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

The Guild 3

A little delay for patch EA 0.9.2

Hi all,

We wanted to give you a little update related to the next patch (EA 0.9.2) and why it’s taking a bit longer. Originally we planned to release EA 0.9.2 this week. The version is almost ready but there are some issues left when a host wants to load a saved multiplayer game. Our goal is to finally add that so you can continue the games you started with your friends and foes. That’s why we moved the release to the end of next week.

Generally EA 0.9.2 includes lots of bug fixes, changes to the AI and you will be able to trade evidences with other dynasties. If everything goes as planned, we will enable multiplayer in the normal game version and close the multiplayer beta branch.

Thank you for your patience!

Patch notes for version EA 0.9.1 – July 25th, 2019

Build number: 583252

Hi all! Today we are releasing the next patch. As you remember we had sickness as a mechanism already in the game a while ago but we took it out again as it wasn’t properly working. Now the plague and friends are back and along with them we changed the way healing businesses work (check-out the PNs below). We also focused on a problem that was mentioned by you all a lot - the amount of trial scenes. That shouldn’t be an issue anymore. Additionally we added an exciting new element to how the needs of the citizens are changing. Check-it out and have fun playing!

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.

We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
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 these information as well in the FAQs Beta Multiplayer on our webpage!

New features
- One big issue you all mentioned a lot in the forums as feedback are the sheer amount of trial scenes as soon as one of your family members holds an office. That’s why we made a lot of changes to that system. From now on, you will only see trial scenes if they affect the leader, spouse or heir of a dynasty. For your own employees, your office holder will automatically vote for the lowest level of punishment. You can change the verdict still manually in the calendar if you want. You will now clearly see in the calendar if you already submitted a verdict or not. This should make it easier for you to work through your trial backlog.
- Another big mechanism that we reworked and now properly integrated, is the healing services. You can now send your characters to healing businesses when a character is ill, wounded or poisoned. If you are operating a healing business you need to assign an employee to treatment duty. Citizens and of course other AI dynasties will also look for healing services if needed. They will select the business they want to get treated on based on how close the business is, how the relationship to the owner is and also how attractive the business is. You can also manually send your characters to get their ailments treated. The respective actions can be found in the “Urgent” action bar category.
- With the new healing services in place we brought back the influenza, leprosy, and the plague.
- With EA 0.9.1 we added an interesting new aspect to the economy. From now on actions can have an impact on the needs of your citizens. So for instance if there are lots of robberies or attacks the need for weapons will increase. We think this opens up a lot of new interesting combinations like first buying and hoarding weapons, secondly doing lots of aggressive actions and then sell those weapons for much higher prices.
- Cooldown time for buffs and debuffs is now updated live and not only when the tooltip is created.
- We added now information to all the options when you create a new game, so you know what those options will do.
- We changed the skill selection in the character creation screen, so the pop-up is not blocking cursor input anymore upon hovering over different skills.
- You have now the game time panel also available in all the scenes.

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.

Balancing
- Adjustments to item min/max price range as well as market profit margins to reduce overpowered profits through trading
- Adjusted some base prices for raw materials
- Adjusted how the market calculates the stock it needs to fulfill the needs of all the citizens.
- Some item production chains and build times have been adjusted, which also affects the prices of these items

Content
- We added 3 new actions to your characters: Get illness treated, Get wounds healed and Get poison cured. You can now send a character for treatment if he or she is sick, injured or poisoned. You can select the building they should go to.
- With patch EA 0.9.1 we launch the brand new scenario map 'Heligoland'. This map is smaller than all other maps so far and its landscape is different as well: it is an island! Enjoy the island Heligoland in the North Sea, which is known and notorious for being the island used as the home port of pirates.

Bug fixes
- Fixed a bug that caused the game to remove the leader from the residence window, after executing the produce offspring action.
- Fixed a bug that caused the game to deduct the costs for the “Bribe an official” action even if the action was canceled because the target was blocked.
- Fixed a bug that caused guards to not react properly when an enemy tried to conquer the guarded building.
- Fixed a bug that started the cooldown for some political action despite the actions were cancelled or no values were changed.
- Fixed a bug that caused the city hall to not show the office tree window correctly.
- Fixed a bug that caused AI dynasty leaders to still be able to produce items despite all workplaces being used already.
- Fixed a bug that caused the game to show an unintended window upon double-clicking while placing a building.
- Fixed a bug that caused the game to mess up the terrain upon placing a building under very weird circumstances.
- Fixed a bug that caused the game to not highlight all city districts and villages accordingly upon pressing the space key.
- Fixed a bug that caused the game to ignore the second port on the Vienna map.
- Fixed a bug that caused the game to not remove the red enemy circle around NPCs after a fight finished.
- Fixed a bug that caused the game to get stuck in the church scene upon adopting more than one child.
- Fixed a bug that caused the game to calculate a trial date wrongly if it’s scheduled for midnight and when the years per round is set > 1.
- Fixed a bug that caused the game to not show all characters in the office voting scene.
- Fixed a bug that caused the game to not show the leave scene button properly which caused players to get stuck in a scene.
- Fixed a bug that caused the game to not hide a tooltip correctly after moving the cursor away from the button.
- Fixed a bug that caused the game to crash upon leaving a building scene while in the meantime the building burnt down.
- Fixed a bug that caused the game to crash upon trying to notify guards during the fight despite no defenders being alive anymore.
- Fixed a bug that caused the game to not show a proper pop-up upon trying to hire employees despite being out of funds.
- Fixed a bug that allowed players to enable/disable the use front store option on spied on buildings.
- Fixed a bug that allowed characters to use romance actions with characters within a building.
- Fixed a bug that caused the building limit to be shown in the residence tooltip.
- Fixed a bug that caused the victory window to show up beneath the trial UI.
- Fixed a bug that caused the game to always ask whether changes should be saved for a trade route despite no changes have been done.
- Fixed a bug that caused scroll bars to remember their position of the previous shown tutorial window.
- Fixed a bug that caused AI Dynasties to end alliances even though they had a good relationship
- Fixed a bug that caused the action “Extort protection money” to collect too much money at once.

