It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
New features under hood
- Designers are now able to define which action can be shown in which building. This way we are now able to lock/unlock actions for residential buildings and businesses without changing it in the code.
- Designers are now able to create actions that affect not just source (the executor of an action) and target but select two different targets. With that new feature we are able to create actions like “Spread rumors about a dynasty”, which decreases the relationship between two other dynasties.

Balancing
- All the equipment related to combat had been rebalanced to support the new combat system. Weapons and armor are now way more powerful and it’s absolutely recommended to equip your characters well before taking up a fight with a city guard.
- All the producible items in the garrison and the thieves hideout were moved to other buildings.
- Prices for titles and skills have been adjusted.
- Hiring employees is now more expensive.
- The start base budget for businesses has been increased.
- Adjusted the XP gained from executing actions.
- Adjusted the prices for a lot of the henchmen specific actions.
- Adjusted some effects of actions

Content
- A new action was added for thieves: game of dice. It’s a legal action that allows your thieves to make coins from playing with unsuspecting citizens.
- Every character should now start with a starting clothing item equipped. Citizens should wear the proper items for the clothes they are wearing.

Performance and stability
- We changed the way the game is picking objects in the 3D world. All the props and fauna in the game is not considered anymore while the game is checking for pickable objects under the mouse cursor.

Bug fixes
- Fixed a bug that caused the game to crash when the home residence was demolished.
- Fixed a bug that caused the game to crash if the main residence burned down.
- Fixed a bug that caused the game to crash if there were too many evidences to be traded in the dynasty trade UI.
- Fixed a bug that caused the game to crash if the clothes of a dead character were selected.
- Fixed a bug that caused the game to crash when a henchman executes the conquer building action.
- Fixed a bug that caused the game to crash upon using the spying action with a henchman.
- Fixed a bug that caused the game to crash after the trial of an employee finished.
- Fixed a bug that caused transporters to take a transporter slot in a building that they were visiting.
- Fixed a bug that caused buildings to not look like their according building level.
- Fixed a bug that actions, like break into building, are opening the interieur scene when applied on a building.
- Fixed that NPCs and AI dynasties are not repairing their buildings. Now they are repairing their buildings if they can afford it.
- Fixed a bug that caused NPC adults to attack NPC children. That’s not happening anymore.
- Fixed a bug that caused to show different relationship values on characters and the character selection screen.
- Fixed a bug that caused the amount of unread notifications to not show up anymore.
- Fixed a bug that prevented the player from exiting a scenario as the “Yes” button was missing the first time the UI was opened.
- Fixed a bug that caused characters to not die even if they are below 0 health points.
- Fixed a bug that allowed characters to use office actions despite not having the office anymore.
- Fixed a bug that caused the game to not show pistol and crossbow animations anymore.
- Fixed a bug that caused guards to not react properly when they are the victim of the pickpocket action.
- Fixed a bug that prevents ambushes to happen below bridges.
- Fixed a bug that caused characters to spawn below the surface in Augsburg.
- Fixed a bug that caused the player to not get influence for their office position.
- Fixed a bug that caused the selection circle of a character to vanish after loading a map.
- Fixed a bug that caused family members to always select the same target for the “drive your workers” action.
- Fixed a bug that caused the intro music to be played before the sound settings are loaded.
- Fixed a bug that caused the overall volume setting to do nothing.
- Fixed a bug that caused the game to take over changed sound settings without hitting the confirm button.
- Fixed a bug that players had to restart the game to apply sound settings.
- Fixed a bug that caused some sounds to still play despite all volume controls have been set to 0.
- Fixed a bug that caused the game to zoom on double clicking.
- Fixed a bug that caused the game to show the last item produced tooltip when hovering the mouse cursor over the currently active action icon.
- Fixed a bug that caused the illegal and legal colors to be shown incorrectly.
- Fixed a bug that caused the game to allow all members of a family to leave a guild.
- Fixed a bug that caused transporters to not being fireable.
- Fixed a bug that caused the kidnap action to show the success animation despite the action was actually a failure.
- Fixed a bug that prevented the “Chain Hostage in Backroom” action from successfully finishing.
- Fixed a bug that caused the game to not unlock the correct amount of businesses in the career mode.
- Fixed a bug that caused the game to create NPCs whenever someone used the praise action on an inn, without destroying them afterwards.
- Fixed a bug that caused percentage values to not being shown correctly in tooltips.
- Fixed a bug that caused the game to prevent the player from visiting their own herb huts and hospitals.
- Fixed a bug that caused the game to stop the current weather after visiting an interieur scene.
- Fixed a bug that caused the game to not remove selection circles of employees after the associated building was destroyed.
- Fixed a bug that caused the character to not being illuminated correctly in the inspection window if water animations are enabled …
- Fixed a bug that caused transporters to not go to the market and buy certain ingredients.
- Fixed a bug that caused the new leader of a dynasty to be teleported to their home residence after the previous leader was killed.
- Fixed a bug that caused the avatar, spouse and heir quick selection UI panels to overlap each other on starting a map.
- Fixed a bug that caused the game to show the spouse twice in the quick selection UI if the spouse is also appointed as the heir.
- Fixed a bug that prevented the player to manually end a relationship by using the end relationship action.

