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high rated
Patch notes for version EA 0.9.7.1 – February 13th, 2020
Build number: 596111

Hi all!

As you know we had a bit of bad luck with the launch of patch EA 0.9.7 , because some crashes and an annoying ambient sound bug slipped into the release candidate of the patch. So we worked hard and solved the following issues with this hotfix patch:

- Fixed a nasty crash that was caused when an NPC had 10 wheat bread and 10 roast beef in their inventory... in case you are wondering, this a little hint: this has something to do with Achievements :-)
- Fixed a crash that was caused by obsolete graphic adapters in the options menu. The system should now fall back on actually available adapters.
- Fixed the annoying ambient sound bug where sounds were magically teleported from one scene (or even map!) to another.
- Fixed a bug that caused employees to lose their buff when they entered a building that was neither their home building nor a public building. (PLEASE NOTE: If you continue playing with your saved game from version EA 0.9.7 then buffs of previously saved characters and buildings might still be wrong.)
- Fixed a bug where the adoption scene as well as other scenes were not fully cleaned up after a player took part or used it. That led to several bugs.

Thanks for your feedback and patience!
high rated
Patch notes for version EA 0.9.7.2 – March 9th, 2020
Build number: 598094

Hi all!

Here’s another small but important update. Today we fixed two very nasty bugs:

- The “Could not initialize the graphics subsystem” bug which was more likely to happen when playing on a tv, should now be fixed. Please let us know if you still have issues with the error message stated above.
- There is still one case left in which you could run into that problem: When the resolution is below 1280x720 on an older graphics card the game will still display the "graphics subsystem" error message. In these cases make sure to update the graphics cards drivers and set the resolution on the monitor to a minimum of 1280x720 before starting the game.

- We fixed that almost all of the UIs were not catching mouse input correctly which lead the game to select characters and buildings in the 3D world behind the UI. This was obviously pretty annoying so we got rid of it!

All the best and have fun playing!
high rated
Patch notes for version EA 0.9.8 – April 29th, 2020
Build number: 601695

Hi all!
We are very very excited to release patch EA 0.9.8 to you all today. This update contains a major and significant change on the overall economy gameplay experience. As already announced in one of our dev diaries, the whole situation of just having one market / one economy representing all the different villages, city districts etc. was always a thorn in our eyes. That’s changed now. From now on, a market can represent a group of neighborhoods, their needs and of course also the amount of stored goods and their prices. This adds a new layer of gameplay as it is now way more relevant where you buy and sell your goods or where to erect your production buildings. It also allows you to make money from selling from one market to another. Additionally, we added something very very interesting for all you unlawful businessmen out there. See below! So excited!

IMPORTANT: The new economy system has not been applied to all maps yet. Please test the new system in: Wenighusen, Heligoland, London, Warsaw, Augsburg and Magdeburg. The scenario maps of Paris, Vienna & Presporok and Visby have not received an overhaul of the economy system yet and so their marketplaces are all in the same market economy as they were before this update. We will have them adjusted in the next update.

New features
- From now on, a market can represent a set of villages and/or city districts. Needs and prices are fully influenced by supply and demand of the according market and the associated neighbourhoods. So selling daggers in a village won’t affect the prices anymore in a market within the city...
- To support this massive change we completely reworked the market UI! You are now able to switch between markets. You can see which neighborhoods are associated with that market. You can now clearly see who else is currently visiting the market and we also added 2 major UIs to support your decision making on what products you should provide.
- First of all, we added price statistics to the game. This new tab in the market UI gives you an overview of the price development PER market or group of markets. This way you can monitor price trends and adapt your overall strategy. For instance it could make sense to just hold back on some of your products. Store them in your warehouse until prices go up again.
- The second tab we added to the market UI is the need overview. Before our update this was a hidden system in the background influencing demand. We wanted to change that and clearly show you how the needs of an economy (market) are changing. Please note that we are not fully happy yet with the different need categories so we’ll most likely change them in the future.
- As there are now different prices between different markets for the same goods, it’s crucial that you can quickly see where the biggest benefits can be made. Of course, we don’t want you to always have to open the market UI to do so. That’s why we updated the item tooltip. It will now show you the market with the highest buying price and the market with the lowest selling price (buying price is the price the marketplace pays you as the seller, selling price is the price you pay when purchasing at a marketplace).
- As you know, there is also a system in the background to sustain markets if some crucial items for getting the economy are not in stock. We had to add that in the past quickly to avoid several deadlocks prone to the old system. That said we were never fully happy with that solution as there was no way of keeping goods from getting to the market. With EA 0.9.8, goods needed for the market will be delivered by foreign traders. They of course can be ambushed and robbed but beware, they are heavily guarded! Catch them before they reach their destination.