Multiplayer - Bug fixes
- Fixed a bug that caused the client to crash upon being kicked by the host, while joining a game.
- Fixed a bug that caused the game to not properly propagate to all clients that the host disconnected.
- Fixed a bug that caused the game to keep characters on the map despite being already dead in multiplayer games.
- Fixed a bug that allowed players to start multiplayer games without entering a name for the lobby.
- Fixed a bug that caused characters to walk beneath bridges in multiplayer games.
- Fixed a bug that caused the game to freeze upon clicking the cancel button while joining a multiplayer game.

Known issues
- Right now, the animation cut scenes for the Herb Hut and the Hospital don’t work properly and cannot be used to get healthcare services.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder "c:\Users\[USERNAME]\Saved Games\Guild3\" (standard under Windows).
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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
As there were a lot of performance and stability issue reports we are fully focusing on improving performance and stability of the game again. Also all your feedback regarding the economy will be tackled. Additionally we are going to add an autosave functionality to the game.

A short outlook…
We want to make the sovereign position and how to obtain it more interesting. So we will tackle that topic next.

**********

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 0.9.1: 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 0.9.0.1 – July 10th, 2019

Build number: 582219

Hi all,
We just deployed an update to fix the following issues:

- Fixed a bug that caused the game to crash upon returning from a multiplayer game to the main menu.
- Fixed a bug that caused the game to crash upon filling up a guild with npc characters.
- Fixed a bug that caused the game to crash upon saving a trade route while the business window was closed in the background.
- Fixed a bug that caused the building health points to not be updated regularly.

Thanks for your feedback and patience!

Patch notes for version EA 0.9.0 – July 2nd, 2019

Build number: 581775

Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added!

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
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 these information as well in the FAQs Beta Multiplayer on our webpage!

New features
- One very often requested feature has now been implemented - The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all.
- With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction).
- In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check if they can upgrade the amount of carrying slots.
- Transporters that are adhering to the storage rules (= on auto) will now realize properly that they don’t need budget for getting items from businesses/warehouses the player controls.
- We finally reworked the economy in the game. The citizens have needs now which they try to fulfill. The needs of the citizens depends on their social caste, the amount of citizens in a caste, product groups, season and weather. Every month (= 12 times per round) those needs are evaluated and adapted. Of course prices of resources and products are updated accordingly.
- While reworking the economy we also fixed and properly implemented front stores. Citizens will now again also come to your businesses front stores to fulfill their needs. Be aware that there are some factors (eg. price, reputation within the village/district, customer satisfaction of the business, etc.) that have an impact on whether they are attracted by your front stores or not.
- One other big thing that wasn’t working properly were the far-trade markets. You weren’t able to sell items because of the UI, you weren’t able to trade with far-trade markets which are placed in water, you weren’t able to select far-trade markets on the area map or in trade routes. So lots of things to solve. Therefore we made bigger changes to the system. From now on you can select far-trade markets via the area map and via trade routes. One thing we also changed is, that when you enter a far-trade market, a market UI shows up, so you are able to buy and sell goods. Additionally sea far-trade markets can now be accessed at the ports of a city.
- Often requested, now it’s in: The tutorial. You can now start a tutorial by selecting the new scenario map: Humble Beginnings. The tutorial will guide you through the core concepts of the game. When not playing the tutorial, you are, from now on, still able to get more information on the core concepts of the game. A new help menu was added (can be found on the right side of the HUD), which contains several game play chapters. Additionally, the most complex windows in the game now display a question mark icon in the header. Clicking on that icon will give you more details on how that window works.
- In EA 0.9.0 we also reworked the guilds in the game. You will now properly be invited but your dynasty will also be kicked out of the guild again if your reputation and attitude are not matching with the guild anymore. Joining a guild will grant your dynasty now buffs or even actions. We also changed the guild window to be properly usable.
- In order to be able to chat to other players, we now added a chat window to multiplayer games.
- The erect building window was also updated to provide you with better information why a building is locked, or why it can’t be afforded. We also added now proper tooltips to locked items in the production UI. So from now on you should know why you can’t produce an item yet or why an action is still locked.
- We also added a few smaller but, in our opinion, useful features to the game to make your life a bit easier. From now on whenever you can’t afford an action a pop-up will inform you about that. Also you are now able to destroy items directly in a character’s inventory. As the feedback for the new pausing was not very good, we added a new “Slow-Mo” game speed to the game as a first step to tackle the issue.

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.

