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The Guild 3 News

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

Build number: 609031

Hi all!

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

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

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

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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 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.

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

Build number: 608513

Hi all!

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

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

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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 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.

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

Build number: 608190

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

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

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

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

Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “%userprofile%\Saved Games\Guild3” (C:\Users\[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

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

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

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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 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.

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

Greetings!

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

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

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

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

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

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

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

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

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

Hello everybody!

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

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

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

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

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

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

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

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

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

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

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