Content & Balancing
- AI behavior has been tweaked a bit, they should now focus a bit more on having enough children and businesses before branching out to more complex activities.
- AI Start skill picking was improved, the professions should now be more evenly distributed over all AI families.
- AI now has a threshold for declaring feuds, if the other dynasty is friendly enough the AI will first reduce that reputation before declaring a feud.

Art
- Besides the rework for the separated markets, our designers invested additional time especially into the scenario maps Magdeburg, Augsburg, London and Warsaw. You will find some surprises in all maps :-)
- We added new walls for villages. You can see an example of that already in Magdeburg.
- Some new work animations have been added to the starting businesses. It is just an early iteration and we will continue working on that.
- General texture improvements.

Bug fixes
- Fixed several crash bugs in singleplayer and multiplayer.
- Fixed a bug that caused the spouse to not stay in the church after the wedding and execute their previous task.
- Fixed a bug that caused workers to not continue their work after they fled with a full inventory.
- Fixed a bug that caused kidnapped characters to not get freed after the building they were chained in is conquered by their family.
- Fixed a bug that caused kidnapped characters to remain chained up if the building they are held captive in is bought by their own family.
- Fixed a bug that caused a character to get kidnapped despite the fact that the kidnapper’s inventory was full.
- Fixed a bug that caused a kidnapped character to be prisoner in multiple locations at the same time.
- Fixed a bug that caused the game to allow kidnapped characters to be married via a dynasty trade.
- Fixed a bug that caused characters to idle if they use the attack someone action twice on the same target.
- Fixed a bug that caused kidnapped characters to go to prison with their kidnapper.
- Fixed a bug that caused children born in captivity don’t get the kidnapped status effect.
- Fixed a bug that caused the verdict of a kidnapped judge to still be counted as valid.
- Fixed a bug that caused kidnapped characters to still be shown in certain scenes (eg. office voting).
- Fixed lots of edge cases for kidnapping characters.
- Fixed a bug that caused characters to get stuck in resource gathering buildings.
- Fixed a bug that caused unconscious characters to randomly stand-up again.
- Fixed a bug that caused the game to endlessly postpone the execution of henchmen.
- Fixed a bug that caused transporters to never procure more than a stack of 60 items.
- Fixed a bug that caused executions not being … executed … correctly and thus leading to a traffic jam of to-be-executed poor souls.
- Fixed a bug that caused the tutorial to get into a deadlock if a certain step is done before the quest has been received.
- Fixed a bug that allowed the avatar to leave the execution by using the send home button.
- Fixed a bug that caused rogue actions to be stopped if certain scenes are started.
- Several text bugs have been fixed.

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 our next patch we are planning to refine the balancing for the new separated market system, adapt all the scenario maps and potentially already deliver the first iteration for the renting of mine, quarry and lumberyard.

A short outlook...
We are currently already working on a dialogue system that will increase immersion and also making some choices more impactful. This is going to be a big feature but we are progressing well - more on that in the coming developer diary :)

**********

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 0.9.8: 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 0.9.8.1 – May 28th, 2020
Build number: 602143

Hi all!

With this small but very important update in between the patches EA 0.9.8 and EA 0.9.9 we are switching the error tracking system from Backtrace to Sentry plus we are fixing some annoying bugs in multiplayer as well as with the far trading system. Also, we would like to know which version of the new economy system introduced with EA 0.9.8 is your preferred one - so we want to kindly ask to compare a test version of the London map with the normal version and to give us your opinion afterwards.

Thank you in advance!

Bug fixes
- Some crashes and some smaller general bugfixes for Multiplayer
- Characters did not show up in the user interface of the port building
- Fixed a bug where far trade markets via the port building were unlocked from the very beginning (before it is unlocked by having the Free Citizenship)

Economies
We hope to get your help for a test regarding the new economy system: you will find a second version of the London map in the map selection menu, where every district/village has its own economy. We would be grateful if you could compare both maps and fill out a short survey regarding the changes we made in patch to London: Google Form

Maintenance
- The error tracking for the game was switched from Backtrace to Sentry
Important: Crash dumps for bug reports can now be found in ‘C:\Users\username\AppData\Local\Guild3\sentry\reports’ per default (for easy access open Windows Explorer and type the following in the address field: ‘shell:Local Appdata\Guild3\sentry\reports’)

All the best and have fun playing!
high rated
Patch notes for version EA 0.9.9 – July 9th, 2020
Build number: 604079

Hi all!
Before we can jump into our patch notes, here’s an important information, particularly for players who are playing multiplayer:

IMPORTANT: With EA 0.9.9 we updated the backend for the multiplayer mode of the game. The change to the new system should provide more stability than the previous one we used. That said, it’s really important that you update the game to the latest version in order to see lobbies of players already playing with the EA 0.9.9 version. For now, we’ll also keep the old backend online but will soon turn it off.

