The Guild 3 cover
The Guild 3 screenshot
Genre: Role-playing (RPG), Simulator, Strategy

The Guild 3

Patch notes for EA 0.9.12.5 “Christmas in the Golden City” – December 16th, 2020

Build number: 612107

Hello everybody!

Did you ever want to visit one of the most beautiful cities in Europe during winter time?
We would like to present you with a small early Christmas gift: with patch EA 0.9.12.5 you can enjoy the brand new scenario map with the city of Prague!
Beside that, patch EA 0.9.12.5 should fix some issues you have encountered with the last patch.

The whole team wishes you peaceful and enjoyable Christmas days and stay healthy!

Content & Balancing
- We added the brand new scenario map of 'Prague'!
- In order to prevent the blocking of the production especially for high level businesses, we reduced the amount of products per order list entry to 5 and the maximum amount of products to stacks of 10 items. This way, the required amounts of raw materials per order should be brought to the businesses more easily.
- We added the stack size per order list entry so that from now on you can see in what amounts the business master AI wants to produce.
- The business master AI creates the order lists with a broader variety of products, so that not only the most profitable item in that very moment will be solely produced. Workers still switch to other products in the order list when there are not enough raw materials or storage space for the next product in the list.

Bug fixes
- Fixed a bug that would lead to a crash of the game.
- We fixed a bug that caused characters who were waiting in line for a service to be listed as possible targets in the selection list of a number of actions - you could target them but the action was not performed. Now these blocked characters are greyed out and can be found at the end of the selection list. We may further improve that in the future.
- We fixed a bug that allowed you to target characters who were waiting in line for a service via 'pick from world' even when they should be blocked.
- Fixed a bug where a wrong text was displayed when a building didn’t offer a service because services were turned off, the waiting line was full or all workers were asleep.
- Fixed a bug that caused torches, oil lamps, door latches and wall paint to be seldom produced.

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The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.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 as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.

A short outlook...
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.12: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.

Patch notes for EA 0.9.12 “Welcome to the late Middle Ages” – November 25, 2020

Build number: 611029

Hello everyone!

Here it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)

Please note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!

New features
- We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path.
- Food Preparation Skill Path:
-- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets.
-- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles.
-- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches
-- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood
- Handicraft Skill Path:
-- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings.
-- new profession: the tinker extracts copper from ore and uses it to manufacture various goods.
- Scholarship Skill Path:
-- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-)
-- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below.
-- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination.
-- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it...
- Rogue Skill Path:
-- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum.
-- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building.
-- new action: you can “Serenade” one of your romances (minstrel's skill)
-- new action: you can also “Plunder graves” yourself and find some interesting objects ... but be careful, because plundering graves is part of the city laws and can become illegal!
-- robbers can be injured fairly regular, so the costs for healthcare services could become high after a while - therefore from now on robbers will lay down to a healthy sleep in their camp when they are injured
- Changes to Titles and Residences (also see under “Content & Balancing”):
-- new action: with “Greet someone” (title: Serf) you can greet another character on the street
-- new action: with “Kiss within marriage” (title: Serf) you can give your spouse a loving kiss
-- new action: you can give your liaison a “Forbidden kiss” (title: Serf), but make sure that your spouse is not around!
-- new action: with “Convert” (title: Serf; differently named depending on the denomination) you can change your faith
-- new usable item: “Slide rule” (residence: house, citizen house, mansion; title: Citizen)
-- new usable item: “Signet ring” (residence: house, citizen house, mansion; title: Citizen)
-- new building privilege: you can build a “Well” (title: Free Citizen) to get better access to water, but be aware that the well can be used by everyone
-- new action: with “Letter from the Inquisition” (title: Patrician) you as a Catholic can scare a Protestant competitor
-- new action: with a “Sneaky intrigue” (title: Patrician) you as a Protestant can reduce the influence of a Catholic competitor
-- new action: if you feel like it - and have the necessary change - then “Play a game of dice at an inn” (title: Patrician). The inn must of course have a dice table.
-- new action: you can “Take a bath in the bathroom” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Councillor's chain” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Family sword” (residence: citizen house, mansion; title: Nobleman)
-- new action: if you have a lot of money left, then “Play a risky game of dice at an inn” (title: Squire). The inn must also have a dice table
-- new building privilege: you can erect a “Statue” (title: Lord) which will amaze passers-by. You cannot repair statues, so they will expire after a while.
-- new usable item: with a “Banquet” (residence: mansion; title: Baron) you can “Give a family feast” and smooth out any waves in your inner family circle...
- New Features of the Guilds (also see under “Content & Balancing”) - we are only listing the actions and artifacts, not the buffs of the individual guilds:
-- new action: you can “Gather a mandrake” (Guild of Alchemists) which you need as an ingredient for the following, powerful potion
-- new usable item: “Potion of the Fate Women” (Guild of Alchemists) with which you can achieve three effects: make someone sick, poison or heal someone!
-- new action: you can "Motivate your workers” (Guild of Craftsmen) so that they achieve new heights
-- new action: you can go on a “Profitable trade trip” (Guild of Merchants) and return home with valuable goods. In addition, this long-distance journey is safer than the others.
-- new action: you can “Secure a building” (Guild of Freemasons) and protect it from all acts of sabotage with the exception of bombs
-- new action: you can “Distract the residents” (Guild of Thieves) and make it easier for your crooks to go about their business

