List of all Patches in Early Access

This list contains all patches we have released in the Early Access phase of The Guild 3 since September 2017.

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The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.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).
Custom Save Game Directory: In case you experience troubles while saving your game you can set a custom save game directory by adding “SaveDirectory = C:\Your\Path” to C:\Users\[USERNAME]\AppData\Local\Guild3\options.cfg . Please note that the options.cfg is created after you change a setting in the options menu and then close the game!
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:

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

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 0.9.18.5 “Welcome to the Hansa!” – May 16th, 2022

Hey folks,
 
With Patch EA 0.9.18.5 you finally have the opportunity to play on the Hansa map – in the menu it is called “Hamburg, Lübeck & Kiel”. This map is by far the largest map of all guild games, with three cities and six villages and a whopping up to 18 opposing dynasties!
But let’s be clear: If you have a rather weak computer, then it’s better to play with lower graphics settings!
In addition to the new map, you get a few more improvements and bug fixes with this patch:
 
Please note: Saved games from EA 0.9.18 will work with this patch, but not all of the bug fixes you find below will then be in effect!
 
Build number: 652974
 

Content & Balancing

  • We added the Hansa map (Hamburg, Lübeck and Kiel) 🙂
  • From now on you have the possibility to send every adult family member to a monastery. This way you can easily get rid of unloved or useless family members and make space for more children 🙂
  • We doubled the number of sound sources in the game, so that a lot more sounds can be heard throughout the game, like bird sounds and the sound of floating waters.

 

Bug fixes

  • fixed a bug that caused the game to crash when a client tried to join a loaded multiplayer game
  • fixed a bug that led to a crash when hitting the enter key on an invalid target
  • fixed a crash bug when someone paid the Master of the Arsenal for releasing a prisoner in specific situations
  • fixed a bug that caused war events to overlap and thus could prevent players from joining the event

Patch notes for EA 0.9.18 “Raise your flag!” – April 13, 2022

Dear adventurers,

The most important addition to the game in Patch EA 0.9.18 is undoubtedly the interactive interior of the arsenal and the guild events with some cool buffs and loot items as rewards. And when you’ve finally become Sovereign, your banner will be hoisted all over on the map!
You can find out what else Patch EA 0.9.18 has in store in the following lines…

Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Please check if you are playing with ‘Ultra Shadows’ setting. If so, then please save the game settings once. After doing so, the game will inform you if your graphics card has sufficient memory. Changing the shadows to a lower setting will increase your performance!

Highlights & Overview

New features: Interactive interior of the arsenal, events with powerful buffs and loot items, 2 new NPCs in the arsenal, visualization of prisoners in the arsenal, the possibility to redeem a prisoner, and the flag of the Sovereign hoisted all over on the map.
Content & Balancing: Skippable dialogues in single player, re-worked Guild invitation system, partly re-work of the area map, some more sounds and animations, more balancing of businesses (especially service businesses), many draggable windows, faster loading times, warning message if the graphics card has too little performance for the selected graphics quality in the game.
Bug fixes: Many bugs in single player and in multiplayer have been fixed, incl. a number of bugs which led to crashes.

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 Redmine-Bugtracker. Please do not forget to add save games or crash-dumps, where available, follow the link to the forum.


Build number: 649344

New features

  • Interactive interior of the arsenal:
    • The interior of the arsenal consists of a room on ground level and the prison in the basement, which is accessible via stairs.
    • You can now access the Book of Guilds and the Quest Book via objects in the interior.
    • You see all the imprisoned characters of your city when you open the Book of Prisoners.
    • The prisoners are locked inside prison cells in the basement of the arsenal. In case the city has more prisoners than there is space in the cells, some of them cannot be seen as they are moved deeper in the dungeon, where you can’t see them.
  • New NPC ‘Master of the Arsenal’:
    • The Master of the Arsenal can be found in the first room inside the arsenal.
    • Talking to her enables you to bribe her in order to free an imprisoned member of your dynasty. And you can take part in events (see below).
  • New NPC ‘Jailor’:
    • This kind guy guards the prisoners in the basement of the arsenal.
  • Guild events and war events:
    • From time to time, a neighboring city outside of the map calls for help. Once you hold the Citizen title you can send your characters as well as your lansquenets (the workers of the lansquenet profession) to the Master of the Arsenal, where she signs you up for the event.
    • The same goes for the different events of the five guilds on your map. In them you can only take part with members of your family.
    • A character who successfully participates at an event, can bring home money and influence. And sometimes they can bring back valuable and powerful loot items, gainable only at events! Same with permanent buffs (or debuffs in case of a failure in participation).
    • The reward of an event increases when you are a noble (war events) or when you are a member of the guild which initiates the event.
  • In patch EA 0.9.18, we implemented something a lot of you were waiting for: Once you became Sovereign of the fiefdom, the flag of you everlasting dynasty will be hoisted on specific spots all over the map, for example at the castle, at the city hall, near the city gates, etc.
  • Some actions for workers, like ambush and pickpocketing, have been re-worked. From now on you have the possibility a) to assign your worker to a specific place in the world where he/she will perform that action until you say otherwise, or b) to choose a specific village or city district as the target area for the action. For some actions like Palmistry and Game of Dice we are still not happy as the radius for searching a target is still too big. We are looking into an improvement for the next patch.

 

Content & Balancing

  • You can now skip dialogues in which you are participating with a button on the right edge of each speech bubble and you no longer have to wait for the dialogue to continue on its own.
  • All top bar menus plus the ‘Character inspection window’, the ‘Ingame wiki’, the ‘Erect building’ menu, the messages and the ‘Area map’ are draggable now.
  • We re-worked many of the functions and filters in the area map:
    • Now there is a ‘Map filter’ for residences.
    • We implemented a ‘select all/unselect all’ functionality for filters.
    • We made the differences between neutral buildings and buildings which are owned by a dynasty more clear.
    • While working on the area map, we fixed several bugs and increased the usability of the map.
  • We improved and rebalanced the far trade events with other cities. If you pay attention to the long distance trade reports you can now get great offers when trading goods with far away cities at the right point in time.
  • Waving hello and laughing at someone often interrupted the actions of player characters. From now on, only critical successes of both actions are causing an interruption.
  • Especially in the first rounds of the game the service businesses like barber and inn had so many customers to focus on that they had problems with serving all of them in time. This caused some of their customers to leave unhappy and thus the player lost a lot of reputation. We balanced that and from now on less customers should wait there for service. Sadly, there are still edge cases with waiting customers (e.g. when the building closes at dusk) but it is not so harmful anymore to your reputation. We will look into this.
  • Whenever someone bribes the Master of the Arsenal to free an imprisoned character, the office holder ‘Arsenal master’ gets a share of the money.
  • We re-worked the ‘Ambush’ action as we implemented this new positioning system for some actions. Now, only the attacking of victims out of the ambush can be a crime.
  • When you open the Book of Guilds, you will see that we have changed the presentation of the attitudes of the single guilds: Instead of three simple markers, each guild now shows a range for their three attitude values. With this, it should be much easier to understand when a guild would become interested in you after you reached the title ‘Squire’. And once you are a member of a guild, the display changes and a second range is added, showing you the areas with the risk of being excluded from the guild.
  • We’ve added ‘Join a Guild’ to the privileges of the ‘Squire’ title to indicate when it is possible to join a guild.
  • We changed the supply system for transporters on manual setup trade routes: A transporter will only load as many goods per waypoint until the maximum number stated in their orders is reached. Example:
    • Load 10 iron at waypoint A and unload 10 iron at waypoint B, but the transporter can only unload 7 iron at waypoint B because of lack of space in the storage. When the transporter stops at waypoint A the next time, they already have 3 iron loaded, so they load only 7 additional iron instead of 10. Due to this change we get rid of a lot of problems with the trade routes!
  • Loading times of all maps have been reduced. The same goes for loading of saved games!
  • In single player, the game is now paused when you open the ingame menu.
  • While the game is paused, all sounds are muted.
  • When you have selected ‘Ultra Shadows’ in the graphics options of the game but your graphics card has less than 8 gb of video memory available, you will receive a warning message.
  • From now on, all NPCs have a crest showing that they live in a village or in a city district.
  • When performing smuggle actions, the smugglers will now enter the outer areas of the arsenal and the port to play different animations.
  • We reworked the dialogues in the church: When a family member is not allowed to start the action you have chosen in the dialogue, you get proper feedback from the priest.
  • With the implementation of the new events we adjusted the window sizes and the scroll bars in the Quest Book.
  • We cleaned up the info tab in the building windows of all types of buildings. From now on you see only the information and properties which belong to the building type.
  • Crude Craftsman’s Hut, Tinker’s hut and Barber’s hut now have one transporter building add-on.
  • Butchery now has two transporter building add-ons.
  • We added some more sounds for animations and objects.
  • Characters no longer get teleported when entering a market. They now walk to a position at the main market booth.
  • Several more content changes and balancing steps.

 

Bug fixes

  • fixed a number of bugs which led to a crash of the game
  • a number of issues have been fixed which caused the game to crash when a saved game was loaded
  • fixed a bug in multiplayer that caused the host to remain stuck in the lobby when the client has left the game
  • fixed a bug in multiplayer that caused the inventory slots of a character to not update correctly
  • fixed a bug that led the time a character ran to a service business building to be subtracted from the time the character waited for the service
  • a bug has been fixed which could lead to problems when serving customers
  • fixed a bug that caused employees of service business buildings who got treated in another building to not return home
  • many family members of AI dynasties were stuck in the family life actions in their residence – now they have the courage again to step outside from time to time 🙂
  • fixed a bug that caused the attitudes of the guilds to be wrongly initiated and thus were not as intended
  • fixed a number of bugs which all together prevented AI dynasties from joining guilds
  • fixed a bug that caused characters who were using an artifact or consuming a drink or meal while staying at the marketplace to disappear until they were walking somewhere else
  • the movement speed of drunken characters was too fast… so we reduced it 🙂
  • fixed a bug that prevented the game’s sounds from being stopped when pausing the game
  • fixed a bug in the sound system that sometimes prevented sounds from being played when the camera moved closer to the source of the sound
  • when plundering graves or summoning on a graveyard, the name of that graveyard was not correctly displayed
  • the icon of the stink bomb and the artifact action weren’t matching
  • fixed a bug that could cause random events (incl. the trade opportunities and guild events) to be broken
  • fixed a bug that caused the productivity of workers to be lowered instead of increased when reaching the next level
  • fixed a number of issues with actions that are showing a confirmation prompt – these actions should run through without errors even when you ignore the prompt 🙂
  • fixed an issue with displaying the actual properties of freshly erected buildings
  • fixed a bug that caused the properties of a building in the building window to not update when an artifact was applied to it
  • fixed the position of characters on boats in the character inspection window
  • fixed a number of issues with the voice overs when acquiring a new title
  • whenever a negative number had a positive effect (e.g. reduction of a buildings decay) then the negative number was displayed in red – we fixed that
  • the icon for the secondary attribute ‘Entertainment’ was missing
  • fixed a issue where in rare cases the model of a city guard was assigned to an NPC
  • fixed a bug that caused all buildings to be valid targets for the action to extinguish a fire
  • fixed a bug that caused automated transporters to purchase goods at the marketplace that should not be sold there
  • fixed a bug that caused characters who did not die naturally to show a wrong age in the notification and in the family tree
  • we fixed bugs and misplaced objects in all maps
  • several models, textures and animations have been reworked
  • fixed several text issues

 

Known issues

  • Sometimes, robbers, thieves etc. follow their victims long ways and once they reach them, they turn around and run the whole way back to their position (as ordered). We will fix that as soon as possible.
  • The events in the arsenal might need a bit more tweaking. We will look into them more closely in the coming weeks.
  • In rare cases it can happen that characters can not participate in an event – we are already looking into the issue and we will fix that with the next patch.

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!


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.

 

Bug fixes

  • several crash issues in singleplayer and in multiplayer have been fixed
  • a number of crash issues when loading saved games have been fixed
  • fixed an issue in multiplayer where the auto-leveling of employees could send too many update packages to the other participants of the game
  • fixed several issues with the pathfinding of characters – please let us know if you still encounter problems with the pathfinding
  • the productivity bonuses of building addons are now correctly displayed in the character windows of the employees
  • fixed a bug that caused the city preacher to not show the church service animations in the outside area of that building
  • fixed an issue that prevented family members to get access to specific actions and artifacts of the Guild the dynasty was in
  • fixed an issue that distributed buffs from professional skills to employees of other professions, e.g. the buffs from the robber profession were applied to minstrels as well
  • fixed the issue that the actions “Wave hello” and “Laugh at someone” interrupted the players current action without restarting it afterwards
  • the clothing of the butcher’s workers had the wrong stats – special thanks to the reporter of the Redmine ticket 😉
  • fixed a bug in multiplayer where the dog companion model was not shown or shown twice in the residences on the client’s side
  • fixed an issue on the client’s side in multiplayer games where the dog companion was teleported instead of walking with the owner. The movement of the dogs is still a bit rough but a lot better than before.
  • fixed an issue that prevented you from opening the leasing menu of a mine, quarry or lumberyard when you were in feud with the dynasty who was currently leasing the building
  • fixed an issue that sometimes hindered family members who were performing family life actions inside their residence from starting to work in a business building when they were assigned as a worker there
  • Cauldron, Clay pot and Beaker were not shown in the list of items if one was setting up a trade route manually
  • fixed an issue that caused the ‘you cannot see inside the building’ feedback to appear when clicking on an empty spot in the world and then on any foreign building
  • fixed an issue that caused spring and summer ambient sounds (e.g. birds) to play during nighttime and the winter season as well
  • in some cases messages and notifications played the wrong jingle – a positive message could play the jingle indicating a negative event and counterwise. This should be fixed now.
  • the availability of building addons due to lack of money, was not updated correctly after the family had enough money again
  • fixed an issue that caused AI family members to remain inside their residences most of the time
  • fixed a bug that caused characters who attacked ambushing robbers to lose a lot of reputation
  • sabotaging and vandalizing caused the wrong debuff icon and text on the target building
  • fixed a bug that caused drunken characters to continue walking as if still being drunk after the effect had ended
  • fixed an issue where both spouses came down the ladder inside their residence at the same time after the “Produce offspring” action and thus overlapping; now there is a small delay between both characters
  • fixed a bug in the action “Exploit connections” that prevented the player from gaining influence points from their liaison
  • fixed an issue in multiplayer where the action-progress on the client was not shown correctly
  • same as with all other buildings which have a menu, you could open the building menus of the marketplace, the port and the far trade cities with the key “i” but not close – we fixed that
  • in the character inspection window of city guards, the neighborhood and city they belong to was missing
  • fixed an issue that prevented characters to consume fruit juice
  • fixed an issue that made the effects of extinguishing the fire of a burning building too strong
  • we fixed bugs and misplaced objects in all maps
  • several models, textures and animations have been reworked
  • fixed several text issues

 

Known issues

  • Due to the recent interior changes the loading times increased for all maps. Loading times will be improved significantly with patch EA 0.9.18.

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 0.9.16 “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.
  • ltiplayer: 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.

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 0.9.15 “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.


 

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

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!


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.

**********

New features

  • Over the course of the last months, a number of fan-translators asked for support for their fan-translations. So this feature is especially for you guys 🙂 All you have to do is copy one of the existing “locdirect_[language].loo” files in the folder “media\localization” and name your copy the way you like, e.g. “myFanTranslation.loo”. Then translate the text keys you want and delete the ones that you don’t need. You can even split your translation into several files, like “myFanTranslation1.loo”, “myFanTranslation2.loo” and so on. When the game starts, all entries in your “*.loo” files will replace the texts in the language you have chosen in the options menu.
    • please note that The Guild 3 supports all characters in the “Basic Multilingual Plane” (BMP)
    • another side-note: as mentioned in DevDiary #18, we will add fully translated texts in all languages in the game in July or August. New texts after that point in time will be translated at a later time, but the bulk of the texts will be translated then.
  • our scenario maps now support different ground texture sets. We have implemented three new ground texture sets which you can find in Wenighusen (Tutorial), Heligoland, Paris and in London. We are very curious what you think of that 🙂
  • transporters are now able to replace their carrying bag or cart with an item of a higher tier – in the options of the game you can enable or disable that behavior

 

