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Patch notes for version EA 0.9.6 – December 17th, 2019

Build number: 592455

Hi all!

Here it is! Our last patch before the holiday season. EA 0.9.6 contains a bunch of different things. First of all, we are now supporting the following languages: English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese (voice output is only available in English and in German!). Note: We are regularly updating the game during early access. That's why you may encounter texts which have not yet been translated into your selected language. Of course all texts will be fully translated as soon as the game leaves early access.
Additionally we changed how the office voting feels, multiplayer performance improvements and lots of bugfixes. Check-out the details below.

New features
- From now on the languages stated above can be selected in the options menu. Upon selecting a language other than English or German, you’ll be informed that there may still be some not yet translated texts in your selected language.
- Characters can now execute the actions: ‘Grab a bite to eat’ and ‘Grab a drink’. Upon selecting either of the actions you’ll be presented with a list of inns. If you select one of the inns the character will go to that inn and execute the action. Your relationship with the inn’s owners will be improved. Eating or drinking customers will be shown upon opening the inn scene.
- From now on, you will see with whom other dynasties are in a feud or alliance upon hovering their crest.
- The office voting scene was still using an older user interface representation and was too different compared to the voting UI, so we changed it in order to be easier to use.
- We added added an Early Access FAQ button to the main menu. Clicking the button will open an overview on important early access topics.

Content & Balancing
- The spreading of diseases has been reduced in order to reduce the number and intensity of large outbreaks of disease waves on the scenario map.
- We implemented a feature that allows our designers to have more control on how many 3D characters are represented in relation to the overall population of a city district or village.
- We changed the population number of all cities in order to have the need/economy system working properly in all maps.
- Citizens will now also buy at markets and not just at front stores in order to fulfill their needs.
- We further improved the algorithm that determines which businesses are selected by characters to fulfill their needs.
- We tweaked the amount AI dynasties spend on non-essential things.
- Landsquenets won’t automatically break the bones of a defeated character nor will they automatically steal from them.
- We added 2 more illnesses for children: measles and scarlet fever.
- Players are now able to buy the first building, doesn’t matter the profession selected, even if they are playing the impossible difficulty.
- Building add-ons have been re-balanced.

Art
- The selection circle was visually improved to blend a bit better with the environment.
- We reduced the size of the farm so it’s easier to find building spots.
- Fixes/adjustments for multiple buildings, props and characters.
- The lights and the positions and walk paths of characters in the interior-/cutscenes for residences, inn, church, trial, jail, office meeting and the throne room have been reworked. Now the poor orphans will not stuck in the altar anymore :)
- Bugfixes and rework of parts of the street layout (to have larger spaces for new buildings) in multiple scenario maps.
- Cart wheels are stirring up dust when they move.