Content & Balancing
- We implemented a total of 11 new buildings (including statue and fishing spot), 52 new actions (incl. artifact actions) and 51 new raw materials, products, equipments and artifacts
- At the beginning of the game you have 12 professions to choose in both “Poor Fellow” and “Career” mode!
- In the village only the small businesses are allowed to be built and in the city only the higher leveled businesses
- from now on, with each new title you will receive the permission to own one more business building
- the "house" may only be built in the city and you need the title "Citizen"
- Religion:
-- there are 3 denominations: Catholic, Secular and Protestant; Secular means that the character or the entire dynasty is of Christian faith, but does not allow themselves to be pushed into one corner or the other. Basically, if you perform a social action with a character of another denomination, it is a bit more difficult. Interactions between Catholics and Protestants are always a bit more difficult.
-- there can only be one denomination within a family which is decided by your leader
-- all city guards automatically have the denomination of the Sovereign. In the case of illegal activities by a person of the same denomination, they are more inclined not to “notice” this than in the case of a criminal of another denomination.
- 4 new character models: minstrels & employees of the inn (male & female) and gravedigger (male & female)
- more than 50 new character animations
- 12 new handhelds (spade, potion, fiddle, drum, bagpipe, and much more)
- 2 brand new pieces of music for the minstrels
- from now on, all businesses, raw material producers and raw material providers have work animations, many of them with appropriate sfx
- all actions that can be carried out in businesses, such as “Drive your workers” or “Sabotage”, are now also visualized at the business building
- the customers of the inn, medicus, apothecary, herb hut and of course barber are shown with animations in the respective building together with the service employees
- automated actions that are carried out on streets, such as “Begging”, “Jugglery” or “Ambush”, should now take place less often on inanimate or secluded streets
- the professions in the Rogue skill path have been balanced and should now generate a bit less profit. In addition, these professions no longer have a front store, so stolen goods have to be sold on the market.
- several more powerful actions now have a cooldown for the entire family; if a character has used the action, then the cooldown applies for all family members
- a lot of new dialogues were added
- many actions, such as “Kiss on the cheek” got a new animation
- the action “Hunt rats” now has a small chance of catching a living rat...
- a large number of icons have been revised
- all scenario maps have been revised for this patch
- the guilds now have significant differences in their moral values and they now all have corresponding buffs
- all members of a guild now have a corresponding icon in the character panel at the bottom left
- new secondary attribute “Entertainment”: is used for making music, but also for juggling etc.
- the building add-ons have been revised and further balanced
- several buildings and character models have been revised
- we have reworked the categories and sorting of actions in action bar of characters and buildings
- tooltips for the attributes are now displayed in the character creation menu
- the flame of the torches has been reworked so it now looks more natural and doesn't cause the "fire flashes effect" which appeared with some graphic cards