Content & Balancing

  • Level of Difficulty
    • the level of difficulty now affects several aspects of the game, like prices for employees and prices for a number of actions
    • reputation changes due to some actions, mostly interactions, are influenced by the level of difficulty
    • the level of difficulty for human players and for AI players are applied contrary: if you choose “easy”, the AI dynasties will play with “hard”, and conversely.
  • AI
    • the AI can and will from now on use all available artifacts – be careful to not be bombed away!
    • the availability and weighting of the actions of the AI archetypes have been completely reworked. AI dynasties should now act more logically and with focus on specific goals. Please be aware that this focus can shift a bit over time and sometimes a dynasty might follow some hidden goals.
    • AI characters can equip special artifacts, like the hare’s paw or the rat companion, and get rid of useless items, like the old boot
    • the plot of land where the AI places a new building is from now on chosen in an intelligent way, considering distance to marketplaces or other businesses and dozens of other parameters (see DevDiary #17)
    • from now on, the AI will erect more new buildings on city grounds as well, including higher tier residences
    • possibility and frequency of denounce and praise actions have been reworked in a way that they aren’t performed so often anymore
    • the AI now considers own buildings and unlocked skills when receiving a proposal for a dynastic trade
    • the individual building addons are evaluated based on the playing style of the AI dynasty and purchased accordingly
  • Dynasty Management
    • the size of the player family and AI families is limited to a specific max size given by the level of difficulty. The bigger the family is the harder it gets to grow the family even more.
    • the current size of a family (adults and children) is displayed in the family tree and in the book of dynasties
    • with patch EA 0.9.14, you are able to own more businesses – we increased the maximum number of businesses given by the title from 15 to 18
    • the Avatar, their spouse and the (adult) heir now have access to most actions and/or artifacts of the family’s henchmen, like bombs and poisons; actions like conquering buildings are still available only for henchmen
    • the Avatar, their spouse and the (adult) heir now have exclusive access to powerful actions like “Church donation” and “Oil the wheels of bureaucracy”
    • romancing: characters now have a number of possible preferences when being courted. If you for example choose “sweet talk” for your courtship, they may prefer a present or a more intimate action next. Having approached your romance target in their preferred way, you get a bonus to the success. We also increased the success chances of “sweet talk” and “kiss” a bit.
  • Reputation system
    • Aggression radius: with actions like “Kill character” or “Kidnap character”, you can from now on get away without negative consequences if no one witnesses your doing. But if you kidnap someone in the middle of a crowded marketplace, do not wonder if a lot of people are angry at you…
    • the reputation changes of all actions in the game have been balanced
    • for some aggressive actions, the character’s ‘stealth’ is considered when the reputation changes
  • Moral attitude and Guilds
    • the way actions impact the moral attitudes (the values) of a dynasty has been reworked. If you use the same action over and over again, the impact will decrease accordingly. Additionally, the impact of for example aggressive actions will decrease when you are already considered an aggressive dynasty. This way, most of the dynasties should no longer end up with an extreme negative moral attitude with nearly no chance of changing
    • the impact on attitudes of all actions have been balanced
    • Guild invitations should from now on be triggered correctly. Once you have reached a higher title and your moral attitudes match the attitudes of a Guild, you should be invited to their midst.
  • Area map
    • the layer with the details and filters is active by default
    • from now on, you can find the religious beliefs of the inhabitants of city districts and villages in the details layer of the area map
    • surroundings and rivers/sea ways are no longer displayed in the overview of neighborhoods
  • 3d Artwork
    • steep terrain has been smoothed out on almost all maps
    • water now has floating algae and we added waves to few water areas (in Heligoland for example). But as those are performance hungry, we have to look into it before we decide if we can add more)
    • new normal maps for mountain rocks and some cliffs (see Heligoland for example)
    • more shadow and some LOD rework for vegetation props
  • Sound
    • a new option to adjust the loudness of interface sounds has been added
    • several new ambient sounds and new SFX for characters and carts have been added
    • ambient soundscape has been balanced further
  • buildings now have specific construction times and specific renovation costs. The rule of thumb is: the higher the tier of a building, the higher the construction time and the renovation costs. As a consequence, the start buildings in the “Poor fellow” mode have the shortest construction times.
  • tutorial: the active quest is from now on pre-selected in the questbook so that its description and details are displayed without the need to select it first
  • in case a character in a list of valid targets is for some reason not available, the game shows the feedback “busy”
  • you are now able to place items you are purchasing directly into the equipment slots of your characters
  • resource producers (mine, lumberyard and quarry) can now have up to 4 fully equipped transporters
  • currently working employees get paused if you drop an item into their inventory. This way you can equip your workers or give them artifacts and the automation does not automatically transfer the items back in the storage of your building
  • the duration of the actions “Drive your workers”, “Spur your transporters on” and “Motivate your workers” (Guild action) are now shorter while the duration of the effects are longer
  • we have added new (and cooler 🙂 ) religion-related icons
  • whenever a character changes their faith, a specific particle effect is shown above their head
  • “2 years per round'”is now the standard setting in the map selection menu
  • a number of new NPC dialogues, like talks about the Sovereign or a specific dynasty, have been added
  • more of the actions are now part of the law system and in case they are illegal, you can be brought to court
  • the productivity of employees is now displayed for all producing characters and the percentage is colored in red if the value is lower than normal (debuffed) or green if it is higher than normal (buffed)
  • from now on, you will receive proper notifications when someone throws a bomb or applies a poison at one of your buildings
  • the target selection pop-up for romances, bribes etc. show information as to why the target is unavailable
  • the professions of potter, minstrel and preacher are now more economically balanced than before

 

Bug fixes

  • multiplayer: several connectivity bugs and crashes have been fixed
  • multiplayer: a crash could occur when trying to access the options via the main menu
  • multiplayer: a crash could occur if you clicked on ‘back’ in the list of available games
  • multiplayer: fixed a crash when loading a MP savegame while the system tried to set up the order list of a building when the owning dynasty was switched from human player to AI player or counterwise
  • on the Paris map, a crash could occur after a short playing time
  • a crash could occur when AI characters calculated their decision in a political vote on an NPC
  • a crash could occur if an action was to be carried out by an invalid character or an invalid building
  • a crash could occur when loading a saved game with an invalid item; this was caused by an error in the save function
  • fixed a crash that could occur when the AI tried to spend attribute points on a character who died in the same moment. We hope that we were able to fix all causes of this specific crash and we will monitor possible crash reports with EA 0.9.14 – fingers crossed 🙂
  • if a player character was banished, it could lead to a crash
  • fixed a crash when an AI character tries to change the prison sentence of a jailed character who has no family/dynasty
  • AI dynasties sometimes offered too much money in the lease auctions of resource producers
  • in case a catholic or a protestant married a secular character it was possible that the spouse did not become catholic or protestant – fixed
  • fixed a number of bugs in the system that applies birth traits to newborn
  • when selecting an item for children the inventory slots of adults were highlighted as well
  • it was possible to equip adults with items which were allowed for children only
  • it was possible to drag equipped items from adults to toddlers when inside the residence
  • multiplayer: the models (bodies) of the previously defeated NPCs were still present after saving and loading the saved game
  • the family wide action cooldown hadn’t prevented multiple identical actions from getting started in parallel
  • a bug allowed the Powder Of Hygeia to be applied to foreign buildings
  • fixed a bug in actions with an audience – e.g. begging or playing music – that caused under specific circumstances the actor to become a valid target of their own action…
  • fixed a number of calculation issues with the score of the dynasties; please note: we will invest more time to the balance the score and the three connected achievements
  • removed raw materials and intermediates from the list of relevant goods in the front store section in businesses in which they cannot be produced
  • surrounding regions are no longer shown in the list of districts and villages on the area map
  • multiplayer: fixed a number of occasions where tooltips of actions and/or buffs weren’t shown on the client’s side
  • fixed a number of bugs related to AI dynasties constantly praising and denouncing other dynasties; we finally got rid of this spamming 🙂
  • fixed a bug that allowed preachers to be affected by the religious speeches of other preachers and therewith sometimes converted
  • re-organized the categories of several items so that they now appear in the right categories at the marketplace
  • the sounds of birds and other ambience sounds were wrongly assigned to group “sfx” instead of “ambient”; we fixed that so when you now switch off ambient sounds, the birds will be silent 😉
  • the disease immunity buff of the workers of the hospital was missing
  • fixed a bug where the list of customers would fail to update when a customer started getting treated/served
  • city guards sometimes reacted on actions where an audience gathered, like when minstrels playing music
  • a bug has been fixed that prevented transporters to upgrade to a better transportation item a second time
  • fixed a number of bugs with the notifications and alerts when conquering a building or when someone conquers a player’s building
  • fixed several bugs that broke the price trend and the needs trend graphs of markets in longer games; we additionally had to limit the history for the graphs to 20 rounds
  • fixed a bug with the bandages; a success now also shows a particle effect
  • budget book: the income through leased resource producers was not added to the family’s total
  • budget book: the wrong building level was displayed (actually it was the level of the unlocked skill…)
  • fixed a bug that made exotic wares like amber or brocade available at the ports; players now have to go on far trade missions again to get those wares
  • the audience of a preacher’s church service didn’t donate money – we taught them good behavior now 🙂
  • pedestrians now have to decide if they want to listen to the minstrels on their stage or to a preacher performing a holy church service
  • fixed a bug that allowed own minstrels to perform a stage show in every own minstrel tent; same went for preachers and preacher huts
  • fixed a bug that caused the workers of neutral preacher’s huts and minstrel tents to idle instead of working
  • non-producing business buildings had an incorrect productivity buff set
  • multiplayer: fixed a bug where the economy stock and market inventory would go out of sync when a character sold something to a trade market
  • henchmen who are protecting a building should from now on react accordingly to aggressions against that building
  • several animations have been reworked and/or bug fixed
  • several smaller bug fixes and tweaks in the area map
  • several bug fixes and tweaks on all maps

 

Known issues

  • sometimes an AI character may perform the same action multiple times in a row, even when it may make no sense; e.g. applying a bandage when the character is not hurt.
  • dynastic trades may be a bit tricky at the moment, because AI dynasties will not accept offers of businesses they don’t need or where they have no skills unlocked for; at the moment AI dynasties will not sell businesses they need for their skill tree no matter how high the offer is
  • the AI could be a bit too peaceful even in feuds – please give us feedback of how you see that
  • guarding and escorting henchmen are sometimes not released from their duty when the building changes the owner or when the escorted character is in jail etc.
  • inhabitants/employees don’t leave a burning building and too few of them are attending in extinguishing the flames
  • a number of newly added NPC actions have no icon yet

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 0.9.13.1 – 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 “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.
  • Achievements have been reworked and adapted to the latest changes in the game. This task is still in progress and minor changes still need to be done. Some maps are not released and thus the respective achievement can’t be unlocked for the time being.

 

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

 

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…


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.

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.

 

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.


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 🙂

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

     

    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.


    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

    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

    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.

     

    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.


    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.

     

    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.


    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.
    • 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.

     

    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.


    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.


    Patch notes for version EA 0.9.8 – April 29th, 2020
    Build number: 601665

    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.

     

    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 🙂


    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 1280×720 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 1280×720 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!

    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.

    Patch notes for version EA 0.9.7 – February 7th, 2020
    Build number: 595365

    Hi all!

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

    New features

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

     

    Content & Balancing

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

     

    Art

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

     

    Optimization

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

     

    Bug fixes

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

     

    What we are planning for the next patch

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

    A short outlook…

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


    Patch notes for version EA 0.9.6.1 – December 20th, 2019
    Steam build number: 592802

    Hi all,

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

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

    Patch notes for version EA 0.9.6 – December 17th, 2019
    Build number: 592455

    Hi all!

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

    New features

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

     

    Content & Balancing

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

     

    Art

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

     

    Bug fixes

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

     

    What we are planning for the next patch

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

    A short outlook…

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


    Patch notes for version EA 0.9.5 – November 19th, 2019
    Build number: 590410

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

    New features

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

     

    Content & Balancing

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

     

    Art

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

     

    Bug fixes

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

     

    What we are planning for the next patch

    For the next patch we’ll lay our focus on bugfixing and balancing.

    A short outlook…

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


    Patch notes for version EA 0.9.4.1 – October 29th, 2019
    Build number: 589134

    Hi all,

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


    Patch notes for version EA 0.9.4 – October 23rd, 2019
    Build number: 588778

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

    New features

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

     

    Content & Balancing

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

     

    Art

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

     

    Bug fixes

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

     

    What we are planning for the next patch

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

    A short outlook…

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


    Patch notes for version EA 0.9.3.1 – October 2nd, 2019
    Build number: 587205

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

    Bug fixes

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

     

    Balancing

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

    Patch notes for version EA 0.9.3 – September 26th, 2019
    Build number: 586966

    Hi all!
    Patch EA 0.9.2 really had us occupied longer than expected, but we are happy that today we can announce that we released EA 0.9.3. It’s a pretty big update and it also contains lots of critical bug fixes, balancing changes to the economy and also new features like keymapping, improved quick access, etc.. We also added a few other improvements – just check out the patch notes below.

    New features

    • We made lots of changes to the quick access UIs on the right hand side of the HUD. Reason was that the bigger your dynasty gets the harder it gets to manage, so we wanted to provide you better tools for doing so. There are now 2 separate quick selection windows: Buildings and characters. Both windows have proper filter options. You can now scroll the whole list with one scrollbar. Sub-categories can be hidden and shown however you want. We are also showing more information on the entries in both UIs. Sorting has also been reworked. If you now left click on an entry, that building/character will be selected.
    • Family campaigns can now be properly played in multiplayer. In singleplayer, all AI dynasties are now also getting the campaign goal as a winning condition. So you need to be careful, the AI may just be quicker than you when it comes to finishing the goal first.
    • You are now able to continue a game after you have won in single player. If you decide to continue playing after you were victorious, the game mode is changed to free game.
    • Before EA 0.9.3 keys were actually bound to the actual character on the keyboard and not the position on the keyboard. We had to change that in order to support multiple keyboard layouts and languages. While we did that, we also implemented the possibility change keybindings in the options menu of the game.
    • From EA 0.9.3 on the game now properly respects the left-handed mouse mode of the operating system, if enabled.
    • The AI is now reserving a certain amount (in %) of their current funds for non-essential things per round. Upon purchasing non-essential things, the AI will check if they still have enough funds left. This way the AI is less prone to run out of funds they would need to keep their businesses going.
    • From now on, you will know why a dynasty died out. The reason for the death of a dynasty will be stated in the dynasty died window.
    • We also changed how the productivity of your workers is calculated. So from now on the reputation of your dynasty with the neighborhood, in which the business is located, has a bigger impact on the overall productivity of your workers.
    • Conquering of buildings now works a bit differently. You can now use multiple henchmen to conquer a building and the greater their number, the faster you will be able to conquer the building. To conquer a building, henchmen will first throw out the current owners to make the building neutral. Once the building is neutral they will start to conquer it for your dynasty. If the conquerors get interrupted, the conquering progress isn’t reset. Instead it slowly goes down again. Buildings that are already neutral will stay neutral. Also, coins are refunded if your henchmen are interrupted while they are still on their way to the building to be conquered. If the conquering itself is interrupted, coins are not refunded.
    • When selecting targets, characters are now also considering characters who are guarding the target. This way they have an easier time assessing the situation before eg. attacking the target.
    • Upon loading a saved multiplayer game you are now able to change server name and password.

     

    Content & Balancing

    • We made several changes to how the prices are changing on the market. From now on they shouldn’t fluctuate as strongly and frequently anymore. We also reduced the price gaps between the same items in normal markets and far-trade markets.
    • The HP regeneration formula has been updated and the secondary attribute Regeneration has been extended to show more digits, so changes to the base attribute become more visible.
    • You are now starting with the title citizen when starting a game in career mode.

     

    Performance

    • Moving the camera over bigger maps could cause lags. One of the biggest offenders to performance was the skinning code. It only created the buffers required for all the skinning calculations when the mesh became visible for the first time. If you moved the camera quickly over a large map, then it had to create hundreds of vertex buffers in a single frame, which could take a lot of time. We changed that so the vertex buffer creation is now spread out over multiple frames if it takes too long.

     

    Bug fixes

    • Fixed a bug that caused the game to crash upon handing in a verdict two times for the same indictment.
    • Fixed several crash bugs that were introduced in EA 0.9.2.
    • Fixed a bug that caused the game to create evidence against a character who is trying to defend somebody.
    • Fixed a bug that prevented the players from losing a game if they married their heir to another dynasty and the current leader dies.
    • Fixed a bug that allowed AI dynasties to name a child as their new leader.
    • Fixed a bug that allowed children of AI dynasties to apply for and hold offices.
    • Fixed a bug that caused the character to remain in the building upon executing the guard action from within the building to be guarded.
    • Fixed several bugs related to the “end liaison” action.
    • Fixed a bug that caused the game to not show the conquering progress in the game world (flag pole) upon saving and loading a game while the conquering process is still ongoing.
    • Fixed a bug that caused the positive rumor to increase reputation with characters that you are currently fighting.
    • Fixed a bug that caused the long distance journey action to never end if the character isn’t able to drop all the items upon return.
    • Fixed a bug that caused the conquering flag pole to not be highlighted with the building upon hovering the mouse cursor over it.
    • Fixed a bug that caused the winning points tab in the statistics window to consume too much performance.
    • Fixed a bug that caused family members to continue collecting resources after they have been moved to a new residence.
    • Fixed a bug that caused the game to show the enter church button in the action bar of an unconscious character.
    • We fixed several bugs caused by being able to obtain more buildings than the player would be allowed to own.
    • Fixed a bug that caused the game to not update the health points of a newly upgraded building.
    • Fixed a bug that caused the game to not deduct the repair costs upon repairing buildings.
    • Fixed a bug that caused the character to float upon changing clothes while riding a horse. Yes really.
    • Fixed a bug that caused the game to destroy an item upon being exchanged with another one while the inventory is full.
    • Fixed a bug that caused the game to not transfer all buildings correctly from a dying dynasty to the heir married to another dynasty character.
    • Fixed a bug that caused dead spouse plaques to not get properly removed from a building after their death.
    • Fixed several bugs related to trading characters between dynasties and how they are then shown in the family tree.
    • Fixed a bug that caused the game to show the wrong name for your children upon hovering the character plaque on a building.
    • Fixed a bug that caused the privacy protection add-on to not increased privacy protection.
    • Fixed a bug that caused the game to show separate verdict sliders for characters from the same family.
    • Fixed a bug that caused characters who already have an office to not properly apply for a new office.
    • Fixed a bug that caused the game to show the wrong character window when clicking the character level next to the character portrait, while you were in an interior scene.
    • Fixed a bug that caused characters to be shown in the T-Pose if they enter a scene with a horse or horse cart equipped.
    • Fixed a bug that allowed neutral businesses to produce items they are not yet allowed to produce.
    • Fixed a bug that allowed players to bypass the maximum employee limit in a building.
    • Fixed a bug that caused the game to duplicate the model of a dying leader.
    • Fixed a bug that caused the game to cull particle effects too early.
    • Fixed a bug that caused the mesh of children to be messed up at their hands.
    • Fixed a bug that caused the game to hide particle effects after leaving a scene.
    • Fixed a bug that caused chat messages sent by the client to not be sent to other clients or the host.
    • Fixed a bug that caused the game to not show the businesses of other players on the mini map.
    • Fixed a bug that caused the game to show a connect/disconnect message for players connected/disconnected in the lobby upon starting the match.
    • Fixed a bug that caused the game to not synch the guards of buildings correctly to every participant.
    • Fixed a bug that prevented family members from entering the church.
    • Fixed a bug that caused the game to be unplayable for clients if the host tabbed out of the game window.
    • Fixed several bugs related to leaving a lobby and returning to the server selection window.
    • Fixed a bug that LMB was used instead of RMB as the main button despite being set up differently in windows.