Bug fixes
- Fixed a bug that caused the game to not correctly rotate carried objects when a character is rotating.
- Fixed a bug that caused transporters to not work correctly anymore after saving and loading a game.
- Fixed several bugs related to using consumable items.
- Fixed a bug that caused the game to not exchange the child model with an adult model upon reaching maturity.
- Fixed a bug that caused the game to duplicate a kidnapped character whereas its twin was remaining idle on the street.
- Fixed a bug that caused the game to hand-over the control of a building to the conquering party despite the action actually failed.
- Fixed a bug that allowed couples to produce offspring in any building (churches, wells, etc.). Oh my!
- Fixed a bug that caused sleeping children of AI characters to never stop the sleeping action.
- Fixed a bug that caused the game to handle the produce offspring wrongly upon round changes.
- Fixed a bug that caused the game to not assign work again to a previously healed character.
- Fixed a bug that caused children to continue actions despite becoming adults.
- Fixed a bug that caused the game to wrongly highlight invalid targets.
- Fixed a bug that caused actions to start ticking down while the character who is executing the actions is still moving toward the target.
- Fixed a bug that caused the game to allow henchmen to have the same movement speed as their protegé … even when riding a horse.
- Fixed a bug that caused the AI to not increase the attributes of their henchmen upon levelling up.
- Fixed a bug that caused the game to not properly extinguish fires when the extinguish fire action is used.
- Fixed a bug that caused the game to not create a debris object which fits the size of the destroyed building.
- Fixed a bug that caused the game to show the wrong pop-up upon cancelling constructing a building.
- Fixed a bug that caused the player to not be able to correctly setup storage rules for the robber camp and the thieves hideout.
- Fixed a bug that caused the game to sometimes use the storage barn model instead of the warehouse model when building a warehouse.
- Fixed a bug that allowed characters to not have any clothing item equipped.
- Fixed a bug that caused the game to not update the movement speed of a character correctly when executing a trade route.
- Fixed a bug that caused children models to not be shown correctly in the inspection window.
- Fixed a bug that caused the game to not properly remove kidnapped characters from the kidnapping character’s inventory if the kidnapped character dies.
- Fixed a bug that allowed players to exchange equipment between a building’s storage and a worker even if the worker is not in the building.
- Fixed a bug that caused the game to crash upon loading a save game with an ongoing execution.
- Fixed a bug that caused the game to show inherited buildings in the UI for the former owning family and for the new owner as well.
- Fixed a bug that caused the game to show the wrong message when a new heir is appointed because the previous heir died.
- Fixed a bug that caused the game to prevent players from selling items to the market if the according stock was 999.
- Fixed a bug that caused the game to not reset building statistics after trading the building.
- Fixed a bug that caused the game to stack buff/debuff effects on buildings.
- Fixed lots of bench locations where citizens that sat down were looking in the wrong direction.
- Fixed a bug that caused characters to be still shown in prison even after they died.
- Fixed a bug that caused the game to create a voting calendar entry even if nobody actually applied.
- Fixed a bug that caused the game to create multiple prison sentences for the same character.
- Fixed a bug that caused the game to only allow the first 26 family members to apply for an office position.
- Fixed a bug that caused the game to ignore every second click on the inventory button in the production UI.
- Fixed a bug that caused the death animation of children to endlessly loop.
- Fixed a bug that caused the UI to not show long building names correctly in the selected building panel.
- Fixed several UX related issues.
- Fixed a bug that caused wedding participants to be placed incorrectly during the wedding scene.
- Fixed a bug that caused the accused to cover one of the judges in the trial scene.
- Fixed a bug that caused the far-trade action to instantly fail upon selecting either Vienna or Innsbruck as the destination while having a horse or horse-cart equipped.
- Fixed a bug that caused the game to allow players to be in multiple guilds simultaneously.
- Fixed a bug that caused the game to not correctly eject a citizen from a guild after they have been married by a member of a dynasty.
- Fixed a bug that caused the game to crash if the leader of a dynasty died while the production UI was open.
- Fixed a bug that caused the game to not properly propagate buffs to a dynasty after the dynasty has been taken over by a new player in multiplayer.
- Fixed a bug that caused the game to not select the correct default language for a multiplayer game.
- Fixed a bug that caused the game to set the start time incorrectly for host and client.
- Fixed a bug that caused the game to block players to login into a multiplayer game if another player with the same name is already playing.
- Fixed a bug that caused the camera of the host to snap to the church if a client is successfully executing the marriage action.
- Fixed a bug that caused the game to always create new AI dynasties upon loading a multiplayer save game with less than the max amount of dynasties.
- Fixed a bug that caused the game to not properly remove a dead dynasty from a multiplayer game.
- Fixed a bug that caused the game to not show pistol and crossbow animations correctly.
- Fixed a bug that caused the game to sometimes show the default name “LocalPlayer” instead of the host’s name.
- Fixed a bug that caused the game to not show the correct dynasty name in the “Dynasty defeated” window, if a client kills the host.
- Fixed a bug that caused notifications to sometimes appear more than once.
- Fixed several bugs related to camera and mouse options.
- Fixed a bug that caused the game to crash upon pressing the + / - keys while a map is loading.
- Fixed several bugs related to the display of quests in the quest log, for which there are several ways to complete them (e.g. if the goal is to have a child, then you can produce a child or adopt an orphan).
- Fixed a bug that caused the arsenal hitbox to be bigger than it actually should have been.
- Fixed a bug that caused the game to not play sounds anymore if a save game is loaded which has been saved right before a wedding scene.
- Fixed a bug that caused the HUD to disappear upon casting a vote while being on a journey with the voting character.
- Fixed a bug that caused the game to prevent players from sending characters to buildings via the area map.
- Fixed a bug that caused the game to not play the different female voice over example in the character creation.
- Fixed a large number of issues with texts and localizations.