Get your name in game - follow this link!

It has been a while since patch EA 0.9.8 but rest assured, we have been very very busy getting our latest patch to the level of today. Let’s talk about what’s actually inside. Well, as you may have already read in one of our development diaries, we have been working on a completely new feature for the game: Dialogues. With the new version, you will be able to play the first iteration of the feature and content. In parallel, we were also working on integrating a new multiplayer library for the backend and some other changes to markets and the economy. If you are interested in the details, please check out our patch notes below.

New features
- With the new version, citizens will engage in conversations with each other. They will chit chat with each other about all kinds of topics. Some of those conversations reveal how the citizens think of events happening in the game. In order to not cluster your screen, we introduced a level of detail for speech bubbles. If your camera is far away, you’ll only see a speech bubble icon. When you get closer, you will see the actual dialogue. As you may come “late” to an actual conversation, all the speech bubbles will be shown on the screen in chronological order. If a speech bubble gets too close to the border of your screen, it will get transparent.
- You will also be able to actively engage in conversations by using certain actions (eg. romancing). Some conversations require you to select a dialogue line. To do so, an icon is shown above your character. Click on the icon in order to open the dialogue line options. Each option can be linked with one of your character’s attributes. Choose wisely what you select as your selection may be disliked by your conversation partner and therefore end in a failure of the action itself. Depending on the result, you’ll receive either a reward or a penalty.
- You will also encounter NPCs on the map who would like to discuss a matter with your character. Those NPCs are showing an exclamation mark on top of them. To engage in a conversation with a NPC that wants to talk, select one of your characters and right click on the according NPC. If your character reaches the NPC in time, a conversation will be started.
- Whenever you have to select a dialogue line, you will also receive a notification just in case you are somewhere else with your game camera.
- We also added so-called “Point-of-interest-shout-outs”. NPCs will react to certain events like somebody is begging, fighting, boasting etc. What they are actually saying will depend on their social status, so expect some funny reactions.
- With the new market UI, we realized that we also need to do a pass on what item categories we are actually providing. To simplify the way of understanding which item fulfills which need, we updated the item categories and needs in a way that they both represent the different item categories and needs at the same time.
- In our last version we introduced the needs graphs to the market UI. With EA 0.9.9 we improved that UI. From now on the need graphs are shown per round and not per year.
- Another adaptation we made to the market UI is that you will now see all markets in the markets list on the right side of the UI. You can also select different markets from the top pull down menu or cycle through them using the arrow button.
- Since a while now, NPCs are buying from markets and front stores, but they were never really equipping an item they purchased. We implemented that now. So don’t be surprised if you see somebody passing by your character with a walking stick.
- With EA 0.9.9 the surnames of dynasty members and other important characters are shown in the 3d world and in other UI elements, like the office tree. So when you see a character with his or her full name displayed, you can be certain that he or she is important!

Content & Balancing
- All maps, except Vienna, have been updated to the new economy system, based on your feedback in the survey.
- We extended our logging system for the AI in order to have an easier time evaluating the AI’s behavior and how to improve it.
- The build times for resource provider items have been doubled in order to avoid overflowing markets.
- The fulfillment of needs now affects the growth or shrink of a city's population. The more needs are fulfilled the more the population of a certain social group will grow. If needs aren’t fulfilled the population of a group will shrink.

Art
- We further optimized and improved materials on characters and props (focus on metal).
- Mine, lumberyard and quarry now have a first version of work animations plus sounds.
- Magdeburg: due to the closing of the bridge north-east of the village of Olvenstedt, the brushwood was not accessible anymore. So we moved the brushwood to the other side of the river.
- We added more idle animations to workers who are idling in their production building.