     

    What we are planning for the next patch

    As already mentioned we are working on another iteration on the trade routes. It’s going well so you all should be able to be able to experience the improved trade routes in our next patch.

    A short outlook…

    We’ll put our efforts on making the way to become the Sovereign more challenging as well as holding the position of the Sovereign more interesting.
    Beside that we are working on finalizing the text translations for French, Spanish, Italian, Polish, Russian, Chinese, Japanese and Korean. It still takes a number of weeks until we can launch these localizations.


    Patch notes for version EA 0.9.2 – September 6th, 2019
    Build number: 585833

    Hi all! Well that EA 0.9.2 took a while but as you will see in the patch notes below we think it was worth the wait. We spent a lot of energy on stabilizing and also integrating 2 core features for multiplayer which are also probably the most complex ones: Host migration and picking up saved games together with your friends. We also added another big feature to the AI: Equipment. AI characters weren’t purchasing equipment which made them of course less and less competitive throughout the progress of a game.

    NOTE: FROM NOW ON MULTIPLAYER IS ENABLED IN THE DEFAULT BRANCH AND YOU DON’T HAVE TO GO TO THE MP-BETA BRANCH ANYMORE.

    New features

    • From now on the AI will also purchase and equip items and boosters. The items they want to equip highly depend on the dynasties title and the amount of cash to their disposal. The AI will also regularly check if there are better items in the market compared to what they have equipped right now. This way the AI should be on the one hand more dangerous but also they will be better suited for defending themselves.
    • With EA 0.9.2 you are now able to trade evidence. This way you can trade evidence against your allies to somebody else, so you won’t take the blame. For now, the AI will not offer evidence to you or other dynasties – we will ‘teach’ them how to do this in the next patch.
    • Often requested and now it’s in: Auto-save. Auto save has been added to the game. You can disable auto save in the options menu. The game automatically saves the game upon every round change. Autosave is disabled in multiplayer games.
    • One of the biggest and probably most important feature that was missing in multiplayer has been added now: Host migration. From now on if the host of a game is leaving the game manually or gets destroyed the game state is saved and handed over to another player. This can take a while as the full map with all the data needs to be saved and moved to another player. Please note that if the host loses connection the game cannot be handed over as there is no active connection anymore.
    • With the new version you are now also able to decide as a host if your game is visible in the multiplayer game server list even after the game has already been started. This way you can allow others to join your ongoing session. It also allows you to re-join a session after you disconnected. You can disable/enable your game directly in the lobby screen.
    • As a game of Guild 3 can of course take several hours it’s extremely important that you can continue playing a game you started with a group. That’s why from now on the host can start saved games again. The game will show up in the game server list and everybody can join that lobby again. Upon joining you can select the dynasty you want to play. This way even friends that already lost with their family may join again and take over one of the AI dynasties. It is also possible to share the save game with somebody else, so they can take it on from there.
    • If a competitor loses, you will now know why.
    • While a target was busy there was no feedback if you tried to apply any action on that target. We changed that. From now on you will see a “Target is busy” floating text if you want to apply an action on an occupied target. The only exception to this is the attack action.
    • Hovering your cursor over health bars will now show the current and max hit points of the character or building.
    • The way paths are calculated have been changed in order to decrease network traffic.

     

    Balancing

    • We rebalanced diseases to make them less severe and give the player more time to react.
    • The value of characters in Dynastic Trades has been rebalanced in order to increase the value of character higher in the inheritance chain.
    • Price ranges for some items were adapted.
    • Some of the AI objectives were updated to improve overall AI behavior.
    • Children of allies will now less likely annoy allies.

     

    Performance

    • We changed the way how the AI tries to find suitable building spots. This reduces the amount of lag caused by the AI trying to place building a lot.

     

    Content

    • We are currently reworking the textures. A first iteration of the terrain textures can be seen in EA 0.9.2. Please let us know what you think.
    • The Ambush action has been reworked. Now, if the ambusher successfully surprises their victim they will be able to mug them without a fight. If that fails, either a fight breaks out where the ambusher still can win and then take their loot or the victim is able to flee.

     

    Bug fixes

    • We fixed several bugs related to achievements so most of them should now be properly achievable.
    • Fixed a bug that prevented you to stop an action assigned to a character by the residential building.
    • Fixed a bug that caused the activity circle of a guard to remain on the map after the associated guard died.
    • Fixed a bug that caused the game to apply sickness damage for multiple years upon a round change.
    • Fixed a bug that caused the game to show the character badges both in the old and the new residence.
    • Fixed a bug that caused both far trip actions to have the same text and description.
    • Fixed a bug that prevented characters to enter a cathedral when using the “Enter Church” action.
    • Fixed a bug that caused characters within a building to be recognized as attackable targets.
    • We changed a few things related to what’s loaded while moving the camera over the map. Now you should have less frame drops when panning your camera.
    • Fixed a bug that sometimes caused market people to not show up at their designated market stands.
    • Fixed a bug that caused the spy building action to never stop if it’s interrupted.
    • Fixed a bug that caused characters to be able to use the use item action again while the action is still ongoing.
    • Fixed a bug that caused the game to sometimes duplicate guard circles upon saving and loading a game.
    • Fixed a bug that caused characters to move in the unconscious state upon fleeing from being kidnapped.
    • Fixed a bug that caused the game to show the hire employee button when inspecting a spied-on building.
    • Fixed a bug that caused the AI to not buy building add-ons.
    • Fixed a bug that caused scaffolding to remain if a building has been destroyed while it’s being constructed.
    • Fixed a bug that caused the game to wrongly create transporters and workers for non-dynasty controlled businesses.
    • Fixed a bug that caused the game to show the wrong animations for buildings placed in the editor.
    • Fixed a bug that caused the game to not change the flag on an inherited building correctly.
    • Fixed a bug that caused the routes button to be shown in inspected non-controlled buildings.
    • Fixed a bug that caused already fired employees to be still controllable via the calendar UI.
    • Fixed a bug that caused defeated workers to freeze.
    • Fixed a bug that caused characters in a fight to freeze after saving and loading a game.
    • Fixed a bug that caused the game to only show one “New child” window even if multiple members of your family gave birth to new members of your family.
    • Fixed a bug that caused the game to calculate a lower selling price for items sold by an automated transporter compared to selling the items manually.
    • Fixed a bug that caused the game to show a negative total value in the statistics UI upon starting a new game.
    • Fixed a bug that caused lansquenets to attack the victim and not the perpetrator.
    • Fixed a bug that caused henchmen who guard a building to pursuit a perpetrator indefinitely.
    • Fixed a bug that caused henchmen to not get removed properly upon dying.
    • Fixed a bug that caused the game to remove the buff if multiple items of the same item were equipped and one was removed.
    • Fixed a bug that allowed players to send home a character while he/she is executed.
    • Fixed a bug that caused the game to move all items from the same type from the front store to the internal storage upon moving items in the internal storage.
    • Fixed a bug that allowed transporters to gather items like water, flowers, etc.
    • Fixed a bug that hid the invalid indicator (red outline) in production and residential building after saving and loading a game.
    • Fixed a bug that caused the music to stop after purchasing a skill in the ambitious skill tree.
    • Fixed a bug that caused AI warehouse transporters to not continue their duty upon loading a game.
    • Fixed a bug that caused family members to not earn XP for producing items in their residence.
    • Fixed a bug that caused characters to lose their working tools upon saving and loading a game.
    • Fixed a bug that caused 4-digit numbers in the statistics window to not show properly.
    • Fixed a bug that caused the family name to not show up correctly in the dynasty trade request notification.
    • Fixed a bug that caused the game to spawn less opponent dynasties than defined upon starting the scenario.
    • Fixed a bug that caused the game to not show the “You lost” message to the client in a multiplayer game correctly.
    • Fixed a bug that prevented the player to enter special characters upon entering the password for a password-protected server.
    • Fixed a bug that caused save games to show the wrong time stamp.
    • Fixed a bug that caused the game to not update the wind sound correctly when changing ambient sounds.
    • Fixed a bug that caused the game to play nighttime sounds during the day.
    • Fixed a bug that caused the game to duplicate items upon moving an item from one character to another.
    • Several localization fixes.

     

    What we are planning for the next patch

    We moved the work on the sovereign system a bit back in our backlog. Instead we are currently working on enabling the continuation of an already won game in single player, making campaigns properly work for the AI and in Multiplayer. Additionally we are working to change the key binding system, so you have more control on your controls.

    A short outlook…

    Becoming sovereign isn’t easy but being sovereign is not exciting. This is what we want to change. Also we want to do another iteration on the trade routes.


    Patch notes for version EA 0.9.0.1 – July 10th, 2019
    Build number: 582219

    Hi all,
    We just deployed an update to fix the following issues:

    • Fixed a bug that caused the game to crash upon returning from a multiplayer game to the main menu.
    • Fixed a bug that caused the game to crash upon filling up a guild with npc characters.
    • Fixed a bug that caused the game to crash upon saving a trade route while the business window was closed in the background.
    • Fixed a bug that caused the building health points to not be updated regularly.

    Patch notes for version EA 0.9.0 – July 3rd, 2019
    Build number: 581775

    Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added!

    NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.

    New features

    • One very often requested feature has now been implemented – The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all.
    • With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction).
    • In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check if they can upgrade the amount of carrying slots.
    • Transporters that are adhering to the storage rules (= on auto) will now realize properly that they don’t need budget for getting items from businesses/warehouses the player controls.
    • We finally reworked the economy in the game. The citizens have needs now which they try to fulfill. The needs of the citizens depends on their social caste, the amount of citizens in a caste, product groups, season and weather. Every month (= 12 times per round) those needs are evaluated and adapted. Of course prices of resources and products are updated accordingly.
    • While reworking the economy we also fixed and properly implemented front stores. Citizens will now again also come to your businesses front stores to fulfill their needs. Be aware that there are some factors (eg. price, reputation within the village/district, customer satisfaction of the business, etc.) that have an impact on whether they are attracted by your front stores or not.
    • One other big thing that wasn’t working properly were the far-trade markets. You weren’t able to sell items because of the UI, you weren’t able to trade with far-trade markets which are placed in water, you weren’t able to select far-trade markets on the area map or in trade routes. So lots of things to solve. Therefore we made bigger changes to the system. From now on you can select far-trade markets via the area map and via trade routes. One thing we also changed is, that when you enter a far-trade market, a market UI shows up, so you are able to buy and sell goods. Additionally sea far-trade markets can now be accessed at the ports of a city.
    • Often requested, now it’s in: The tutorial. You can now start a tutorial by selecting the new scenario map: Humble Beginnings. The tutorial will guide you through the core concepts of the game. When not playing the tutorial, you are, from now on, still able to get more information on the core concepts of the game. A new help menu was added (can be found on the right side of the HUD), which contains several game play chapters. Additionally, the most complex windows in the game now display a question mark icon in the header. Clicking on that icon will give you more details on how that window works.
    • In EA 0.9.0 we also reworked the guilds in the game. You will now properly be invited but your dynasty will also be kicked out of the guild again if your reputation and attitude are not matching with the guild anymore. Joining a guild will grant your dynasty now buffs or even actions. We also changed the guild window to be properly usable.
    • In order to be able to chat to other players, we now added a chat window to multiplayer games.
    • The erect building window was also updated to provide you with better information why a building is locked, or why it can’t be afforded. We also added now proper tooltips to locked items in the production UI. So from now on you should know why you can’t produce an item yet or why an action is still locked.
    • We also added a few smaller but, in our opinion, useful features to the game to make your life a bit easier. From now on whenever you can’t afford an action a pop-up will inform you about that. Also you are now able to destroy items directly in a character’s inventory. As the feedback for the new pausing was not very good, we added a new “Slow-Mo” game speed to the game as a first step to tackle the issue.

     

    Balancing

    • With EA 0.9.0 we changed who can inherit a family’s legacy. Before our changes also the spouse (who didn’t belong to the family’s bloodline) was able to become leader of the dynasty. Also children were able to be leader. This made it very hard to wipe out a family and it also created lots of bugs related to the family tree window. That’s why we changed that now. From now on only true-blood and adult family members can become leader.
    • The black widow poison can only be applied on characters which are not in a building, so it’s less powerful.
    • Adjusted thresholds for when the AI decides to spend money on certain things.
    • Adjusted thresholds for when AI Master allows transporter to spend money on inventory items.
    • Transporter can now buy any inventory item from the market to enhance their capacity.
    • Transporters will not start a new route during rest times, once they come back to their home building, they will rest until the work day starts again.
    • As requested we changed the starting age of the first avatar to 18 years. Therefore we slightly reduced life expectancy.
    • It is now possible that your characters could return with an illegitimate child from their long distance journey.
    • We adjusted the number of businesses a dynasty can own and also adjusted the number of employees those buildings can hire.

     

    Art

    • Several corrections in LOD’s of different objects.
    • Bounding boxes for several props have been added.
    • The far trade markets via land in the rest of the scenario maps have been reworked so that they look more like real markets.
    • Brand new building: storage barn.
    • Optimizations and bug fixes on several scenario maps.

     

    Content

    • We reworked production chains and adjusted the skill trees a bit. We added a few more products to make the production chain a bit more complex and increase dependency on other skill trees. We also adjusted the base prices of products so that you won’t be able to afford the most high level items right from the start of the game. Adjustment of the prices of skills, buildings and nobility titles will follow in a future update.
    • The storage barn – the warehouse for the villages – is now available once you gain the title of “Resident”.

     

    Performance and stability

    • Fixed a bug that caused the game to have performance drops in certain intervals.
    • We changed the way the game is loaded up. Before the window often got unresponsive, which lead players to believe that the game crashed. Also the logo movies were stuttering horribly when being played. Loading up the game should now work properly.

     

    Bug fixes

    • Fixed a bug that caused the game to not allow more than 8 add-ons per building, even though the building should have had 16 to 24 addo-on slots available.
    • Fixed a bug that caused the game to crash upon selecting a destroyed building via the area map.
    • Fixed several crash bugs related to very specific cases in post-combat action handling.
    • Fixed a bug that caused the game to not allow players to move to far trade markets via the area map or building list.
    • Fixed a bug that caused the game to crash if the building window was open while the building was destroyed in the background.
    • Fixed a bug that prevented players from selecting a market by clicking on any of the tents. And we fixed, that from now on all elements of the castle are clickable.
    • Fixed lots of bugs related to moving the whole family from one residence to another residence.
    • Fixed a bug that caused the head of the family to stop the currently assigned actions upon placing a building.
    • Fixed the localization text for the stand guard actions so it’s properly representing what the action is doing in the game.
    • Fixed a bug that caused characters to not enter a building via the enter building action if they are too far away.
    • Fixed a bug that caused the game to not show the “Not enough money” window upon trying to purchase a building.
    • Fixed a bug that made wooden fences undestroyable.
    • Fixed a bug that caused the game to allow players to place a building on a position where another building has already been placed.
    • Fixed the unlock order of some of the items.
    • Fixed a bug that allowed children to throw rocks at characters within a building.
    • Fixed a bug that prevented the new owner of a building (traded) to fire or automate employees.
    • Fixed a bug that caused city gates to be targetable objects.
    • Fixed a bug that caused the collision-box for far-trade markets to not have the proper size.
    • Fixed a bug that caused the game to still show calendar entries for characters that have already died.
    • Fixed a bug that caused the game to show calendar entries twice if the player has more than one family member in an office group.
    • Fixed a bug that caused the game to crash if the family member list became too long.
    • Fixed a bug that caused the game to not create all AI dynasties when the match starts.
    • Fixed a bug that caused the game to allow multiple pregnancies for one character simultaneously.
    • Fixed a bug that was showing buy and sell price of an item from the market point of view. Now buy/sell price label are inverted and represent the player’s point of view.
    • Fixed a bug that caused the game to always choose the leader of a family to be the one that passes a verdict, despite another family member was the office holder.
    • Fixed a bug that caused the game to allow characters to apply for an office position despite the office not yet being open for applications.
    • Fixed a bug that caused transporters to sell items needed for production.
    • Fixed a bug that allowed children to execute grown-up tasks.
    • Fixed a bug that caused characters that are gathering resources to gather more than the specified amount.
    • Fixed lots of bugs related to transporter stack sizes not fitting trade route specifications.
    • Fixed lots of localization bugs.
    • We removed some of the options in the options menu as they were not working or weren’t supposed to be even available.
    • Fixed a bug that caused the game to show the item tooltip of an item currently being dragged.

     

    Multiplayer – Bug fixes

    • Fixed a bug that caused the game to only show combat texts for characters you control in multiplayer games.
    • Fixed a bug that caused the client to crash upon being kicked by the host.
    • Fixed a bug that caused the game to show 2 different windows on top of each other upon being kicked out of a session.
    • Potentially fixed a bug that caused clients to experience very weird graphical glitches in multiplayer games.
    • Fixed a bug that caused dogs to not be properly synced in multiplayer games.
    • Fixed a bug that caused the lobby screen to always show the version number of the first lobby in red.
    • Lots of net objects (eg. Actions, Effects, Events) are now properly removed in multiplayer games which should make MP sessions more stable.

     

    What we are planning for the next patch

    For the next patch we are planning to implement a new behavior in order to drastically reduce the amount of court scenes. We also are planning to rework how the healing businesses work. Expect to have some diseases in the next patch. On the multiplayer front we will focus on host migration and the possibility to load and join saved multiplayer games.

    A short outlook…

    Our focus will be on adding some more interesting actions for kids and also some early unlocked diplomacy actions, so interaction with other dynasties gets more interesting from the start.


    Patch notes for version EA 0.8.5.4 – June 17th, 2019
    Build number: 580706

    Hi everyone!
    With this hotfix we want to address issues a lot of people seem to be having while joining multiplayer games as well as a problem with save games in singleplayer.

    NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.

    This is the change we made for this patch:

    • Fixed a bug in the networking library that could cause data to be sent incorrectly. This should fix a lot of crash bugs when trying to join multiplayer sessions.

    Patch notes for version EA 0.8.5.3 – June 12th, 2019
    Build number: 580469

    Hi everyone!
    With this hotfix we want to address issues a lot of people seem to be having while joining multiplayer games as well as a problem with save games in singleplayer.

    NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.

    These were the two changes we made for this patch:

    • Improved the process of joining multiplayer sessions. This should solve a lot of cases where people are having issues joining multiplayer games.
    • Fixed a bug that caused the game to crash when loading a save game due to an inproperly setup character.

    Patch notes for version EA 0.8.5.2 – June 6th, 2019
    Build number: 580186

    Hi everyone!
    We have a small update for the Multiplayer Beta to help us find the cause of some of the bugs you encountered when trying to join multiplayer games.

    NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.

    These were the two changes we made for this patch:

    • Added some additional logging to help find the cause of games crashing when trying to join multiplayer games.
    • Fixed a bug where the game could freeze when you try to re-enter a multiplayer game.

    Patch notes for version EA 0.8.5 – May 31st, 2019
    Build number: 579904

    Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy!

    NOTE: The multiplayer mode is NOT implemented in the normal version. If you want to test the multiplayer, you need to unlock the corresponding BETA version for your game.

    New features

    • Multiplayer enabled (in the BETA version, please see above!). So from now on you are able to host and join Multiplayer games. What’s not yet in is the correct host migration, the chat in the game and reconnecting to a MP game but we are currently working on those features. In order to be able to enable MP we further changed:
      • As there were lots of issues related to the game’s speed settings throughout the whole game in multiplayer, we removed the possibility to increase or decrease the game speed in multiplayer games.
      • We also updated the way the login flow works. A lobby will only show up after the host has finished loading. As long as a client is connecting to the game, the host can’t start it.
      • One bigger change we had to do was the way pausing works in the game. Unfortunately pausing hasn’t really paused the game, which created lots of issues in multiplayer and singleplayer (eg. building placement while paused, buying add-ons while paused, etc.). Unfortunately it’s not a trivial issue. So in order to make especially MP work properly, we changed that while in pause you are not able to use any functionality other than un-pausing the game. You can still hide the UI to take nice screenshots by pressing ALT+h.
      • References of destroyed buildings to routes are cleaned up correctly now, so they are properly cleaned up in MP games.
      • Props are now correctly synced when they are removed between host and clients.
      • Sounds weren’t initialized on clients, so only the host was able to hear sounds. We changed that.
      • We added that Multiplayer lobbies are greyed out if the version doesn’t match the version of the client. This way problems of version mismatches can be avoided and you know why you aren’t able to join a particular lobby.
      • PLEASE NOTE: Right now if the host leaves the game or is destroyed, the multiplayer game is over. Additionally you can’t reconnect to a multiplayer game right now. We are currently developing both those features.
    • Workplaces are usually limited. Before EA 0.8.5 family members didn’t take a workplace when they started working in a business. We changed that. From now on family members that are working in a business will take up a workplace like workers do. We think it will make the choice a bit more interesting whether to send a family outside doing action or keeping them in a business to save employee costs.
    • As you all know the family campaigns were pretty broken. In order to fix them we extended the objective system which we use for the AI and for the tutorial. So now we are also using those objectives for tracking progress for family campaigns. To see your progress just open the quest log. The quest required to win the game is highlighted.
    • To make politics more interesting we added that the AI’s voting behavior considers the relationship between their dynasty and the proposing dynasty. The better the relationship the more likely they will go with what you propose.
    • We changed how the budget calculation is done so it’s easier to comprehend. For a business controlled by a player the remaining budget is only affected by item transactions.
    • In preparation for the new storage keeper and the new manual trade routes, we removed the priority list in the current storage keeper UI. This UI wasn’t properly working and transporters would only go to the first place in the list.
    • The game was handling window resizing, mode switching and graphic initialization pretty badly so far. Changing resolution and switching modes should now work way better and should be less error prone. We also assume that it will resolve some crash errors.
    • We also fixed issues related to the hotkey assignment and changed a bit how it works.
      • When the game is created freshly, ‘1’ is the home residence and ‘2’ is the closest marketplace. From then on, no automatic messing about with shortcuts.
      • You can bind a shortcut to any characters and buildings using CTRL + NUMBER
      • NUMBER by itself will just select the actor
      • ALT + NUMBER will make your current selection move towards the actor. If it’s a building you can enter, it will enter, otherwise it will just walk up to the building or character. If you also hold down SHIFT, it will make your character walk instead of run.
      • SHIFT + NUMBER will clear the selection slot.
      • Selection slots are now stored and loaded in savegames.

     

    New features under hood

    • We are now able to hide all scenario options for a map defined as tutorial map. This way we can avoid issues related to different settings selected before somebody starts the tutorial map.
    • A system was implemented that allows us to localize text keys for different genders.

     

    Balancing

    • Effects and usage was changed for the following items:
      • Mead
      • Guntram’s Brew
      • Endurance Potion
      • Cream Cake
      • Painkiller
      • Weak beer
      • Wonder cure
      • Strong beer
      • Boozy breath beer
      • Barrel of brewer beer
      • Antidote
      • Wheat beer
      • Small cake of joy
      • Dr. Faustus’ Elixir
    • Reduced the amount of Orphans the church will give to a single character/wedded couple to 3, it is still possible to have more children through the “produce offspring” action if your fertility is high enough.
    • Changed how the popularity with villages and city districts affect the expected sentence of a trial: Rich Citizens now have a higher impact on the expected sentence than Commoners or Poor people.
    • When you have a friendly or unfriendly popularity in a village or city district, your businesses in that neighborhood will now get a buff/debuff that affects the movement speed and productivity of your employees.
    • Adjusted formula for calculating item prices. Generally we unified the item price calculation (as there were around 3 different implementations).
    • Notification of office appointments are now only sent when the appointed candidate belonged to a dynasty to reduce the number of messages.

      Art

          • One of the marketstands was missing a character. This one has been added now.
          • Further optimizations for buildings.
          • Some new props have been created and added to the maps.
          • The far trade markets via land in the scenario maps Magdeburg, Augsburg and London have been reworked so that they look more like real markets. The other maps will follow.
          • Optimizations and bug fixes on several scenario maps.

       

      Bug fixes

          • Fixed a bug that caused the game to crash upon joining a MP game on the maps Augsburg, Vienna, London and Paris.
          • Fixed several crashes related to actions in multiplayer games.
          • Fixed a bug that caused the game to crash after starting a second multiplayer game.
          • Fixed a bug that caused the game to crash upon typing a message into the lobby chat.
          • Fixed a bug that caused the game to crash if the player saved, loaded, saved and then tried again to load the same file.
          • Fixed a bug that caused the selected action icon to be shown behind opened windows. Now if you want to apply an action by selecting a character in a UI, you see which action is the selected one.
          • Fixed a bug that caused the game to block keyboard camera movement controls upon starting a new game.
          • Fixed a bug that caused the game to not appoint a new sovereign properly.
          • Fixed a bug that caused the game to show only the number 1 as the recommended punishment in the indictment window.
          • Fixed a bug that allowed players to target city buildings. No more conquering the market! 😉
          • Fixed a bug that caused the game to create random families with the same name.
          • Fixed a bug that caused the game to generate only characters with the same age in social group (e.g. poor villagers).
          • Fixed a bug that was showing both the positive and negative floating text after executing the drive workers action.
          • Fixed a bug that caused the game to show the wrong message upon a character successfully returning from a trip overseas.
          • Fixed a bug that caused the game to duplicate market characters upon loading a game.
          • Fixed a bug that allowed the player to target market characters. From now on they shouldn’t be targetable anymore.
          • Fixed a bug that caused the AI to target characters in an execution scene.
          • Fixed a bug that caused the game to create too many transporters for businesses which were already on the map when the game started.
          • Fixed a bug that caused the secondary attribute “Fertility” to be reset after loading a game which had been saved while a character was pregnant.
          • Fixed a bug that caused businesses which were already on the map to not start with any budget.
          • Fixed a bug that caused the game to send too many notifications when a character became sick.
          • Fixed a bug that caused the game to show an empty election UI when multiple family members apply for the same office seat.
          • Fixed missing localization issues in the tooltips for political offices.
          • Fixed a bug that caused the game to not save the “Use Front Store” setting.
          • Fixed a bug that caused the game to show all the HUD elements in an interior scene upon opening and closing the menu overlay.
          • Fixed a bug that caused worker names to be too long for the production UI.
          • Fixed several bugs that caused the game not tracking family campaign progress correctly.
          • Fixed a bug that caused the game to not show action cooldowns on clients in multiplayer.
          • Fixed a bug that caused the game to not show pregnancy floating texts on the client.
          • Fixed a bug that caused the game to show some props and animals twice and without animation on the client.
          • Fixed a bug that caused props to not get removed upon placing a building on them in multiplayer.
          • Fixed a bug that caused workers to not produce anymore after the building had been purchased in multiplayer games.
          • Fixed a bug that caused the game to not show the “You have lost!” window upon losing a game in multiplayer.
          • Fixed bug that caused the game to show the “Dynasty member died” window on the host instead of the client in multiplayer games.
          • Fixed a bug that caused the game to spawn a weird amount of AI dynasties in multiplayer games.
          • Fixed several issues on the Visby map related to misplaced props.
          • Fixed a bug that caused the game to not properly unlock skills correctly which lead to follow-up issues (eg. building placement).
          • Fixed a bug that caused the game time UI in the HUD to continuously show and hide the time in multiplayer games. Grrr!
          • Fixed a bug that allowed host or client to continue playing a game after they lost, which lead to a lot of follow up issues.
          • Fixed a bug that caused the game to not asked for a password when a client tries to join a password-protected lobby.
          • Fixed a bug that caused the game to ignore the defined amount of years per round in multiplayer games.
          • Fixed a bug that caused buildings to not being upgradeable in multiplayer games.
          • Fixed a bug that caused the affection values for romances to not be synced correctly in multiplayer games.
          • Fixed a bug that caused clients to constantly lose connection to the host after a few minutes in the game.
          • Fixed a bug that caused the game to not open a building menu when entering a building with a character which is selected in multiplayer.
          • Fixed a bug that caused the game to not show the correct information in the lobby in multiplayer games.
          • Fixed a bug that caused the game to not give any feedback when the client is connecting.
          • Fixed a bug that caused robbers to take their bushes and crates with them after ambushing something in multiplayer games.
          • Fixed a bug that caused the game to not show some of the texts on the client in multiplayer games.
          • Fixed a bug that caused transporters to show the wrong speed information on the client.
          • Fixed a bug that caused the automate button to not switch its state correctly in multiplayer.
          • Fixed a bug that caused married character to not change their cloth color according to the new family in multiplayer.
          • Fixed a bug that caused the game to show open lobbies despite the host already closed that lobby.
          • Fixed a bug that caused particles to not get removed on the client in multiplayer.

       

      What we are planning for the next patch

      For the next patch we want to finally release the new storage keeper and the new updated trade route system. Additionally we’ll also dig a bit deeper in the economy system.

      A short outlook…

      We want to further improve the politics and court system according to your feedback and we also want to do a bigger block of bugfixing to get the game more stable.


      Patch notes for version EA 0.8.0 – May 2nd, 2019
      Build number: 577841

      Hi all!
      Today we released again an extremely big update and we are really looking forward to your feedback. We changed both the court system and the politics system significantly. From now on getting offices and using the powers and actions those offices grant will be very important. You will be able to distribute guards, change prison sentences, evict opponent families from their businesses, change what’s legal and what isn’t, and a lot more. In order to have fewer court scenes you are now also able to decide on verdicts before a court session takes place. We hope you enjoy the new version as much as we do!

      New features

      The biggest feature we implemented, fixed and improved is the whole political system, which covers all the different political powers, political actions and the overall voting system.

          • The office tree will now show the feather icon only if application is open. Inspecting an office will now also show when you can apply for an office. We also changed the applicant list so it clearly shows why a character cannot apply yet for an office.
          • Upcoming elections and votes on political actions in which you have a character that can vote are now shown in your calendar. You can see what or who you are going to vote on, who are the other attendees and of course when the voting will take place. You can also hand in your vote already upfront. As soon as a vote starts the voting scene will be shown, you will have a specific amount of time to make a decision. If you don’t make a decision the vote will count as a “NO” unless you are the proposer.
          • Generally every council member of an office group can propose changes (within the power of that office) and vote on proposals. If 2 of 3 of the members are accepting a proposal, the effects are executed. You will now receive several notifications regarding upcoming votes and the results of votes.
          • We originally wanted to fix some of the political powers. Instead we reworked them entirely. Here we want to give you an insight into all the political powers added. Please also note that of course the way you vote, what you propose, etc. will have an impact on the relationship to other dynasties.
            • Banish someone: You can propose to banish someone from the city. This is of course a very severe proposal. Any adult family member can be selected. If the council chamber votes to support the proposal the respective character will leave the city forever.
            • Change what’s legal and what isn’t: With EA 0.8.0 you are now able to define what’s legal and what isn’t. If the council chamber agrees to a proposal, the change is instantly applied. City guards will react accordingly, so if you think that assassination is a fair sport, just propose to make it legal.
            • Distribute city guards: You can now propose to change the amount of city guards per district. So if you want to harm your thieving competitor, increase the amount of guards in the district he/she is operating in. If you yourself want to have fewer “disruptions” of your outside-of-the-law activities, then propose the reduction of guards.
            • Change prison sentence: From now on you can increase or decrease the prison sentence of an already imprisoned character. If the council chamber agrees to your proposal the prison sentence is instantly updated.
            • Evict opponent from a building: With this new power, you will be able to propose to throw a family out of a building they own. If the proposal is accepted the owning family loses ownership of the building. Again this can be a really rough move but it can also severely damage your competitors.
            • Praise and denounce: You can propose to praise or denounce another family in front of the city. You can determine how strong the praising or denunciation should be. The selected family will, if the council chamber agrees, gain or lose reputation with the entire city.
          • If a proposal is no longer valid (eg. the to-be banished character is already dead), the office meeting is cancelled.
          • The AI will determine what to vote for based on their own objectives and based on the relationship to the target or the effect the proposal would have on themselves.

      The other big feature we implemented, fixed and improved is the court system. Please check out all the specific changes below.

          • Before a trial can start there needs to be evidence of a crime. We changed how this evidence is created. If a guard is catching you, a trial will instantly be scheduled. If a non-dynasty lansquenet is interrupting a crime, the evidence will go to the neighborhood and can later still be “found” by the find evidence action. Dynasty victims will get the evidence based on a dice roll.
          • If characters are caught several times for the same type of crime and the AI or you are using these evidences to lodge complaints, the evidences get added to an already existing trial. The more evidences are handed in for a trial the more severe the expected punishment will be.
          • In order to make the whole trial scene more understandable we changed some user interfaces. When a trial starts you will receive an information UI which covers all the essential information of the case. If you have a character that can vote in a trial the verdict button will have a golden bevel. You just need to drag and drop it on the verdict you want. At the end of trial you will receive a nice summary of the trial.
          • There are now 5 different verdicts: Not guilty (character is freed), fine (money costs), public shaming (reputation loss), imprisonment (character goes to jail) and execution (character is publicly hanged). Execution penalty is not available for all the crimes as it would be too powerful. In every trial every judge will decide on a verdict. The final verdict is determined by the average of all 3. This way it is obviously more interesting to have all office seats of a chamber taken by family members.
          • From now on AI dynasties will also use evidence and initiate trials. So you definitely need to be more careful now as they won’t hesitate to drag you or other dynasties to court.
          • We also changed how judges are voting and also implemented a system that rewards or punishes judges based on their votes. Basically the citizens always expect a specific verdict. The more a judge deviates from that expectation the more the public will be unhappy with the result and the reputation between the city and the judge will drop.
          • If there is not a single judge in an office group, a trial will be cancelled when the trial should have taken place. So “silencing” all the judges will make definitely sense 😉 Another feature we added is that as soon as a character is imprisoned the character loses the office seat, so it may be beneficial for you to render a very hard verdict (eg. imprisonment), so a competitor loses his or her office seat.
          • You are now able to hand in your verdict before a trial starts. You can select the case you want to judge in the calendar and click the verdict button. If you hand in a judgment now, you won’t be dragged in the court scene as soon as the trial starts but you will receive a notification about the results. This way you should be able to still manually judge the way you want without being interrupted by the court scene. Additionally we only show the trial scene if it affects one of your family members or if you didn’t put in a verdict yet.
          • We also implemented that you are now properly informed when trials are scheduled and also about the final verdict of a trial. In both cases you will receive a notification that contains all the necessary information.
          • One thing to add regarding the new court system is that you won’t be able to avoid a trial by just going on a long distance journey anymore. The trial will be rescheduled until you are back 😉

      We also implemented a few other smaller things.

          • Automatic assigned actions that require the character to find a target outside of their business are now considering the distance to the target. As a result characters that execute an action (eg. ambush) will look for targets closer to their home building.
          • You can now remove notifications in the HUD by right clicking on them.
          • We changed the way mouse wheel input is handled, so it should now be way more smooth scrolling bars up and down.

       

      New features under hood

          • The game wasn’t fully unicode compliant, so in order to be able to support non-latin languages properly we changed that the game is fully compiled as unicode.
          • We are now able to setup a map as a tutorial map, so the tutorial will only be triggered if a defined map will be started.
          • Tutorial windows can now be setup. Layout can be purely be defined by designers. This way we are able to quickly iterate on tutorial windows.
          • A tutorial quest chain can be defined for a tutorial level. By being able to do that we can define a set of quests that need to be completed in order to progress through the tutorial in the future.
          • Several triggers were implemented so we can trigger tutorial windows. Also if you have over 100 messages, older messages will be deleted.

      Balancing

              • Fleas are not spreading that strongly anymore and they also don’t do any damage.
              • Changed the dynasty trade margin competitor dynasties are willing to accept. Also if you are constantly pushing the other dynasty to make bad deals, the reputation between you will drop.
              • We increased the chasing speed slightly, so it’s easier to catch somebody on a horse.
              • Killing or assassinating someone will not reward you with influence anymore.
              • Trying to kill a character while he/she is unconscious is now not a guaranteed success anymore – the action can fail. This way killing somebody off shouldn’t be that easy anymore.

