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Patch notes for hotfix EA 0.9.12.6 – December 18th, 2020
Build number: 612219

Hello everybody!

Unfortunately, with patch EA 0.9.12.5, a problem with the transporters of thief and robber crept in that could spoil your play fun over the Christmas days. As a "drive-by" fix we were able to fix another bug with transporters.

Saved games from version ES 0.9.12.5 should still be loadable and playable with this hotfix.

See you in 2021 :-)

Bug fixes
- Fixed a problem with the transporters of thieves and robbers - they should sell stolen goods on the market again
- Fixed a bug where all the supply caravans were waiting in front of the markets during nighttime
Patch notes for EA 0.9.13 “I am the master!” – March 4th, 2021
Build number: 615853

Hello everyone!
With patch EA 0.9.13 we are going to give you the reins for your businesses into your hand: you can now manage each single worker manually - if you’d like to do so! And you can allow/forbid the auto-equip routine for the master AI of your businesses, which has equipped your transporters with backpacks and carts even when you haven't seen the benefit in that.
A main focus has been set on improving usability, stability and performance of the game in single- and multiplayer to make the overall playing experience better. To achieve this, we invested a lot of time in fixing bugs and we made bigger reworks of existing features like the production, the budget book and the supply transporters.
A lot of effort has been put into balancing as well - most noticeable in the changes regarding influence gain and costs, and in the prices for titles, buildings and their addons. We will continue to balance the game until you and we are happy with the results.
The complete soundscape of the game has been reworked. A lot of sounds had to be changed or replaced completely, and all maps had to be reworked as well. Like with the balancing of the game, this is just an intermediate step until we reach a state with which we and you are satisfied. We value your opinion a lot so please give us your feedback to the recent changes in the survey (see below) or in the forums.

New features
- Individual Production:
-- Manual assignment: With the individual production, every single worker can work on a manually assigned product or action. By dragging the desired product or action directly on the worker, the workers start producing only this product or performing only this action no matter in which production mode the whole building is. Note: The workers who have such an individual task don’t produce any intermediate products, thus you must make sure that the rest of the employees support this individual worker.
-- Productivity bonus: In case you don't rely on the automated production and use the manual production, manual looped production or individual production, a small productivity bonus is given to the respective workers as they are more motivated by these personal instructions. This small bonus is applied to workers who perform business actions, too!
-- Residence: Children and adults can now perform their tasks in parallel in the residence, no matter how many orders have been placed.
- Guards of the Sovereign: The sovereign has two bodyguards and two guards for their main residence.
- Political Offices:
-- As an office holder in the chamber of the "town henchmen", you are now able to send away a city guard. The city guard will then head for the marketplace to see what is going on there, while you can do whatever you please without the watchful eyes of the city's constables.
-- You can now withdraw from office-applications in case you don’t want to go that political career path anymore.
- Prison and trials:
-- Accused workers who are imprisoned or waiting for a trial can not be fired anymore. From now on, your business will be affected if one of your employees gets caught...
- Options:
-- Auto-equip of transporters: In the options menu, you can now find a setting to enable/disable the functionality that auto-equips your transporters with a backpack or cart. This way, you can have full manual control about the equipment of your transporters if you wish. By default, the auto-equip is deactivated in the options.
-- Edge scrolling: The camera panning when the mouse is near the window border has become optional. This should help those of you who are playing the game in windowed mode or on systems with more than one screen. By default, the edge scrolling is turned off.
- Character and building focus: In case you’ve lost the selected character or building out of sight, you can focus the camera on them again by double clicking on the portrait icon in the lower left corner (the currently selected character or building).

Content & Balancing
- Production:
-- Several smaller optimizations and bug fixes have been done in the production to give you better feedback.
-- Storage rules: In manual looped production, transporters do not automatically sell intermediate goods above the minimum storage limit. You have to manually set the max storage limit to make them sell the goods. This new behavior leads to a more optimized production flow as intermediates are now more frequently on stock than in previous versions.
-- Gathering: Characters who are manually sent to gather resources can do this now without the need of unpausing them.
-- Warehouses: Transporters of warehouses don't immediately sell the intermediate items anymore and instead consider the needs of your businesses first.
- Supply caravans:
-- Improved the handling of the distance between supply transporters and their guards.
-- The frequency of supply transporters has been reduced to avoid maps crowded with horse carts.
- Budget book:
-- The budget book received a complete overhaul. You should now have a more detailed list of all your expenses for your businesses, rented resource providers and your family.
-- Also the score section (former winning points) has been completely reworked.
-- Several bugs in the budget book were fixed during that rework.
- Balancing:
-- Buildings and building addons are more expensive now. The building conditions (health) have been balanced and the building conditions can now be upgraded through new building addons. The bonuses of building addons have been reworked, as well as the numbers of available building addons per building.
-- The influence gain of several actions has been reduced, while the influence costs for titles and for some skills have been reduced. The influence gain for office holders has been reworked as well.
-- Some of the more powerful actions, especially the actions to gain influence, now have a family wide cooldown. So if one family member performs the action, the cooldown counts for all members of the family.
-- The costs for the actions "Church donation", "Oil the wheels of bureaucracy", "Bribe an official" and "Send to the court of the monarch" now increase with your title. While in the beginning you pay just a few coins, those actions will become a lot more expensive when you reach a higher rank.
-- The privilege to lease mines, quarries and/or lumberyards is now granted with the citizen title. And you find a new icon in the action bar of those resource providers which gives you access to the map-wide lease menu.
- Soundscape:
-- The sounds of birds, crickets, wolves and so on are now played with a frequency set for each sound sphere separately.
-- The sound spheres for villages, towns and marketplaces now have several variations which are randomly played. The transition from no-sound to sound is obvious at some marketplaces when you move the camera towards a marketplace. We are working on that and hope to have a much smoother transition in one of the coming patches.
-- Footstep sounds and sounds of horse carts should be less penetrant and annoying now.
-- The sound volume for incoming notifications has been reduced.
- AI families and NPCs now have a different logic for using the horse carts. This leads to a smaller amount of horse carts on the map.
- Characters who are buying or selling at the marketplace are now occupying defined positions in front of the markets and are thus crowding the area in front of the markets a bit less.
- Ships now create effects on the water when they are sailing.
- The display of name plaques of buildings and characters has been improved. They are now only shown until a certain distance to avoid maps crowded with text.