Bug fixes
- Fixed several crash bugs related to various topics.
- Fixed crash that could occur if a character was to be thrown into jail but no valid path to the city was found.
- Fixed a bug that caused the spouse to not appear in church during the ceremony …
- Fixed a bug that caused automated employees to not resume their current task after being attacked.
- Fixed a bug that caused the game to show the wrong reward information upon successfully breaking into a building.
- Fixed a bug (MP only) that caused a trade mission to be successful even if the character dies of old age during the journey.
- Fixed a bug that caused the game to force the player to finish all trade missions in order to unlock any far-trade market.
high rated
- Several bugs related to storage rules and master AI have been fixed, especially for the warehouse, robber camp and some other businesses. Thanks to these fixes, the warehouses should work better now.
- Fixed a bug that caused warehouse transporters to buy items for the warehouse.
- Fixed a bug that caused warehouse transporters of rogue families to not get a route assigned upon being hired.
- Fixed a bug that caused resource provider buildings to have multiple stacks of the same item in their frontstore at the beginning of a game.
- Fixed a bug that caused the game to deduct the influence costs twice when applying for an office position.
- Fixed a bug that caused the game to show the gallows (execution) icon if the player opens 2 verdict windows after another and the first one has had the execution sentence as an option and the second did not.
- Fixed a bug that caused the game to mess up the slot reservation system in production buildings.
- Fixed a bug that caused the game to show workers working even after their shift has ended.
- Fixed a bug that caused the game to show the family members on the wrong side during a dynastic trade.
- Fixed a bug that caused the game to not show the dynasty flag on the butchery building.
- Fixed a bug that caused the game to not show animated workers and market stand people in multiplayer games.
- Fixed several bugs in multiplayer games related to host migration.
- Fixed a bug that caused the game to prevent a disconnected client from rejoining an active multiplayer game.
- Fixed a bug that caused the game to not show the city guard circles on the client in multiplayer games.
- Fixed a bug that prevented players from buying items at far-trade markets in multiplayer.
- Fixed a bug that caused the game to have problems starting up after a second monitor has been connected with the computer.

Known issues
- The likelihood of getting infected with diseases is currently very low. We'll balance that with 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 “%userprofile%\Saved Games\Guild3” (C:\Users\[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your 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 “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
We are currently working on improving the AI and also on a pretty big overhaul of the production system and UI. This, plus multiplayer performance improvements can be expected to land with our next big patch.

A short outlook...
In the near future, we’ll start working on the renting of resource provider feature. Also, we’ll double down on the overall balancing of 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 0.9.9: 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 EA 0.9.10 "Salzburg" – August 12th, 2020
Build number: 605338

Hello everyone!
Today is patch day. With this patch we are releasing new content (New map: Salzburg!), optimizations for multiplayer, new dialogue content, economy improvements and the first glimpse on the previewed AI improvements. Check-out the details below.

IMPORTANT: As previously announced we now fully switch to the new multiplayer backend with this patch. Before you host a game, make sure you have patch EA 0.9.10 (and higher) installed, to play on our new live server.

New features
- AI actions got an additional feasibility check in order to increase the success rate of using an action. Before this change, these checks were rather limited and as a result lots of actions were rarely used by AI family members successfully.
- AI Archetypes have been added, however, their full effect will only be felt in the game once we add new objectives, which will happen in the upcoming updates
- You are now able to “retire” your current leader in favor of your heir/heiress. All you need to do is to send your avatar to a monastery via the according action in the action bar. Your old leader will spend the rest of his/her days in the monastery and your heir/heiress will take matters into their own hands.
- NPCs will now select a more varied range of locations before offering a dialogue quest. This should reduce the frequency of characters standing in front of markets and other buildings when offering a quest. Reason for that change was that sometimes it was hard to trigger the quest dialogue in front of crowded areas.
- AI office holders will now also use political proposals (Proposal to change city laws, Influence public opinion, Prison sentence, Organise the city guards, Expropriate someone, Banish an individual). So you might consider applying for offices - if not to propose in your own interest then at least to prevent the positive outcome of proposals which could have a negative impact on your family!
- In order to have the dialogue bubbles fit better to the style of the game we did a visual overhaul of them. Hope you like it!

Content & Balancing
- With EA 0.9.10 we are releasing a new map: the romantic city of Salzburg.
- Vienna map has been updated to the new economy system.
- A filter was implemented which differentiates between children and adults so dialogue content is fitting the age of a character.
- We also created a bunch of new dialogues and added more variety for existing dialogues.
- Moreover, we made several significant changes to how needs and supply caravans work. First of all, multiple caravans can be spawned at the same time for a market. This can be required when many goods need restocking at the same time, otherwise the stock would dwindle. We made the caravans more intelligent with regards to which items they resupply, and how many. They will pack as many different goods as possible into their inventory, at most one stack per item. Additionally, they are now considering caravans that are already en route to the market, so that on maps with long resupply travel times they don't over/undersupply a market.
- Also, the way NPCs are purchasing goods has been updated. Social class is considered when inspecting shopping locations for eligibility, fixing issues where a poor character would walk into a high value shop trying to satisfy a need, but then being unable to buy any of the goods. Furthermore, the action no longer checks each frame if the shopping location still has goods. Instead, the character will more realistically walk to the shop and only then realize that they are sold out. Shoppers will attempt to shop for multiple needs if their inventory space allows it, and they will attempt to spread their shopping over multiple items if available, in order to not deplete a single item stock.

