cooler :-) ) religion-related icons - whenever a character changes their faith, a specific particle effect is shown above their head - "2 years per round'"is now the standard setting in the map selection menu - a number of new NPC dialogues, like talks about the Sovereign or a specific dynasty, have been added - more of the actions are now part of the law system and in case they are illegal, you can be brought to court - the productivity of employees is now displayed for all producing characters and the percentage is colored in red if the value is lower than normal (debuffed) or green if it is higher than normal (buffed) - from now on, you will receive proper notifications when someone throws a bomb or applies a poison at one of your buildings - the target selection pop-up for romances, bribes etc. show information as to why the target is unavailable - the professions of potter, minstrel and preacher are now more economically balanced than before
Bug fixes
- multiplayer: several connectivity bugs and crashes have been fixed - multiplayer: a crash could occur when trying to access the options via the main menu - multiplayer: a crash could occur if you clicked on 'back' in the list of available games - multiplayer: fixed a crash when loading a MP savegame while the system tried to set up the order list of a building when the owning dynasty was switched from human player to AI player or counterwise - on the Paris map, a crash could occur after a short playing time - a crash could occur when AI characters calculated their decision in a political vote on an NPC - a crash could occur if an action was to be carried out by an invalid character or an invalid building - a crash could occur when loading a saved game with an invalid item; this was caused by an error in the save function - fixed a crash that could occur when the AI tried to spend attribute points on a character who died in the same moment. We hope that we were able to fix all causes of this specific crash and we will monitor possible crash reports with EA 0.9.14 - fingers crossed :-) - if a player character was banished, it could lead to a crash - fixed a crash when an AI character tries to change the prison sentence of a jailed character who has no family/dynasty - AI dynasties sometimes offered too much money in the lease auctions of resource producers - in case a catholic or a protestant married a secular character it was possible that the spouse did not become catholic or protestant - fixed - fixed a number of bugs in the system that applies birth traits to newborn - when selecting an item for children the inventory slots of adults were highlighted as well - it was possible to equip adults with items which were allowed for children only - it was possible to drag equipped items from adults to toddlers when inside the residence - multiplayer: the models (bodies) of the previously defeated NPCs were still present after saving and loading the saved game - the family wide action cooldown hadn't prevented multiple identical actions from getting started in parallel - a bug allowed the Powder Of Hygeia to be applied to foreign buildings - fixed a bug in actions with an audience - e.g. begging or playing music - that caused under specific circumstances the actor to become a valid target of their own action... - fixed a number of calculation issues with the score of the dynasties; please note: we will invest more time to the balance the score and the three connected achievements - removed raw materials and intermediates from the list of relevant goods in the front store section in businesses in which they cannot be produced - surrounding regions are no longer shown in the list of districts and villages on the area map - multiplayer: fixed a number of occasions where tooltips of actions and/or buffs weren't shown on the client's side - fixed a number of bugs related to AI dynasties constantly praising and denouncing other dynasties; we finally got rid of this spamming :-) - fixed a bug that allowed preachers to be affected by the religious speeches of other preachers and therewith sometimes converted - re-organized the categories of several items so that they now appear in the right categories at the marketplace - the sounds of birds and other ambience sounds were wrongly assigned to group "sfx" instead of "ambient"; we fixed that so when you now switch off ambient sounds, the birds will be silent ;-) - the disease immunity buff of the workers of the hospital was missing - fixed a bug where the list of customers would fail to update when a customer started getting treated/served - city guards sometimes reacted on actions where an audience gathered, like when minstrels playing music - a bug has been fixed that prevented transporters to upgrade to a better transportation item a second time - fixed a number of bugs with the notifications and alerts when conquering a building or when someone conquers a player's building - fixed several bugs that broke the price trend and the needs trend graphs of markets in longer games; we additionally had to limit the history for the graphs to 20 rounds - fixed a bug with the bandages; a success now also shows a particle effect - budget book: the income through leased resource producers was not added to the family's total - budget book: the wrong building level was displayed (actually it was the level of the unlocked skill...) - fixed a bug that made exotic wares like amber or brocade available at the ports; players now have to go on far trade missions again to get those wares - the audience of a preacher's church service didn't donate money - we taught them good behavior now :-) - pedestrians now have to decide if they want to listen to the minstrels on their stage or to a preacher performing a holy church service - fixed a bug that allowed own minstrels to perform a stage show in every own minstrel tent; same went for preachers and preacher huts - fixed a bug that caused the workers of neutral preacher’s huts and minstrel tents to idle instead of working - non-producing business buildings had an incorrect productivity buff set - multiplayer: fixed a bug where the economy stock and market inventory would go out of sync when a character sold something to a trade market - henchmen who are protecting a building should from now on react accordingly to aggressions against that building - several animations have been reworked and/or bug fixed - several smaller bug fixes and tweaks in the area map - several bug fixes and tweaks on all maps
Known issues
- sometimes an AI character may perform the same action multiple times in a row, even when it may make no sense; e.g. applying a bandage when the character is not hurt. - dynastic trades may be a bit tricky at the moment, because AI dynasties will not accept offers of businesses they don't need or where they have no skills unlocked for; at the moment AI dynasties will not sell businesses they need for their skill tree no matter how high the offer is - the AI could be a bit too peaceful even in feuds - please give us feedback of how you see that - guarding and escorting henchmen are sometimes not released from their duty when the building changes the owner or when the escorted character is in jail etc. - inhabitants/employees don't leave a burning building and too few of them are attending in extinguishing the flames - a number of newly added NPC actions have no icon yet
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 (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
News about Patch EA 0.9.14
Hello The Guild fans,
During our tests of the final patch EA 0.9.14 we noticed some loose screws with the aggressiveness of the AI, which we had fastened at the beginning of this week - once the AI had reached the citizen title and had enough money, all AI dynasties started with "all out war". With a few changes, we brought a little peace back in the game. But we have to test our last changes extensively, so we have to delay the launch of the patch to next week. We are very sorry for this inconvenience, but the waiting time will be worth it - here's a little spoiler on the patch notes for you:
- the AI is now a lot more active and acting with own objectives - we upgraded the level of difficulty - the moral attitudes system has been bugfixed and balanced further; invitations into Guilds should be incoming again :-) - the reputation system has been bugfixed and balanced - we fixed more than 150 bugs, 13 of them were crash bugs ... and much more