Bug fixes
- Performance: several improvements to the performance in single- and multiplayer were made
- Stability: Fixed several crashes in single- and multiplayer - they are becoming less and less :-)
- Multiplayer: Fixed several bugs with synchronization in multiplayer
- fixed two bugs that made transporters or their horse carts turn invisible
- fixed a bug where unconscious characters could not be selected (correction of the hitbox)
- Chat:
-- a small exclamation mark icon notifies you now about new chat messages
-- the chat now “jumps” to the most recent message to make it easier to follow the conversation
- fixed a bug where the order list in the production did not update after unlocking a new skill or upgrading a building
- fixed a bug where characters held items while they were using a hand cart, a riding horse or a horse cart
- fixed a bug where characters held items while they were visiting the tavern or the barber.
- fixed a bug where the user needed to have the double amount of money to unlock a building add-on
- fixed a wrong message when the player tried to equip items that were not suitable for the character
- fixed a bug where high level businesses made too little money
- fixed a bug where the spouse and the heir did not have all icons correctly displayed in the family tree
- fixed a bug where the market window did not open when a henchman entered the market
- fixed a bug where characters did interact with dead characters - this is a game about the late middle ages and not a fantasy game :-)
- fixed a bug where several actions failed when the worker was too far away from the home business
- removed the needless add-on tab from rented resource providers
- fixed a bug where the items you had selected (in the upper left part of the production menu) to be part of your automated production were not saved
- fixed a bug where the summoning action lead to wrong numbers of received items
- fixed several bugs where characters could get stuck (paths, bridges)
- fixed several bugs with the display of ships
- fixed the broken conquer building action
- fixed a bug where people were sleeping outside of the market
- fixed a bug where the bomb was thrown into the wrong direction on the client in multiplayer
- fixed a bug in the tutorial where already read texts were not displayed anymore
- fixed a bug in the tutorial where the scroll position did not get reset
- fixed a bug where several notifications did not get triggered (e.g. an employee has died)
- fixed a bug where adopting children in the church failed
- fixed a bug with toddlers being stuck in the church after losing the residence
- fixed the missing intro on the Augsburg map
- fixed a bug where certain skills were missing on the Augsburg map
- fixed a bug with a too high bonus for the skull lamp and the rose water
- fixed a bug where dead family members were still displayed in the residence
- fixed a bug where items in production could already be equipped
- fixed a bug where characters paid for services although the waiting time timed out
- fixed a bug where the change place of residence could be performed for free although it should have cost 200 coins
- fixed a bug where a building window didn’t open under special circumstances
- fixed a bug where the portrait colors of the spouse did not get updated after the wedding
- fixed a bug with the character list filters in the business window not getting updated correctly
- an exclamation mark appeared without content in several places of the game - that has been fixed
- several building models have been reworked to fix bugs in the structure, in the texture, with the shadows or the LODs
- a lot of character models were reworked to fix bugs with the skinning or with animations
- a number of sounds were missing on several maps, like the cuckoo or the magpie
- several misplaced props have been fixed on all maps
- port and school on the Prague map had no name
- fixed several instances of missing texts and made many text fixes for English and German loca
- fixed some dozen more small bugs not mentioned in this list

Known issues
- Score: the calculations of the points for offices and for the main residence are not yet finalized

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 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 uninstalling 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
Bug fixes, bug fixes, bug fixes, plus balancing and SFX. And maybe a brand new scenario map :-)

A short outlook...
We will further work on balancing and the soundscape of the game and we will focus on improvements for the AI. Fixing bugs will stay our highest priority at the moment, but we are also starting to make plans for a brand new rogue profession...

**********

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 0.9.13: 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 0.9.13.1 – March 11th, 2021
Build number: 616535

Hello everyone!

Thanks a lot for your immense help with locating and hunting down the crash bugs in EA 0.9.13. Your save games and dumps steered us to the sources of the issues!
Save games from EA 0.9.13 should be loadable with this version. All save games you have provided us for this bug hunt are working fine again.