Known issues
- All office privileges were removed for now as none of the actions were working properly. We will assess the whole system and as soon as it’s properly working we’ll introduce those actions again.

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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR

What we are planning for the next patch
For the next patch we want to further improve the AI and update the notification system to support urgent notifications.

A short outlook…
The focus right now is on the dynasty AI but we will also start working on the politics and law system, as we want to make the offices more useful.

**********

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 0.7.3: https://goo.gl/forms/S7oZWU21cXgQAfHg1
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.
Post edited February 15, 2019 by georg.holzer
high rated
Patch notes for version EA 0.7.3.1 – February 22nd, 2019

Hi all,

We just deployed a little update to resolve a few issues that you helped us identify in EA 0.7.3. That’s what we fixed:

- Fixed a bug that caused the leader to become unresponsive when certain actions were assigned to the leader in a specific manner.
- Fixed a bug that caused overly motivated lansquenets to always pick the same building for “asking” for protection. They will now only damage the building on critical failure. On failure only productivity is reduced.
- We changed the way repair costs are calculated. Before everything in the building (characters, items, add-ons) was included in calculating the repair price. That doesn’t make a lot of sense, so we changed it; the repair costs are just dependent on the maximum health points and the current health points of the building.
- Fixed a bug that caused buildings to become unrepairable if the repair confirmation pop-up was closed by using Esc or the right mouse button.
- Fixed a bug that caused the loading screen to disappear too early when loading a map.

Thank you all for the feedback on EA 0.7.3 so far!
high rated
Patch notes for version EA 0.7.4 – March 15th, 2019

Hi Everyone! Today we released EA 0.7.4! This version contains a changed dynastic trade system, improvements to make the AI more interesting, a big update on notifications, a bunch of new or improved UIs and a lot of bugfixes we think you were waiting on! Enjoy!