Bug fixes
- many issues have been fixed that would each lead the game to crash
- fixed a bug that caused the game to crash upon burning down an AI family's main residence
- fixed a bug that caused the game to crash in multiplayer during the creation of a new trade route
- fixed a bug that caused the game to crash when someone has been kidnapped
- fixed a bug that caused the game to crash under special circumstances - free camera mode and then going back to the main menu
- fixed a bug that caused the game to crash after using political/office actions
- fixed a bug that led to a crash when starting the game with low resolutions on low-end onboard graphic cards
- fixed a significant drop in performance when a huge number of characters and horse carts were displayed at the same time
- several issues in and with the tutorial have been fixed
- fixed a bug that would render it impossible to purchase a building from a neutral NPC
- sometimes AI dynasties haven't hired any workers for their building; we fixed that
- fixed a bug that caused the "Audit books" action to be useless. The action has seen a complete rework and buildings of opponents can be shut down by the action for a limited timeframe
- fixed a bug with the natural healing of injuries that let characters regenerate too much of their lost health per time unit
- fixed a bug that allowed players to buy building add-ons even though the building level was too low
- fixed a bug that caused the failure notification to appear endlessly if you sent someone to a healing service and ran out of money
- fixed a bug that would prevent a character to be able to purchase anything at the marketplace
- fixed some bugs that prevented the player from letting family members apply for an office under certain circumstances
- fixed a bug that caused AI dynasties to not reproduce and thus die out quickly
- fixed a bug that inhibited members of AI dynasties who were not the leader or the heir to perform office actions and artefact actions
- fixed a bug in multiplayer that caused a player to be unable to appoint a new heir upon having lost the current one involuntarily or by dynastic trade
- fixed a bug that caused low and/or negative attribute values to increase success chances instead of lowering them
- fixed a bug that prevented automated family members who performed "Public relations" could be stopped
- fixed a bug that caused a reset of a running office election including the candidates list if one of the current NPC office holders dropped out for any reason
- fixed a bug that caused the application fee for an office to be refunded after the election took place
- there was no limit of city guards per neighborhood, so the office holders responsible for city guards were able to infinitely increase their number - there is a limit now
- fixed a bug in the prison sentence office power that caused the year of the arrest to stay the same after the first round when moving the slider to the right
- a number of political events were missing in the calendar after the game was saved and loaded - this should be fixed now
- fixed a bug that caused workers to gather just a single unit of a raw material in brushwood, grove and cemetery before they returned to their business building
- fixed a bug in multiplayer that caused the player not to be part of the game's lobby
- fixed a bug that prevented AI dynasties to erect a new living house and/or change the place of residence to another of their living houses after they had lost their main residence
- several missing action icons have been created and implemented
- fixed a bug in multiplayer that enabled the dynasty's henchmen to be elected into offices
- fixed a bug that caused the NPCs of the market booths to disappear
- fixed a bug that would hide the "exit" button when hitting ESC while being in a cutscene
- fixed a bug that caused the handheld-object in a character's second hand to disappear when the character took a position in the outside area of a building
- fixed a bug that caused the building menu to be locked after the building was purchased from a neutral NPC while the building menu was open and the building was spied on
- fixed a bug that made it possible to open the building menu of a building that was under construction
- fixed a bug that prevented the patients from paying for their treatment
- fixed a bug in multiplayer that prevented the list of trade routes to not update
- fixed a bug that caused henchmen to not get new actions even when granted by a title or skill
- several bugs with dialogues have been fixed
- fixed a bug that caused flames to still be visualized after the flames of a burning building have been extinguished
- fixed a bug that caused AI dynasties to try to unlock a skill for which they haven't fulfilled the requirements
- fixed a bug that caused a kidnapped character released by the kidnapper to appear next to the kidnapper's residence and not next to the kidnapper
- fixed a bug that would not release kidnapped characters correctly when the building where they were chained up in was destroyed
- fixed a bug that caused kidnapped characters to be tradable in dynastic trades several times
- fixed a bug that caused automated employees to not automatically get treatment when they were injured, ill or poisoned
- fixed a bug that caused sometimes incorrectly orientated characters while they played an animation
- fixed a bug that caused adopted children to receive a birthtrait, which then led to several other problems
- fixed a bug that canceled the current action of the avatar when changing the place of residence
- a bug has been fixed that caused the Sovereign to lose their position if they moved the place of residence to the other city on the same map (only relevant on the Vienna & Pressburg map).
- if there was a Sovereign, the application time in the information window of the Sovereign showed "Unknown to Unknown" - we have corrected that
- fixed a bug that caused the area map filters to duplicate every dynasty after one was destroyed instead of removing them from the list
- during drag & drop of a raw material item in a resource provider, characters from other dynasties would be highlighted as valid workers - we fixed that
- fixed a bug that caused the wrong scaffold models to be used when erecting a new building
- fixed a bug that caused a building’s scaffold model to overlap the right side of the building under construction
- fixed a bug that prevented the "All goods" storage rules list to not show all items
- the LOD of the Thieves' den has been corrected
- fixed many issues with animations
- fixed a bug that would not remove influence points
- fixed a bug that caused the portraits of tradable family members during a dynastc trade to be blank
- fixed a number of issues with combat texts / overhead texts
- several missing texts have been added and misspellings in other texts have been resolved

Known issues
- in some character animations the handheld equipments like torches and walking sticks are stuck in the body of the character and few animations for specific character types may be missing
- transporters bring in too many raw materials/sub components in high level businesses in automated production
- torches, oil lamps, door latches and wall paint are currently not produced in good numbers

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 as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.

A short outlook...
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.12: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.

DevDiary #14 - "Of love and competition" - October 2020

Hello everybody!