Optimizations
- We worked again on optimizing the multiplayer mode of the game. Our goal was mainly to reduce the package size sent every frame in order to reduce load for the host player. We are not yet finished with our optimizations but in our opinion, it’s a decent step in the right direction.

Bug fixes
- Fixed several crash bugs related to various reasons.
- Fixed a bug that caused the game to show vicinity circles of guards and lansquenets of died out dynasties.
- Fixed a bug that caused the game to show vicinity circles of guards and lansquenets after saving and loading a game although the characters were not there anymore.
- Fixed a bug that caused the poison well action only to poison people entering the well building.
- Fixed a bug that caused speech bubbles to behave incorrectly when zooming in and out with the camera.
- Fixed a bug that caused the game to show the dialogues about office changes on the Vienna and Presborok map in the respectively wrong city.
- Fixed a bug that caused the game to not use the correctly gendered dialogue lines when addressing political office holders.
- Fixed several bugs related to henchmen actions.
- Fixed a bug that caused the game to not calculate action weights correctly for lots of actions.
- Fixed a bug that caused the game to use the wrong animation for characters using the walking stick item.
- Fixed a bug that caused the game to not correctly remove a political proposal if the proposing character died or is otherwise occupied (e.g. imprisoned, etc).
- Fixed a bug that caused the game to prevent purchasing a building from another player if the purchasing player is 1 below maximum number of businesses.
- Fixed several bugs related to host migration (multiplayer).
- Fixed a bug that allowed the leader to avoid fights with city guards by running away as soon as a city guard arrives.
- Fixed a bug that caused the game to allow a character to cast a vote for a political proposal even if he or she is on a long distance trip.
- Fixed a bug that caused the game to show the wrong number of players in a multiplayer lobby.
- Fixed a bug that caused to show “$gui.LOD.tutorialdifficulty” in the lobby when loading a multiplayer game.
- Fixed several text issues.

Known issues
- When placing a building over the debris of a destroyed one, the remains do not vanish.

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

What we are planning for the next patch
Our next patch will be all around the AI and the new production system.

A short outlook...
We are already working on the resource provider renting feature, on additional balancing changes and on new professions.

**********

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 0.9.10: 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 EA 0.9.11 “Hear! Hear! A monopoly is near!” – October 7th, 2020
Build number: 608190

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

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

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

Bug fixes
- Fixed several bugs related to cutscenes.
- Fixed a bug that caused connection issues particularly when migrating a multiplayer session to another host.
- Fixed a bug that caused non-looping animations to not properly play after loading a save game or when the animation was played outside of the camera frustum.
- Fixed a bug that caused the game to prevent players from joining a multiplayer game that has been started without any players except the host.
- Fixed a bug that caused the game to show “dead” multiplayer lobbies in the multiplayer game list.
- Fixed a bug/behavior that caused the game to allow transporters to work at night.
- Fixed lots of bugs that caused a multiplayer game session to run out of sync.
- Fixed a bug that caused female characters to get pregnant even when being dead, banished, kidnapped, jailed or on a far-trade.
- Fixed a bug that caused the game to discontinue the dirty work of thieves after being unconscious as long as the avatar was in a scene.
- Fixed a bug that caused the game to not show kidnapped characters in the inventory when being at a marketplace.
- Fixed a bug that allowed robbers to break into buildings under constructions.
- Fixed a horrible bug that caused sick workers to never seek treatment and eventually die of any sickness - often after having infected all of their colleagues.
- Fixed a bug that caused the game to still count votes from judges who died before the final verdict was given.
- Fixed a bug that caused the game to prevent players to zoom with the mouse wheel while the cursor was on top of a speech bubble.
- Fixed a bug that caused the AI to promote and vote for laws that are not beneficial for their families.
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 “%userprofile%\Saved Games\Guild3” (C:\Users\[USERNAME]\Saved Games\Guild3).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following might help: right-click on "The Guild 3" in your 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 “%localappdata%\Guild3” (C:\Users\[USERNAME]\AppData\Local\Guild3). Then re-install the game.
Crash dumps for bug reports can be found in “%localappdata%\Guild3\sentry\reports” (C:\Users\[USERNAME]\AppData\Local\Guild3\sentry\reports) per default.
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

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

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
high rated
Patch notes for version EA 0.9.11.1 – October 12th, 2020
Build number: 608513

Hi all!

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

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
high rated
Patch notes for version EA 0.9.11.2 – October 22nd, 2020
Build number: 609031

Hi all!

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

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

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

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.11: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Patch notes for EA 0.9.12 “Welcome to the late Middle Ages” – November 25th, 2020
Build number: 611029

Hello everyone!