New features
- One of the biggest changes in this version is the whole diplomacy system. Before the AI was not engaging actively in dynastic trades. The logic behind what they wanted to trade was also not existent. With EA 0.7.4 the AI will actively send you trade requests once they have the appropriate title. The content of their trade proposals depends on what objectives they are currently following. Trade proposals are sent via urgent notifications (for more info, check out the notification entry below).
- So far the AI didn’t trigger feuds, didn’t make peace proposals or weren’t trying to get into alliances. We changed that. The AI will now declare feuds if it fits their objective. They will also ask for alliances. To make that more interesting we changed the way peace or alliances are forged. We moved those actions from being just actions in the action bar, to the dynasty trade. So from now on if you are in a feud you can only end it by accepting or making a peace proposal. The amount of compensation you have to pay or you can expect depends on the power balancing between the involved dynasties.
- As diplomacy starts to get slowly more interesting in the game and there was no way yet to get a notion of how is actually the relationship between the other dynasties, we decided to implement a UI element which you may be familiar with from other Guild games. From now on if you hover your mouse cursor over the crest of another dynasty (or your own) you will see relationship between all dynasties and the inspected dynasty.
- One big topic that was haunting us for a while now was the notification system. With EA 0.7.4 we implemented now 2 different types of notifications (general and urgent). We added voice overs and jingles to most of the notifications. There are a few different notifications categories (which can be identified by their icon) and every notification can either have green (positive), gray (neutral) or red (negative) background. This way you should be able to react faster.
-- General notifications: Those notifications will be shown only on the lower left and in the message log.
-- Urgent notifications: Those notifications are shown in the top center of your screen. They will remain for a predefined amount of time. If you click on an urgent notification it will take you to the point of interest. This can be a UI or an object in the 3D world. Urgent notifications will also be stored in your message log.
- If you have the feeling that you get too many notifications you can filter messages via the notification filter button on the lower left of your HUD. We extended that UI, so now it shows all the different categories with their respective icons.
- Another thing that we added is the new Action Comparison UI. From now on if you hover a target with an action a UI will show up on the bottom center. It will inform you about the target, the attributes that are influencing the dice roll and it will show the chance for success. The chance for success is now also directly shown next to the mouse cursor. The old comparison UI is gone.
- Another UI we changed is the dynasty window. Per dynasty you will now see the leader, spouse and heir but you can also open the family tree for every other dynasty. The former children section in the UI has been removed and instead you can see the list of all buildings of the selected dynasty. You will also see per building whether you are spying on the building or not. Also we moved the evidence section over to the dynasty UI.
- Wiping out a dynasty is a good thing. That’s why now as soon as one of the competitors loses, you will get a nice UI informing you about that.
- We also added a UI that informs you if one of your family members or the leader of a competitor died, so you are properly up to date.
- A new objective was added to the AI to follow: Increase Rank. When the AI gets the objective they will internally compare their winning points with the winning points of the other dynasties. They will try to increase their rank. The way they will try to do it mainly depends on their dynasty attitudes. So for example, aggressive dynasties will try to actively weaken dynasties with a higher amount of winning points.
- Another objective for the AI that we added is the “Increase Security” objective. If they follow that objective, the AI will start hiring henchmen and assign them to their duties.
- We extended the AI, so they are now properly reacting when their main residence was destroyed. They will try to build or buy a new residence and move the family in as quickly as possible.
- Narrator voice overs are now played when new titles are unlocked.
- Action tooltips are now also shown on actions in the production UI instead of just the name.

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
- The avatar starts with the age of 25.
- Many changes to the AI behavior.
- Changed the formula for conceiving a child.
- For the AI the decision to produce offspring is now dependent on their current objectives instead of just a regular interval.
- We tweaked lots of the sounds and how far they are played.

Art
- We completely changed the water in the game. It should have now a more natural look.

Performance and stability
- Animation code optimized. Unnecessary copying of data removed, and simplified simulations for simple animations.
- Objects that are not visible to the camera will now properly be marked as invisible. This gets rid of unnecessary particle animation, character animation, and plaque calculations.
- Unified all the picking functions into a single function. This reduces the times when pickable objects are calculated per frame from 3 to 1.
- Optimized building and character plaque rendering code to have a far smaller impact on performance.

Bug fixes
- Fixed a bug that caused the game to crash if an action icon was not set up correctly.
- Fixed a bug that caused the game to crash if a building has been selected while the game was paused.
- Fixed a bug that caused the game to crash when the player tries to hire a henchmen while the main residence is destroyed.
- Fixed a bug that caused the game to “think” that the right mouse button is permanently pressed. This lead to weird selection behavior. That should be resolved now.
- Fixed a bug that caused the game to block you from equipping an item if there is only one item slot available.
- Fixed a bug that caused the production window to block input for other windows while they are opened on top.
- Fixed a bug that caused the player to get stuck in the election scene if nothing is selected.
- Fixed a bug that caused the election scene to not show up properly when an election took place in which the player is supposed to vote.
- Fixed a bug that caused the trial scene to show the same crest for all characters despite being from different dynasties.
- Fixed a bug that caused characters to leave prison instantly if they get involved just a moment before.
- Fixed a bug that caused condemned characters to leave prison before their sentence has ended.
- Fixed a bug that caused the player to get stuck in the prison scene because the leave button was missing.
- Fixed a bug that caused characters to remain partly unusable after being released from prison.
- Fixed a bug that caused characters fall through bridges after a trial scene ended.
- Fixed a bug that caused characters to freeze their animation when they were ambushed.
- Fixed a bug that caused gathering characters to stop their assigned tasks if they are interrupted by another action.
- Fixed a bug that caused characters to not continue their task after being robbed.
- Fixed a bug that caused the progress bar not being shown correctly while the character was collecting herbs.
- Fixed a bug that caused the progress bar to not being shown when collecting water buckets.
- Fixed a bug that caused the ask alliance and end feud actions to not work properly with the AI.
- Fixed a bug that caused the game to allow invalid positions for actions like begging, entertainment, etc.
- Fixed a bug that caused neutral businesses to hire an endless amount of workers and transporters.
- Fixed a bug that caused the building plaque of the windmill to move along with the buildings animation.
- Fixed a bug that caused the herb hut playing the wrong animations on characters outside of the building.
- Fixed a bug that caused NPCs to not level up their attributes correctly.
- Fixed a bug that caused the notification window to not show up when a new title is purchased.
- Fixed a bug that caused employees to lose their clothes items after saving and loading a game.
- Fixed a bug that caused the walking stick item to not grant the movement speed boni correctly.
- Fixed a bug that caused buildings to still show dead family member character plaques.
- Fixed a bug that caused henchmen to spawn in front of the main residence instead of the building they were hired for.
high rated
Patch notes for version EA 0.7.4 - March 15th, 2019 – Part 2