Balancing
- With EA 0.9.0 we changed who can inherit a family’s legacy. Before our changes also the spouse (who didn't belong to the family’s bloodline) was able to become leader of the dynasty. Also children were able to be leader. This made it very hard to wipe out a family and it also created lots of bugs related to the family tree window. That’s why we changed that now. From now on only true-blood and adult family members can become leader.
- The black widow poison can only be applied on characters which are not in a building, so it’s less powerful.
- Adjusted thresholds for when the AI decides to spend money on certain things
- Adjusted thresholds for when AI Master allows transporter to spend money on inventory items
- Transporter can now buy any inventory item from the market to enhance their capacity
- Transporters will not start a new route during rest times, once they come back to their home building, they will rest until the work day starts again.
- As requested we changed the starting age of the first avatar to 18 years. Therefore we slightly reduced life expectancy.
- It is now possible that your characters could return with an illegitimate child from their long distance journey.
- We adjusted the number of businesses a dynasty can own and also adjusted the number of employees those buildings can hire.

Art
- Several corrections in LOD's of different objects.
- Bounding boxes for several props have been added.
- The far trade markets via land in the rest of the scenario maps have been reworked so that they look more like real markets.
- Brand new building: storage barn.
- Optimizations and bug fixes on several scenario maps.

Content
- We reworked production chains and adjusted the skill trees a bit. We added a few more products to make the production chain a bit more complex and increase dependency on other skill trees. We also adjusted the base prices of products so that you won’t be able to afford the most high level items right from the start of the game. Adjustment of the prices of skills, buildings and nobility titles will follow in a future update.
- The storage barn - the warehouse for the villages - is now available once you gain the title of “Resident”.

Performance and stability
- Fixed a bug that caused the game to have performance drops in certain intervals.
- We changed the way the game is loaded up. Before the window often got unresponsive, which lead players to believe that the game crashed. Also the logo movies were stuttering horribly when being played. Loading up the game should now work properly.

Bug fixes
- Fixed a bug that caused the game to not allow more than 8 add-ons per building, even though the building should have had 16 to 24 addo-on slots available.
- Fixed a bug that caused the game to crash upon selecting a destroyed building via the area map.
- Fixed several crash bugs related to very specific cases in post-combat action handling.
- Fixed a bug that caused the game to not allow players to move to far trade markets via the area map or building list.
- Fixed a bug that caused the game to crash if the building window was open while the building was destroyed in the background.
- Fixed a bug that prevented players from selecting a market by clicking on any of the tents. And we fixed, that from now on all elements of the castle are clickable.
- Fixed lots of bugs related to moving the whole family from one residence to another residence.
- Fixed a bug that caused the head of the family to stop the currently assigned actions upon placing a building.
- Fixed the localization text for the stand guard actions so it’s properly representing what the action is doing in the game.
- Fixed a bug that caused characters to not enter a building via the enter building action if they are too far away.
- Fixed a bug that caused the game to not show the “Not enough money” window upon trying to purchase a building.
- Fixed a bug that made wooden fences undestroyable.
- Fixed a bug that caused the game to allow players to place a building on a position where another building has already been placed.
- Fixed the unlock order of some of the items.
- Fixed a bug that allowed children to throw rocks at characters within a building.
- Fixed a bug that prevented the new owner of a building (traded) to fire or automate employees.
- Fixed a bug that caused city gates to be targetable objects.
- Fixed a bug that caused the collision-box for far-trade markets to not have the proper size.
- Fixed a bug that caused the game to still show calendar entries for characters that have already died.
- Fixed a bug that caused the game to show calendar entries twice if the player has more than one family member in an office group.
- Fixed a bug that caused the game to crash if the family member list became too long.
- Fixed a bug that caused the game to not create all AI dynasties when the match starts.
- Fixed a bug that caused the game to allow multiple pregnancies for one character simultaneously.
- Fixed a bug that was showing buy and sell price of an item from the market point of view. Now buy/sell price label are inverted and represent the player’s point of view.
- Fixed a bug that caused the game to always choose the leader of a family to be the one that passes a verdict, despite another family member was the office holder.
- Fixed a bug that caused the game to allow characters to apply for an office position despite the office not yet being open for applications.
- Fixed a bug that caused transporters to sell items needed for production.
- Fixed a bug that allowed children to execute grown-up tasks.
- Fixed a bug that caused characters that are gathering resources to gather more than the specified amount.
- Fixed lots of bugs related to transporter stack sizes not fitting trade route specifications.
- Fixed lots of localization bugs.
- We removed some of the options in the options menu as they were not working or weren’t supposed to be even available.
- Fixed a bug that caused the game to show the item tooltip of an item currently being dragged.

Multiplayer - Bug fixes
- Fixed a bug that caused the game to only show combat texts for characters you control in multiplayer games.
- Fixed a bug that caused the client to crash upon being kicked by the host.
- Fixed a bug that caused the game to show 2 different windows on top of each other upon being kicked out of a session.
- Potentially fixed a bug that caused clients to experience very weird graphical glitches in multiplayer games.
- Fixed a bug that caused dogs to not be properly synced in multiplayer games.
- Fixed a bug that caused the lobby screen to always show the version number of the first lobby in red.
- Lots of net objects (eg. Actions, Effects, Events) are now properly removed in multiplayer games which should make MP sessions more stable.

Known issues
- The game may crash in multiplayer upon returning from the lobby screen to the main menu. We are working on that and will deliver a fix with the next version.
- It may happen that a tooltip remains for a very short time after you already stopped hovering an action. Should be fixed in the next version.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help:

right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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
For the next patch we are planning to implement a new behavior in order to drastically reduce the amount of court scenes. We also are planning to rework how the healing businesses work. Expect to have some diseases in the next patch. On the multiplayer front we will focus on host migration and the possibility to load and join saved multiplayer games.

A short outlook…
Our focus will be on adding some more interesting actions for kids and also some early unlocked diplomacy actions, so interaction with other dynasties gets more interesting from the start.