Regarding the annoying bug in the multiplayer lobby: we are on it! Please be a bit more patient. We will deliver a separate patch once the bug has been nailed down.

This hotfix however includes the following bug fixes:
- Fixed a crash in the tutorial when producing offspring
- Fixed several crashes when loading a save game
- Fixed a crash when setting up transport routes
- Fixed a bug in the storage rules where the procure settings did not respect the max storage settings and the transporter procured endlessly intermediate products

Known Issues
- The game might still crash in rare instances when going back to the main menu. We need more time to fix this bug. It will be rolled out with the next version.
- Although we fixed a few instances of items duplication for this patch, items can still be duplicated when dragging them from one employee/family member to another employee/family member inside the building windows (business, market, residence). We are on it.

Thank you all for your patience!
Patch notes for EA 0.9.13.5 "Spring in the Duchy of Burgundy!" – March 24th, 2021
Build number: 617778

Hello everyone!

Originally planned as an Easter surprise for you, we decided to launch the brand new scenario map of "Dijon" together with the bugfixes for the multiplayer lobby and the reconnection to existing multiplayer games.
Please inform us if you still have trouble with the lobby and the initialization of your mp games. We will continue to work on the multiplayer and bring out more optimizations in the coming patches.

Patch EA 0.9.13.5 includes the following content and following bug fixes:
- the brand new scenario map of "Dijon", capital of the Duchy of Burgundy!
- fixed a bug in the multiplayer lobby, that gave false reports about the fill-state of mp games - players tried to join a game but the response of those lobbies was sometimes: "maximum number of participants already reached"
- the log-in and log-out process of clients has been optimized - before that the process sometimes time out and the client received the notification that the connection has been lost
- the reconnection process to existing mp games has been optimized - like with the log-in and log-out process, the reconnection to existing games was sometimes not possible due to false responses (“unable to connect”) or timeouts

We hope you enjoy the spring in the Duchy of Burgundy, in singleplayer or in multiplayer with your friends!
Patch notes for EA 0.9.14 “Uprising of the AI” – June 9th, 2021
Build number: 622947

Hello Guild fans,

The team worked really hard on this patch, fighting the constantly shrinking number of bugs, balancing the gameplay and adding new features at the same time. It has been one of our biggest internal milestones and we are very happy that we were able to achieve it! It is not the final iteration of these improvements, though. We will continue to work on them. Nevertheless, we didn't want to keep you waiting any longer and we are also very excited about your feedback :-)

We changed the format of the patch notes and have split them into two parts: the first of which contains the foreword and an overview of the current patch - so in case you just want to skip through the patch notes you will find the highlights in the first part. The second part includes all details to the patch. And as usual, you can find the link to the latest survey at the end of the patch notes.

You might notice that we have removed the passages about our next plans, because from now on, we will reveal some of our plans in the monthly DevDiaries. While we still want to talk a bit about the things happening during development, we will as well give you a bit of a forecast on what you can expect.

Please support us and take the time to give reviews. Thank you very much!

Overview
New features: With EA 0.9.14, we implemented a feature that allows you to add fan-translated text files more easily to your game. You will also find four different ground texture sets in the game, that give the single scenario maps a much more unique style.
Content & Balancing: The most important updates here are unarguably the changes in the levels of difficulty and the AI. With this patch and with the coming patches, the game will be more challenging, depending on your preferred difficulty setting. The AI will not be perfect in EA 0.9.14 but the AI characters will start to act more like real entities with more defined objectives. We will be constantly working on our AI-tuning for the next patches.
Bug fixes: We have fixed more than 50 major issues and more than twice that number of minor bugs, including 13 bugs that led to a crash 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 0.9.14: 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.

**********

You can find more details to the content of this patch here!

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 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 uninstalling 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.
Patch notes for EA 0.9.14.1 - July 15th, 2021
Build number: 624452

Hello everyone!

We’ve watched the crash reports after the update EA 0.9.14 closely and made out some major issues that caused crashes and two bugs with storage rules and/or transporters. We decided to investigate and to provide you with the hotfix patch in order to solve the mentioned issues before our next larger patch.

This hotfix patch includes the following bug fixes and changes:
- Fixed a bug where the game crashed on load after the main residence was switched
- Fixed a crash where the game crashed after clicking on a dialogue with an NPC
- Fixed a crash where an AI family without an appointed heir had a new child
- Fixed a couple more errors that could potentially lead to a crash
- Transporters - numbers: added a second transporter to the Herb Hut, Fishing Hut, Potter, Orchardist and Windmill that can be unlocked in the building's add-ons
- Transporters - supply: fixed a flaw where markets or businesses at which only few required items were available were considered more attractive than stops where a full item order was available

Please note: saved games from EA 0.9.14 will work with this patch. The additional transporters will however only be available in newly created saved games.

Known Issue
- Some business buildings might make more money after the recent changes. We will balance this out in one of our future patches.

Thanks for your patience and stay tuned for the new DevDiary next week!
Post edited September 02, 2021 by Scandal781
Patch notes for EA 0.9.15 “Visit the rum den!” – September 2nd, 2021
Build number: 627026

Hello Guild fans,

The team had a lot to do with the groundworks for the features and the new content of patch EA 0.9.15 and for the coming patch (we will shine some light on what is planned next in the coming dev diaries). Nonetheless, we’ve achieved a lot of cool stuff that you now have the chance to play yourself. As always, we appreciate your feedback and your bug reports.