We revealed the new professions to you in the last three Developer Diaries and talked about a number of other features in the large EA 0.9.12 patch. Today we'd like to talk a little about the minor things in the upcoming patch that can have a big impact on your gaming experience.

We mentioned it before, but let us take it up again: once the patch is available, you will be able to kiss your spouse and thus ... well ... strengthen the feeling of togetherness. If you should take the somewhat rude path of having a love affair, then you can also kiss your lover and strengthen your relationship - but don't let your spouse catch you :-) take this warning seriously, because if your wife or husband is too close to the “crime scene”, he or she will notice and be deeply hurt ... No declarations of love or gifts help either. At most a family feast in your mansion, for which you have to put together a very expensive buffet. By the way, the family feast will also appease a disinherited heir of yours...

Speaking of the mansion, let's also say a few words about the other residences. The higher the level of your residence, the more and more valuable items you can produce there. These items can be used by your family members, such as the signet ring or the family sword. In addition to expensive but readily available ingredients to produce these items, you always need a few exotic goods that you can find on long distance trips.

With EA 0.9.12 we will be introducing new artifacts such as the skull lamp and the strong door latch. Both can be attached to a building, but while the skull lamp has negative effects, the strong door latch improves the building's security. We're also introducing a new ranged weapon: the throwing knife. And, and, and ... We also turned a few existing items into artifacts, such as the "Flower of Discord". Some of you will surely have good - or bad - memories of this scent from a previous guild game.

In addition to a lot of new actions, we also modified some of the existing ones. At this point the “audit books” should be mentioned, an official privilege with which one can shut down the operation of a competitor's business building for a while. And we have added new dialogs to a number of actions which should give you an indication of what AI characters (or your fellow players) are doing while you are passing by.
We have responded to your request and made the price trends in the market menu more clear for you. As of EA 0.9.12 the tutorial and the in-game help have been revised and should enable new players to get started better and offer new useful information to old hands.

Besides many bug fixes - thank you again for all your bug reports! - we also invested a lot of time in balancing. This primarily affects the AI, various actions and professions (yes, including the rogue professions :) ). We will continue balancing more intensely after the patch.

We hope that you enjoyed this further insight and that you are at least as excited about the patch release in November as we are ourselves.

Patch notes for version EA 0.9.11.2 – October 22nd, 2020

Build number: 609031

Hi all!

This is another small update for patch EA 0.9.11 that should fix some urgent issues for you:

- Fixed a number of crashes in Multiplayer caused by the new user interface
- Fixed a bug where the warehouse transporters didn't buy intermediates for the business buildings
- A bug has been fixed, due to which the procurement of items did not work if the checkmark was not set in the item (recipe) list in the top left of the production menu
- Fixed a bug where the minimum storage rules were not respected
- Fixed a bug where transporters brought a too small or too big amount of intermediates for their business buildings
- Fixed blocked character inventory in the overseas markets in the port

Please note: When managing your family members via the production menu of your residence, it can still be a bit tricky to arrange tasks for adult family members and for the children. Because both "groups" can only perform their own tasks. We will look deeper into that!
Until then: The master AI can foresee the next 8 tasks in your order list. If a family member cannot perform a task, the master AI will check if one of the next 8 tasks would be valid for the character. So if you want to mix tasks for adults and children in your residence, please be aware of that. To make it a bit easier until we deliver the final adjustment, we have reduced the default number for every task in your residence.

**********

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 0.9.11: 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.

Patch notes for version EA 0.9.11.1 – October 12th, 2020

Build number: 608513

Hi all!

With this hotfix we fix a number of urgent issues that were sadly introduced with our latest patch EA 0.9.11:

- Fixed several crashes in Multiplayer with the new user interface
- Fixed a crash when loading the game
- Fixed a bug were unlocking of add-ons was not possible
- Fixed a bug were the player character did not continue working after being in hospital
- Fixed loca in Multiplayer to make the joining process clearer
- Fixed a bug were children could be assigned to work in the businesses
- Fixed a bug were the "Production has been halted" was displayed too frequently
- Fixed a bug were the displayed amount of money spent during the resource provider bidding was incorrect
- Fixed a bug were the neighborhood information of characters was not displayed

**********

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 0.9.11: 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.

Patch notes for EA 0.9.11 “Hear! Hear! A monopoly is near!” – October 7th, 2020

Build number: 608190

Hello everyone!
It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far. Honestly, we are also a bit nervous and excited because we changed something that you all have been using probably the most when playing - the production system. Goal of this massive change was to streamline production and also significantly improve the associated user interfaces. But that’s not all of it, we also introduced the renting of resource producer-feature and the beloved town crier. On top of all that, we added some smaller features, fixed lots of bugs and made some decent progress on the AI.
We are really looking forward to your feedback especially for the new production system and the renting of resource producers! It would greatly help us if you would fill out the survey mentioned at the end of this patch notes. Enjoy and let us know what you think!