**********

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 0.9.0: 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.

Our next big patch is just around the corner!

We originally planned to launch the patch this week, but the screw up fairy put some obstacles in our way.
Some of the improvements of our upcoming patch are in need of a little bit more care.
We now plan to launch the patch next week and of course, we'll keep you updated!

A little preview: Besides many bugfixes we are mainly focusing on the economy part, the storage keeper and the trade routes.
And: You will find some cool new content as well :)

Patch notes for version EA 0.8.5.4 – June 17th, 2019

Build number: 580706

Hi everyone!
With this patch we fixed an issue in the networking library that sometimes caused issues when transmitting data. This should fix most of the problems when trying to join a multiplayer game and other crashes during MP.

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play the current version of the multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

This is the change we made for this patch:
- Fixed a bug in the networking library that could cause data to be sent incorrectly. This should fix a lot of crash bugs when trying to join multiplayer sessions.

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.

Known Issues
- There still are cases where the game could crash when you try to join or host a multiplayer game.
- Right now if the host leaves the game or is destroyed, the multiplayer game is over.
- Building Addons are capped at 8, no matter what level your building is.
- Saving/Loading and rejoining a multiplayer session is not fully supported yet.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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.

**********

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 0.8.5: 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 0.8.5.3 – June 12th, 2019

Build number: 580469

Hi everyone!
With this hotfix we want to address issues a lot of people seem to be having while joining multiplayer games as well as a problem with save games in singleplayer.

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play the current version of the multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

These were the two changes we made for this patch:
- Improved the process of joining multiplayer sessions. This should solve a lot of cases where people are having issues joining multiplayer games.
- Fixed a bug that caused the game to crash when loading a save game due to an inproperly setup character.

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.

Known Issues
- There still are cases where the game could crash when you try to join or host a multiplayer game.
- Right now if the host leaves the game or is destroyed, the multiplayer game is over.
- Building Addons are capped at 8, no matter what level your building is.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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.

**********

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 0.8.5: 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 Multiplayer Beta version EA 0.8.5.2 – June 6th, 2019

Build number: 580186

Hi everyone!
We have a small update for the Multiplayer Beta to help us find the cause of some of the bugs you encountered when trying to join multiplayer games.

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play the current version of the multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

These were the two changes we made for this patch:
- Added some additional logging to help find the cause of games crashing when trying to join multiplayer games.
- Fixed a bug where the game could freeze when you try to re-enter a multiplayer game.

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.

Known Issues in the Multiplayer Beta
- There still are cases where the game could crash when you try to join or host a multiplayer game. This patch was made to help us analyze those problems.
- Right now if the host leaves the game or is destroyed, the multiplayer game is over.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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.

**********

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 0.8.5: 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 0.8.5 – May 31st, 2019

Steam build number: 579904

Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy!

NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Properties" and in the following menu on the tab "BETAS".
3) Enter the code "multiplayerbeta" and then click on "CHECK CODE".
4) Now choose “mp-beta” in the beta dropdown above the input field.
You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play the current version of the multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

New features
- Multiplayer enabled (in the BETA version, please see above!). So from now on you are able to host and join Multiplayer games. What’s not yet in is the correct host migration, the chat in the game and reconnecting to a MP game but we are currently working on those features. In order to be able to enable MP we further changed:
-- As there were lots of issues related to the game’s speed settings throughout the whole game in multiplayer, we removed the possibility to increase or decrease the game speed in multiplayer games.
-- We also updated the way the login flow works. A lobby will only show up after the host has finished loading. As long as a client is connecting to the game, the host can’t start it.
-- One bigger change we had to do was the way pausing works in the game. Unfortunately pausing hasn’t really paused the game, which created lots of issues in multiplayer and singleplayer (eg. building placement while paused, buying add-ons while paused, etc.). Unfortunately it’s not a trivial issue. So in order to make especially MP work properly, we changed that while in pause you are not able to use any functionality other than un-pausing the game. You can still hide the UI to take nice screenshots by pressing ALT+h.
-- References of destroyed buildings to routes are cleaned up correctly now, so they are properly cleaned up in MP games.
-- Props are now correctly synced when they are removed between host and clients.
-- Sounds weren’t initialized on clients, so only the host was able to hear sounds. We changed that.
-- We added that Multiplayer lobbies are greyed out if the version doesn’t match the version of the client. This way problems of version mismatches can be avoided and you know why you aren’t able to join a particular lobby.
PLEASE NOTE: Right now if the host leaves the game or is destroyed, the multiplayer game is over. Additionally you can’t reconnect to a multiplayer game right now. We are currently developing both those features.
- Workplaces are usually limited. Before EA 0.8.5 family members didn’t take a workplace when they started working in a business. We changed that. From now on family members that are working in a business will take up a workplace like workers do. We think it will make the choice a bit more interesting whether to send a family outside doing action or keeping them in a business to save employee costs.
- As you all know the family campaigns were pretty broken. In order to fix them we extended the objective system which we use for the AI and for the tutorial. So now we are also using those objectives for tracking progress for family campaigns. To see your progress just open the quest log. The quest required to win the game is highlighted.
- To make politics more interesting we added that the AI’s voting behavior considers the relationship between their dynasty and the proposing dynasty. The better the relationship the more likely they will go with what you propose.
- We changed how the budget calculation is done so it’s easier to comprehend. For a business controlled by a player the remaining budget is only affected by item transactions.
- In preparation for the new storage keeper and the new manual trade routes, we removed the priority list in the current storage keeper UI. This UI wasn’t properly working and transporters would only go to the first place in the list.
- The game was handling window resizing, mode switching and graphic initialization pretty badly so far. Changing resolution and switching modes should now work way better and should be less error prone. We also assume that it will resolve some crash errors.
- We also fixed issues related to the hotkey assignment and changed a bit how it works.
-- When the game is created freshly, '1' is the home residence and '2' is the closest marketplace. From then on, no automatic messing about with shortcuts.
-- You can bind a shortcut to any characters and buildings using CTRL + NUMBER
-- NUMBER by itself will just select the actor
-- ALT + NUMBER will make your current selection move towards the actor. If it's a building you can enter, it will enter, otherwise it will just walk up to the building or character. If you also hold down SHIFT, it will make your character walk instead of run.
-- SHIFT + NUMBER will clear the selection slot.
-- Selection slots are now stored and loaded in savegames.