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.

Highlights & Overview
New features: We implemented a player party formed of three of your characters, the brand new rogue profession smuggler, a rostrum where you can speak to the people in your city and implemented 16 new actions (including the actions of the smuggler).
Content & Balancing: Besides the translation of all current texts in the game, we continued to work on the AI and on balancing. Customers of service providers like the inn or the herb hut will from now on consume specific items if you have them available in your storage. Diseases have been reworked and they will occur again. And we reworked the structure, pictures and content of the ingame help to make some topics clearer for you.
Bug fixes: We have fixed more than 30 major bugs, including crash bug fixes and issues with the pathfinding, plus more than 50 minor issues.

We value your feedback!
Please support us and take the time to give reviews. Thank you very much!
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 0.9.15: Link to the survey
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.

**********

New features
- with patch EA 0.9.15, we implemented a player party consisting of up to three main characters, mandatorily including the family's leader (your Avatar) and up to two more adult family members (left hand and right hand) of your choice. These three characters are displayed underneath the dynasty panel in the upper left corner of the HUD and you can perform more actions with them than with the rest of your family. The new player party replaces the former Avatar-spouse-heir group.
-- you can dismiss or promote the left and the right hand, but be aware that dismissed characters will be disappointed with your decision
- new rogue profession: the Smuggler. This new profession is a hybrid of a typical rogue profession and a service provider. While on one hand your employees smuggle rum and other valuable goods, other workers try to lure citizens into your business, which officially is a rum den. People drink your rum and while you earn money through that, the main reason for serving rum is because it loosens the tongue of the revellers and there is a chance that you hear some information that makes your smuggling more profitable.
-- three new smuggling actions which target the port and/or the arsenal of the city
-- a new action to lure people into the rum den, plus the chance of getting some information for better smuggling opportunities when people have a drink in the rum den
-- the smuggler has been added as a start profession of the career game mode
- new buildable city decoration: the Rostrum. You will be able to perform a number of actions on your rostrum, like holding speeches, playing music or giving a public banquet to lift the popularity of your dynasty.
- customers of service providers (barber, inn, herb hut, hospital, apothecary and the new rum den) will from now on consume goods out of the building's storage. So if your inn has some beverages and/or food on stock, you will earn more money.
-- the herb hut will no longer be able to treat leprosy and the plague, because only the hospital has the knowledge and the medicine for that
-- we added the new medicine item 'herb bandage' to the herb hut
-- we added the new medicine item 'fever syrup' to the hospital
-- we added a new action that characters with the diseases leprosy or plague can use to visit a hospital
-- especially the barber and the inn should no longer be crowded with customers directly after the game started, so the owner has more time to prepare for customers
-- please note: customers will consume specific items when they use one of the building's services (please see the description of the service action to know which items you should hold in stock). The extra payment for the consumption is currently a fixed price.
- there is a new action with which you can promote your businesses - your character will move in front of the building and praise it, and as long as the character is doing so, the business will get a 'customer satisfaction' buff if it has a front store or the workers get a 'motivation' buff if the business does not have a front store
- added a new action with which you can throw a few coins into a well and pray for a bit of luck. Luck influences your chances (a tiny bit) when playing dice, on far trade trips and journeys or when starting a romance. You can also get a bit of luck when you equip a hares paw or a lucky stone
- many of you asked for a contrary action to the 'Greet someone' action. Now you have the new action 'Laugh at someone' - it's your own fault if you try that one out ;-)
- we added a new action that enables you to tear off pamphlets from one of your buildings that an opponent of yours has placed there
- NPCs can sit on stools and benches and before patch EA 0.9.15 your characters weren't able to do that as well. That has changed now, just click RMB on a bench in case you feel like resting :-)