- Fixed a bug that caused characters to produce endlessly despite an amount having being defined.
- Fixed a bug that caused characters to still play their working animations while they are moving.
- Fixed a bug that caused lamp posts to not be properly lit.
- Fixed a bug that town hall, port, cemetery and lumberyard are not shown on the area map.
- Fixed a bug that caused the game to keep playing the thunderstorm sound after entering and leaving a scene.
- Fixed a bug that caused the game to show the wrong tooltip while hovering an assigned action in the production UI.
- Fixed a bug that caused the street highlighting (space key) not being removed after the window lost focus.
- Fixed the difficulty settings. They were inverted, that’s why you got more gold if you were playing on impossible.
- Fixed a bug that caused an attacking character to be teleported to the destination of the attacked victim (if the attack was executed on a transporter).
- Fixed a bug that caused the game to show the tenure of office to not show the correct number.
- Fixed a number of text bugs.

Known issues
- The election UI looks very broken at the moment. We are currently working on the politics system so issues like this one should soon be history.
- If you play the scenario map Paris and decide to go on a long distance journey, your character will instantly die. We found the bug and will fix it for the next patch.

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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR

What we are planning for the next patch
For the next patch we are currently working intensively on the politics and voting system. We will particularly focus on getting privileges working decently and we are currently also thinking about new political actions that you can execute if you are holding a respective office. We also want to deliver a first iteration of the tutorial, so you have an easier time getting into the game.

A short outlook…
We want to move our focus on trade routes, storage management and economy refinement.

**********

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 0.7.4: 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.
Post edited March 15, 2019 by georg.holzer
CALLING OUT THE WHOLE GOLEM TEAM AND THEIR LAMPS.

I didn't know if it was better to do a topic or put it here but as you don't answer to topics.

So don't missenderstand I like THE GUILD 3 and I really wish it the best.

I'm not talking to SCANDAL (and don't want an answer from him) I think he try do to his best and he did it by helping the Golem team with the new Lamps team and honestly I don't know what could he do more.

Then if you are currently happy with your guild DON'T CHECK WHAT I'M GOING TO SAY AND JUST LEAVE (I'm not going to repeat it 2 time), you will not like what I'm going to say.

So I'm talking to the dude who try to make believe that it's fine.

WHAT IS THAT SHIT ? Honestly 7 month later and even not the shadow of a multi coming ? The societies, well .... I'm mean the guilds are still not doing anything, there are, I don't know how much, bug sneaking absolutly everywhere, get crash don't know how and you are still fixing the fight ? WHAT ? YOU TOLD THE SAME 1 YEARS AGO. Yes 1 years ago you also say that you will soon rebuild the fight ? WHO ARE YOU KIDDING ? HONESTLY IN 1 YEAR WHAT DID WE GET ? I'm checking and I don't know, politic still crashing, fight still crashing (WAIT. it was NOT crashing before but NOW it do, isn't it unbelievable ?). Can not always see other members in the politics chambers (around the table). Workers still stoping to work sometime.

You thank community for bug report, HO you are not able to ask to 1 of your guys to visit it by itself. It's going to take him 5 hours ok maybe 8 (1 days or 2 of work for only 1 golem not more) and you will see what is wrong.
So, as I said what did we get ?