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.

New features under hood
- We are now able to hide all scenario options for a map defined as tutorial map. This way we can avoid issues related to different settings selected before somebody starts the tutorial map.
- A system was implemented that allows us to localize text keys for different genders.

Balancing
- Effects and usage was changed for the following items:
-- Mead
-- Guntram's Brew
-- Endurance Potion
-- Cream Cake
-- Painkiller
-- Weak beer
-- Wonder cure
-- Strong beer
-- Boozy breath beer
-- Barrel of brewer beer
-- Antidote
-- Wheat beer
-- Small cake of joy
-- Dr. Faustus' Elixir
- Reduced the amount of Orphans the church will give to a single character/wedded couple to 3, it is still possible to have more children through the "produce offspring" action if your fertility is high enough.
- Changed how the popularity with villages and city districts affect the expected sentence of a trial: Rich Citizens now have a higher impact on the expected sentence than Commoners or Poor people.
- When you have a friendly or unfriendly popularity in a village or city district, your businesses in that neighborhood will now get a buff/debuff that affects the movement speed and productivity of your employees.
- Adjusted formula for calculating item prices. Generally we unified the item price calculation (as there were around 3 different implementations).
- Notification of office appointments are now only sent when the appointed candidate belonged to a dynasty to reduce the number of messages.

Art
- One of the marketstands was missing a character. This one has been added now.
- Further optimizations for buildings.
- Some new props have been created and added to the maps.
- The far trade markets via land in the scenario maps Magdeburg, Augsburg and London have been reworked so that they look more like real markets. The other maps will follow.
- Optimizations and bug fixes on several scenario maps.

Bug fixes
- Fixed a bug that caused the game to crash upon joining a MP game on the maps Augsburg, Vienna, London and Paris.
- Fixed several crashes related to actions in multiplayer games.
- Fixed a bug that caused the game to crash after starting a second multiplayer game.
- Fixed a bug that caused the game to crash upon typing a message into the lobby chat.
- Fixed a bug that caused the game to crash if the player saved, loaded, saved and then tried again to load the same file.
- Fixed a bug that caused the selected action icon to be shown behind opened windows. Now if you want to apply an action by selecting a character in a UI, you see which action is the selected one.
- Fixed a bug that caused the game to block keyboard camera movement controls upon starting a new game.
- Fixed a bug that caused the game to not appoint a new sovereign properly.
- Fixed a bug that caused the game to show only the number 1 as the recommended punishment in the indictment window.
- Fixed a bug that allowed players to target city buildings. No more conquering the market! ;)
- Fixed a bug that caused the game to create random families with the same name.
- Fixed a bug that caused the game to generate only characters with the same age in social group (e.g. poor villagers).
- Fixed a bug that was showing both the positive and negative floating text after executing the drive workers action.
- Fixed a bug that caused the game to show the wrong message upon a character successfully returning from a trip overseas.
- Fixed a bug that caused the game to duplicate market characters upon loading a game.
- Fixed a bug that allowed the player to target market characters. From now on they shouldn’t be targetable anymore.
- Fixed a bug that caused the AI to target characters in an execution scene.
- Fixed a bug that caused the game to create too many transporters for businesses which were already on the map when the game started.
- Fixed a bug that caused the secondary attribute “Fertility” to be reset after loading a game which had been saved while a character was pregnant.
- Fixed a bug that caused businesses which were already on the map to not start with any budget.
- Fixed a bug that caused the game to send too many notifications when a character became sick.
- Fixed a bug that caused the game to show an empty election UI when multiple family members apply for the same office seat.
- Fixed missing localization issues in the tooltips for political offices.
- Fixed a bug that caused the game to not save the “Use Front Store” setting.
- Fixed a bug that caused the game to show all the HUD elements in an interior scene upon opening and closing the menu overlay.
- Fixed a bug that caused worker names to be too long for the production UI.
- Fixed several bugs that caused the game not tracking family campaign progress correctly.
- Fixed a bug that caused the game to not show action cooldowns on clients in multiplayer.
- Fixed a bug that caused the game to not show pregnancy floating texts on the client.
- Fixed a bug that caused the game to show some props and animals twice and without animation on the client.
- Fixed a bug that caused props to not get removed upon placing a building on them in multiplayer.
- Fixed a bug that caused workers to not produce anymore after the building had been purchased in multiplayer games.
- Fixed a bug that caused the game to not show the “You have lost!” window upon losing a game in multiplayer.
- Fixed bug that caused the game to show the “Dynasty member died” window on the host instead of the client in multiplayer games.
- Fixed a bug that caused the game to spawn a weird amount of AI dynasties in multiplayer games.
- Fixed several issues on the Visby map related to misplaced props.
- Fixed a bug that caused the game to not properly unlock skills correctly which lead to follow-up issues (eg. building placement).
- Fixed a bug that caused the game time UI in the HUD to continuously show and hide the time in multiplayer games. Grrr!
- Fixed a bug that allowed host or client to continue playing a game after they lost, which lead to a lot of follow up issues.
- Fixed a bug that caused the game to not asked for a password when a client tries to join a password-protected lobby.
- Fixed a bug that caused the game to ignore the defined amount of years per round in multiplayer games.
- Fixed a bug that caused buildings to not being upgradeable in multiplayer games.
- Fixed a bug that caused the affection values for romances to not be synced correctly in multiplayer games.
- Fixed a bug that caused clients to constantly lose connection to the host after a few minutes in the game.
- Fixed a bug that caused the game to not open a building menu when entering a building with a character which is selected in multiplayer.
- Fixed a bug that caused the game to not show the correct information in the lobby in multiplayer games.
- Fixed a bug that caused the game to not give any feedback when the client is connecting.
- Fixed a bug that caused robbers to take their bushes and crates with them after ambushing something in multiplayer games.
- Fixed a bug that caused the game to not show some of the texts on the client in multiplayer games.
- Fixed a bug that caused transporters to show the wrong speed information on the client.
- Fixed a bug that caused the automate button to not switch its state correctly in multiplayer.
- Fixed a bug that caused married character to not change their cloth color according to the new family in multiplayer.
- Fixed a bug that caused the game to show open lobbies despite the host already closed that lobby.
- Fixed a bug that caused particles to not get removed on the client in multiplayer.