New features
- We introduced a new production system along with a completely overhauled UI for all buildings in the game. The new system’s core is the so-called “Order list”. Instead of assigning items individually to every worker, you define an order of items you want to have produced. Your diligent workers will distribute the work between them and try to fulfill the order list. Another big convenience improvement is that your workers will automatically produce the intermediate items, needed for your items in the order list. This way you can fully focus on what you want to produce instead of all the different items that are needed as ingredients. In service oriented buildings you are of course able to define how many of your employees should focus on serving customers.
- You can freely change the order of the items in the order list. If you want to produce a certain set of items several times, you can loop that list until you decide to change or stop it. You can also set the production to automatic. This way, you should have complete freedom on how strongly you want to micromanage your businesses.
- In order to be able to introduce this new way of producing items, we also completely reworked all the building user interfaces. As you will see, most of the different menu options can be found in the top bar of the building UI. Some of the actions that were located in the building UI moved down to the action bar, so you can access them without even opening the building UI. For quality of life we introduced a bunch of filters for showing the respective characters in your building, so it’s easier for you to see who’s in the building and what they are up to.
- One thing that in our opinion was missing already for a very long time was a feature to actually see the stats of a building. You were able to upgrade them but you never saw actually what’s the impact. So you are now able to open (similar to the character info window) a building info window, which lists all the relevant attributes.
- Businesses need to be fed with resources. So it’s time to control the base of the economy and get a grip on those resource producers. With EA 0.9.11, you are now able to bid over the control of the mine, quarry and lumberyard. If you come out first, you will have control over staffing, production and storage rules, for a limited period of time.
- Another feature we added in EA 0.9.11 is something that was requested often by you, the players. We are talking about selling a building. Up until now you were only able to either destroy a building or sell it via a trade to another dynasty. Well, from now on you will be able to decommission a building. Upon decommissioning your building it will be destroyed and you will get some of the value of the building back. So if you are in need of some coin, reducing your operations is now an option.
- It’s all about history. With this patch we introduce the town crier back to the game. The town crier will walk the streets and announce historical events that happened during the year you are currently playing in.
- We started to add a new AI archetype system. Archetypes are defined by a certain basic behavior that influences the way the AI decides how to act. When a new game starts the AI is selecting an archetype randomly and will therefore behave differently even when having the same profession. The archetype system will grow and be improved with the next versions.
- We significantly improved the fading behavior so it better detects when the camera is close to a building. It is much more accurate now and will no longer fade out from too far away.
- With EA 0.9.11, you will have the first bunch of Early Access names in the game! You remember our call for sending us your name or the name of a loved one, so that you will see that name in the game? That's the first iteration of that feature! Go to the options menu and enable 'EA Names'.

Content & Balancing
- We improved the decision making process of the AI when constructing buildings. They will now also construct residences and businesses outside of their home neighborhoods. Additionally, we also improved a lot the way the AI is building warehouses. Now, they should be a lot smarter when choosing a location for any building. These changes also fixed that AI dynasties were losing just after 2 rounds in the career mode. They were building warehouses like crazy …
- Another improvement we made for the AI is the way the AI is handling objectives that timed out. Up until now they were often replaced by the same objective. From now on, those objectives are put on a black-list for a certain period of time. Additionally, the AI is now able to follow certain steps to accomplish set objectives.
- We extended the end liaison action to also allow you to end romances. This way you can end all means of love with a single button.

Bug fixes
- Fixed several bugs related to cutscenes.
- Fixed a bug that caused connection issues particularly when migrating a multiplayer session to another host.
- Fixed a bug that caused non-looping animations to not properly play after loading a save game or when the animation was played outside of the camera frustum.
- Fixed a bug that caused the game to prevent players from joining a multiplayer game that has been started without any players except the host.
- Fixed a bug that caused the game to show “dead” multiplayer lobbies in the multiplayer game list.
- Fixed a bug/behavior that caused the game to allow transporters to work at night.
- Fixed lots of bugs that caused a multiplayer game session to run out of sync.
- Fixed a bug that caused female characters to get pregnant even when being dead, banished, kidnapped, jailed or on a far-trade.
- Fixed a bug that caused the game to discontinue the dirty work of thieves after being unconscious as long as the avatar was in a scene.
- Fixed a bug that caused the game to not show kidnapped characters in the inventory when being at a marketplace.
- Fixed a bug that allowed robbers to break into buildings under constructions.
- Fixed a horrible bug that caused sick workers to never seek treatment and eventually die of any sickness - often after having infected all of their colleagues.
- Fixed a bug that caused the game to still count votes from judges who died before the final verdict was given.
- Fixed a bug that caused the game to prevent players to zoom with the mouse wheel while the cursor was on top of a speech bubble.
- Fixed a bug that caused the AI to promote and vote for laws that are not beneficial for their families.