Known Issues
- Scenario map Magdeburg: the second marketplace in the city district 'Sudenburg' has been removed, but some of the market booths are still there. We will remove them in the next patch.

Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
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 can 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 "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
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 rework the music system in the game. Goal is to align all the different music tracks with certain situations and also based on your dynasty’s moral alignments.

A short outlook...
EA 0.9.6 is the last patch in 2019 but we already planned a lot of bigger things for 2020. The first big topic in the new year will be the separation of markets. Right now all marketplaces of a city are combined to 1 city-wide market (same prices and same stocks), which eliminates lots of interesting gameplay. We’ll also start tackling the most cramped and complex UI - the production UI - beginning of next year.

**********

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 0.9.6: 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 0.9.5 – November 19th, 2019

Build number: 590410

Hi all!
With patch EA 0.9.4 we released the new trade routes. The work for this patch was fully focused on making the sovereign gameplay more interesting and overall the game more stable. As you know we didn’t just want to improve what you can do as a sovereign but also improve the gameplay around becoming sovereign. Check-out the details below!

New features
- First, it’s all about how to become sovereign. The previous system was not very exciting and also not very transparent on how it actually works. Instead of just being appointed, dynasty leaders can “apply” to become sovereign. In order to be able to apply you need to unlock the according privilege and also use influence. As soon as the runner is in the race for becoming sovereign, dynasties can invest their influence. At the end of the race the amount of invested influence is further buffed by the popularity of the contestant with the public. The contender with the biggest approval (influence and popularity) wins and becomes sovereign.
- So what’s the benefit from becoming sovereign? As the ruler of the land the sovereign has the power to change any law in every city. This way the sovereign can freely change laws to his or her will.
- A little but sweet thing was added again with our new patch: The trading of evidence. We had to remove that possibility as it was not very stable and caused several issues (eg. AI wasn’t considering trade value of evidence). So from now on you can trade evidence again via the dynasty trade.
- Additionally, we added another option to the storage keeper in order to give you a bit more control on what automated transporters are supposed to procure. From now on you can define for every item if the automated transporter is getting the according item at the market.


Content & Balancing
- Offering lower prices than the market will increase the reputation with your front store customers.
- We continued balancing the citizen needs in order to make the economy more interesting.
- All members of a family that are adopted or descendants of the families original leader can now propose to their romance partners and produce offspring with their spouses.

Art
- We further improved textures and materials.
- The throne room was added with this version and is accessible via castles in all maps.