       

      Balancing

              • From now on you can insult a character. If you do so successfully, that character will attack you (and therefore execute an illegal action). This way you can push characters towards doing something against the law.
              • The pot grenade has been removed as it wasn’t properly working on moving targets.
              • We now properly implemented the actions ‘Praise someone in front of the revellers’ and ‘Agitate the revellers’. You can select the dynasty you want to talk bad or good about. But you still need to go inside a tavern for both actions.
              • The buy indulgence option was removed from the church as it wasn’t properly working.
              • Squire is now the last citizen title and Lord the first noble title.
              • NPCs won’t get into random fights anymore. We removed that as it looked like the whole city is constantly a war zone and also it blocked the player from executing actions on fighting citizens.
              • The spy on someone actions has been removed as it didn’t do anything useful.
              • New Action: “Plant fake evidence” is unlocked when you acquire an office in the “Council informers” office group. With this action you can create fake evidence of a crime and drag another dynasty to court with it.
              • Changed action: “Audit books” you can now select a business of another dynasty to audit their books if you have an office in the “Council informers” office group. This way you will be able to legally extract some money and influence from the owner and you might find evidence of crimes.
              • New actions: “Public shaming” and “Public praising”. Unlocked for members of the office group of “council assistants”. With these actions you can select a character and speak public good or bad about them. This will lead to people spreading positive or negative rumors about that character and they will gain/lose small amounts of reputation with characters they pass by.
              • New action: “Promote a business”, you can promote other dynasty’s businesses, this will lead to a reputation gain with that dynasty and the business will get a buff on their customer satisfaction.
              • New action: “Mark someone as outlaw”, if you hold an office in the “city constables” office group you can mark a person as an outlaw. This will mean that for a certain amount of time city guards will not interfere in crimes committed against that person.
              • New action: “Award key to the city”, when you hold an office in the “city council” office group, you get the privilege to award ornamental keys to the city. This will give you a reputation gain with that person’s dynasty and money and influence for that person.

       

      Bug fixes

              • Fixed a bug that caused the game to crash upon a relationship change.
              • Fixed several crash bugs that happened in EA 0.7.5.1.
              • Fixed a bug that caused npc workers to have incredibly high derivative attribute buffs gained by clothing.
              • Fixed a bug that caused the frame rate to drop down every 4-5 seconds under certain circumstances.
              • Fixed a bug that caused characters to not flee correctly when they are able to flee from combat.
              • Fixed a bug that caused lansquenets to collect protection money while still being in their home building.
              • Fixed a bug that caused the game to create 2 evidences of the same crime.
              • Fixed a bug that caused the summoning actions to always fail.
              • Fixed a bug that caused actions that would remove the unconscious effect to actually not remove the unconscious effect.
              • Fixed a bug that caused the dog companion to not appear when the item is equipped.
              • Fixed a bug that caused particles to not get hidden when a character gets hidden.
              • Fixed the description of the escort someone action so it’s more clear what the action is doing.
              • Fixed a bug that caused family members of a conquered building to change sides.
              • Fixed a bug that caused the ai master to hire transporters and employees above the actual limit of the building.
              • Fixed a bug that caused the backpack of a character inside a destroyed building to remain in front of the entry point of that building.
              • Fixed a bug that caused a building to get the wrong building level, when the building is finished during a round change.
              • Fixed a bug that caused a building to be finished after a round change.
              • Fixed a bug that caused animals to not disappear after you placed a building directly on them.
              • Fixed a bug that caused the castle of the sovereign to collapse after a certain amount of time.
              • Fixed a bug that caused some NPCs to not wear body items.
              • Fixed a bug that caused NPCs to not have the level-equivalent attribute points.
              • Fixed a bug that caused children to fight.
              • Fixed a bug that caused characters to sit on the wrong seat during a trial.
              • Fixed a bug that caused the game to not remove a trial calendar appointment even if the accused had already died.
              • Fixed a bug that caused calendar appointments to not being shown anymore after saving and loading a game.
              • Fixed a bug that caused the game to only show 10 evidences in the verdict window.
              • Fixed a bug that caused the game to still schedule trials even if a dynasty already died out.
              • Fixed a bug that caused evidences to be created with the wrong date.
              • Fixed a bug that caused the game to still show expired trial appointments in the calendar after taking over a new office seat.
              • Fixed a bug that caused the game to show the wrong dynasty crest when inspecting an evidence.
              • Fixed a bug that caused the up/down arrows for increasing/decreasing money in the dynastic trade UI to not work.
              • Fixed a bug that caused the dynastic trade to block player input so you weren’t able to change anything related to trades anymore.
              • Fixed a bug that caused AI families to offer empty trades.
              • Fixed a bug that caused the AI to hire too many henchmen.
              • Fixed a bug that caused characters to be imprisoned forever.
              • Fixed a bug that caused the character selection panel to be shown in trial scenes.
              • Fixed a bug that caused the “leave office” action to not be available from the very beginning.
              • Fixed a bug that caused a wrong message to show up when trying to move a character who is currently on a long distance travel.
              • Fixed a bug that caused city gates to be shown on the area map and the building list.
              • Fixed a bug that caused the game to show the same title for both adopting children and for the child born message.
              • Fixed several bugs related to the “Send to the court of the monarch” action.
              • Fixed a bug that allowed AI characters to target characters on a long distance journey.
              • Fixed a bug that caused the quick access bar filter to not work correctly.
              • Fixed a bug that caused the narrator to still announce filtered out notification messages.
              • Fixed a bug that caused dynasty trade options to disappear after collapsing a category in the dynasty trade window.
              • Fixed a bug that caused the game to show the introduction sequence of a map again after loading it.
              • Fixed a bug that caused fires to not get fully extinguished even if the the extinguish fire actions has been executed successfully several times.
              • Fixed a bug that caused the camera to move to the wrong location when double clicking on the terrain.
              • Fixed a bug that caused animals to not be animated anymore.

       

      Multiplayer progress

              • Saving a multiplayer game now works correctly and a saved MP game can also be started again.
              • Trials are now correctly shown for both host and clients. Also the casted votes are updated live.
              • Dynasty trades should now also work in multiplayer games.
              • Relationships in multiplayer are now also correctly synced between the different players.
              • Scenes, like the trial scene, church etc. should now be correctly shown for host and clients.
              • Random events are now also correctly synced between host and clients.
              • Display effects (eg. status effects) are now correctly synced between host and clients.
              • Fixed a bug that caused the game to crash upon returning to the main menu from a multiplayer game.
              • Fixed a bug that caused the game to crash upon selecting the dynasty trade action on the client.
              • Fixed a bug that caused the game to crash upon losing connection to the client.
              • Fixed a bug that caused a character to be pregnant twice on the client.

       

      What we are planning for the next patch

      For the next patch we are planning to introduce a first iteration of the tutorial and also fix and change lots of the family campaigns.

      A short outlook

      We are currently preparing the UI changes for trade routes and the storage keeper. Soon we will work on the manual setup of trade routes. Of course we will also continue working on the multiplayer of the game.


      Patch notes for version EA 0.7.5.1 – April 9th, 2019
      Build number: 576541

      Hi all,

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

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

      We also did a few things to improve performance:

              • Animations are now only started if they aren’t playing already.
              • Positions of the handcarts are not using the street to check the positioning anymore.
              • Game logic is now only updated once per frame.

      Patch notes for version EA 0.7.5 – April 5th, 2019
      Build number: 575864

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

      New features

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

       

      Balancing

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

       

      Art

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

       

      Performance and stability

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

       

      Bug fixes

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

       

      Multiplayer progress

      Multiplayer is not yet enabled as it’s still very very buggy and we didn’t make all systems multiplayer ready yet. Nevertheless we want to share our progress with you.

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

       

      What we are planning for the next patch

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

      A short outlook…

      Once we are finished with politics, we want to finally tackle trade routes.


      Patch notes for version EA 0.7.4 – March 15th, 2019
      Build number: 573875

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

      New features

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

       

      Balancing

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

       

      Art

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

       

      Performance and stability

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

       

      Bug fixes

              • Fixed a bug that caused the game to crash if an action icon was not set up correctly.
              • Fixed a bug that caused the game to crash if a building has been selected while the game was paused.
              • Fixed a bug that caused the game to crash when the player tries to hire a henchmen while the main residence is destroyed.
              • Fixed a bug that caused the game to “think” that the right mouse button is permanently pressed. This lead to weird selection behavior. That should be resolved now.
              • Fixed a bug that caused the game to block you from equipping an item if there is only one item slot available.
              • Fixed a bug that caused the production window to block input for other windows while they are opened on top.
              • Fixed a bug that caused the player to get stuck in the election scene if nothing is selected.
              • Fixed a bug that caused the election scene to not show up properly when an election took place in which the player is supposed to vote.
              • Fixed a bug that caused the trial scene to show the same crest for all characters despite being from different dynasties.
              • Fixed a bug that caused characters to leave prison instantly if they get involved just a moment before.
              • Fixed a bug that caused condemned characters to leave prison before their sentence has ended.
              • Fixed a bug that caused the player to get stuck in the prison scene because the leave button was missing.
              • Fixed a bug that caused characters to remain partly unusable after being released from prison.
              • Fixed a bug that caused characters fall through bridges after a trial scene ended.
              • Fixed a bug that caused characters to freeze their animation when they were ambushed.
              • Fixed a bug that caused gathering characters to stop their assigned tasks if they are interrupted by another action.
              • Fixed a bug that caused characters to not continue their task after being robbed.
              • Fixed a bug that caused the progress bar not being shown correctly while the character was collecting herbs.
              • Fixed a bug that caused the progress bar to not being shown when collecting water buckets.
              • Fixed a bug that caused the ask alliance and end feud actions to not work properly with the AI.
              • Fixed a bug that caused the game to allow invalid positions for actions like begging, entertainment, etc.
              • Fixed a bug that caused neutral businesses to hire an endless amount of workers and transporters.
              • Fixed a bug that caused the building plaque of the windmill to move along with the buildings animation.
              • Fixed a bug that caused the herb hut playing the wrong animations on characters outside of the building.
              • Fixed a bug that caused NPCs to not level up their attributes correctly.
              • Fixed a bug that caused the notification window to not show up when a new title is purchased.
              • Fixed a bug that caused employees to lose their clothes items after saving and loading a game.
              • Fixed a bug that caused the walking stick item to not grant the movement speed boni correctly.
              • Fixed a bug that caused buildings to still show dead family member character plaques.
              • Fixed a bug that caused henchmen to spawn in front of the main residence instead of the building they were hired for.
              • Fixed a bug that caused characters to produce endlessly despite an amount having being defined.
              • Fixed a bug that caused characters to still play their working animations while they are moving.
              • Fixed a bug that caused lamp posts to not be properly lit.
              • Fixed a bug that town hall, port, cemetery and lumberyard are not shown on the area map.
              • Fixed a bug that caused the game to keep playing the thunderstorm sound after entering and leaving a scene.
              • Fixed a bug that caused the game to show the wrong tooltip while hovering an assigned action in the production UI.
              • Fixed a bug that caused the street highlighting (space key) not being removed after the window lost focus.
              • Fixed the difficulty settings. They were inverted, that’s why you got more gold if you were playing on impossible.
              • Fixed a bug that caused an attacking character to be teleported to the destination of the attacked victim (if the attack was executed on a transporter).
              • Fixed a bug that caused the game to show the tenure of office to not show the correct number.
              • Fixed a number of text bugs.

       

      What we are planning for the next patch

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

      A short outlook…

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


      Patch notes for version EA 0.7.3.1 – February 22nd, 2019
      Build number: 571594

      Hi all,

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

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

      Patch notes for version EA 0.7.3 – February 15th, 2019
      Build number: 570978

      As already mentioned in our last community update we were skipping the EA 0.7.2 version. All the changes we had in the EA 0.7.2 are included in the EA 0.7.3 version. We are all very excited about your feedback as we changed and added a lot in EA 0.7.3. The combat system and most of the related actions (eg. guarding) were completely reworked. You will see the first draft of our new AI system in the game. We added new life into the game by adding scenario intros, lots of sounds and voice overs. There are lots of other changes in that version as well, which you can check-out in the patch notes below. Have fun!

      New features

              • We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights.
              • With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters.
              • Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing.
              • A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground.
              • The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games.
                • Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed.
                • After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character.
              • We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight.
              • Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked.
              • The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken.
              • With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before.
              • We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps and buildings and we will add more in the future. Additionally we added voice sets for children and three different sets for male and female characters. As a next step we are going to implement the narrator voice overs to the game.
              • As you all know we are not very happy with what the AI is doing or rather not doing in the game. Therefore we started implementing a new AI system into the game. With EA 0.7.3 you can experience the first iteration of the AI objective system. We of course will keep working on that in the following sprints.
                • The moral alignments of the AI were changed from 6 different values to 3 different values. The moral alignments of dynasties when starting the game will be mainly dependent on their select profession. The moral alignments will further change depending on the actions the AI is executing.
                • From now on the AI will use all their family members to execute actions.
                • The AI will now select the skills they want to unlock based on their moral values.
                • The AI will now follow objectives. The objectives they select are also dependent on their moral values. The objectives they follow are influencing the actions the AI wants to execute. The type of objectives available for the AI are depending on the current title of a dynasty. This way we want to make sure that the AI is shifting their focus, the more powerful they get.
                • The AI will now also react on immediate loss threats like being out of money, missing an heir or having no house.
              • We added a new lose condition to the game. So from now on you can lose from getting bankrupt. So ongoing costs like salaries will actually NOT be capped at 0 anymore but will get your account below 0. If you are not getting back into the black numbers within a year, the game is lost. To make all that more transparent we are added a warning UI that shows you what’s threatening you and how long you have still time to solve it.
              • In all the scenarios you are now getting a short intro sequence, fully narrated based on the scenario settings.
              • From now on NPC Citizens will take hold of office positions if there are no dynasty applicants. From now on all offices are having an office holder from the very beginning.
              • The change mentioned above finally allowed us to setup the desired starting conditions for your scenarios. We removed all the already existing AI dynasties and their buildings from all maps. All AI dynasties will be freshly created at game start and will now have the same starting conditions like the player. As a result there is now more space for buildings to be placed and the amount of opponents you select in the map settings will be correct.
              • For the kidnapping action we added a selection UI for buildings (similar to the romance windows) so you can decide where to chain a hostage.
              • With the new version the UI will now scale correctly with your screen resolution.
              • We exchanged the previous font with a new font. First we wanted to make all the text more readable and second we wanted to use a font that covers all the necessary characters of other languages.
              • You can now also see a new notification overview window which shows all the notifications you received. We are still working on the notifications, so soonish that feature should become more useful.
              • We also made some small changes on the politics system. From now on applying for an office costs influence. Additionally we fixed the UI to correctly show what’s the highest office seat within a chamber.
              • Since a lot of feedback came in regarding the micro management of the whole family we also added the possibility to your home residence, to assign ongoing actions to your family members. This way you only need to micro-manage them if you want to.
              • In our survey for patch EA 0.7.1 a lot of you reported that you had a hard time figuring out what actions help you gain influence. We added the influence you receive when successfully executing the action to the “Rewards” section of the action’s tooltip.
              • The actionbar categories now show 10 icons per page instead of 5 to more effectively use the space we have.

       

      New features under hood

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

       

      Balancing

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

       

      Content

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

       

      Performance and stability

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

       

      Bug fixes

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

       

      What we are planning for the next patch

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

      A short outlook…

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


      Patch notes for version EA 0.7.1 – January 18th, 2019
      Build number: 568470

      With our last version we changed the way your family is played and how the family is extended. Our new version focuses on how to lay the foundation for your dynasty and how you are able to “Habsburg”* your competitors 😉 This version contains a few things we are really happy to release to you today and get your feedback on.
      (*The house of Habsburg was famous for expanding their assets and empire through clever marriages with other dynasties. Tu felix Austria nube!)

      New features

              • The romance system has been changed. From now on you have to start a romance with a character before you can make that character your liaison or even marry them. As soon as a romance is started you can improve the affection score between your character and your romance. Unlike before, you are now able to make advances (liaison, marriage proposal) to a romance whenever you want. Nevertheless be aware that if you do that too early that your romance won’t like that if affection isn’t high enough yet.
              • As often requested we now integrated a UI that provides you with a list of potential candidates for a romance. This UI opens as soon as you click the “Embark on a romance” button. We know that some of you like to pick your potential romance candidates directly in the game world. That’s why we added a button to the UI that allows you to pick a character directly in the game world. If you don’t have a romance, you will be informed if you try to start a liaison or make a marriage proposal. Though if you have romances, you will also get the quick selection UI when making a marriage proposal or when you want to start a liaison.
              • From now on your avatar, spouse and heir is able to start romances with family members of other dynasties. Your heir is now also able to marry and produce offspring. This way you are able to further strengthen your dynasty’s future.
              • So now the really cool stuff is coming. If you are more the “Habsburg” kind of person you are now able to try to marry the heir of another dynasty into your family. You can do that only in a very sneaky way. You need to make the competitor’s heir fall in love with you and then do a rushed wedding (not via “Dynastic trade”). If your competitor is not disinheriting his or her heir, you will get 75% of all the money and influence, all businesses and all houses (except the main residence) when your competitor’s leader leaves the mortal world. So be very careful who your heir is hanging out with! We are really happy about that change as it allows you to take over properties of your competitors without violence.
              • You probably were asking yourselves what the “influence” is we mentioned above. Well the overall way of getting titles with XP didn’t sit really well with us. That’s why with EA 0.7.1 we introduced a new “currency” called Influence. Influence can be seen as your political power. Claiming titles or executing some actions requires you to use your influence. Influence can be gained through expanding your businesses and by executing certain actions. In the future, political offices will also provide you with influence regularly. The amount of influence you currently have is shown right below the money display in the upper left corner of your HUD. We hope that you are as excited as we are about the influence concept. In the upcoming patches we will add more interesting influence driven actions to the game and will also further work on balancing.
              • In order to have XP only on characters we also removed XP from unlocking dynasty skills as well. Skills can be now unlocked for your dynasty with money and influence. Additionally we changed the way the skill trees are presented. From now on it should be way more clear why skills are locked and what’s needed to unlock them.
              • Another problem we wanted to solve with EA 0.7.1. are tooltips for titles, skills, items, etc. Lots of players aren’t used to the right-click + hold controls for showing more detailed tooltips. Additionally lots of level 1 tooltips (the ones shown on mouse over) were not very useful with their limited amount of information. That’s why from now on you will get a way more detailed tooltip on mouse over. The right-click + hold pattern has been removed as it’s not needed anymore. As we also wanted to make the tooltips more useful, we changed the layout and the way information is generally presented. We hope that you like it but we think tooltips are now way more useful.
              • Lots of you gave feedback that you would like that your family members are not bound to the working times in businesses. We changed that. From now on your family members can work 24/7.
              • The diary was removed from the game. It was not essential for the gameplay and it was also one of the main causes for the game getting quickly slower over time!