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 as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
The next patch will finally unleash all the new business buildings, which means new products and animations. Also a number of new actions and dialogues and a great deal of AI improvements, plus overall balancing will come along.

A short outlook...
As mentioned already we’ll now double down on the AI and overall balancing.

**********

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 0.9.11: 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.

DevDiary #13 - "Of shawms, pots and fish" - September 2020

Greetings!

As you may have already guessed, we are heading for a very big update for The Guild 3, which you can presumably expect to see beginning of November: Patch EA 0.9.12. We already told you a lot about this update in the last two developer diaries, but by no means everything.

Before we go into more detail about patch EA 0.9.12, we would like to tell you that there will also be a bigger update most likely beginning of October (Patch EA 0.9.11) which among other things includes the leasing of mine, quarry and lumberjack and a complete overhaul of the building menus and production, plus a large number of bug fixes, of course! We have decided to do a public beta test for EA 0.9.11 on Steam - more on this in the corresponding announcement.

In the last two developer diaries we have revealed that we are implementing eight new professions and many other features. You already know five of the new professions: the tinkerer, the barber, the gravedigger, the orchardist and the preacher. Today we want to reveal the last three new professions:

- The potter
The potter is the second new profession in the handicraft skill branch. Their products do not only include the obligatory jugs and mugs, but also an item with which you can temporarily improve your buildings properties.

- The fisher
With this new profession, we are implementing a new source of resources: the fishing spot. There the fishers can catch the fish they need for their business, and those who have learned the appropriate skill can from now on retreat there, cast their fishing rod and pull many interesting objects out of the water. The fisher belongs to the food preparation branch in the skill tree.

- The minstrel
Minstrels belong to the rogue skill branch. They make their coins by entertaining people with their music. What could be more obvious than including the appropriate musical instruments, animations and of course some music for their play?
Like the fisher, the preacher and the gravedigger, the minstrel also has an action for your avatars: You can “play a serenade” on a courted character. Of course with musical instruments, animations and sound!

We have already mentioned new animations twice :-) patch EA 0.9.12 will contain even more new animations (and new associated actions). This includes, for example, that you can give both your spouse and your liaison a kiss, the latter including possible negative effects on your marriage...

We're all really excited on how you’ll like this update. We ourselves really enjoy testing the upcoming version, although bug fixing and balancing for the new features have not yet been completed.

DevDiary #12 - “Be firm in your faith” - August 2020

Hello everybody!

A good month has passed since we lifted the curtain on the first three of the eight new professions. And we also told you a little about what else we are up to. Before we provide you with a little bit more information, we would like to point out again that bug fixing, multiplayer and AI keep being our top priorities :)

In the last developer diary we talked about the differences between village and town. And we let you know that we plan to change and expand the privileges for your characters and the possibilities you get through your residence. And last but not least, we revealed a bit about three of the new professions.

For the production of some items the water gained from a well is needed. However, there is usually only one well per village or city district, which is why it can be a long way to get there. There are also actions like "poison well" *coughing* ...
As soon as you have achieved a certain title, you will be given the opportunity to build wells yourself where it makes the most sense to you. But be aware that everyone can use your well.

One of the innovations for noble dynasties will be that you will be able to erect statues. Statues are expensive and will astonish passers-by. After a while statues will decay. We still have a few ideas about what else you can do with statues, but we don't want to spoil the surprise yet ;-)

But now let’s give you a first insight on two more of the eight new professions:

- The orchardist
This profession gathers and/or produces honey, fruit, cider and some more. You will find the orchardist in the food preparation skill branch. And of course you can also choose it as your starting profession.

- The preacher (and religion!)
Many of you have missed a clerical profession. So do we. But without the Catholic and Protestant faith, the preacher made no sense to us. Now that the necessary core systems are largely final, we have decided to implement the Christian denominations into the game.
In The Guild 1 and The Guild 2, faith was a large factor in calculating reputation among characters. A Catholic would have felt less sympathy towards a Protestant than another Catholic.