Wait, the influence and the money to rise in the society and get new titles. It could be a GREAT idea except that we can buy influence with money so suddenly you don't understand what influence is doing. Yes, because if you can buy as much influence that you want, is the same that get the title with money. So if you really want to give influence the place that it diserve, we have to EARN it by ourself. When we bring a bakery in a district, where there is NONE, THAT IS GOOD for influence. When you grab an office in a political chamber IT BRING some influence. BUT IF YOU BUILD 4 BAKERIES in the same district you have to lose some influence or when you go in jail it's not good for influence too. Influence is not reputation but there is some links. When you ban a family you CAN EARN INFLUENCE. Have a big dinasty can also give influence OR HAVE OLD MEMBERS can also be good for it. Ho tell me how much idea I'm giving you right now ? It took me 5 min and you not able to bring any of it in 5 month ?

Ok let's talk about skill ? What ? So now, we no longer care about xp to get it, GET 100000 GOLD AN UNLOCK EVERY SKILL ? ARE YOU SERIOUS ? It's totally the opposite of what skill should be. I really like to be able to unlock them all BUT COME ON NOT THIS WAY. And I have some problem to tell me, that I can improve my bakery skills by being an apothycare. Let's say that the first skill can be buy, ok it's a basic skill, it's not ennoying, but then if you want to improve your bread PLEASE DO SOME BREAD.

So what do we do with our xp ? We can improve strengh, stealh, productivity, charisma and that it ? Great so now we no longer need xp ? Thank you, get money and you got enough ? And the abilites are still ugly and don't have any link with what they do (agility should be a hand holding something, perception should be a spotted shadow, smartness should be '!' or something else, charisma should be you with an aura)

I'm also asking me where is milk (may be I missed it), cheese, cabbage and all the dish that we can get with it (Even if it's absolutly not the priority, I think it's missing).

AND HERE COME THE BEST you don't want to talk about it isn't ? Of course you don't, because right now there is even some incompatibilities. WHERE IS THE MUTLI ? Do we talk about the societies too ? No, we can not talk about it because without multi you can not bring societies. Without multi you can not see so easily if the balance is ok or not. Tell me how do you do with the dinasties reputation in multi ? (Ho you don't know isn't ?). So where are we going ? Because I want a answer. Is the multi still planned ? And If yes WHEN ?

I'm calling out that whole team, I'm down with all your lies and fake patchnote and would appreciate to get a REAL ANSWER.

THANK YOU
Post edited January 26, 2020 by .DV.
high rated
Patch notes for version EA 0.7.5 – April 5th, 2019

Hi all! We just released EA 0.7.5! This patch is a bit lighter than the previous one, as we are currently reworking the politics system in the game, which is a big chunk of work. Nevertheless we are pretty excited to hear your feedback on the changes we implemented.

New features
- As requested by you, the community, we added an option to the game that, if enabled, levels up your employees automatically. You can find the option in the options menu at the bottom. The game will automatically distribute stat points based on the profession of the employee. The option is disabled by default.
- Currently as the game is progressing year by year, the whole family progression is really slow as it takes a while until you can start playing with your children. So we added a feature that you all probably know from previous Guild titles: Years per round. From now on you are able to define how many years should pass at the end of every round (24 hours). The default amount of years per round is set to 4. Your characters will age accordingly. Actions, trials, etc. will be correctly scheduled. As mentioned you have full control on how fast you want to play. If you prefer playing 1 year per round you can still do that by defining it before starting a 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.