       

      Balancing

              • Updated prices for titles and skills.
              • Changed some of the cooldowns.
              • Starting businesses start with more inventory slots.

       

      Content

              • New action “Sweet talk”: Increase your romances affection towards you by talking with them in a very very private way.
              • New action “Kiss cheek”: Kiss your romance to increase affection. Beware to do that when the time is right.
              • New action “Ask favor”: This action only works on liaisons. You can ask your liaison to talk well about your family. If done correctly, your reputation in your liaison’s family and their home neighborhood will rise.
              • New action “Use connections”: Ask your liaison to spread good things about you with their political connections. If it works out you will be rewarded with influence.
              • New action “Manipulate Liaison”: You can try to manipulate your liaison to get influence or even find some evidence.
              • New action “Boast”: Boast about all your great achievements publicly. This is also a way to increase your influence.
              • New action “Donate to Church”: Donate to the church to get a higher standing with the church officials and therewith get more influence.
              • New action “Grease the wheels”: Bribe public servants to increase your influence.
              • New action “Bribe Office Holder”: Bribe an office holder to gain political influence.

       

      Performance and stability

      EA 0.7.0 was a very big update and unfortunately some new issues were introduced that decreased stability and performance. That’s why we focused a lot on those 2 aspects in the last sprint. Everything related to stability can be found in the bug fixes section. In order to improve performance we removed the diary, changed parts of the pathfinding and rendering reflections in the water.

      Bug fixes

              • Implemented that a required .dll is always installed with the game in order to prevent the game from not starting up at all.
              • Text files which were broken or even saved in the wrong format were leading to crashes. Therefore we implemented that if a text file is broken or in the wrong format, you will be informed with a message when the game starts.
              • Fixed a bug that caused the game to crash when sending kids to school.
              • Fixed a crash in the business AI.
              • Fixed a bug that caused the game to crash when transferring items.
              • Fixed a bug that caused the game to crash when declaring a feud via a building.
              • Fixed a bug that caused the game to crash when the player tried to equip too many items.
              • Fixed a bug that caused the player to receive money or influence when cancelling an action.
              • Fixed a bug that caused the AI to produce items despite not having the blueprints/recipes unlocked yet.
              • Fixed a bug that allowed the AI to use building actions which weren’t unlocked yet.
              • Fixed a bug that caused the AI of a dynasty to not appoint a new heir after the leader died.
              • Fixed a bug that caused the characters in the marriage scene to be wrongly arranged.
              • Fixed a bug that caused the game to not show the CTRL icon in the loading screen.
              • Fixed a bug that caused liaisons to be lost after saving and loading a game.
              • Fixed a bug that caused guards not to react when you stole from them.
              • Fixed a bug that allowed children to use the compliment action.
              • Fixed a bug that caused gathering employees to stop working after transporters have been automated.
              • Fixed a bug that caused the game to give wrong feedback when equipping items which were not valid on the selected character.
              • Removed the not-working propose marriage button in the dynasty UI.
              • Fixed a bug that caused the recipe for the guard dog to show up twice in the skill tree.
              • Fixed that the “Serf” label was shown beneath every residence building in the building menu.
              • Fixed a bug that caused transporters to buy resources for items that are not even unlocked yet.
              • Fixed a bug that caused the player to get stuck in the church scene when sending a character into the church but deselecting the character before entering.

       

      What we are planning for the next patch

      The next patch will be the most brutal one so far: Combat. We will introduce a new combat system, with some new attributes, balancing and most importantly more than just 1 on 1 fights 🙂 You will also see a slightly updated notification window, which will just be the start for a more useful notification system. Stay tuned.

      A short outlook…

      We are fully working on the competitor AI, the politics system and finally also now on sounds. We are really looking forward to updating the audio experience for you all.


      Patch notes for version EA 0.7.0 – December 21st, 2018
      Build number: 3419583

      With this patch we are directly jumping from 0.6.0 to 0.7.0 as we are introducing a major change on how you are able to play with your family. Beside that, production of goods is now limited to business buildings while you can produce special items in your residence. In order to be able to do that, we had to touch many parts in the code. We are all really excited about the version and hope that you are as well!

      New features

              • Here it is. From EA 0.7.0 you are now able to play with all your family members (from the age 5 on). They will show up as a portrait above your residence. The actions a character can execute depend on his/her status. There is a difference between Leader, Spouse, Heir, juvenile or adult other family members. Adults can work in your businesses like employees can. Children have a set of special children actions available which can come in handy as you will see. On the upper left we updated the quick access UI, so you are able to quick select your leader, spouse and heir. Doing actions with your characters earns them XP but of course it also makes them more vulnerable as they usually need to leave the house for that.
              • With EA 0.7.0 we also changed that lots of the “basic” character actions (eg. Attack someone) are available right from the start.
              • As the family became more important now with EA 0.7.0 we also fixed and reworked the family tree UI. It supports now all the different cases of marrying characters in and away. If you marry a character from another dynasty into your family you will still be able to see her origin dynasty crest. If you marry away a character you will see in which family the character was married into. Your dynasty tree mainly focuses on the “true bloodline”, which means, that if a dynasty member marries a second time (because the first spouse died) only the actual spouse is shown.
              • Another big change related to the whole family system is the way you grow your family. From now on you can find the “Produce Offspring” action in the leader’s action bar. The action can only be “executed” when both spouses are in the home residence. As soon as the action is triggered both characters are blocked for a while. If you are lucky the female character will get pregnant. Pregnant characters will give birth to a child after 9 months. During that time the pregnant character has an active status effect which buffs and debuffs some attributes. In order to make that more interesting we added a new attribute to characters: Fertility. Fertility naturally decreases after a certain age but may also be modified with potions and traits in the future. But that’s not it yet. We added around 30 birth traits which are affecting the child’s attributes and derivative attributes. Base attribute points and birth traits depend on the attributes and traits of the mother and the father. Sometimes you will be lucky, sometimes your child will be an ugly no-good. We also updated the “child is born” user interface in order to reflect all the changes mentioned above.
              • With EA 0.7.0 we are happy to introduce a feature that many of you long waited for: production of goods is now limited to business buildings only! We have reworked the skill tree so that you are now able to build or purchase a business building from the first skill level on. You also start with more money so that you can erect your first business directly after the game starts.
              • We added a number of special items that you can only produce in your residence. These items are not for trade. We will add more of those special items in the future. If you have ideas for more special items, then please write a comment 🙂
              • Actions are now bound to characters, which means that depending on the character type actions will be shown in the action bar or not.
              • We also added that some items can only be used by adults and some only by children.
              • With EA 0.7.0 you will see that characters have a bunch of new derivative attributes.
              • The AI is now only using actions with their characters which they are allowed to use. Before they were using all actions available.
              • Buildings are now correctly decaying over time and need to be repaired.
              • We also improved the interception of characters a lot. From now on the pathfinding of characters should be way more intelligent when plotting a path to intercept another character. Additionally we added a slight speed buff to the character who is following another, so it’s easier to catch up.
              • You are now able to turn VSync on and off in the options menu.

       

      New features (under the hood)

              • Designers are now able to create simple actions in the game directly in a script file and do not need to create them directly in C++ anymore.
              • Designers are now able to create modifier effects in a more flexible way so it’s easier to create new status effects.
              • Designers are now able to correctly define which character type is allowed to use what action without duplicating actions. This makes the creation of new actions less error prone.
              • Designers are now able to define unlocks with a unified system. This makes content creation and progression balancing way easier.
              • Designers are now able to create status effects that trigger result effects in certain intervals while they are active. This will allow us to create more interesting actions and effects.
              • Designers are now able to define specific buildings as target filters when creating an action.
              • Designers are now able to define more easily what items can be produced where.

       

      Balancing

      The early experience was for a long time a thorn in our side. The ability to be able to produce the same items in the residence as in the according level 1 business, kinda made the first business not very useful. Additionally it basically lead to the gameplay of just sending your leader back and forth until the next title was achieved. We wanted to change that and now that we have a more interesting family gameplay we decided that the time is right.

              • We changed the early progression entirely. You are now able to build a business building from the start.
              • You are now able to produce so called “social items” in your residence. Those items boost your basic attributes. We’ll add more items in the future and we will also add actions in the future that you can trigger directly in your residence.
              • Your residence starts with 6 storage slots now.

      So with those changes you should be able to start your business and still be able to focus with your leader on building up a dynasty.

      Content

              • Your family members can now beg for money on the streets. Be aware that the few coins may hold you above water but your reputation will suffer.
              • Children can now throw stones at other characters to make them dizzy. It’s not illegal to do that!
              • Children can now divert guards but be aware guards don’t react friendly when they don’t like the performance.
              • Children can drop a bag of fleas next to a building. The fleas are spreading to the employees and harm their productivity.
              • Adults can now goad your workers. If they do it well, your workers will work faster. If not, well, they won’t like that.
              • Adults can now whip your transporters. If they do it right, your transporters will be faster.
              • You are now able to gather water from the well. Water can be used for wash cloth.
              • Washcloth can be produced in your residence and used to clean a character. Being clean boosts your charisma.
              • Flower Bouquet can be produced in your residence. Give it to another character to boost romance and reputation.
              • Fixed and changed the “Find Evidence” action. Characters will now question people in the neighborhood if they saw something illegal. If yes, you will obtain an evidence you can then use to bargain or to initiate a trial.
              • All scenario maps got another overhaul. Lots of bugfixes. One or more wells are now present in every district and village. Besides every well and marketplace got the name of the district or village were they are located. Groves and brushwoods got unique names.
              • We removed the scenario map Birmingham as the map contains too many problems and it doesn’t offer a good experience at the moment.

       

      Refactoring

              • We entirely removed the bonsuable system (a system which had been used for all kinds of things in the game) and exchanged it with our modifier effects system. This allows us to be more flexible and we were able to solve a number of memory leaks, so that the game becomes more stable and performant in longer play sessions.

       

      Performance

              • Surplus vegetation and decorations have been reduced in all scenario maps to improve performance.

       

      Art

              • We updated the whole lighting of the game and fixed lots of bugs related to the overall rendering of the game. One of the biggest things you will recognize is that the strong grayish look has been removed by fixing the tone mapper. We also added moonlight to the game so nights got a more “bluish” tone. Generally the lighting now fully depends on the time of day.
              • We added animations to male and female children.

       

      Bug fixes

              • We have hunted down a very dodged bug with the far trade markets on water which sometimes led to a crash when you came back from a trip.
              • Fixed that it was possible to have multiple different outcomes per action, which lead to lots of follow up bugs.
              • Fixed Give Money action to show the correct amount of money transferred.
              • Fixed a bug that allowed henchmen to conquer their own buildings.
              • Fixed the give gift action to work properly.
              • Fixed a bug that removed all producible items from a building after it had been sold off to another dynasty.
              • Fixed a bug that allowed you to buy buildings you control.
              • Fixed a bug that broke animations when the game gets very slow.
              • Fixed a bug that prevented modified attributes to be correctly shown in the tooltip.
              • Fixed a bug that prevented transporters from getting XP when buying or selling items.
              • Fixed a bug that lead calendar entries to be different to the current game time.
              • Fixed a bug that caused the leader to be stuck in front of the city hall after being released from prison.
              • Fixed a bug that allowed juveniles to apply for political offices.
              • Fixed a bug that caused thieves to steal money from the remaining budget of a business, which lead to dead-locked business buildings.
              • Fixed a bug that caused the “use front store” setting to not being saved correctly when saving the game.
              • Fixed a bug that caused employees to remain in another building after being fired.
              • Fixed a bug that caused particles to never die.
              • Fixed a bug that caused shadows to be hidden when an object is outside of the view frustum of the camera.
              • Fixed a bug that caused the far distance travel action to not work on London map.
              • Fixed a bug that caused tooltips to still being shown despite being outside of the game window with the mouse cursor.
              • Fixed several bugs related to the price calculations of buildings.
              • Fixed a bug that caused ships to not being shown anymore.
              • Fixed a bug that caused all automated workers continually try to produce the same item while they lack the resources.
              • Dozens of text corrections.
              • Many missing texts added.

       

      What we are planning for the next patch

      In the next patch we will release an upgraded romance system and we will finally also release bigger changes related to titles and skills. We are also working on the unification of very important tooltips and what information they contain.

      A short outlook…

      As already mentioned last time we are heavily working on the combat system and creating a proper dynasty AI. Beside that we are working on finalizing more scenario maps.


      Patch notes for version EA 0.6.0 – November 30th, 2018
      Build number: 565377

      New features

              • The feature we’ve added to the game in EA 0.6.0 was often wished for and now it’s here. There are so many role-playing elements in the game and there was no way of developing your characters but wait no more. Character levelling is in! From now on all characters are gaining experience in the game. Experience is gained by most of the actions a character is executing. For every level up you will get attribute points which you can freely distribute.
                • The level of a character is shown in the upper left on every portrait of a character.
                • The amount of experience required for the next level is shown on a progress bar in the inspection window.
                • When a character levels up the level display shows an up arrow instead of the level. As soon as all attribute points are distributed it will show the level again.
                • As a small gimmick you are now able to open the character inspection screen by just clicking on the level display.
                • The current maximum level for every character is 10. This may be changed in the future.
                • NPCs are starting with random levels but the initial level range is dependent on their status (commoner, citizen, noble).

                Of course the new level system and the possibility to change your attributes (and as a result also your derivative attributes) have a big impact on the overall balancing of actions. This is the first rough iteration of the balancing. Please give us as much feedback as possible.

              • We have actions in the game that actually cost money. So far you weren’t able to see that. From now on we show the price of an action directly on the action button. This way it should be easier for you to assess whether you are able to afford the action or not.
              • We rearranged some of the action categories in the action bar and added a new category called “Covert Operations”. The icon for this category is still a placeholder since we are working on ideas on how we want to represent the categories.
              • Lots of players didn’t know that they can access their family tree by clicking on the crest in the upper left corner. To solve that problem we added another button to the family options on the upper left. You will still be able to open the dynasty tree via the crest, but the button is the more obvious option.
              • With EA 0.6.0 you are now able to instantly see whether your employees / transporters are currently in their associated building or out doing something else by just selecting the building. Characters who are out will be grayed out.
              • We completely changed how actions are ordered in the action bar in the lower left. Categories and actions now have a fixed order. Additionally we show actions like “enter building”, “leave building” directly in the main bar and not in a sub-menu.
              • Just a little thing, but still important: We removed that the building menu is automatically opening if a character is in a building when you select the character (eg. via a portrait). This change should prevent that a menu is popping up out of nowhere when selecting a character.

       

      New features (under the hood)

              • Designers are now able to link animations to the result definitions of activities. This way they can easily create animation feedback when actions are successful or failing.
              • Designers are now able to define per action if they are valid on targets with whom the player is in a feud or in an alliance. This way they will make being in an alliance or in a feud more interesting.
              • Items are now showing their effects again in the tooltip. It’s shown the same way as before but we exchanged the systems that controls how items are buffing attributes with our modifier effect system.

      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.

      Bug fixes

            • Fixed a bug that caused the game to crash when an elimination attempt was executed on a character without a building.
            • Fixed a bug that caused the game to crash when an NPC was impeached.
            • Fixed a bug that caused the game to crash when eliminating the leader of another dynasty.
            • Fixed a bug that caused the game to crash when tabbing out of the game window and back in again.
            • Fixed a bug that caused eliminate and other actions to stop right in the middle.
            • Fixed a bug that caused city guards to stop spawning after 25 years.
            • Fixed a bug that caused cheering crowds to not dissolve anymore.
            • Fixed a bug that caused a character to get stuck in the running animation when attacking a victim who is waiting to ambush somebody.
            • Fixed a bug that caused characters to slide along while fighting if the attacked character is riding a horse or horse cart.
            • Fixed a bug that kept showing an employee as selected despite already being dismissed from his or her services.
            • Fixed a bug that caused important calendar appointments (court, elections) to not be shown at the time when they are happening.
            • Fixed a bug that caused the find evidence action to not work properly. Now your henchmen will question NPCs in a village/city district and if successful will acquire evidence for your dynasty.
            • Fixed a bug that caused building repairs to never stop once started.
            • Fixed a bug that caused the repair action to be charged twice.
            • Fixed a bug that caused your Avatar to unload everything automatically when entering the home building.
            • Fixed a bug that caused the dynasty leader to beam to a random building after beating another dynasty leader to death. Yes, seriously…
            • Fixed that the eliminate action can not be applied on characters within a building to prevent a lot of bugs that were caused by that special case.
            • Fixed a bug that caused guards to not react after they having been pickpocketed.

       

      What we are planning for the next patch

      We already teased a few features of the next patch in our previous outlook but we are also working on a few other little things. As the holiday season starts soon we thought we rather surprise you than spoiling everything in the patch notes now. 🙂

      A short outlook…

      The next big things we are attacking are the combat system and one of the probably biggest issues, the dynasty AI.


