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high rated
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 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.
high rated
- 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 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
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.
high rated
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.
Post edited September 26, 2019 by Scandal781
high rated
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 these 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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
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.
high rated
Patch notes for version EA 0.9.3.1 – October 2nd, 2019
Build number: 587205

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

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

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

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

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

Thanks for your feedback and patience!
high rated
Patch notes for version EA 0.9.4 – October 23rd, 2019
Build number: 588778

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

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

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

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

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

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

Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
As promised we are working hard on updating the Sovereign feature in the game. We are almost finished with the election process and what you can actually do as the Sovereign. You will experience those changes with our next patch.

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.4: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
avatar
Scandal781:
Thank you, but is thereany THQNordic forum ? I do NOT find, sorry if I missed it.
high rated
avatar
Scandal781:
avatar
zwem: Thank you, but is thereany THQNordic forum ? I do NOT find, sorry if I missed it.
Hello Zwem,

There is no official THQ Forum for The Guild 3. Please use this board or the one on Steam.

Best regards,

Scandal

-----------------------------------------------------------------------------------------

Patch notes for version EA 0.9.4.1 – October 29th, 2019

Build number: 589134

Hi all,

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

Thanks for your feedback and patience!
Post edited October 29, 2019 by Scandal781
avatar
Scandal781:
OK, Thank you very much
high rated
Patch notes for version EA 0.9.5 – November 19th, 2019
Build number: 590410

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

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


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

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

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

Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
For the next patch we’ll lay our focus on bugfixing and balancing.

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.5: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
high rated
Patch notes for version EA 0.9.6 – December 17th, 2019
Build number: 592455

Hi all!

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

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

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

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

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

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

Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information in the FAQs Multiplayer on our webpage as well!
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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
For the next patch we are planning to rework the music system in the game. Goal is to align all the different music tracks with certain situations and also based on your dynasty’s moral alignments.

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.6: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
high rated
Patch notes for version EA 0.9.6.1 – December 20th, 2019
Steam build number: 592802

Hi all,
We just deployed a hotfix update to fix issues that came up with EA 0.9.6. Savegames from patch EA 0.9.6 should be fully compatible with this hotfix!
Here are the things we changed.

- Fixed a bug that caused the manual trade routes to not work properly anymore after the first cycle.
- Fixed a bug that might cause the game to crash with high resolution shadow settings.
- The remaining booths from the deleted marketplace in Sudenburg on the Magdeburg map have been removed.

Thanks for your feedback and patience!
high rated
Patch notes for version EA 0.9.7 – February 7th, 2020
Build number: 595365

Hi all!
Here is our first release of 2020! As many of you know we originally planned to release EA 0.9.7. in January. We received lots of reports via our Redmine bug tracker, which we wanted to take care of, before the version goes live.
We were putting a lot of effort into the new music system and further stabilizing the game.

Please note: we sadly noticed in our final testing round before the launch that we have a crash and a problem with the ambient sound system. The crash should happen rarely, but due to some strange combinations of bad luck with karma you may transfer sounds from one map to the main menu and then to your next map. It is also possible that this will affect the performance. We are already working on a hotfix that we believe will be ready next week. Sorry for this inconvenience!

New features
- With this release you will be able to hear way more music tracks compared to EA 0.9.6. We have separated the tracks in background and event music. The track selected for the background music depends on your family’s title, their moral values, whether you live in a village or city, office position, season and whether it’s day or night. The background music can be interrupted by event music. Events such as the wedding, a family member being in combat, a house is on fire or if your family is having harsh times (no money or no residence). Overall we are really happy that we finally have more tracks in the game that reflect the current situation your family is in. Let us know what you think.
- In order to make building placement easier we are now highlighting the streets while being in the building placement mode.

Content & Balancing
- We slightly improved the system that controls from what business citizens are buying their goods.
- Lansquenets are now less likely to pick a building that is already protected.
- The rogue tree businesses have been updated in aspects of income so the rogue class economy is working better.

Art
- Lots of texture and material improvements.
- Several lightmaps and LODs fixed and/or adjusted.
- Metal surfaces and objects now look more like if they were made of real metal.
- All scenario maps have been worked (bug fixes, reorganizing streets, atmosphere of sceneries, etc.).

Optimization
- Optimized network serialization code in order to improve network performance in multiplayer.
- Reduced unnecessary net_references to reduce the amount of data that needs to be synced between host and clients.
- Optimized the way character plaques are rendered so they are less costly in aspects of performance (particularly on big maps).

