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Patch notes for version EA 0.9.3 – September 26th, 2019

Build number: 586966

Hi all!
Patch EA 0.9.2 really had us occupied longer than expected, but we are happy that today we can announce that we released EA 0.9.3. It’s a pretty big update and it also contains lots of critical bug fixes, balancing changes to the economy and also new features like keymapping, improved quick access, etc.. We also added a few other improvements - just check out the patch notes below.

New features
- We made lots of changes to the quick access UIs on the right hand side of the HUD. Reason was that the bigger your dynasty gets the harder it gets to manage, so we wanted to provide you better tools for doing so. There are now 2 separate quick selection windows: Buildings and characters. Both windows have proper filter options. You can now scroll the whole list with one scrollbar. Sub-categories can be hidden and shown however you want. We are also showing more information on the entries in both UIs. Sorting has also been reworked. If you now left click on an entry, that building/character will be selected.
- Family campaigns can now be properly played in multiplayer. In singleplayer, all AI dynasties are now also getting the campaign goal as a winning condition. So you need to be careful, the AI may just be quicker than you when it comes to finishing the goal first.
- You are now able to continue a game after you have won in single player. If you decide to continue playing after you were victorious, the game mode is changed to free game.
- Before EA 0.9.3 keys were actually bound to the actual character on the keyboard and not the position on the keyboard. We had to change that in order to support multiple keyboard layouts and languages. While we did that, we also implemented the possibility change keybindings in the options menu of the game.
- From EA 0.9.3 on the game now properly respects the left-handed mouse mode of the operating system, if enabled.
- The AI is now reserving a certain amount (in %) of their current funds for non-essential things per round. Upon purchasing non-essential things, the AI will check if they still have enough funds left. This way the AI is less prone to run out of funds they would need to keep their businesses going.
- From now on, you will know why a dynasty died out. The reason for the death of a dynasty will be stated in the dynasty died window.
- We also changed how the productivity of your workers is calculated. So from now on the reputation of your dynasty with the neighborhood, in which the business is located, has a bigger impact on the overall productivity of your workers.
- Conquering of buildings now works a bit differently. You can now use multiple henchmen to conquer a building and the greater their number, the faster you will be able to conquer the building. To conquer a building, henchmen will first throw out the current owners to make the building neutral. Once the building is neutral they will start to conquer it for your dynasty. If the conquerors get interrupted, the conquering progress isn’t reset. Instead it slowly goes down again. Buildings that are already neutral will stay neutral. Also, coins are refunded if your henchmen are interrupted while they are still on their way to the building to be conquered. If the conquering itself is interrupted, coins are not refunded.
- When selecting targets, characters are now also considering characters who are guarding the target. This way they have an easier time assessing the situation before eg. attacking the target.
- Upon loading a saved multiplayer game you are now able to change server name and password.

Content & Balancing
- We made several changes to how the prices are changing on the market. From now on they shouldn’t fluctuate as strongly and frequently anymore. We also reduced the price gaps between the same items in normal markets and far-trade markets.
- The HP regeneration formula has been updated and the secondary attribute Regeneration has been extended to show more digits, so changes to the base attribute become more visible.
- You are now starting with the title citizen when starting a game in career mode.

Performance
- Moving the camera over bigger maps could cause lags. One of the biggest offenders to performance was the skinning code. It only created the buffers required for all the skinning calculations when the mesh became visible for the first time. If you moved the camera quickly over a large map, then it had to create hundreds of vertex buffers in a single frame, which could take a lot of time. We changed that so the vertex buffer creation is now spread out over multiple frames if it takes too long.