Here it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)

Please note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!

New features
- We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path.
- Food Preparation Skill Path:
-- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets.
-- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles.
-- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches
-- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood
- Handicraft Skill Path:
-- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings.
-- new profession: the tinker extracts copper from ore and uses it to manufacture various goods.
- Scholarship Skill Path:
-- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-)
-- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below.
-- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination.
-- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it...
- Rogue Skill Path:
-- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum.
-- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building.
-- new action: you can “Serenade” one of your romances (minstrel's skill)
-- new action: you can also “Plunder graves” yourself and find some interesting objects ... but be careful, because plundering graves is part of the city laws and can become illegal!
-- robbers can be injured fairly regular, so the costs for healthcare services could become high after a while - therefore from now on robbers will lay down to a healthy sleep in their camp when they are injured
- Changes to Titles and Residences (also see under “Content & Balancing”):
-- new action: with “Greet someone” (title: Serf) you can greet another character on the street
-- new action: with “Kiss within marriage” (title: Serf) you can give your spouse a loving kiss
-- new action: you can give your liaison a “Forbidden kiss” (title: Serf), but make sure that your spouse is not around!
-- new action: with “Convert” (title: Serf; differently named depending on the denomination) you can change your faith
-- new usable item: “Slide rule” (residence: house, citizen house, mansion; title: Citizen)
-- new usable item: “Signet ring” (residence: house, citizen house, mansion; title: Citizen)
-- new building privilege: you can build a “Well” (title: Free Citizen) to get better access to water, but be aware that the well can be used by everyone
-- new action: with “Letter from the Inquisition” (title: Patrician) you as a Catholic can scare a Protestant competitor
-- new action: with a “Sneaky intrigue” (title: Patrician) you as a Protestant can reduce the influence of a Catholic competitor
-- new action: if you feel like it - and have the necessary change - then “Play a game of dice at an inn” (title: Patrician). The inn must of course have a dice table.
-- new action: you can “Take a bath in the bathroom” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Councillor's chain” (residence: citizen house, mansion; title: Nobleman)
-- new usable item: “Family sword” (residence: citizen house, mansion; title: Nobleman)
-- new action: if you have a lot of money left, then “Play a risky game of dice at an inn” (title: Squire). The inn must also have a dice table
-- new building privilege: you can erect a “Statue” (title: Lord) which will amaze passers-by. You cannot repair statues, so they will expire after a while.
-- new usable item: with a “Banquet” (residence: mansion; title: Baron) you can “Give a family feast” and smooth out any waves in your inner family circle...
- New Features of the Guilds (also see under “Content & Balancing”) - we are only listing the actions and artifacts, not the buffs of the individual guilds:
-- new action: you can “Gather a mandrake” (Guild of Alchemists) which you need as an ingredient for the following, powerful potion
-- new usable item: “Potion of the Fate Women” (Guild of Alchemists) with which you can achieve three effects: make someone sick, poison or heal someone!
-- new action: you can "Motivate your workers” (Guild of Craftsmen) so that they achieve new heights
-- new action: you can go on a “Profitable trade trip” (Guild of Merchants) and return home with valuable goods. In addition, this long-distance journey is safer than the others.
-- new action: you can “Secure a building” (Guild of Freemasons) and protect it from all acts of sabotage with the exception of bombs
-- new action: you can “Distract the residents” (Guild of Thieves) and make it easier for your crooks to go about their business