Known Issues
- If you adopt an orphan from the church, the child may walk through the altar.
- The family campaign "Become the ruler of the city!" is currently instantly completed. We are working on a fix.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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
For the next patch we want to finally release the new storage keeper and the new updated trade route system. Additionally we’ll also dig a bit deeper in the economy system.

A short outlook…
We want to further improve the politics and court system according to your feedback and we also want to do a bigger block of bugfixing to get the game more stable.

**********

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 0.8.5: 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 0.8.0 – May 3rd, 2019

Steam build number: 577841

Hi all!
Today we released again an extremely big update and we are really looking forward to your feedback. We changed both the court system and the politics system significantly. From now on getting offices and using the powers and actions those offices grant will be very important. You will be able to distribute guards, change prison sentences, evict opponent families from their businesses, change what’s legal and what isn’t, and a lot more. In order to have fewer court scenes you are now also able to decide on verdicts before a court session takes place. We hope you enjoy the new version as much as we do!

New features
The biggest feature we implemented, fixed and improved is the whole political system, which covers all the different political powers, political actions and the overall voting system.
- The office tree will now show the feather icon only if application is open. Inspecting an office will now also show when you can apply for an office. We also changed the applicant list so it clearly shows why a character cannot apply yet for an office.
- Upcoming elections and votes on political actions in which you have a character that can vote are now shown in your calendar. You can see what or who you are going to vote on, who are the other attendees and of course when the voting will take place. You can also hand in your vote already upfront. As soon as a vote starts the voting scene will be shown, you will have a specific amount of time to make a decision. If you don’t make a decision the vote will count as a “NO” unless you are the proposer.
- Generally every council member of an office group can propose changes (within the power of that office) and vote on proposals. If 2 of 3 of the members are accepting a proposal, the effects are executed. You will now receive several notifications regarding upcoming votes and the results of votes.
- We originally wanted to fix some of the political powers. Instead we reworked them entirely. Here we want to give you an insight into all the political powers added. Please also note that of course the way you vote, what you propose, etc. will have an impact on the relationship to other dynasties.
-- Banish someone: You can propose to banish someone from the city. This is of course a very severe proposal. Any adult family member can be selected. If the council chamber votes to support the proposal the respective character will leave the city forever.
-- Change what’s legal and what isn’t: With EA 0.8.0 you are now able to define what’s legal and what isn’t. If the council chamber agrees to a proposal, the change is instantly applied. City guards will react accordingly, so if you think that assassination is a fair sport, just propose to make it legal.
-- Distribute city guards: You can now propose to change the amount of city guards per district. So if you want to harm your thieving competitor, increase the amount of guards in the district he/she is operating in. If you yourself want to have fewer “disruptions” of your outside-of-the-law activities, then propose the reduction of guards.
-- Change prison sentence: From now on you can increase or decrease the prison sentence of an already imprisoned character. If the council chamber agrees to your proposal the prison sentence is instantly updated.
-- Evict opponent from a building: With this new power, you will be able to propose to throw a family out of a building they own. If the proposal is accepted the owning family loses ownership of the building. Again this can be a really rough move but it can also severely damage your competitors.
-- Praise and denounce: You can propose to praise or denounce another family in front of the city. You can determine how strong the praising or denunciation should be. The selected family will, if the council chamber agrees, gain or lose reputation with the entire city.
- If a proposal is no longer valid (eg. the to-be banished character is already dead), the office meeting is cancelled.
- The AI will determine what to vote for based on their own objectives and based on the relationship to the target or the effect the proposal would have on themselves.