For The Guild 3, however, we decided not to take faith as a further factor in the calculation of reputation and instead to go a new way: a Catholic will have a lower chance of success in social activities with a Protestant. And vice versa, of course. So if you are a Catholic but your beloved is a Protestant, your romantic advance will be more difficult.

As a preacher, you can convince the city dwellers to join your faith. And when you preach, then you will have significantly more coins in the collection if your listeners belong to your faith.
All members of a dynasty have the same faith. And if you change your faith in a church, it applies to all members of your dynasty. The NPCs, however, all have their own faith.
As faiths we will implement Catholic, Protestant and Secular - the believers in the last faith are more or less neutral Christians and most NPCs and some dynasties will start the game with Secular faith.

You can initially build the preacher's hut only in the village and initially only “convert” the villagers and collect donations from them for your godly activities. But later in the game, you will also be able to build a preacher's hut in town.
The churches remain as urban buildings with no denomination. Regardless of your beliefs, you can continue to adopt orphans there and use the other actions. And we will add one or more actions relating to religion.
You will find the preacher in the scholar skill branch. You can also choose this profession at the start of the game.

In the next developer diary we will reveal the last three of the new professions.

Patch notes for EA 0.9.10 "Salzburg" – August 12th, 2020

Build number: 605338

Hello everyone!
Today is patch day. With this patch we are releasing new content (New map: Salzburg!), optimizations for multiplayer, new dialogue content, economy improvements and the first glimpse on the previewed AI improvements. Check-out the details below.

IMPORTANT: As previously announced we now fully switch to the new multiplayer backend with this patch. Before you host a game, make sure you have patch EA 0.9.10 (and higher) installed, to play on our new live server.

New features
- AI actions got an additional feasibility check in order to increase the success rate of using an action. Before this change, these checks were rather limited and as a result lots of actions were rarely used by AI family members successfully.
- AI Archetypes have been added, however, their full effect will only be felt in the game once we add new objectives, which will happen in the upcoming updates
- You are now able to “retire” your current leader in favor of your heir/heiress. All you need to do is to send your avatar to a monastery via the according action in the action bar. Your old leader will spend the rest of his/her days in the monastery and your heir/heiress will take matters into their own hands.
- NPCs will now select a more varied range of locations before offering a dialogue quest. This should reduce the frequency of characters standing in front of markets and other buildings when offering a quest. Reason for that change was that sometimes it was hard to trigger the quest dialogue in front of crowded areas.
- AI office holders will now also use political proposals (Proposal to change city laws, Influence public opinion, Prison sentence, Organise the city guards, Expropriate someone, Banish an individual). So you might consider applying for offices - if not to propose in your own interest then at least to prevent the positive outcome of proposals which could have a negative impact on your family!
- In order to have the dialogue bubbles fit better to the style of the game we did a visual overhaul of them. Hope you like it!

Content & Balancing
- With EA 0.9.10 we are releasing a new map: the romantic city of Salzburg.
- Vienna map has been updated to the new economy system.
- A filter was implemented which differentiates between children and adults so dialogue content is fitting the age of a character.
- We also created a bunch of new dialogues and added more variety for existing dialogues.
- Moreover, we made several significant changes to how needs and supply caravans work. First of all, multiple caravans can be spawned at the same time for a market. This can be required when many goods need restocking at the same time, otherwise the stock would dwindle. We made the caravans more intelligent with regards to which items they resupply, and how many. They will pack as many different goods as possible into their inventory, at most one stack per item. Additionally, they are now considering caravans that are already en route to the market, so that on maps with long resupply travel times they don't over/undersupply a market.
- Also, the way NPCs are purchasing goods has been updated. Social class is considered when inspecting shopping locations for eligibility, fixing issues where a poor character would walk into a high value shop trying to satisfy a need, but then being unable to buy any of the goods. Furthermore, the action no longer checks each frame if the shopping location still has goods. Instead, the character will more realistically walk to the shop and only then realize that they are sold out. Shoppers will attempt to shop for multiple needs if their inventory space allows it, and they will attempt to spread their shopping over multiple items if available, in order to not deplete a single item stock.

Optimizations
- We worked again on optimizing the multiplayer mode of the game. Our goal was mainly to reduce the package size sent every frame in order to reduce load for the host player. We are not yet finished with our optimizations but in our opinion, it’s a decent step in the right direction.