Content & Balancing
- instead of fading out the landscape in the distance, the horizon is now hidden by thickening fog. We think that this looks much more natural and, above all, more atmospheric. Let us know what you think about it.
- the range of actions the AI can use has been increased greatly - we will continue to enhance and balance the AI with every new update of the game
-- please note: some of our testers gave us the feedback, that the AI seems to be a bit weaker with our latest changes. If you notice the same, then please give us feedback on this. Thank you :-)
- all current texts in the game are fully translated into English, German, French, Spanish, Italian, Polish, Russian, Korean, Chinese and Japanese
- we have balanced the diseases and poisons in the game and from now on diseases happen more often again - however, to not let everyone die in the blink of an eye they are still not an every-day-event.
-- there are two new events for NPCs: one can cause an accident that lowers the HP of the respective character and the other causes the (natural) poison 'Anthony's fire' that needs the character heading for an apothecary to be cured
- for AI characters, distances have more impact on finding valid targets for actions - it can still happen, but in most cases AI characters (and NPCs) should not run very very long ways if they eg want to greet someone or sit on a bench
- with patch EA 0.9.15, we increase the possible number of children per dynasty for a bit again
- we added a new functionality that allows our designers to set storage rules for specific items per building - especially items that are needed for the services of a building have a higher default stock limit now
- we revised the structure of the ingame help to enhance the general readability. We reworked texts, bolded headlines and replaced and added many images in the ingame help to make the topics more understandable. Especially the production should be better explained now
- NPCs should shop in the the front stores and marketplaces in their own village or city district more often than in the ones outside their neighborhood; this also makes your relationship with the NPCs and the customer satisfaction of your business more important if you want people to shop in your front store
- the action to fake evidence against your opponents is now additionally sending out a message to the victim
- more dialogues have been added
- several action icons have been added to the game
- the item 'Cream cake' can now be presented as a gift to someone else - as its description already stated
Bug fixes
- fixed a bug that could lead to a crash of the game when the dynastic trade menu was opened
- fixed a bug that would lead to a crash of the game when an AI controlled character tried to perform a post-combat action (e.g. break bones) on an already dead character
- fixed a bug that could lead to a crash of the game when the player left a running game to the main menu
- fixed a bug in the pathfinding that caused characters to gather in a point on a street, preventing them from walking away until the game was saved and loaded again
- fixed an issue that caused a lot of network traffic in multiplayer games every ingame hour
- fixed a bug that allowed players to hire family members as workers in their storage barns and warehouses
- buildings which were already placed on the map when a new game started got their specific base effects and buffs (like productivity bonus) twice
- fixed a bug that allowed characters to target burning or closed service providers in case they wanted to use a service the building offered
- fixed a bug that prevented the item painkiller to cure leprosy and the item wonder cure to cure the plague; now both items have a chance to cure these diseases
- fixed several bugs in the evaluation process of the AI for targets of actions
- fixed a bug that would cause a change of relationship of the target character of an action to be shown above the source character
- fixed a bug that led workers to inherit the buffs of the building they were sent to, even if that building was not their employing business - so thieves could get the buffs of the building they were breaking in. From now on, the workers always inherit the buffs of the employing building
- fixed a bug in multiplayer where equipped items such as torches could remain on the ground after a character has died
- fixed a bug in multiplayer where the horses of supply transporters could remain standing around at far trade markets after the transporters had finished their route
- a sabotage action against a building that caused a damage over time - e.g. a fire - hadn't sent a notification to the owner
- fixed a bug where members of the players family hired in a business could not be fired when a trial was pending
- several issues with political powers have been fixed
- several issues in the maps have been fixed
- the orchardist hut, preacher hut and city preacher hut lacked fire effects/particles when burning
- fixed a bug that would allow the actions 'ambush' and 'find evidence' to take place outside of usable streets
- fixed a bug where the dice table of an inn was still available when the business had been closed through the 'audit the books' action
- loading screens and the guild logo are now resizing properly and are not being cut off anymore
- the rostrum and the statue can now be seen and filtered by the the “Other Building” category in the area map; rostrum and the statue are now listed in the “Other owned buildings” category in the building quick access list
- the extinguish fire animation displayed the torch and the bucket at the same time
- a number of issues with the displayed texts of trade opportunities have been fixed
- it was possible to enter the statue with a character
- fixed a number of bugs with existing dialogues
- fixed a number of issues with the multiplayer lobby
- fixed a number of issues with models and animations
- fixed a number of issues with localized texts

Known issues
- the economical balancing of especially the windmill, the hospital, the tailor shop and the thieves hideout wasn't finalized for this patch - we are already working on it for the next larger patch
- many diseases do only have a minor impact on your character’s health to avoid entire families being wiped out by diseases. We will step by step tune the disease values for the next patches to avoid mass-dyings.
- the newly localized texts might contain some errors as they still need to go through our localization QA

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 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 uninstalling 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 where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Patch notes for EA 0.9.15.1 - September 7th, 2021
Build number: 627482

Hello everyone!

This hotfix patch contains a bugfix for a very nasty crash issue in multiplayer as well as corrections for a number of text issues in the newly localized texts.

Please note: saved games from EA 0.9.15 will work with this patch.

Bug fixes
- fixed a bug that led to a crash on the client's side in a multiplayer game when a transporter or a worker was sent to be treated
- the item "rum" was not selectable when setting up a trade route - please see the 'Known Issue'!
- fixed several text issues in all localizations - thanks for your great help in this matter :-)

Known Issue
- in trade routes it can be set that the transporter should buy "rum" at the marketplace. However, "rum" cannot be bought and instead has to be smuggled. We'll take care of it in one of the upcoming patches.
Patch notes for EA 0.9.16 “Home Sweet Home” – December 9th, 2021
Build number: 636414

Hello dear homeowners,

The development and stabilizing of patch EA 0.9.16 took us longer than we all wished, but reworking a lot of the engine's core functionalities and the game's core systems to achieve moveable and interactable interiors and exteriors is not easily done. But finally, here it is: "Home Sweet Home"!

As mentioned above, we had to dig deep into the core. This is why we sadly can't be sure that we and our QA were able to find and extinguish all possible issues caused by our changes during the stabilizing phase. And we also have a small list of known issues that we still want to work on in the next few days. This is why we are already preparing to bring out a small patch before Xmas this year.

Please support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker. Please do not forget to add save games or crash-dumps, where available, see link to forum

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.