The other big feature we implemented, fixed and improved is the court system. Please check out all the specific changes below.
- Before a trial can start there needs to be evidence of a crime. We changed how this evidence is created. If a guard is catching you, a trial will instantly be scheduled. If a non-dynasty lansquenet is interrupting a crime, the evidence will go to the neighborhood and can later still be “found” by the find evidence action. Dynasty victims will get the evidence based on a dice roll.
- If characters are caught several times for the same type of crime and the AI or you are using these evidences to lodge complaints, the evidences get added to an already existing trial. The more evidences are handed in for a trial the more severe the expected punishment will be.
- In order to make the whole trial scene more understandable we changed some user interfaces. When a trial starts you will receive an information UI which covers all the essential information of the case. If you have a character that can vote in a trial the verdict button will have a golden bevel. You just need to drag and drop it on the verdict you want. At the end of trial you will receive a nice summary of the trial.
- There are now 5 different verdicts: Not guilty (character is freed), fine (money costs), public shaming (reputation loss), imprisonment (character goes to jail) and execution (character is publicly hanged). Execution penalty is not available for all the crimes as it would be too powerful. In every trial every judge will decide on a verdict. The final verdict is determined by the average of all 3. This way it is obviously more interesting to have all office seats of a chamber taken by family members.
- From now on AI dynasties will also use evidence and initiate trials. So you definitely need to be more careful now as they won’t hesitate to drag you or other dynasties to court.
- We also changed how judges are voting and also implemented a system that rewards or punishes judges based on their votes. Basically the citizens always expect a specific verdict. The more a judge deviates from that expectation the more the public will be unhappy with the result and the reputation between the city and the judge will drop.
- If there is not a single judge in an office group, a trial will be cancelled when the trial should have taken place. So “silencing” all the judges will make definitely sense ;) Another feature we added is that as soon as a character is imprisoned the character loses the office seat, so it may be beneficial for you to render a very hard verdict (eg. imprisonment), so a competitor loses his or her office seat.
- You are now able to hand in your verdict before a trial starts. You can select the case you want to judge in the calendar and click the verdict button. If you hand in a judgment now, you won’t be dragged in the court scene as soon as the trial starts but you will receive a notification about the results. This way you should be able to still manually judge the way you want without being interrupted by the court scene. Additionally we only show the trial scene if it affects one of your family members or if you didn’t put in a verdict yet.
- We also implemented that you are now properly informed when trials are scheduled and also about the final verdict of a trial. In both cases you will receive a notification that contains all the necessary information.
- One thing to add regarding the new court system is that you won't be able to avoid a trial by just going on a long distance journey anymore. The trial will be rescheduled until you are back ;)

We also implemented a few other smaller things.
- Automatic assigned actions that require the character to find a target outside of their business are now considering the distance to the target. As a result characters that execute an action (eg. ambush) will look for targets closer to their home building.
- You can now remove notifications in the HUD by right clicking on them.
- We changed the way mouse wheel input is handled, so it should now be way more smooth scrolling bars up and down.

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.

New features under hood
- The game wasn’t fully unicode compliant, so in order to be able to support non-latin languages properly we changed that the game is fully compiled as unicode.
- We are now able to setup a map as a tutorial map, so the tutorial will only be triggered if a defined map will be started.
- Tutorial windows can now be setup. Layout can be purely be defined by designers. This way we are able to quickly iterate on tutorial windows.
- A tutorial quest chain can be defined for a tutorial level. By being able to do that we can define a set of quests that need to be completed in order to progress through the tutorial in the future.
- Several triggers were implemented so we can trigger tutorial windows. Also if you have over 100 messages, older messages will be deleted.

Balancing
- Fleas are not spreading that strongly anymore and they also don’t do any damage.
- Changed the dynasty trade margin competitor dynasties are willing to accept. Also if you are constantly pushing the other dynasty to make bad deals, the reputation between you will drop.
- We increased the chasing speed slightly, so it’s easier to catch somebody on a horse.
- Killing or assassinating someone will not reward you with influence anymore.
- Trying to kill a character while he/she is unconscious is now not a guaranteed success anymore - the action can fail. This way killing somebody off shouldn’t be that easy anymore.

Content
- From now on you can insult a character. If you do so successfully, that character will attack you (and therefore execute an illegal action). This way you can push characters towards doing something against the law.
- The pot grenade has been removed as it wasn’t properly working on moving targets.
- We now properly implemented the actions ‘Praise someone in front of the revellers’ and ‘Agitate the revellers’. You can select the dynasty you want to talk bad or good about. But you still need to go inside a tavern for both actions.
- The buy indulgence option was removed from the church as it wasn’t properly working.
- Squire is now the last citizen title and Lord the first noble title.
- NPCs won’t get into random fights anymore. We removed that as it looked like the whole city is constantly a war zone and also it blocked the player from executing actions on fighting citizens.
- The spy on someone actions has been removed as it didn’t do anything useful.
- New Action: “Plant fake evidence” is unlocked when you acquire an office in the “Council informers” office group. With this action you can create fake evidence of a crime and drag another dynasty to court with it.
- Changed action: “Audit books” you can now select a business of another dynasty to audit their books if you have an office in the “Council informers” office group. This way you will be able to legally extract some money and influence from the owner and you might find evidence of crimes.
- New actions: “Public shaming” and “Public praising”. Unlocked for members of the office group of “council assistants”. With these actions you can select a character and speak public good or bad about them. This will lead to people spreading positive or negative rumors about that character and they will gain/lose small amounts of reputation with characters they pass by.
- New action: “Promote a business”, you can promote other dynasty’s businesses, this will lead to a reputation gain with that dynasty and the business will get a buff on their customer satisfaction.
- New action: “Mark someone as outlaw”, if you hold an office in the “city constables” office group you can mark a person as an outlaw. This will mean that for a certain amount of time city guards will not interfere in crimes committed against that person.
- New action: “Award key to the city”, when you hold an office in the “city council” office group, you get the privilege to award ornamental keys to the city. This will give you a reputation gain with that person’s dynasty and money and influence for that person.