Balancing
- Fleas don’t inflict damage anymore. Also the chance of spreading has been reduced and a cooldown has been added as well. Spreading fleas can also not be automated anymore in the residence. So if you want your kids to release fleas you need to select your targets manually.
- The summon action needs to be performed in a cemetery now. Being successful, nice items from far away can be obtained but there is a chance that others see you. If that happens your reputation will go down. If the action fails, you may even receive damage.
- The send courtier to the monarch action has been fixed and changed. The dispatched character will be sent away for 3 rounds (days). When that character returns your family will be rewarded with influence and your character with buffs. A child can only be sent to the monarch once.
- You can now send your kids to school. School lasts for 2 rounds (days) and at the end you will be rewarded with influence and the kid will earn XP and a random permanent buff on one of the base attributes.
- The insult action has been fixed and works differently now. Insulting a character will, on success, make the insulted attack you (and therefore commit a crime). If the action fails, your reputation will be reduced with the character and surroundings.
- The duration of a round has been decreased in order to have speedier gameplay.
- Ambushers will now also try to rob poorer characters. Their ambush area has also been increased.
- Results and rewards have been reworked for trips overseas.
- Sleeping now increases health regeneration. Sleeping over 6 hours gives the character a slight productivity buff.
- The rewards for jugglery, begging and boasting are now depending on how many characters are around.
- Sabotaging a building will not set it on fire anymore. It will reduce customer satisfaction and productivity.
- Vandalize is now reducing customer satisfaction only.
- Starting attributes for guards have been reduced so rogues have an easier life from the start.
- Reputation bonus and bargaining bonus have been slightly changed if the lucky stone item is equipped.
- Income generated by employees through actions is now shown under “other income” in the budget book.
- Cooldowns and durations have been changed for lots of actions.
- The minimum time you have to be in an alliance before you can dissolve it again has been removed.
- We removed the passive way of selling buildings (sell building action) as it was very buggy and as buildings can be purchased via the dynasty trade and directly when selecting a building, we deemed it as not necessary anymore to spend time on fixing that.
- Selling items doesn’t provide XP anymore as this was highly exploitable particularly when selling items of high value. In order for transporters to still be able to level up, they are now getting XP for finishing transportation routes.
- The bargaining bonus has been changed. From now on it’s not possible to sell items more expensive than the purchasing price at the market anymore.
- Item trading has been removed from the dynasty trade as it was bypassing the transportation system and it created lots of edge cases related to inventory space.
- We removed the following actions as they were not working properly and didn’t make too much sense as well: Spy on character, give gift (we will compensate that with artifact actions), give money.
- The stats of the short sword and the long sword have been adjusted.
- The profit margin of the market has been increased to 20%.
- The “Gambeson” armor’s reputation bonus has been decreased from 300% to 3%.
- A lot of buildable grounds in all scenario maps have been reworked. Besides, all villages are larger now so that you, as well as you AI opponents, have more free space to enlarge your business empire.

Art
- Currently we are going over all the props in the game and create additional “level of detail” levels for them, so we can improve the game’s performance particularly when the camera is far away or you are looking into far into the distance.

Performance and stability
- We fixed when objects in the world are casting shadows. Before objects were casting shadows, even if they were very far away from the camera, which of course resulted in lower performance.

Bug fixes
- Fixed a crash bug which occurred when the budget book was opened for too long.
- Fixed a bug in the rendering that crashed the game.
- Fixed a bug that caused the game to crash under certain circumstances while conquering a building.
- Fixed a bug that caused the game to crash when the AI tried to appoint a new heir.
- Fixed a bug that caused the game to crash when a character is returning from a trip overseas after loading a save game.
- Fixed a bug that caused guards to attack the character who defends themselves instead of the character who did something illegal.
- Fixed a bug that caused the upper left dynasty HUD elements to be hidden, when an action was applied on one of the character portraits.
- Fixed a bug that caused the game to sometimes hide the selected character UI when a character is in an indoor scene.
- Fixed a bug that caused a character to instantly die when they are sent on a trip overseas from Paris.
- Fixed a bug that caused robbers to not bring the stolen items back to the camp.
- Fixed a bug that caused the building placement tooltip to stick to the mouse cursor after building placement has been cancelled by a right-click.
- Fixed a bug that prevented you to attack enemies who are conquering a building.
- Fixed a bug that caused family members to switch to another family when they are in a building that is sold to another dynasty.
- Fixed a bug that caused far trade opportunities to not be removed after the time for the event is over.
- Fixed a bug that caused the “Show Top 5” button in the statistics UI to not work correctly.
- The outer side of parts of the city walls of Warsaw faced to the inside. This has been fixed.
- Fixed a bug that caused the game to not react on the ESC key in certain UIs.
- Fixed a bug that caused the text in loading screen tooltips to be cut off.
- Fixed a bug that caused one of the poor houses to not show the dynasty flag.
- Fixed a bug that caused legal and illegal actions to show the wrong color.
- Fixed lots of localization bugs in notifications.