Bug fixes
- Fixed a bug that caused the game to crash upon handing in a verdict two times for the same indictment.
- Fixed several crash bugs that were introduced in EA 0.9.2.
- Fixed a bug that caused the game to create evidence against a character who is trying to defend somebody.
- Fixed a bug that prevented the players from losing a game if they married their heir to another dynasty and the current leader dies.
- Fixed a bug that allowed AI dynasties to name a child as their new leader.
- Fixed a bug that allowed children of AI dynasties to apply for and hold offices.
- Fixed a bug that caused the character to remain in the building upon executing the guard action from within the building to be guarded.
- Fixed several bugs related to the “end liaison” action.
- Fixed a bug that caused the game to not show the conquering progress in the game world (flag pole) upon saving and loading a game while the conquering process is still ongoing.
- Fixed a bug that caused the positive rumor to increase reputation with characters that you are currently fighting.
- Fixed a bug that caused the long distance journey action to never end if the character isn’t able to drop all the items upon return.
- Fixed a bug that caused the conquering flag pole to not be highlighted with the building upon hovering the mouse cursor over it.
- Fixed a bug that caused the winning points tab in the statistics window to consume too much performance.
- Fixed a bug that caused family members to continue collecting resources after they have been moved to a new residence.
- Fixed a bug that caused the game to show the enter church button in the action bar of an unconscious character.
- We fixed several bugs caused by being able to obtain more buildings than the player would be allowed to own.
- Fixed a bug that caused the game to not update the health points of a newly upgraded building.
- Fixed a bug that caused the game to not deduct the repair costs upon repairing buildings.
- Fixed a bug that caused the character to float upon changing clothes while riding a horse. Yes really.
- Fixed a bug that caused the game to destroy an item upon being exchanged with another one while the inventory is full.
- Fixed a bug that caused the game to not transfer all buildings correctly from a dying dynasty to the heir married to another dynasty character.
- Fixed a bug that caused dead spouse plaques to not get properly removed from a building after their death.
- Fixed several bugs related to trading characters between dynasties and how they are then shown in the family tree.
- Fixed a bug that caused the game to show the wrong name for your children upon hovering the character plaque on a building.
- Fixed a bug that caused the privacy protection add-on to not increased privacy protection.
- Fixed a bug that caused the game to show separate verdict sliders for characters from the same family.
- Fixed a bug that caused characters who already have an office to not properly apply for a new office.
- Fixed a bug that caused the game to show the wrong character window when clicking the character level next to the character portrait, while you were in an interior scene.
- Fixed a bug that caused characters to be shown in the T-Pose if they enter a scene with a horse or horse cart equipped.
- Fixed a bug that allowed neutral businesses to produce items they are not yet allowed to produce.
- Fixed a bug that allowed players to bypass the maximum employee limit in a building.
- Fixed a bug that caused the game to duplicate the model of a dying leader.
- Fixed a bug that caused the game to cull particle effects too early.
- Fixed a bug that caused the mesh of children to be messed up at their hands.
- Fixed a bug that caused the game to hide particle effects after leaving a scene.
- Fixed a bug that caused chat messages sent by the client to not be sent to other clients or the host.
- Fixed a bug that caused the game to not show the businesses of other players on the mini map.
- Fixed a bug that caused the game to show a connect/disconnect message for players connected/disconnected in the lobby upon starting the match.
- Fixed a bug that caused the game to not synch the guards of buildings correctly to every participant.
- Fixed a bug that prevented family members from entering the church.
- Fixed a bug that caused the game to be unplayable for clients if the host tabbed out of the game window.
- Fixed several bugs related to leaving a lobby and returning to the server selection window.
- Fixed a bug that LMB was used instead of RMB as the main button despite being set up differently in windows.

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 already mentioned we are working on another iteration on the trade routes. It’s going well so you all should be able to be able to experience the improved trade routes in our next patch.

A short outlook…
We’ll put our efforts on making the way to become the Sovereign more challenging as well as holding the position of the Sovereign more interesting.
Beside that we are working on finalizing the text translations for French, Spanish, Italian, Polish, Russian, Chinese, Japanese and Korean. It still takes a number of weeks until we can launch these localizations.