Content & Balancing
- We implemented a total of 11 new buildings (including statue and fishing spot), 52 new actions (incl. artifact actions) and 51 new raw materials, products, equipments and artifacts
- At the beginning of the game you have 12 professions to choose in both “Poor Fellow” and “Career” mode!
- In the village only the small businesses are allowed to be built and in the city only the higher leveled businesses
- from now on, with each new title you will receive the permission to own one more business building
- the "house" may only be built in the city and you need the title "Citizen"
- Religion:
-- there are 3 denominations: Catholic, Secular and Protestant; Secular means that the character or the entire dynasty is of Christian faith, but does not allow themselves to be pushed into one corner or the other. Basically, if you perform a social action with a character of another denomination, it is a bit more difficult. Interactions between Catholics and Protestants are always a bit more difficult.
-- there can only be one denomination within a family which is decided by your leader
-- all city guards automatically have the denomination of the Sovereign. In the case of illegal activities by a person of the same denomination, they are more inclined not to “notice” this than in the case of a criminal of another denomination.
- 4 new character models: minstrels & employees of the inn (male & female) and gravedigger (male & female)
- more than 50 new character animations
- 12 new handhelds (spade, potion, fiddle, drum, bagpipe, and much more)
- 2 brand new pieces of music for the minstrels
- from now on, all businesses, raw material producers and raw material providers have work animations, many of them with appropriate sfx
- all actions that can be carried out in businesses, such as “Drive your workers” or “Sabotage”, are now also visualized at the business building
- the customers of the inn, medicus, apothecary, herb hut and of course barber are shown with animations in the respective building together with the service employees
- automated actions that are carried out on streets, such as “Begging”, “Jugglery” or “Ambush”, should now take place less often on inanimate or secluded streets
- the professions in the Rogue skill path have been balanced and should now generate a bit less profit. In addition, these professions no longer have a front store, so stolen goods have to be sold on the market.
- several more powerful actions now have a cooldown for the entire family; if a character has used the action, then the cooldown applies for all family members
- a lot of new dialogues were added
- many actions, such as “Kiss on the cheek” got a new animation
- the action “Hunt rats” now has a small chance of catching a living rat...
- a large number of icons have been revised
- all scenario maps have been revised for this patch
- the guilds now have significant differences in their moral values and they now all have corresponding buffs
- all members of a guild now have a corresponding icon in the character panel at the bottom left
- new secondary attribute “Entertainment”: is used for making music, but also for juggling etc.
- the building add-ons have been revised and further balanced
- several buildings and character models have been revised
- we have reworked the categories and sorting of actions in action bar of characters and buildings
- tooltips for the attributes are now displayed in the character creation menu
- the flame of the torches has been reworked so it now looks more natural and doesn't cause the "fire flashes effect" which appeared with some graphic cards

Bug fixes
- many issues have been fixed that would each lead the game to crash
- fixed a bug that caused the game to crash upon burning down an AI family's main residence
- fixed a bug that caused the game to crash in multiplayer during the creation of a new trade route
- fixed a bug that caused the game to crash when someone has been kidnapped
- fixed a bug that caused the game to crash under special circumstances - free camera mode and then going back to the main menu
- fixed a bug that caused the game to crash after using political/office actions
- fixed a bug that led to a crash when starting the game with low resolutions on low-end onboard graphic cards
- fixed a significant drop in performance when a huge number of characters and horse carts were displayed at the same time
- several issues in and with the tutorial have been fixed
- fixed a bug that would render it impossible to purchase a building from a neutral NPC
- sometimes AI dynasties haven't hired any workers for their building; we fixed that
- fixed a bug that caused the "Audit books" action to be useless. The action has seen a complete rework and buildings of opponents can be shut down by the action for a limited timeframe
- fixed a bug with the natural healing of injuries that let characters regenerate too much of their lost health per time unit
- fixed a bug that allowed players to buy building add-ons even though the building level was too low
- fixed a bug that caused the failure notification to appear endlessly if you sent someone to a healing service and ran out of money
- fixed a bug that would prevent a character to be able to purchase anything at the marketplace
- fixed some bugs that prevented the player from letting family members apply for an office under certain circumstances
- fixed a bug that caused AI dynasties to not reproduce and thus die out quickly
- fixed a bug that inhibited members of AI dynasties who were not the leader or the heir to perform office actions and artefact actions
- fixed a bug in multiplayer that caused a player to be unable to appoint a new heir upon having lost the current one involuntarily or by dynastic trade
- fixed a bug that caused low and/or negative attribute values to increase success chances instead of lowering them
- fixed a bug that prevented automated family members who performed "Public relations" could be stopped
- fixed a bug that caused a reset of a running office election including the candidates list if one of the current NPC office holders dropped out for any reason
- fixed a bug that caused the application fee for an office to be refunded after the election took place
- there was no limit of city guards per neighborhood, so the office holders responsible for city guards were able to infinitely increase their number - there is a limit now
- fixed a bug in the prison sentence office power that caused the year of the arrest to stay the same after the first round when moving the slider to the right
- a number of political events were missing in the calendar after the game was saved and loaded - this should be fixed now
- fixed a bug that caused workers to gather just a single unit of a raw material in brushwood, grove and cemetery before they returned to their business building
- fixed a bug in multiplayer that caused the player not to be part of the game's lobby
- fixed a bug that prevented AI dynasties to erect a new living house and/or change the place of residence to another of their living houses after they had lost their main residence
- several missing action icons have been created and implemented
- fixed a bug in multiplayer that enabled the dynasty's henchmen to be elected into offices
- fixed a bug that caused the NPCs of the market booths to disappear
- fixed a bug that would hide the "exit" button when hitting ESC while being in a cutscene
- fixed a bug that caused the handheld-object in a character's second hand to disappear when the character took a position in the outside area of a building
- fixed a bug that caused the building menu to be locked after the building was purchased from a neutral NPC while the building menu was open and the building was spied on
- fixed a bug that made it possible to open the building menu of a building that was under construction
- fixed a bug that prevented the patients from paying for their treatment
- fixed a bug in multiplayer that prevented the list of trade routes to not update
- fixed a bug that caused henchmen to not get new actions even when granted by a title or skill
- several bugs with dialogues have been fixed
- fixed a bug that caused flames to still be visualized after the flames of a burning building have been extinguished
- fixed a bug that caused AI dynasties to try to unlock a skill for which they haven't fulfilled the requirements
- fixed a bug that caused a kidnapped character released by the kidnapper to appear next to the kidnapper's residence and not next to the kidnapper
- fixed a bug that would not release kidnapped characters correctly when the building where they were chained up in was destroyed
- fixed a bug that caused kidnapped characters to be tradable in dynastic trades several times
- fixed a bug that caused automated employees to not automatically get treatment when they were injured, ill or poisoned
- fixed a bug that caused sometimes incorrectly orientated characters while they played an animation
- fixed a bug that caused adopted children to receive a birthtrait, which then led to several other problems
- fixed a bug that canceled the current action of the avatar when changing the place of residence
- a bug has been fixed that caused the Sovereign to lose their position if they moved the place of residence to the other city on the same map (only relevant on the Vienna & Pressburg map).
- if there was a Sovereign, the application time in the information window of the Sovereign showed "Unknown to Unknown" - we have corrected that
- fixed a bug that caused the area map filters to duplicate every dynasty after one was destroyed instead of removing them from the list
- during drag & drop of a raw material item in a resource provider, characters from other dynasties would be highlighted as valid workers - we fixed that
- fixed a bug that caused the wrong scaffold models to be used when erecting a new building
- fixed a bug that caused a building’s scaffold model to overlap the right side of the building under construction
- fixed a bug that prevented the "All goods" storage rules list to not show all items
- the LOD of the Thieves' den has been corrected
- fixed many issues with animations
- fixed a bug that would not remove influence points
- fixed a bug that caused the portraits of tradable family members during a dynastc trade to be blank
- fixed a number of issues with combat texts / overhead texts
- several missing texts have been added and misspellings in other texts have been resolved
Known issues
- in some character animations the handheld equipments like torches and walking sticks are stuck in the body of the character and few animations for specific character types may be missing
- transporters bring in too many raw materials/sub components in high level businesses in automated production
- torches, oil lamps, door latches and wall paint are currently not produced in good numbers