Bug fixes
- Fixed a bug that caused the “look inside building” button to not show up correctly.
- Fixed several memory leaks in the game.
- Fixed a bug that caused the AI to not stop the “sleep” action when their building has been destroyed.
- Fixed a bug that prevented players from buying from the front store of a spied-on building.
- Fixed some localization issues related to attribute descriptions to properly represent the formula in the background.
- Fixed a bug that caused the game to not show a warning when the player tries to purchase a business he/she can’t properly operate.
- Fixed a bug that caused the game to not show the correct message upon trying to attack allies.
- Fixed a bug that prevented players from trading hostages.
- Fixed lots of localization issues.
- Fixed a bug that caused the game to not deduct coins from the player upon hiring a henchman.
- Fixed a bug that caused a guarding henchman to attack a conquering henchman from the same family.
- Fixed a bug that allowed children to buy and consume alcohol.
- Fixed a bug that caused the game to not create an evidence upon successfully using the falsifying evidence action.
- Fixed a bug that caused workers to gather resources within the business building directly instead of the resource provider.
- Fixed a bug that caused the game to show the wrong information regarding the maximum businesses and henchmen in the new title window.
- Fixed a bug that caused automated warehouse transporters to buy items at the market just to sell them again back to the market.
- Fixed a bug that caused the game to apply the dynasties color to certain female character faces.
- Fixed a bug that caused the game to hide the face of a character before the actual body is hidden.
- Fixed a bug that caused the game to not update the market prices in the item transaction window.
- Fixed a few bugs related to characters not showing the correct animation.
- Fixed a bug that caused the game to show the “pick from world” option in the destination selection of the far-trade action.
- Fixed a bug that caused the game to crash upon loading a multiplayer game.
- Fixed a bug that caused the game to prevent the ESC key from closing the chat window.
- Fixed a bug that caused the game to not show traded coins correctly on the client.
- Fixed a bug that caused the game to not remove the visual representation of sicknesses correctly in multiplayer games.
- Fixed a bug that caused the game to not lock the purchase button correctly while a transaction is processed in multiplayer games.
- Fixed a bug that re-built destroyed building upon re-connecting to a multiplayer game.
- Fixed a bug that caused the game to not show the correct save game after saving the game as a new host.
- Fixed a bug that caused the game to not show the “new quest” notification for all the quests in the tutorial.
- Fixed a bug that caused the game to show a black screen during the intro after switching the game to full-screen mode.
- Fixed several bugs related to changing resolutions and changing modes.
- Fixed a bug that caused some ambience sounds to not be triggered correctly.
- Fixed several bugs related to action tooltip descriptions.

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 “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
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 can 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 "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
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’ll lay our focus on bugfixing and balancing.

A short outlook...
Goal for the upcoming sprints is to further improve the overall balancing so far and improve MP connectivity. And we will work on the sound and music system in the game.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.5: 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 0.9.4.1 – October 29th, 2019

Build number: 589134

Hi all,

We just deployed a small hotfix update to fix a bug that caused the game to crash upon loading a game which had been saved while a dynastic trade offer had been received.
Savegames from patch EA 0.9.4 should be fully compatible with this hotfix!

Thanks for your feedback and patience!

Patch notes for version EA 0.9.4 – October 23rd, 2019

Build number: 588778

Hi everybody!
Today’s patch had one big topic: manual trade routes. As you know we already made some changes to that system a while ago. Since then we have received lots of feedback which made it clear that you are not yet happy with how manual trade routes are working. That’s why we prioritized another pass on the trade routes and today we’ll bring the improved trade routes to you. Additionally, we also introduced changes to the dynastic trade, particularly focused on improving trading of characters.
We are looking forward to your feedback!

New features
- We made lots of changes to the manual trade routes. First of all, you are now able to define load and unload priorities in the UI. Those priority lists are independent from how many things the transporter can actually carry. You can define a range from -20 to 20 (basically unloading or loading 20) per item in the priority list. Your transporter will try to follow exactly your priority list on every waypoint. To do so they will wait for a while on every waypoint (if the task assigned can’t be executed instantly). After that time the transporter will move on to the next waypoint.
- In order to give you more information and feedback we introduced a new side panel when creating a trade route. That info panel will give you information regarding your trade route (eg. You are loading more items than you unload, etc.).
- With the new trade routes we also introduced a new field to your storage management user interface. From now on you are able to set a maximum amount of items for every building you control. With this new option you have better control over what you want to store and you also can more easily avoid having cluttered storages.
- There were several bugs related to trading characters. Most of them occurred when there were too many characters traded. To solve those issues and also to make the UI better to use we changed the way you trade characters. First of all, there is a new section in the dynastic trade UI. You can select the character you want to trade as usual but from now on, you also need to select a matching character from the other dynasty. The couple will end up in the family whose crest is highlighted. Don’t worry, you are able to propose multiple matches within one trade.
- From now on, you are able to trade all adult family members in a dynastic trade and not just the children of the leader as long as they are not married, not pregnant and not the leader themselves.
- We also changed the way the UI is giving you feedback when you try to marry a character. Before, if you had a romance that was already married, or was originally part of your family, those characters weren’t showing up in the UI (or worse case, the UI wasn’t shown at all if there was not at least 1 valid character in the list). From now on the UI will always show up and invalid characters will be greyed out.