Bug fixes
- Fixed several crash bugs related to various reasons.
- Fixed a bug that caused the game to show vicinity circles of guards and lansquenets of died out dynasties.
- Fixed a bug that caused the game to show vicinity circles of guards and lansquenets after saving and loading a game although the characters were not there anymore.
- Fixed a bug that caused the poison well action only to poison people entering the well building.
- Fixed a bug that caused speech bubbles to behave incorrectly when zooming in and out with the camera.
- Fixed a bug that caused the game to show the dialogues about office changes on the Vienna and Presborok map in the respectively wrong city.
- Fixed a bug that caused the game to not use the correctly gendered dialogue lines when addressing political office holders.
- Fixed several bugs related to henchmen actions.
- Fixed a bug that caused the game to not calculate action weights correctly for lots of actions.
- Fixed a bug that caused the game to use the wrong animation for characters using the walking stick item.
- Fixed a bug that caused the game to not correctly remove a political proposal if the proposing character died or is otherwise occupied (e.g. imprisoned, etc).
- Fixed a bug that caused the game to prevent purchasing a building from another player if the purchasing player is 1 below maximum number of businesses.
- Fixed several bugs related to host migration (multiplayer).
- Fixed a bug that allowed the leader to avoid fights with city guards by running away as soon as a city guard arrives.
- Fixed a bug that caused the game to allow a character to cast a vote for a political proposal even if he or she is on a long distance trip.
- Fixed a bug that caused the game to show the wrong number of players in a multiplayer lobby.
- Fixed a bug that caused to show “$gui.LOD.tutorialdifficulty” in the lobby when loading a multiplayer game.
- Fixed several text issues.

Known issues
- When placing a building over the debris of a destroyed one, the remains do not vanish.

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 as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
Our next patch will be all around the AI and the new production system.

A short outlook...
We are already working on the resource provider renting feature, on additional balancing changes and on new professions.

**********

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 0.9.10: 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.

DevDiary #11 - “Raising the curtain” - July 2020

Hello everybody!

With Developer Diary #11, we want to provide you with a small preview of the upcoming features and developments in The Guild 3, on which are working: new content and a revision of the balancing. First, it should be said that bug fixing, multiplayer and AI will continue to have the highest priority for us! Therefore, the work on new content was interrupted for a little more than three weeks so that we could work with full manpower on the completion of patch EA 0.9.9.

Now, let us talk about some of the changes to come.
In contrast to the predecessors, in The Guild 3 we have a clear separation between villages and cities, which in turn are divided into individual districts with their own markets. The basic idea is that you play in the village at the beginning of the game and have to earn the right to live and work in the city. We want to and will further deepen this separation, on the one hand by tightening the privileges for the residences and on the other hand by further emphasizing the differences between the individual types of residences.
The farmhouse, for example, can only be built in the village. The next higher residence, the house, can only be built in the city, but requires the title “Citizen”. The actions and / or items that are unlocked by your residence are also changed so that every higher residence gives you more options. And of course, there are new actions and new items for the residence.

Let's get to the business buildings. There are currently a number of businesses that can only be built in the village, like the crude craftsman hut, the windmill or the robber camp. The first building level of the other, higher-tier businesses like smithy or apothecary can be built in the village and in the city, but the building levels two and three can only be built in the city. We will change that: all three building levels of the higher-tier businesses, such as smithy or apothecary, can now be built exclusively on city grounds. The farm is of course the exception.
Now you will surely think that it will be boring and very monotonous in the villages, because at the start of the game you can only choose one of four professions. This would mean that the villages would be full of crude craftsman huts, farms, robber camps and herb huts.
But don’t worry, we have something up our sleeve for this too: we will introduce !!! 8 !!! new professions. This will not only give you a wider choice of starting professions, but will also allow you to build more different businesses in the village.

We revealed three of these 8 new professions in an interview with Gamestar magazine. First, some of the new professions produce goods, some of which will be new equipment, potions or artifacts. Other professions will have actions to make their money. At the same time, we move some raw materials or products to other businesses and also add a handful of new raw materials and some new products to existing professions. But now, let us talk about the three new professions for The Guild 3, which we want to share with you in today's developer diary:

- The tinker
The tinker belongs in the handicraft skill branch. Their products include cauldron and simple copper bracelets, but they also need wood for other products. You will be able to choose the profession of tinkerer at the start of the game.

- The barber
This new profession in the scholarly skill branch will be a service provider. Although it is well known that bathing makes you sick and miserable as the clever people of the Middle Ages already knew, this business has, for example, a large bathtub that you can get into for bathing. You can also choose the barber as a starting profession.

- The ...
The third profession is an old acquaintance in The Guild series that we will implement in The Guild 3 now. Many of you have asked us to do it. And we missed the profession as well :). We are talking about the gravedigger! You will find this ostracized profession in the rogue skill branch and you will also be able to choose it at the start of the game.

As we said, we are working on more innovations than we have mentioned in this developer diary. In the next DevDiary we will definitely tell you more. Promised!