**********

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 0.9.3: 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 0.9.2 – September 6th, 2019

Build number: 585833

Hi all! Well that EA 0.9.2 took a while but as you will see in the patch notes below we think it was worth the wait. We spent a lot of energy on stabilizing and also integrating 2 core features for multiplayer which are also probably the most complex ones: Host migration and picking up saved games together with your friends. We also added another big feature to the AI: Equipment. AI characters weren’t purchasing equipment which made them of course less and less competitive throughout the progress of a game.

Multiplayer
PLEASE NOTE THAT FROM NOW ON MULTIPLAYER IS ENABLED IN THE DEFAULT BRANCH AND YOU DON’T HAVE TO GO TO THE MP-BETA BRANCH ANYMORE.
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
- From now on the AI will also purchase and equip items and boosters. The items they want to equip highly depend on the dynasties title and the amount of cash to their disposal. The AI will also regularly check if there are better items in the market compared to what they have equipped right now. This way the AI should be on the one hand more dangerous but also they will be better suited for defending themselves.
- With EA 0.9.2 you are now able to trade evidence. This way you can trade evidence against your allies to somebody else, so you won’t take the blame. For now, the AI will not offer evidence to you or other dynasties - we will 'teach' them how to do this in the next patch.
- Often requested and now it’s in: Auto-save. Auto save has been added to the game. You can disable auto save in the options menu. The game automatically saves the game upon every round change. Autosave is disabled in multiplayer games.
- One of the biggest and probably most important feature that was missing in multiplayer has been added now: Host migration. From now on if the host of a game is leaving the game manually or gets destroyed the game state is saved and handed over to another player. This can take a while as the full map with all the data needs to be saved and moved to another player. Please note that if the host loses connection the game cannot be handed over as there is no active connection anymore.
- With the new version you are now also able to decide as a host if your game is visible in the multiplayer game server list even after the game has already been started. This way you can allow others to join your ongoing session. It also allows you to re-join a session after you disconnected. You can disable/enable your game directly in the lobby screen.
- As a game of Guild 3 can of course take several hours it’s extremely important that you can continue playing a game you started with a group. That’s why from now on the host can start saved games again. The game will show up in the game server list and everybody can join that lobby again. Upon joining you can select the dynasty you want to play. This way even friends that already lost with their family may join again and take over one of the AI dynasties. It is also possible to share the save game with somebody else, so they can take it on from there.
- If a competitor loses, you will now know why.
- While a target was busy there was no feedback if you tried to apply any action on that target. We changed that. From now on you will see a “Target is busy” floating text if you want to apply an action on an occupied target. The only exception to this is the attack action.
- Hovering your cursor over health bars will now show the current and max hit points of the character or building.
- The way paths are calculated have been changed in order to decrease network traffic.

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
- We rebalanced diseases to make them less severe and give the player more time to react.
- The value of characters in Dynastic Trades has been rebalanced in order to increase the value of character higher in the inheritance chain.
- Price ranges for some items were adapted.
- Some of the AI objectives were updated to improve overall AI behavior.
- Children of allies will now less likely annoy allies.

Performance
- We changed the way how the AI tries to find suitable building spots. This reduces the amount of lag caused by the AI trying to place building a lot.

Content
- We are currently reworking the textures. A first iteration of the terrain textures can be seen in EA 0.9.2. Please let us know what you think.
- The Ambush action has been reworked. Now, if the ambusher successfully surprises their victim they will be able to mug them without a fight. If that fails, either a fight breaks out where the ambusher still can win and then take their loot or the victim is able to flee.