Highlights & Overview
New features: With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses!
Content & Balancing: We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders.
Bug fixes: While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!

Information for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.

We value your feedback!
Please support us and take the time to give reviews. Thank you very much!
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 0.9.16: Link to the survey
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.

**********

New features
- From now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences.
- Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors...
- We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions.
- The layout, kind of furniture and lighting of the interiors depends on the level of the residence: the interior of a cottage is poor and dirty, while the interior of a mansion is pompous.
- Additionally, even within the same residence level, the furniture of the interior depends on the look of the building itself; cottage number 1 has a different interior than cottage number 2, etc.
- Interactable Objects: The interior of your residence holds a number of objects with which you can interact via right-click:
-- the workbench opens the building's menu (production menu)
-- the family painting opens your family tree
-- the abacus opens your skill tree
-- the scales opens your budget book
-- doors/ladders/curtains/stairs let your selected character leave the house or go to sleep
-- chairs/stools let your selected character sit down
-- bathing tub (patrician house and mansion only) let your selected character take a bath
- Family Life: Family members who are inside your residence with nothing to do will start after a short period of time doing things like cooking, cleaning the house, eating, searching for things and so on. They will receive a little amount of XP for that, which increases with the level of your residence.
- Training: Your family members are now able to train their attributes inside your residence. The boost will last for some hours, while the duration increases with the level of your residence.
- With patch EA 0.9.16, we implemented Ambient Occlusion (AO) which enhances the engine's possibilities to cast shadows. You can switch AO off and on in the options.
Content & Balancing
- Entry right: Your characters can enter your residences and the residences of allied dynasties. You are not allowed to enter residences of neutral dynasties and of course not residences of dynasties you are in a feud with.
- We added an option with which you can enable/disable the camera following a selected character into interiors.
- In case you want to start an action with a character to be performed in the interiors and the character is already inside, then you do not have to select a target anymore and the action will automatically start in that interior as long as no one else is already performing the action in the same residence.
- Most 'non-aggressive' actions can be performed in the interior of your residence as well. These are for example compliments and giving a present, but not pickpocketing.
- We implemented hotkeys for quick access to your party: H = your Avatar, J = left hand, K = right hand.
- We included a new section about interiors in the ingame wiki.
- We reworked the tutorial to include interiors.
- When you are inside a residence with the camera, then you can hear the weather sounds muffled.
- Breaking an alliance with another dynasty now has a more severe and longer lasting impact on your reputation with the target dynasty.
- You now hear a dialogue and see a bouquet when a character gifts another character with a bouquet of flowers.
- Widows and widowers of a deceased true bloodline family member now show a status that explains why they are not allowed to marry again. Note: They can still be 'traded' in a dynastic trade.
- We implemented new behaviors for the neutral NPCs in the game: from time to time, they talk to the merchants in their market booths or visit the grave of a relative. During the night, some NPCs go to bed - no, not all, because rogues would have no one to 'interact' with if all were going to bed :-) We will implement more of those behaviors to make the world feel more alive.
- Smuggler: all smuggling actions can now be 'illegal' - the game starts with smuggling of rum, contraband and smuggling of goods set to 'legal'.
- We raised the political power of the Sovereign: from now on, the Sovereign is the only one allowed to make law changes to controversial laws like ‘Play Music’.
- We enhanced the AI further and will do so for the patches to come as well.
Multiplayer: We further reduced the network traffic to make your multiplayer experience smoother.
- With this patch, we implemented that for each action that requires a target, the validity of the target gets checked again once the actor reaches it. When the target had become invalid while the actor was on the way to it, you will get feedback. This feedback is sometimes not sufficient enough, so we will enhance this system in the patches to come.
- We have switched some laws between office chambers to balance out the office powers.
- Depending on the achieved title, the penalties in court become more severe.
- Walls and furniture will smoothly fade-out in interiors when the camera is close to them.
- We splitted the first group of residences in the 'Erect building' menu into cottages and houses as they were treated differently already before but had the same name.
- When a residence is selected, you can use the new hotkey 'O' to toggle the camera into the interior or back out.
- We added two new buttons in the action bars of characters and buildings:
-- 'Focus camera' to focus the camera on the character or building
-- 'Look outside' to leave an interior with the camera when a building is selected
– Additionally we added a new button in the right lower corner of the game to exit interior views at any time.
- The production times for flannel and flower bouquet have been raised.
- A number of new character animations and sounds have been added.
- We invested more time to balance out the hospital and the windmill, but both professions are still not where they must be. We will work further on it.
- From now on, selected characters and focused characters have different selection rings so you have better visual feedback. Please note: selected means that you’ve clicked the character once, focused is when you have double clicked a character (or used the respective button in their action bar), so that the camera follows moving characters.
- In order to reduce the overlapping of dozens of characters at marketplaces, we have decided to at least for now hide characters again who found no free standing position at the main market tent.
- We changed the amount of items gathering workers bring home at once to reduce gathering times especially at game start.
- When selecting one of your characters or buildings, you now have the possibility to cancel the currently performed action via the 'X' icon next to the action icon in the character panel on the bottom left of the HUD. And we have improved the progress display of actions :-)
- And finally birds: We have now beautifully animated birds!

