Posted September 06, 2019
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.
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.