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

What we are planning for the next patch
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.

A short outlook...
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.

**********

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 0.9.12: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Patch notes for EA 0.9.12.5 “Christmas in the Golden City” – December 16th, 2020

Build number: 612107

Hello everybody!

Did you ever want to visit one of the most beautiful cities in Europe during winter time?
We would like to present you with a small early Christmas gift: with patch EA 0.9.12.5 you can enjoy the brand new scenario map with the city of Prague!
Beside that, patch EA 0.9.12.5 should fix some issues you have encountered with the last patch.

The whole team wishes you peaceful and enjoyable Christmas days and stay healthy!

Content & Balancing
- We added the brand new scenario map of 'Prague'!
- In order to prevent the blocking of the production especially for high level businesses, we reduced the amount of products per order list entry to 5 and the maximum amount of products to stacks of 10 items. This way, the required amounts of raw materials per order should be brought to the businesses more easily.
- We added the stack size per order list entry so that from now on you can see in what amounts the business master AI wants to produce.
- The business master AI creates the order lists with a broader variety of products, so that not only the most profitable item in that very moment will be solely produced. Workers still switch to other products in the order list when there are not enough raw materials or storage space for the next product in the list.

Bug fixes
- Fixed a bug that would lead to a crash of the game.
- We fixed a bug that caused characters who were waiting in line for a service to be listed as possible targets in the selection list of a number of actions - you could target them but the action was not performed. Now these blocked characters are greyed out and can be found at the end of the selection list. We may further improve that in the future.
- We fixed a bug that allowed you to target characters who were waiting in line for a service via 'pick from world' even when they should be blocked.
- Fixed a bug where a wrong text was displayed when a building didn’t offer a service because services were turned off, the waiting line was full or all workers were asleep.
- Fixed a bug that caused torches, oil lamps, door latches and wall paint to be seldom produced.

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

What we are planning for the next patch
In addition to intensive bug fixing and balancing, we want to work on the achievements, the Budget book and the guilds.

A short outlook...
The focus in the near future will be on bug fixing and balancing. We will also take a closer look at the game's performance and optimize it.

**********

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 0.9.12: 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.