      Patch notes for version EA 0.5.9 – November 16th, 2018
      Build number: 564397

      New features

            • Finally! As you know feedback on what’s happening in the game world has been a big issue for us. A lot of information was either not shown at all or as a notification (lower left side in the HUD). The notification center got spammed really quickly with updates on health changes of characters, etc. Additionally the impact of the results of actions (eg. complimenting someone) were very hidden. We wanted to change that. So with the new version you get feedback directly in the game world for giving/receiving damage, applying status effects, spending/earning money, reputation changes and it also shows if a dice roll was a perfect success, success, failure or critical failure. In order to clean-up the notification system we removed notifications which are now covered by the new floating text system. We hope that action gameplay is now a lot clearer. Enjoy!
            • We implemented a new fallback system to the market. From now on base resources (eg. iron, fat, etc.) are added to the market in certain intervals if the market stock of those resources falls beneath a threshold. This way the economy should be more stable in the beginning.
            • Another economy/production system change was introduced with 0.5.9 to improve gathering businesses. With the new system, components which are used to craft higher level products will only be sold by the business if there are still enough to support the production pipeline.
            • You now have a checkbox available in the production menu to enable/disable the front store. It’s not activated by default. If you have automated transporters and the checkbox is set, items will be put in the front store as well.
            • The amount of city guards is now linked to the neighbourhood. If a city guard dies (naturally or by your mean actions) a new city guard is appointed by the city after a while and then sent to the assigned district to take on duties. It should now also be possible to change the amount of city guards per neighbourhood if you hold the correct office.
            • In preparation for features to come, we changed the way your heir is appointed. Before this change, the heir was appointed after your current leader died. This of course removes a lot of interesting aspects, like having some actions only be available to your heir or making the heir vulnerable to other dynasties. It’s also not really fitting the setting as usually the first born is automatically appointed as the heir. So what did we change? From now on your first born will be appointed as heir but that’s not all. You can also manually appoint another character of your family as heir directly in the family tree. If you do that please consider that your previous heir won’t like it and receive the “humiliated by family” status effect which affects the character’s stats. This implementation is the preparation for bigger things to come related to your family.
            • Thieves are from now on taking their chance of success and the wealth of their targets into account when deciding who they want to pickpocket.

       

      New features (under the hood)

            • We have integrated support for text styling, e.g. outlines and color highlighting etc., enabling us to do more advanced text formatting.
            • Health has been integrated with the character and building attributes, adding a lot more flexibility to what actions and items can do to it.
            • We continued refactoring the error prone action system. That system is the base for most of the action and economy gameplay so we want to make that as solid as possible.
            • We continued to refactor the code to reduce compile time thus improving development speed.

       

      Content

            • Boozy Breath beer has been added. Provide your competitors with a horrible breath and lower their charisma and reputation.
            • Dr. Faustus Elixir was added and increases the max health of the character who uses it.
            • You can now write a poem to impress the other gender. It’s slightly more powerful than just giving a compliment.
            • We updated most of the equippable items in the game to support the new attributes and derivative attributes.
            • We adjusted the amount of money you receive from Ambush and Pickpocket. Money amounts should now be more reasonable.

      Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.

      Bug fixes

            • Fixed a number of bugs which under certain circumstances caused the game to crash on start-up.
            • Fixed a bug that caused the game to crash when a game was saved and loaded while sending a female character on a long distance travel. Yes, it is as weird as it sounds.
            • Fixed a bug that caused the find evidence action to crash.
            • Fixed a bug that caused the game to crash when the find evidence action was interrupted before the first valid target was identified.
            • Fixed a bug that caused the portrait to not get updated when a new item is equipped.
            • Fixed a bug that caused the face you chose in the character creation to change after the game started.
            • Fixed a bug that caused the scroll bar to not resize correctly in the production UI which prevented you from hiring additional employees.
            • Fixed a bug that caused the dagger to not disappear after the eliminate action has been used.
            • Removed the button to cancel the current action for employees which have been automated in the production window.
            • Removed the amount controller UI in the market as it is not used anymore since EA 0.5.8.
            • Fixed a bug that caused some actions to show twice in the action bar.
            • Fixed a bug that caused the eliminate action to not show any feedback when the action fails.
            • Fixed pricing for Brocade and Silk.
            • Fixed a bug that prevented guards from dying of old age.
            • Fixed a bug that allowed npcs to set a building under construction on fire.
            • Fixed a bug that prevented amounts from being shown in the grove and other gathering buildings.
            • Fixed a bug that caused thieves to always steal from the same victim.

       

      Performance

            • We improved the performance when the market UI is opened a lot.
            • Health was being updates very often so that it had a big impact on performance. We fixed this and additionally reworked the functionality so it should no longer cause such a performance loss.

       

      What we are planning for the next patch

            • We are very excited about EA 0.6.0 because we will release character levelling with that version. So you will be able to level up your characters and upgrade their attributes.
            • We will introduce a cleaned up action bar, so it’s easier to find actions.
            • We will change when, and if, the building UIs are automatically opened when a character is selected.
            • We will also show costs on activities so you don’t get surprised anymore when going on a far distance travel.
            • We will continue to fix issues in the action system to make it less error prone.

       

      A short outlook…

      Soon we will completely change how you procreate, how your family tree works and how attributes are passed on to your children.


      Patch notes for version EA 0.5.8 – November 2nd, 2018
      Build number: 563431

      New features

            • We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard’s awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon.
              After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun.
            • With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit.
            • We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information.
            • We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches.
            • We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot.
            • We started reworking some of the usable items and actions and added cooldowns to some of them.
            • We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation.
            • With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks.

       

      New features (under the hood)

            • We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat.
            • Our new “actor value system” and “modifier effects” can now also be used by items and skills.
            • Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity.

      Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems.

      Bug fixes

            • Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction.
            • Fixed a bug that caused NPCs to remain in front in a house that they just burned down.
            • The game doesn’t react on mouse wheel input anymore if you move your mouse cursor out of the game window.
            • Fixed bug that allowed the AI to produce items which weren’t unlocked yet.
            • Fixed a bug that turned characters invisible when their houses had been burned down.
            • Fixed a bug that caused the leader to get stuck in the market.
            • Fixed a bug that allowed players and AI to upgrade level 1 businesses which are only allowed to be upgraded and placed within the city.
            • Fixed a bug that caused buildings to not show the fire particles anymore after too many buildings were already on fire.
            • Fixed a bug that caused the robber camp to have a missing texture after the building had been conquered.
            • Fixed a bug that caused the character model to not be updated in the inspection window after a new cloth item had been equipped.
            • Fixed a character model with a wrong texture.
            • Fixed seasonal impact on resources. The production times of resources that grow are now dependent on the current month of the year.
            • Fixed that the windmill is also showing fire particles when the building is on fire.
            • Fixed multiple crashes that were caused when the AI wanted to execute pickpocketing actions without finding suitable targets.
            • Fixed a bug where guard detection circles did not disappear after a guard died.
            • Fixed that not all areas of the brushwood were clickable.

       

      Performance

            • We improved the way the game checks if an inventory has available space. The function used to do that required a significant portion of CPU time. The function has been reworked which should give you another slight increase of performance.

       

      What we are planning for the next patch

            • We want to make gameplay more transparent, so we are adding a new system to give you feedback directly in the game world.
            • We will further work on the production system, so gathering businesses start working properly as well.
            • We will also continue working on how guards are spawned and respawned so the overall legal/illegal gameplay gets a nicer touch.
            • As mentioned in the last patch we will also change the way heirs are appointed in your family. This is a first step for bigger changes coming related to the player’s family.
            • Of course we will continue working on the action system to make it less error prone. As a result we hope that we will have less and less issues with stuck characters in the future.

       

      A short outlook…

      We will put the emphasis on how to manage your family and what to do with the different family members. The character development part is still a bit thin in the game and it’s something that we want to change.


      Patch notes for version EA 0.5.7 – October 17th, 2018
      Build number: 562697

      New features

            • Fires and diseases now have the ability to spread through the city. So be careful when you try to sabotage your competitor’s buildings, you might burn down the whole town. The put out fire action can now also be used on buildings you don’t control. This way you can secretly start a fire in a competitor’s building and then help putting it out to boost your reputation.
            • When one of your dynasty members or employees enters a neutral building or the building of another dynasty their portrait will now be shown at that building as well. This should help you to locate characters that are currently in buildings not owned by you.
            • We reworked the way you move items from one inventory to another so we can unify the system used. First we implemented drag and drop, so from now on you can drag an item from one slot to another. Before you weren’t able to release the item anymore and the icon was stuck on your cursor. Everybody who liked the click and drop don’t worry, you can still do that as well. From now on as soon as you move an item to another slot a pop-up shows up in which you have full control and detailed feedback. In the pop-up you can control the amount you want to transfer either via the slider, your mousewheel, the min and max buttons or even by directly typing the amount in the number input field. If you are buying or selling something you will see the actual costs/yields and what you will spend or earn. You can confirm a transaction by clicking the confirm button or by just hitting the ENTER key.
              We are really looking forward to your feedback on this particular change. Everyone who has been with the Guild 3 from the beginning may need some time to get used to the new system but we think it’s the best and fastest way to transferring items. Please provide us with as much feedback as possible on that topic. Thanks!
            • You will now be able to easily transfer items between characters that are in the same building through the building menu. Items can be dragged from one character to another, from inventory to Equipment slot and so on, try it out! The highlighting of valid slots is not working properly yet, this will be fixed in a later update.
            • Market prices don’t update instantly anymore when you buy or sell an item in the market. The market now checks stock of different product types in different intervals and updates the prices. This should make it more interesting to earn money just by trading since you can’t exploit the instant changes anymore.
            • Actions that affect the relationship to other dynasties or villages/districts can now fail and have a negative impact.
            • A lot of you requested that we add more information to the panel that shows your dynasty leader in the top left corner. So we added the avatar’s health and currently executed action to the panel. This should give you a better overview of what your avatar is currently doing.
            • Guilds are making their way to the Guild! We renamed the societies to guilds since we believe it fits the theme of the game a lot better. Right now their functionality is still the same but we also plan to rework some of them in future updates.
            • Employees you hire are now added instantly to your building. This fixes a lot of bugs related to the artificial delay. Since we thought the delay didn’t have a big gameplay value we removed it in order to make gameplay smoother.
            • We made some adjustments to how the production automation decides what to build next.. It should now also work properly for gathering businesses.
            • We have implemented some new jingle sounds. We will add many more sound effects later.

       

      New features (under the hood)

            • We improved how NPCs execute, end, and repeat actions. This is a first step towards our rework of how we handle actions and should already fix a number of bugs connected to failing actions.
            • We also improved how characters behave once they reached the point where they want to execute an action that has been assigned to them. The old way used to get stuck more often. It’s not perfect yet but it is already less error prone than before.
            • Also, during our actions rework we refactored how characters wait on other characters to know when they are supposed to execute their action.
            • We refactored how buildings handle attributes like health or productivity so our designers can use our new systems to affect buildings as well as characters.
            • We added a “disabled” state for buttons so that buttons that are disabled don’t get replaced by images or disappear anymore.

      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.

      Bug fixes

            • Fixed a bug which prevented characters from triggering the working animation while they are working in a building. So from now on you should see characters working around their buildings.
            • Buildings can now only be built in the neighborhoods they are supposed to be built in. (see icons for City and Village in the construct building menu).
            • Fixed a bug where the game would crash when you try to eliminate a character that is lying in ambush.
            • The game should no longer crash when you try to click on the “more info” button for court hearing entries in your calendar.
            • Fixed an exploit where it was possible to hire an infinite amount of workers when the game was paused.
            • Fixed the blue bar in the professions tooltip in the character creation screen.
            • Characters that use the compliment action should now get stuck less frequently.
            • Fixed an issue where text would overflow the text boxes.
            • When trying to place a building there should no longer be a lag when the game calculates the placement markers.
            • Fixed a lot of instances where characters were walking on the spot.
            • The bars indicating the relationship to dynasties in the 3D World should now show the same value as the bars in the book of dynasties.
            • Fixed several bugs connected to the new automation system.
            • There should now be enough resources in the market at the beginning of a game.
            • Fixed a bug where Ambushing would create an insane amount of money when executed on neutral citizens.
            • Rogues beware! City Guards are back on patrol and will interfere with your shady business.
            • Fixed that the smoke of burnt down buildings loops forever. We also changed the particle effect to be less prominent.

       

      Performance

            • We improved the way texts are rendered in the game. The old system slowed down the game a lot. We will now be able to add more text feedback for the game in later iterations.
            • We also improved how the resizing of text labels is handled. This should also give us some more performance boosts.
            • We have improved the way how and how often paths are calculated, therefore one of the reasons why the game gets slower over time (more characters running around) is gone. This change also removes the “micro freezes” which happened regularly.

       

      Art

            • Adjusted some building icons in the build menu
            • Fixed texture bugs on some character models

       

      What we are planning for the next patch

            • We want to add secondary attributes to the character inspection window and we also want to give you more information on status effects in the game.
            • We will add a new detection system to the game which makes the whole observation and identification of legal and illegal actions more interesting.
            • The placement of buildings right now still feels a bit clunky, we want to address this issue.

       

      A short outlook…

      As we are almost done with the activity system rework we will now focus our efforts on more gameplay relevant topics. One part of that will be around family and romance.


      Patch notes for version EA 0.5.6 – September 26th, 2018
      Build number: 561430

      New features

            • There were many issues related to automatic (Master AI) and manual control of your workers and transporters, so we had to rework the entire system. With the new version you can now automate every character in a building individually. You can do that by pressing the “play/stop” button right next to the character. This way it should be much easier for you to control your businesses. The storage rules of your business will be applied as soon as at least 1 employee is automated. We are currently thinking of allowing you to enable/disable the storage rules per building. What do you think?
            • Transporters will be automated by default. You can just stop it by pressing the “stop” button.
            • You can now automate your Avatar just like an employee.
            • With the new version we also reworked the way you switch from automatic control to manual control. There were a lot of issues related to this topic before, so we had to change it entirely. In EA 0.5.6 you are finally able to stop automation of a worker/transporter by assigning a product to produce or by assigning a trade route. The user interface will instantly show that the character is now following manual orders. Automation is also stopped when you start moving your characters manually. To sum things up, you should now be able to much more accurately control your production pipeline.
            • With the new automation system we also tackled a common problem where it was not possible to assign individual item amounts to your workers. This was reworked and you are now able to assign each individual worker a custom amount of items to produce. A worker will then produce/collect the assigned item until the previously assigned amount was reached. This will give you an even more fine-grained control over your workers and the amount of items they produce.
            • With the new version we also made changes to how “good” the AI is at optimizing automation. The AI used to instantly update item prices in the market. This way it was never possible to play better than the AI controlled businesses, making the production gameplay slightly redundant, which obviously doesn’t make sense. We changed it so the AI is checking less regularly, so don’t be surprised if they don’t instantly adapt their production pipeline.
            • With EA 0.5.6 we also improved the feedback when you try to place buildings on the map. It was previously really hard to identify why a building could or could not be placed on certain locations on the map. From now on, as soon as you select the building in the construction menu, a plane with an outline is shown beneath the building that you are trying to place as well as beneath all buildings already on the map. You additionally get a tooltip right next to your cursor to explain why a building can’t be placed there. We also fixed a lot of issues related to the construction validation code (more in the bugs section of the patch notes).
            • We also changed the way pickpocketing works. The stolen amount was not actually subtracted from your victims, instead the money was just generated out of thin air – therefore you weren’t able to use stealing to harm your opponents. From now on you will deduct the actual amount from your competitors.
            • We also added that the compliment scene is only shown if you are complimenting someone and not if you are being complimented. This way you should have fewer interruptions whenever your character gets a compliment.
            • We have implemented rotation and zooming of the character inside the inspection window.

       

      New features (under the hood)

      You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.

            • We have now enabled designers to be able to trigger notifications via the activity system. This should improve feedback and awareness.
            • We changed the UI system to support UTF16 strings which is the ground works for special characters of different languages.
            • We went over all uninitialized variables which we found in the code and are now properly initializing them. This should get rid of weird things like you encountered in previous patches (yellow/purple graphics glitch, broken building upgrades).

       

      Bug fixes

            • You had to use the sabotage action twice to have an effect on a building. We fixed that.
            • Instead of the citizen title tooltip the resident title tooltip was shown in the skill tree window. That’s fixed now.
            • Employees that have been caught pickpocketing were starting to pickpocket themselves afterwards. That shouldn’t happen anymore.
            • Fixed a crash which happened when the AI Master tried to hire guards after their building was destroyed.
            • You weren’t able to assign work to employees outside of their building. That’s fixed with the new system.
            • Transporters are now selling fewer raw materials, so not being able to produce goods of higher value should happen less often.
            • We fixed several issues related to the building placement validation checks. The validation checks should now work more consistently.
            • Locked building addon icons weren’t shown anymore which was fixed in EA 0.5.6.
            • A crash was fixed which was caused by aborting a sabotage action after the target had already been burned down.
            • Sometimes characters were created without a portrait and without their respective dynasty colors.
            • Audience of a fighting scene were not moving back to their original positions after a fight ended.
            • Hiring workers reduced the set budget for automation. From now on it will only have an effect on the remaining budget.
            • The brushwood is shown correctly again.
            • Cats aren’t white anymore in the higher LOD levels.
            • A wider range of special characters in texts should now be shown correctly.
            • We fixed that after loading a saved game some AI functionalities were not called correctly again and therefore wouldn’t be executed anymore.

       

      Performance

          • We did another round of performance profiling and identified a few bigger issues which will be fixed in the next version.

       

      Art

      • All buildings should have new icons now which fit better to the building menu and new HUD.
      • We added cloud shadows that are moving over the map so it makes the world feel more alive. Currently we are still tweaking the intensity of those shadows so the appearance may change in the upcoming patches.
      • The sun is now moving again, so the shadows of objects wants to shift with the day and night cycles, thus adding to the atmosphere in the world. There is a known issue that the shadows flicker on some graphics cards. We want to work on that along with making the shadows look more natural in a future patch.

       

      What we are planning for the next patch

    • We will focus on improving the text rendering as it’s impact on the performance is way to big.
    • We will further focus on fixing the underlying action system which still leads to stuck characters after they have been interrupted.
    • We will additionally work on how to transfer items and fix the broken drag and drop system.
    • As already mentioned we will also work on improving and fixing existing character actions.
    • With the upcoming version, fires and diseases will start to spread.

     

    A short outlook…

    In the upcoming versions we will focus on the secondary attributes of characters and how they will affect character activities.