Bug fixes
- several issues that led to crashes in singleplayer and in multiplayer have been fixed
- fixed a number of issues that led to a crash after loading a saved multiplayer game
- fixed a bug that caused characters to heal too fast, especially when they were waiting for a treatment of their wounds; depending on the character level some characters might still have no problems with certain diseases
- fixed a bug where the rostrum remained closed after using the "Play music on a rostrum” even if the action was cancelled and the rostrum empty
- fixed a bug that caused boats and ships to be blocking each other when reaching the far trade point or their home port
- fixed a number of issues in the pathfinding system
- fixed a bug that could cause the current production of an employee to be canceled instead of being paused overnight
- fixed a bug that - on rare occasions - caused an employee to sleep while standing outside of the building... we called it the 'sleepwalker' easter egg until we fixed it :-)
- fixed a bug that made it possible to select boats and ships as targets for a small cake of joy
- fixed a bug that caused a banished player party member to stay in the party while the player was unable to use and even kick them
- fixed a bug that could cause a banished character to be stuck at their residence or at a far trade post
- fixed a bug that prevented evidences for crimes from being created when the action had no character or building as target but a coordinate
- fixed a number of bugs within dialogues
- fixed a bug that caused the surname of the character not being displayed when applying for an office
- fixed a number of bugs that caused texts not to be displayed or displayed just in parts in the multiplayer lobby
- fixed a bug that caused a family member who just became an adult while performing a child-only action to become frozen
- fixed a number of bugs with the display of attributes in item tooltips and in the character info window
- fixed a number of bugs with birthtraits
- fixed a bug that messed up the item filters when switching between the building menu of production businesses and residences
- fixed a bug that prevented AI dynasties from hiring henchmen after having reached higher titles
- fixed a bug that caused the building value to increase dramatically according to the overrated worth of hired employees
- fixed a bug that caused heavy rainfall to destroy a lot of buildings on the map in rare occasions
- fixed a bug that caused the costs of actions not to be refunded when the performing character was beaten unconscious
- fixed a bug that caused warehouse transporters to procure items no matter if the procure setting was checked or unchecked
- fixed a bug that linked to the wrong ingame wiki page when using the help button in the window of a new born child
- fixed a number of bugs in different maps
- fixed a bug that allowed pregnant women to use alcoholic drinks
- fixed several localization issues.
Known issues
- The robbers are currently not sleeping in their tents in the robber camp and instead entering the main tent; we will look into that in one of the coming patches
- You may notice that while your character is under way to perform an action somewhere, another character may interrupt them with for example the action "Greet someone". The bug here is that your action currently doesn't restart after the interruption. We are looking into that!
- With the whole system rework to make interiors and exterior areas working, we still have a number of issues that will be taken care of as soon as possible:
-- Many actions with a building as target block other actions that target the same building while the first action is performed
-- Workers and transporters may behave a bit strange (nothing severe :-) ) when the storage of a building is full
-- In rare occasions, it can happen that a character can not find a valid path to a position on an exterior of a building. We are still investigating this issue and hope to have a solution ready for the upcoming 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 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 uninstalling 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 where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
Patch notes for EA 0.9.16.5 “Vivat Colonia” – December 21st, 2021
Build number: 637514

Hey folks,

Patch EA 0.9.16.5 should stabilize the game so that you should be able to play smoothly during the holidays.

Despite the team heavily working on bug fixes and new features for next year we also invested some additional time to make you a little Christmas present: Cologne! This map also features a small surprise in the form of a "tiny little" new building ;)

And yes, there will be a DevDiary before Christmas in which we are going to talk a bit about our plans for the patch to come. Stay tuned!

Please note: Saved games from EA 0.9.16 will work with this patch, but not all of the bug fixes you find below will then be in effect!

Content
- We added the brand new map “Cologne”. Please note that the map is fully functional, but is not finally polished - it is only a “First version”.

Bug fixes
- fixed a crash bug when loading a saved game
- fixed a crash with a specific graphics driver
- fixed an issue that prevented players with non-latin keyboards to type texts in-game
- fixed an issue in multiplayer where it was possible for clients to display destroyed buildings after joining a running session
- fixed an issue in multiplayer where the characters turned invisible after a building was destroyed
- fixed an issue in multiplayer where children remained invisible after they turned 5 years old
- fixed an issue in multiplayer where the camera was not kicked out of a residence which has been destroyed while player on the client computer was inside
- fixed an issue where the camera was moved to a corner of the map after focussing a character who was in the process of exiting an interior
- fixed an issue that prevented you from moving characters who were sitting on two specific seats in the mansion
- fixed an issue that caused characters to be stuck when ambushing close to the far trade market on the "Humble Beginning" map
- fixed an issue that caused employees to blink out when trying to unload into a full storage
- fixed a number of issues with work animations
- fixed an issue where employees showed the text "failure" over their heads while gathering resources
- fixed an issue that caused actions to sometimes fail when they should only be canceled (e.g. user stops a character that was running to the church to execute another action - in these cases "failure" got displayed)
- fixed an issue in the exterior areas of buildings where characters sometimes were ordered to move to a point which was outside of the exterior area

Known Issues
- the daytime ambient sounds - like birds chirping - are for some reason played even during nighttime. We will hunt down and fix this nasty bug for the next patch.
- some actions like the pray for luck action can’t be executed when several other actions are currently executed on the same building
Patch notes for EA 0.9.17 “In Love, Engaged, Married!” – February 28, 2022

Dear future wives and husbands,

The time has finally come: You can celebrate your wedding in a church in the world! Not only that, the churches in the game have interiors with interactive objects and an NPC priest that you can talk to directly.
What else Patch EA 0.9.17 contains can be found summarized under Highlights & Overview and is detailed in the second section of these patch notes.