Bug fixes
- Fixed a bug that caused the game to crash upon a relationship change.
- Fixed several crash bugs that happened in EA 0.7.5.1.
- Fixed a bug that caused npc workers to have incredibly high derivative attribute buffs gained by clothing.
- Fixed a bug that caused the frame rate to drop down every 4-5 seconds under certain circumstances.
- Fixed a bug that caused characters to not flee correctly when they are able to flee from combat.
- Fixed a bug that caused lansquenets to collect protection money while still being in their home building.
- Fixed a bug that caused the game to create 2 evidences of the same crime.
- Fixed a bug that caused the summoning actions to always fail.
- Fixed a bug that caused actions that would remove the unconscious effect to actually not remove the unconscious effect.
- Fixed a bug that caused the dog companion to not appear when the item is equipped.
- Fixed a bug that caused particles to not get hidden when a character gets hidden.
- Fixed the description of the escort someone action so it’s more clear what the action is doing.
- Fixed a bug that caused family members of a conquered building to change sides.
- Fixed a bug that caused the ai master to hire transporters and employees above the actual limit of the building.
- Fixed a bug that caused the backpack of a character inside a destroyed building to remain in front of the entry point of that building.
- Fixed a bug that caused a building to get the wrong building level, when the building is finished during a round change.
- Fixed a bug that caused a building to be finished after a round change.
- Fixed a bug that caused animals to not disappear after you placed a building directly on them.
- Fixed a bug that caused the castle of the sovereign to collapse after a certain amount of time.
- Fixed a bug that caused some NPCs to not wear body items.
- Fixed a bug that caused NPCs to not have the level-equivalent attribute points.
- Fixed a bug that caused children to fight.
- Fixed a bug that caused characters to sit on the wrong seat during a trial.
- Fixed a bug that caused the game to not remove a trial calendar appointment even if the accused had already died.
- Fixed a bug that caused calendar appointments to not being shown anymore after saving and loading a game.
- Fixed a bug that caused the game to only show 10 evidences in the verdict window.
- Fixed a bug that caused the game to still schedule trials even if a dynasty already died out.
- Fixed a bug that caused evidences to be created with the wrong date.
- Fixed a bug that caused the game to still show expired trial appointments in the calendar after taking over a new office seat.
- Fixed a bug that caused the game to show the wrong dynasty crest when inspecting an evidence.
- Fixed a bug that caused the up/down arrows for increasing/decreasing money in the dynastic trade UI to not work.
- Fixed a bug that caused the dynastic trade to block player input so you weren’t able to change anything related to trades anymore.
- Fixed a bug that caused AI families to offer empty trades.
- Fixed a bug that caused the AI to hire too many henchmen.
- Fixed a bug that caused characters to be imprisoned forever.
- Fixed a bug that caused the character selection panel to be shown in trial scenes.
- Fixed a bug that caused the “leave office” action to not be available from the very beginning.
- Fixed a bug that caused a wrong message to show up when trying to move a character who is currently on a long distance travel.
- Fixed a bug that caused city gates to be shown on the area map and the building list.
- Fixed a bug that caused the game to show the same title for both adopting children and for the child born message.
- Fixed several bugs related to the “Send to the court of the monarch” action.
- Fixed a bug that allowed AI characters to target characters on a long distance journey.
- Fixed a bug that caused the quick access bar filter to not work correctly.
- Fixed a bug that caused the narrator to still announce filtered out notification messages.
- Fixed a bug that caused dynasty trade options to disappear after collapsing a category in the dynasty trade window.
- Fixed a bug that caused the game to show the introduction sequence of a map again after loading it.
- Fixed a bug that caused fires to not get fully extinguished even if the the extinguish fire actions has been executed successfully several times.
- Fixed a bug that caused the camera to move to the wrong location when double clicking on the terrain.
- Fixed a bug that caused animals to not be animated anymore.

Multiplayer progress
- Saving a multiplayer game now works correctly and a saved MP game can also be started again.
- Trials are now correctly shown for both host and clients. Also the casted votes are updated live.
- Dynasty trades should now also work in multiplayer games.
- Relationships in multiplayer are now also correctly synced between the different players.
- Scenes, like the trial scene, church etc. should now be correctly shown for host and clients.
- Random events are now also correctly synced between host and clients.
- Display effects (eg. status effects) are now correctly synced between host and clients.
- Fixed a bug that caused the game to crash upon returning to the main menu from a multiplayer game.
- Fixed a bug that caused the game to crash upon selecting the dynasty trade action on the client.
- Fixed a bug that caused the game to crash upon losing connection to the client.
- Fixed a bug that caused a character to be pregnant twice on the client.

Known Issues
- It is currently not possible to become Sovereign of a map
- Some of the office groups need some more balancing when it comes to frequency of trials and powers.
- Sometimes combat shows floating text only for your character, not the opponent.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
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
For the next patch we are planning to introduce a first iteration of the tutorial and also fix and change lots of the family campaigns.

A short outlook…
We are currently preparing the UI changes for trade routes and the storage keeper. Soon we will work on the manual setup of trade routes. Of course we will also continue working on the multiplayer of the game.

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We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.0: 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.