Known issues
- Right now if you are taking over buildings through inheritance - e.g. marry the heir of a dynasty before it's leader dies somehow... - the “obtained” buildings aren't showing the correct flag anymore.
- Animals are missing animations, exception: riding horse, horse-darwn cart.
high rated
Patch notes for version EA 0.7.5 - April 5th, 2019 – Part 2

Multiplayer progress
Multiplayer is not yet enabled as it’s still very very buggy and we didn’t make all systems multiplayer ready yet. Nevertheless we want to share our progress with you.
- Characters, buildings etc. weren’t synced over the network. It took us quite some effort but now all objects are synced, animations are shown also on clients and pathfinding works correctly.
- Floating texts are now also shown correctly on the host and the clients.
- Before, character ID's were represented via a simple integer which is synced at the start of the game and then each client auto increments their local copy when creating a new character. That of course could have lead to ID clashes, that’s why we implemented randomly generated GUIDs.
- We implemented that the master AI is now also working correctly in multiplayer games. Data is synced correctly from Host to Clients. Automated characters are synced as well as budgets per business.
- We made the actor value and game effects system ready for multiplayer, so attributes of characters, status effects, etc. are properly synced over the network.
- The economy manager also had to be reworked in order to be able to be correctly simulated for all parties in a multiplayer game.
- All the city and neighborhood logic has been reworked in order to work correctly in multiplayer.
- Inhabitants of a city weren’t synced over the network which we now implemented. They will find the correct points of interest and conversations, fighting, etc. should now be handled correctly.
- The login screen has been refactored, so it’s possible to get into multiplayer sessions properly.
- We implemented now that lobbies can be properly created and are then also listed correctly in the open games UI.
- The UI that shows all the open lobbies wasn’t properly filled with data and didn’t react to connection issues. We changed that now, so lobbies are correctly shown.
- In order to be able to communicate with other players in the lobby we changed the character creation screen in multiplayer so you will have access to the chat there.
- We implemented that players are able to chat with each other in the lobby screen. The chat in game is not yet in but will soon be worked on.
- Additionally, we started to eliminate updates that are sent every frame in order to be able to increase the amount of concurrent players in a multiplayer session.
- The time architect is now handled only on the server in order to not have different weather on the clients.
- Notifications are now shown correctly on the server and on the different clients.
- We also made sure that the terrain is correctly synced between host and clients. While we were working on that, we also fixed a few bugs in that system to make it more stable and less error prone.

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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR

What we are planning for the next patch
For the next patch we are planning to release the reworked politics and court system. As you can imagine this is pretty pretty big, but progress has been good so far. We hope you will like it.

A short outlook…
Once we are finished with politics, we want to finally tackle 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 0.7.5: 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.
high rated
Patch notes for version EA 0.7.5.1 – April 9th, 2019

Hi all,

We just deployed an update to fix issues that came up with 0.7.5. Here are the things we changed.

- Fixed a bug that caused the years per round to change back to 4 years after saving and loading a game.
- Fixed a bug that caused the game to crash when a kidnapped character was released.
- Fixed a bug that caused the game to crash under certain circumstances when conquering a building.
- Fixed a bug that caused the game to create way more animals than actually set in the editor (eg. Paris 6400 animals …)

We also did a few things to improve performance:
- Animations are now only started if they aren’t playing already.
- Positions of the handcarts are not using the street to check the positioning anymore.
- Game logic is now only updated once per frame.

Thanks for your feedback and patience!
Patch notes for version EA 0.8.0 – May 3rd, 2019

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!

Please follow this link to the patch notes of EA 0.8.0 : https://theguildgame.com/may-3rd-2019-patch-ea-0-8-0/
Big update, fo those who don't want to follow (even if it allow you to check the official hub):

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.


Balancing

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.
Post edited May 04, 2019 by .DV.
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:

STEAM -> right-click on “The Guild 3” in your Steam library, then Properties – LOCAL FILES – VERIFY INTEGRITY OF GAME FILES…
GOG -> right-click on “The Guild 3” in your library, then Properties – “More” – Manage Installation – VERIFY/REPAIR

Join our official Discord server https://discord.gg/CGnN2Vb) 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.
high rated
Patch notes for version EA 0.8.5 – May 31st, 2019

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 "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. 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
- 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.

Please find the list of all bug fixes and other changes in the patch EA 0.8.5 here.

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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
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.
Post edited May 31, 2019 by Scandal781
AAAAAAAHHHHHHHHHHHH WE FINALLY GET IT, THANK YOU. It was long and I will check before to give any feedback but it is a nice update, you should even creat a topic about it (We don't all always check the "patchnote").

THANK YOU, LETS FIGHT.
Post edited August 16, 2019 by .DV.
high rated
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 "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. 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!

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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
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.