Bug fixes
- Fixed lots of crash bugs reported in EA 0.9.6.
- Fixed a bug that caused the game to crash upon losing the game after banishing another character.
- Fixed a bug that caused the game to crash upon pressing the embark on a romance button.
- Fixed a bug that caused AI dynasties to stop doing anything anymore after the player decides to continue playing after being victorious.
- Fixed a bug that caused the game to not stop the working animation correctly after sending a character to do something else.
- Fixed a bug that caused the toddlers to not get transported to the church correctly after the only residence a dynasty owns gets destroyed. Just to clarify: the family keeps their toddlers, the church will just be their temporary home.
- Fixed a bug that caused characters to not return to their previous route action upon being interrupted by another action. In case the character lost a fight their route is still interrupted. The same happens when a worker with full inventory flees a fight. We will take care of that in one of the next patches.
high rated
- Fixed a bug that allowed players to use (eat) the “Small cake of joy” on themselves without getting any effect.
- Fixed a bug that caused characters to have wrong animation upon executing the “kill action”.
- Fixed a bug that allowed the partner to exit the building while executing the “produce offspring” action.
- Fixed a bug that caused multiple thieves to select one target which lead to unfortunate visual implications.
- Fixed a bug that caused the breaking bones action to always fail.
- Fixed a bug that got henchmen stuck upon trying to eliminate someone.
- Fixed a bug that caused the extort protection money action to always fail.
- Fixed a bug that caused some actions to not be available for other grown-up family members despite the fact that they should have those actions as well.
- Fixed a bug that caused automated employees to not heal them correctly.
- Fixed a bug that caused the timer for the off-map actions to start ticking down as soon as the character starts moving.
- Fixed a bug that caused boasting characters to select a new destination for boasting, after being interrupted by another action.
- Fixed a bug that caused children to not enter the school correctly upon executing the “send to school” action.
- Fixed a bug that caused characters playing dice where positioned too close to each other.
- Fixed a bug that caused guards to slide smoothly away after another character used the break bones action on them.
- Fixed a bug that caused riding horses and horse carts to vanish too early if the rider is waiting for an interaction with another character.
- Fixed a bug that caused NPCs to idle too long.
- Fixed a bug that caused NPCs to not unload their inventory correctly after stealing items from other characters/buildings.
- Fixed a bug that caused the sovereign UI to not show the crest of the currently ruling family.
- Fixed a bug that caused the gold bar to show up first in the foundry list of products despite being unlocked later.
- Fixed a bug that caused the character creation UI to not reset the attribute points correctly upon starting a new game.
- Fixed a bug that caused NPCs to wait too long for their conversation partners.
- Fixed a bug that caused characters to get experience points even when a kill attempt was not successful.
- Fixed a bug that caused extinct dynasties to not erase all their family members correctly.
- Fixed a bug that caused henchmen to protect a building despite the relationship with the owning family being changed from ally to foe.
- Fixed a bug that caused the game to only show a maximum of 50 characters in several UIs.
- Fixed a bug that caused the far-trade UI to not update description and details after a far-trade opportunity timed out.
- Fixed a bug that caused the lumberyard icon to not be shown on lumberyard items in the market.
- Fixed a bug that caused right-clicking on long-distance trade routes in the quick access menu to not work correctly.
- Fixed a bug that caused the apply for office window to not show up if you try to apply for the same office in another city.
- Fixed a bug that caused the confirm button in the application window to be enabled despite no candidate being selected.
- Fixed a bug that caused the game to show the “head of the family” icon for every prisoner in the “change prison sentence” UI.
- Fixed a bug that caused the game to show valid building placement despite the fact that the position is invalid.
- Fixed a bug that caused gathering workers to not pick up gathering again after their inventory was full.
- Fixed a bug that caused workers to continue showing their work animation despite the fact that they already stopped working.
- Fixed a bug that caused the reputation to not increase upon successfully donating money to the church.
- Fixed a bug that caused automated transporters to sell item stacks one after another instead in one bulk which lead to lower sell prices.
- Fixed a bug that caused the game to prevent diplomatic actions while the target character is busy.
- Fixed a bug that caused the dynasty trade window to not react to changes happening in the background that affect the current trade.
- Fixed a bug that caused the warehouse UI to not update correctly when switching between different buildings.
- Fixed a bug that caused the knowledge hub access button to be wrongly placed in the “new child” pop-up.
- Fixed several inconsistencies in the save game dialogue.
- Fixed several text issues.
- Fixed a bug that allowed the player to select multiple scenario maps by right mouse button clicking.
- Fixed a bug that caused the character to be stuck in the church upon saving and loading while being in the church scene.
- Fixed several bugs related to multiplayer.

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 in the FAQs Multiplayer on our webpage as well!
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 library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
If you still have issues afterwards, then we recommend to uninstall the game and then manually delete the folder "C:\Users\[USERNAME]\AppData\Local\Guild3\" (or "C:\Users\[USERNAME]\Documents\Guild3\"). Then re-install the game.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
For the next patch we are planning to introduce a big change to the economy - the separated markets. We are currently working on a developer diary focused on that feature, so you can see what to expect.

A short outlook...
Besides the separated markets we are planning to make the needs of the citizens more transparent, so you have an easier time seeing how needs and of course prices are developing.

**********

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 0.9.7: 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.