Content & Balancing
- The “play a game of dice” is transferring less money now.
- Buffs gained from skills are now properly forwarded to all family members and employees.
- The amount of items available on the market in the beginning of the game has been updated.
- The price update intervals of the market have been changed.

Art
- Shadows at lower settings improved.
- New lighting for street lamps.
- Bug fixes on several building models and prop models, including LODs.
- Bug fixes on several character models and animations.

Bug fixes
- Fixed a bug that caused the game to crash upon joining a saved multiplayer game.
- Fixed several crash bugs.
- Fixed a bug that allowed players to eliminate children. Don’t do that.
- Fixed a bug that prevented characters from pickpocketing allies.
- Fixed a bug that allowed players to still see the details of spied on buildings even though the action has already been aborted.
- Fixed a bug that caused the game to show hidden information for all buildings of a dynasty instead of just the building that is being spied on.
- Fixed a bug that caused the praise someone action to decrease reputation with the praised on dynasty instead of increasing it.
- Fixed a bug that prevented players from looking inside all of their living houses instead of just the home residence.
- Fixed a bug that prevented henchmen from sabotaging or vandalizing allied buildings.
- Fixed a bug that caused the intro video to stutter.
- Fixed a bug that caused kidnapped characters to be released upon being traded.
- Fixed a bug that allowed players to send characters home ... while they are being executed. No avoiding justice anymore.
- Fixed several bugs that caused transporters on manual trade routes to not pick up the route again after they have been interrupted.
- Fixed a bug that caused the game to not automatically select the currently active trade route in the trade route selection UI.
- Fixed a bug that caused transporters to not pick up items from own buildings if the dynasty doesn’t have enough funds in their account.
- Fixed a bug that caused characters to weirdly float on the water when they die while being on a boat.
- Fixed lots of issues related to localization.
- Fixed a bug that made the warmonger quest unachievable if not enough opponents have been selected.
- Fixed a bug that caused the host of a game to get stuck in the pause UI after waking up the PC from sleep mode.
- Fixed a bug that caused the game to show the wrong location of marrying characters from the client.
- Fixed a bug that caused the game to overwrite the auto-levelling rules from the client with the host’s settings.
- Fixed several other issues related to multiplayer and UI.
- Fixed a bug that caused the game to ask for restarting itself after changing the water reflection settings.

Known Issues
- Some interior scenes, in particular the scenes for the guilds, are broken and/or have missing textures. We are already working on that.

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 “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
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 can 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 "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
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 promised we are working hard on updating the Sovereign feature in the game. We are almost finished with the election process and what you can actually do as the Sovereign. You will experience those changes with our next patch.

A short outlook...
We are planning to do another pass on the voting system and how that’s displayed to you. We’ll also focus a bigger part of the team to catch-up on bugs.

**********

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 0.9.4: 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 0.9.3.1 – October 2nd, 2019

Build number: 587205

Hi all,
Thanks to your feedback and reports we found three serious bugs and a few minor bugs that we want to fix with this patch.

Bug fixes
- Fixed a crash that sometimes happened when a city guard tried to reprimand the aggressor after combat.
- Fixed a crash that in rare occasions could happen when the player was seeing a cutscene.
- Fixed a bug that caused the trade route button in the warehouse to be unresponsive.
- Fixed a bug that caused the list of your other characters in your warehouse to be slightly displaced.

Balancing
- AI dynasties behave more calmly at the early game, so that they have time to evolve before they start to act aggressively against their opponents.

Known issues
- Currently joining a loaded multiplayer save game can lead to instabilities for some players leading to disconnects or crashes for whoever joined. We are currently investigating this issue and are confident that we will at least be able to reduce these issues with the next patch.

PLEASE NOTE: We have received a lot of bug reports over the weekend, stating that the production is no more working and about other critical bugs. Most of these occurred because, contrary to our internal tests EA 0.9.2 save games were not fully compatible with EA 0.9.3 . That is why we had to invalidate all save games from before EA 0.9.3.1 . We are sorry for any inconvenience caused by this.

Thanks for your feedback and patience!