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. As we have reworked the shortcuts and keybindings system and due to this you have to redo your local keybinds. We are sorry for this inconvenience!

Highlights & Overview
New features: The churches have their own interiors now, plus an NPC priest and a new wedding scene. Characters need to be engaged before they can marry and they can marry instantly on the spot if you like.
Content & Balancing: We updated the tooltips for actions and for artifacts, investigated the issue that some players can no longer save the game and invested a lot of time into balancing.
Bug fixes: A number of fixes for crashes, bug fixes for multiplayer and a lot of other major and minor bug fixes!

We value your feedback!
Please support us and take the time to give reviews. And it would greatly help us if you could enter the issues you find during your play in our . Please do not forget to add save games or crash-dumps, where available, follow the [url=https://steamcommunity.com/app/311260/discussions/5/3114770279398516646/]link to the forum.
We have no survey this time. Please use the forum or Discord for your feedback. Thank you very much!

**********
Build number: 644196

New features
- All churches in the game now have their own interior. As already mentioned in our DevDiary #26, you can enter that interior and you can interact with the object "Baptismal font" to change denomination of your dynasty and with the object "Donation box" to donate money to the church. There is an NPC priest you can talk to if you want to adopt an orphan, join a monastery or if you want to marry the character you are engaged with.
- New character status "engaged": Once the courted character falls in love with you, you can ask them to marry you. But instead of starting the wedding (and the old wedding scene), you and the other character are engaged with each other from that moment on.
- "Church wedding" or "Instant wedding": If you are engaged you can run to the nearby church and initiate a wedding ceremony by talking to the priest. Or - especially for impatient couples - you can marry right on the spot! Both things cost something: the church wedding costs money and the instant wedding costs you influence. The newly wed couple receives a buff and XP - but only for a church wedding.
- The wedding ceremony is a scene that takes place in the world. You see your characters, the priest and all wedding guests. Even your own family members who are currently not occupied may make it to your wedding :-)
- If you hear a church ringing the bells then you have the chance to see the wedding scene of another dynasty inside that church! Same goes for every action and scene inside the church: you see everything the other families do.
- Adopting an orphan is now a “more natural” scene in the church's interior as well.
- The NPC priest is performing different actions in the church, like reading the bible, praying and doing a church service.
- NPCs are visiting the church from time to time for a short prayer. You can visit the church with your characters for a short prayer as well.
- Something all testers really liked so far: When the selected character is talking to someone, then the dialogue starts without you needing to click the urgent notification at the top of the HUD!

Content & Balancing
- We were investigating an issue that was preventing some players' games from saving their progress because of broken or incomplete paths to their Windows Saved Games folder. Regardless of the reason, you should now get a notification whenever there's a problem with saving, and you can then set a custom folder for saving games.
- We have reworked the tooltips of actions and artifacts:
-- they now show "legal" or "illegal" only when the legality can be changed through a law
-- they show in which aspects the family attitude changes when used
- We increased the duration of the training action buffs by 50%.
- The Cologne map has been finalized - we hope that you’ll like it!
- We continued with updating the AI character behavior. They can now for example give Cream cake to other dynasties :-)
- We have updated/reworked part of the game's shortcuts. We are not going to list all shortcuts here but you can press the "space" key in the game and the shortcuts will be displayed in HUD.
- We have added animated crows flying around on specific spots in the world - at the moment they are only in the tutorial map and in Cologne, so let us know what you think about the black birds :-)
- We have some new decorative objects, like wooden huts, which bring more atmosphere to our world.
- Since adding more animations to the exteriors of all buildings, some actions having a building as a target could not be performed when the required position required in the building's exterior was already occupied by another character. We added more of those positions to all buildings and reworked all actions that have animations on the exteriors of buildings.
- We added more feedback for when targets of actions are invalid, especially for interactive props in interiors.
- Customers of the barber hut now climb in and out of the hot tub - unfortunately, their arms and knees can still clip through the hot tub due to their new positioning.
- A number of tutorial steps have been reworked to fit the updated gameplay.
- A number of entries in the ingame wiki have been reworked to match the updated gameplay.
- We re-balanced the building security of all buildings in the game - some had too many and some too few points.
- The brickery was not making enough profit, so we balanced its products, making them a bit more valuable. Along the way, we transformed the Grindstone into a new equippable item that buffs the wearer's productivity :-)
- The Mercenary Quarters were similarly unprofitable, so we increased the income of their actions a bit. Now they are more profitable.
- The fines you have to pay for your employees are now listed in your budget book.
- We moved the "hire worker" button from the bottom of the list of workers to its top.