Bug fixes
- We fixed several bugs related to achievements so most of them should now be properly achievable.
- Fixed a bug that prevented you to stop an action assigned to a character by the residential building.
- Fixed a bug that caused the activity circle of a guard to remain on the map after the associated guard died.
- Fixed a bug that caused the game to apply sickness damage for multiple years upon a round change.
- Fixed a bug that caused the game to show the character badges both in the old and the new residence.
- Fixed a bug that caused both far trip actions to have the same text and description.
- Fixed a bug that prevented characters to enter a cathedral when using the “Enter Church” action.
- Fixed a bug that caused characters within a building to be recognized as attackable targets.
- We changed a few things related to what’s loaded while moving the camera over the map. Now you should have less frame drops when panning your camera.
- Fixed a bug that sometimes caused market people to not show up at their designated market stands.
- Fixed a bug that caused the spy building action to never stop if it’s interrupted.
- Fixed a bug that caused characters to be able to use the use item action again while the action is still ongoing.
- Fixed a bug that caused the game to sometimes duplicate guard circles upon saving and loading a game.
- Fixed a bug that caused characters to move in the unconscious state upon fleeing from being kidnapped.
- Fixed a bug that caused the game to show the hire employee button when inspecting a spied-on building.
- Fixed a bug that caused the AI to not buy building add-ons.
- Fixed a bug that caused scaffolding to remain if a building has been destroyed while it’s being constructed.
- Fixed a bug that caused the game to wrongly create transporters and workers for non-dynasty controlled businesses.
- Fixed a bug that caused the game to show the wrong animations for buildings placed in the editor.
- Fixed a bug that caused the game to not change the flag on an inherited building correctly.
- Fixed a bug that caused the routes button to be shown in inspected non-controlled buildings.
- Fixed a bug that caused already fired employees to be still controllable via the calendar UI.
- Fixed a bug that caused defeated workers to freeze.
- Fixed a bug that caused characters in a fight to freeze after saving and loading a game.
- Fixed a bug that caused the game to only show one “New child” window even if multiple members of your family gave birth to new members of your family.
- Fixed a bug that caused the game to calculate a lower selling price for items sold by an automated transporter compared to selling the items manually.
- Fixed a bug that caused the game to show a negative total value in the statistics UI upon starting a new game.
- Fixed a bug that caused lansquenets to attack the victim and not the perpetrator.
- Fixed a bug that caused henchmen who guard a building to pursuit a perpetrator indefinitely.
- Fixed a bug that caused henchmen to not get removed properly upon dying.
- Fixed a bug that caused the game to remove the buff if multiple items of the same item were equipped and one was removed.
- Fixed a bug that allowed players to send home a character while he/she is executed.
- Fixed a bug that caused the game to move all items from the same type from the front store to the internal storage upon moving items in the internal storage.
- Fixed a bug that allowed transporters to gather items like water, flowers, etc.
- Fixed a bug that hid the invalid indicator (red outline) in production and residential building after saving and loading a game.
- Fixed a bug that caused the music to stop after purchasing a skill in the ambitious skill tree.
- Fixed a bug that caused AI warehouse transporters to not continue their duty upon loading a game.
- Fixed a bug that caused family members to not earn XP for producing items in their residence.
- Fixed a bug that caused characters to lose their working tools upon saving and loading a game.
- Fixed a bug that caused 4-digit numbers in the statistics window to not show properly.
- Fixed a bug that caused the family name to not show up correctly in the dynasty trade request notification.
- Fixed a bug that caused the game to spawn less opponent dynasties than defined upon starting the scenario.
- Fixed a bug that caused the game to not show the “You lost” message to the client in a multiplayer game correctly.
- Fixed a bug that prevented the player to enter special characters upon entering the password for a password-protected server.
- Fixed a bug that caused save games to show the wrong time stamp.
- Fixed a bug that caused the game to not update the wind sound correctly when changing ambient sounds.
- Fixed a bug that caused the game to play nighttime sounds during the day.
- Fixed a bug that caused the game to duplicate items upon moving an item from one character to another.
- Several localization fixes.

Known issues
- Currently city wall towers are slightly misplaced. We are working on a fix for that problem.

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
We moved the work on the sovereign system a bit back in our backlog. Instead we are currently working on enabling the continuation of an already won game in single player, making campaigns properly work for the AI and in Multiplayer. Additionally we are working to change the key binding system, so you have more control on your controls.

A short outlook…
Becoming sovereign isn’t easy but being sovereign is not exciting. This is what we want to change. Also we want to do another iteration on the trade routes.

**********

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 0.9.2: 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.

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!