    Patch notes for version EA 0.5.5 – August 29th, 2018
    Build number: 559840

    New features

    • With EA 0.5.5 we changed the HUD almost completely. We hope that you find the new arrangement of the HUD elements more comfortable.
    • We’ve moved the portrait of your avatar – it lead to irritations, because the position of the portrait was similar to where the currently selected character is displayed in other games. In the upper left corner you now find all functionalities which relate directly to your dynasty. Many of you assumed that the XP bar showed the experience of your avatar, but instead the XP bar shows the experience of your entire dynasty. To make its meaning more obvious we placed the crest of the dynasty, the XP bar, your dynasty’s title in roman numbers and your money in the top-left corner. Additionally you have access to the skill book, the diary and the statistics. You can open your family tree by clicking on your family’s crest.
    • Selected objects (characters, buildings) are displayed at the bottom left from now on. When you select a character, you will see his/her current activity near the the portrait. Next to that, you will also find all the available actions for the selected object.
    • Several of you asked if we could change the selection system so that there mustn’t always be a selected object, and we changed that with this patch. If you from now on left-click somewhere in the world, you will release your current selection. In order to make it comfortable for you to access your avatar at any time you can simply click your avatar’s portrait – or simply press the “C” key, like before. A white outline shows you if the character is selected.
    • With this version we introduce a brand new character inspection window. You can access it via the “i” button next to the selected character and via the “i” key on your keyboard (if the selected object is a building, then the “i” key and button open the production or trade menu). In the inspection window you can see the equipment, attributes and other details at a glance. We will add more values in the future. And we will implement that you first need to spy on someone before you are able to see what is inside their inventory. We hope that you like the new and well-arranged character inspection window.
    • In the upper center of the HUD you find all options which are related to your opponents and/or with the city: Questbook, Book of Dynasties, Book of Societies and City Records.
    • We have changed the time display and the display of the game speed in the upper right, so that it needs less space. When you pause the game the display blinks in red. You can find the name of the scenario map on which you are playing by opening the area map.
    • The size of the button that opens the “erect building” menu has been reduced and moved to the bottom right, next to the compass.
    • When you use actions with a cooldown you can now see the remaining time until you can use the action again.
    • The scenario map “Vienna and Presporok” has been optimized regarding performance. The map itself will be re-worked in a later patch.

     

    New features (under the hood)

    You will benefit from the following features in patches to come, because they allow us to implement actions, artefacts and so on more efficiently.

    • We are now able to implement status effects, both temporary and permanent. Status effects are affecting the status of a character, e.g. a disease changes the character status from “healthy” to “ill”, with a wide range of attribute modifiers.
    • The new system allows us to create effects with duration related impact. For example, we can have “healing over time” for potions and “damage over time” for poisons.
    • We are now able to trigger effects in multiple ways. For example, a disease can have different temporary effects or a poison can permanently reduce the character’s movement speed.
    • With the new activity and effects system we can now define critical successes and critical failures for actions. Meaning, that some actions may have grand successes or dramatic failures in the future – depending on your character’s skills, on the skills of the target and other circumstances 🙂

     

    Bug fixes

    • Fixed a crash when an AI dynasty tried to compliment a citizen.
    • Fixed a crash when you clicked on the dead leader of another dynasty in the Book of Dynasties.
    • It was possible that the game crashed when you clicked with the right mouse button in the main menu.
    • From now on, tooltips should only be displayed when they are supposed to be displayed.
    • Ships and horse carts will change their direction more smoothly now.
    • The confirm button is always displayed from now on when you build a new building, except if there’s no name in the input box.
    • Fixed a bug where on some maps certain businesses could not be built, even though all the requirements were met. This fix only works on new games, if you have a savegame with this issue it will still persist.
    • Fixed an issue on the Magdeburg map where Characters would have issues entering the mine and the grove north of the city.
    • The purchasing habits of citizens has been adjusted. From now on you should find more resources in the market and the price evolution for items should be improved.

     

    Art

    The following buildings have been optimised and were given 3 additional LOD-levels.

    • port
    • marketplace

     

    What we are planning for the next patch

    • We will improve the process of erecting new buildings, incl. the search for a building plot.
    • We will implement a new AI master system for automating your workers and transporters in your businesses.
    • We will continue our efforts to optimize the current AI in order to reduce the possibility that AI characters got stuck in endless loops.

     

    A short outlook…

    Our designers will start to repair and finalize actions and artefacts as well as implement new ones.


    Patch notes for version EA 0.5.4 – August 9th, 2018
    Build number: 311261

    New Features

    • As announced, we have taken a look at the issues behind poor performance and inefficient memory usage when loading and playing savegames. We have now improved memory usage patterns which should result in shorter loading times and better performance in general (in particular when playing for extended periods of time and after loading savegames) in EA 0.5.4.
    • To further improve performance, we have now implemented that only characters which are currently in the field of view of the camera are animated and not as before, every character on the map.
    • Up until now, the amount of available products in the market hardly had an impact on price development. This has now been changed, so you should check more frequently if prices have shifted and if you need to optimise your supply chains. As part of these changes we have extracted many economy-related parameters from the code so that we can iterate more quickly in the future when it comes to the in-game economy.
    • The re-work of the visualisation of selected characters is completed as of EA 0.5.4. You will now see a small bluish circle around all your characters. The circle of your dynasty leader will be gold-coloured. When you select one of your characters, the white circle will be highlighted more visibly. It should therefore now be easier to identify and select your own characters, especially within larger crowds.
    • Character portraits which are displayed above buildings now display the profession and dynasty affiliation of a character. This should make it easier to select the correct character.
    • The colour of the clothing in character portraits now also correctly reflects the dynasty colours. In order to reinforce this effect, we have replaced the blurry dynasty coat of arms in the background with the dynasty’s colour. Furthermore, we have adjusted the angle and distance from which character portraits are taken.
    • When losing a game, it is no longer necessary to quit the entire game in order to begin a new one. Instead, you can now load a savegame or simply return to the main menu.
    • Several maps have been re-worked in order to improve, performance as well as economy, available space for new buildings and arrangement of city districts. The following maps have been revised so far:
      • Magdeburg
      • Augsburg
      • Visby
      • Paris

    Bug Fixes

    • Employees who are being controlled by the master AI will now immediately resume their activity after a savegame is loaded.
    • Transporters will now resume their previously defined trade routes after a savegame is loaded.
    • AI-controlled dynasties previously only reproduced if a marriage partner was already defined at the start of a scenario. Dynasties without marriage partners did not work towards achieving marriages, therefore leading to their eventual extinction. We have now implemented changes which will result in the AI socially interacting with other characters (paying compliments, entering relationships, marrying). The AI is currently not yet acting towards greater strategic plans when doing so, but this fix is merely the first improvement and we aim to continually improve this behaviour with upcoming updates.
    • Characters should no longer get “stuck” as often when attempting to interrupt another character. The causes of this bug were particular distances and angles between the two characters.
    • Abilities which interrupted the activity of NPCs will no longer interrupt their other routines. NPCs that just loiter around should therefore appear less frequently.
    • The building menu of level 2 and 3 businesses should now open with a double-click on the building, as is already the case with level 1 businesses.
    • Deceased characters will now no longer appear in residential buildings.
    • Characters watching juggling performances will now no longer stand inside each other.
    • The shadow calculation was improved so that shadows shouldn’t be cut off very close to the camera anymore.
    • The white outline of selected characters should now also include their backpacks.
    • Several texts were corrected, e.g. for henchmen, innkeepers, and news concerning the hospital and far distance travel.

    Art

    • The following buildings have been optimised and were given 3 additional LOD-levels.
      • alchemist levels 1 – 3
      • barracks levels 1 – 3
      • warehouse
    • Additionally the roof colour of all residential buildings without thatched roofs has been changed, thus making them easier to distinguish.

    What we are planning for the next patch

      • A re-work of the HUD, making it easier to understand, navigate and find information.
      • Based on community feedback, we want to change the rules according to which the player avatar is selected.
      • We will complete the refactoring of the skills system in order to allow our designers to begin repairing, improving and iterating on character skills.

    A short outlook…

    We will shift our main focus to character skills and improve the construction of buildings.


    Patch notes for version EA 0.5.3 – July 25th, 2018
    Build number: 2959440

    New Features

          • We analyzed the current pathfinding system and ultimately decided to revise it completely. As you may have guessed, this intervention was not trivial, since pathfinding is related to many other systems (such as actions, NPC behavior, and AI). Many of the bugs that currently cause characters to stand motionless on the streets are not related to pathfinding. Nonetheless, we ask you to pay close attention to the new pathfinding.
          • With the new pathfinding system, characters try to side step. But if that’s too much of a detour, characters move through others. As you can see in the game, pathfinding is much more natural and fluid. Another positive effect is that characters should not push each other anymore.
          • As you have probably noticed, in the past it was often not possible to send the character to certain places on the street. This problem has occurred especially often at intersections. As part of the conversion to the new pathfinding system, we have now corrected this. You should now be able to move your character anywhere on the streets without any problems.
          • One point that we have also improved with this version is the use of actions. As soon as an action is selected, the corresponding action icon is now displayed next to the mouse cursor. If you move the mouse pointer over an invalid target, the icon will be crossed out and a text will appear that explains why the target is not valid. At the same time, we have replaced the previously too-large tooltips of characters and buildings with smaller ones, as these often had hidden important elements in the HUD and were obstructing the view. Now it should be much easier for you to find a valid target for an action and then to select it.
          • With this patch you can now get important information about dynasty characters right in the world: names, dynasty crests, the favor of your dynasty, the status of the character within the family, and the office. Employees are displayed only with the coat of arms of the dynasty. We think that the new “plaques” are very helpful, but you want to give you the freedom to decide for yourself: in the options you can set whether you want to see the “plaques” on characters, buildings, both or not at all. Furthermore, you can set whether you want to show the “plaques” only for your own dynasty or for all dynasties.
          • We have reworked the system, which generates the water reflections and thereby among other things improved the performance. Furthermore, we have significantly improved the creation of the minimap when loading a scenario map, which has also shortened the loading times.

    Bug Fixes

          • The game no longer crashes when certain characters can not be displayed.
          • The game no longer crashes when you equip your characters with carts.
          • We finalized another set of bug fixes and improvements for AI controlled dynasties:
            • AI controlled dynasties should now be able to build businesses.
            • AI controlled dynasties should now also buy building extensions for businesses and upgrade their buildings if they meet the requirements.
            • AI controlled dynasties should now have stronger ambitions to expand their businesses, build new businesses, and compete in public office.
          • The Master AI is now able to “have work” for all employees over a longer period of time. To achieve this, the following problems were solved:
            • The budget that the AI ​​has available now depends on how much money the dynasty has.
            • The AI ​​now changes the production orders of the employees when the raw materials have gone out.
            • The AI ​​for the transporters has been revised and should now be less error prone.
            • The problem with invalid products should be fixed.
            • Building levels 2 and 3 have been adjusted slightly to ensure that there is enough space for all raw materials of high quality products without the purchase of additional inventory slots.
            • The prioritization of which products the Master AI produces has been optimized.
          • If you switch the operation from automatic (Master AI) to manual, products are no longer placed in different storage slots.
          • In some cases, transporters have not picked up the right items, even though they should be transported. This should now be solved.
          • If more than one employee produces the same product, they will no longer be placed in different inventory slots.
          • Different names for new buildings are proposed again.
          • If special characters occur in a building name, which can not be displayed, then the building can be built anyway.
          • The calculation of text lengths has been corrected to allow the size of the background texture of tooltips to be automatically created. Tooltip texts should therefore no longer be cut off and also displayed correctly centered. Furthermore, many texts that were previously shifted too far up or down, should now be properly aligned. Please keep your eyes open for further texts whose alignment we may need to correct.
          • Characters no longer crash through bridges in certain places.
          • Characters can now attack characters preparing for a ambush.
          • Many characters (NPCs) did not move because they had been waiting for some action. This should now occur less frequently.
          • Characters participating in interactions, like conversations or a fistfight, will now play the correct animations.
          • Carts can now drive on all roads. This fix solves some horse cart and market issues. In some cases it does not look perfect yet, but we chose this step so that characters do not get stuck just because they are equipped with a horse cart.
          • We have made several corrections in the localization system, which now displays a large number of missing names and labels within texts correctly. In most cases these were names of characters, buildings and measures. Please see if you notice any missing text.
          • The buttons in the character creation should now all be displayed even at lower resolutions.
          • The scroll bar in the overview of items when creating trade routes now works correctly.
          • When changing the main residence your family members in the previous home building will move now to the new one.

    Art

    The following buildings have been optimized and each provided with 3 different LOD stages:

          • Herbs hut
          • Apothecary 1 to 3
          • Scholar 1 to 3
          • Hospital 1 to 3
          • Robber camp
          • Cathedral
          • Well
          • Quarry
          • Mine
          • Lumberyard
          • Grove
          • Cemetery
          • More city walls and towers

    What we plan for the next patch…

              • We want to fix the bug that causes AI-controlled NPCs to stop working after being interacted with.
              • Through various measures we want to reduce the loading times of scenario maps.
              • We want to further improve the performance. With special attention to savegames, which are stored / loaded.

    A short outlook…

    As already announced, we are currently working on rebuilding the action system for our designers so that actions and items will be easier to create in the future. This is a big change that will keep us busy for a bit longer. We hope to be able to create gameplay elements faster in the future.


    Patch notes for version EA 0.5.2 – July 4th, 2018
    Build number: 2903154

    New Features

              • Titles can no longer be unlocked purely with XP, but the player must also be able to afford the gold price of the title. This means that with version 0.5.2 costs are incurred if you have met the XP requirements for a title and would like to obtain it. The current costs are to be seen as a first iteration of balancing title costs. We appreciate feedback.
              • Previously, it was difficult to distinguish Dynasty characters from traditional NPCs. The result was that you constantly had to mouse over characters to find out whether a character is a dynastic character or not. To improve this situation, we have incorporated a feature that colors certain parts of the characters’ garments – the color corresponds to the dynasty’s coat of arms. As part of the changes, we have removed the ability to manually change the color of clothing. Please note that we have of course tried to use large, prominent areas. For some armor we decided not to color it.
              • The same problem also affected buildings in the game. It was not clear which dynasty owned which building. Here, too, players had to click on the building or move their mouse over it to get the relevant information. For this reason, we have now introduced flags on the buildings, which show the coat of arms of the dynasty in possession of the building. To get a bit of variation, the number and location of flags displayed on buildings is randomized. With this feature, it should now be easier for you to distinguish important from less important buildings.
              • As the variation of the character life expectancy was not strong enough, we’ve changed the system that calculates character life spans. The natural life expectancy of dynasty members is now between 55 and 89 years and that of ordinary people between 40 and 89 years.
              • Employees and transporters all looked very similar and the building they worked in did not affect their visual appearance. With the new patch the look of employees depends on their profession. Right now we are mainly using already existing character models. In the future, we will expand the visual diversity of the characters in professions even more so that it will be easier to distinguish them on the street.
              • In 0.5.2 we are also introducing that employees can only work in other businesses of the same profession. Although employees can still be sent to their own non-resident businesses, they no longer appear as employees. If you run your business automatically, then the AI also uses employees who are currently in another building.

    Bug Fixes

              • The AI now produces different products, depending on market prices. This fix has a big impact on how markets are filled and frequented.
              • If you destroy a building while it is being upgraded, the scaffolding will now be properly removed.
              • If you upgrade a building to the next building level, then the outline is drawn correctly around the whole building.
              • The outline is now displayed correctly around the scaffolding and the conquest flag of a building.
              • The building level is now displayed correctly in the building menu.
              • If you spy on a building you can see all the information now even if you open the building menu via the building.
              • If you played the game over several years, the entire city population got older, since no new characters were created. Of course, this bug had a big impact on the whole gameplay, because the city would eventually die out. We have fixed this now and a city should have natural generation changes.
              • ile we began to fix the bug of the city’s age issues, we were able to identify more bugs related to aging and life cycles.
              • Many characters in a running game died a long time ago, and forgot to actually drop dead. They then instantly died when you got them married… We fixed that now and characters who die because of age will be removed correctly. This also has an effect on the performance in the game, as previously dead characters remained in the game, consuming processing power.
              • If a character with a market cart dies, the cart will no longer remain on the road.
              • Businesses that are not operated by a dynasty didn’t replace dead employees. With the new version, these businesses now hire new employees.
              • If an employee of a dynasty dies because of old age, then the player no longer loses all his buildings.

    Art

    The following buildings and walls have been optimized and provided with 3 additional LOD levels.

              • Graveyard
              • Grove
              • Towers on city walls
              • City gates 1 to 3

    What we plan for the next patch…

              • One of our major goals is to completely replace the current path-finding system in the game. In this context, we also want to solve many bugs that can be attributed to the path-finding system.
              • We also want to add better feedback why some abilities cannot be applied on wrong targets.
              • Furthermore, we want to provide more information on characters directly in the game world.
              • In addition, we will also start to optimize performance and loading times.

    A brief outlook…

    In the patches after that we want to take care of the ability system in the game. For this we want to fundamentally change the way skills are created by our designers. The goal is to be able to create content related to character skills faster in the future.


    Patch notes for version: EA 0.5.1 – June 20th, 2018
    Build number: 2865486

    New Features

              • The tall buildings and lush vegetation often obscure characters, often causing players to lose focus on important events in the city. In addition, one has to constantly rotate the camera to keep the tracked character in view. To solve this problem, we have added a feature that makes the vegetation and buildings transparent if the object is close to the camera. There are a few buildings that hide earlier than they should, but most of them work very well.
              • We’ve implemented a highlight shader which highlights hovered characters or buildings. This feature should make it easier for you to see whether an object can be interacted with or not.
              • Now, if you use actions that require a character or building as a target, then valid targets turn green and invalid targets turn red when hovered. This makes your search for a valid target much more comfortable. In future patches we will also revise the feedback texts that are displayed if you have a valid or invalid target under the mouse pointer. Please note that we still need to revise some measures so that the targets are all correctly colored and the correct feedback text is displayed. We will fix that in a later patch.
              • One problem area that both we ourselves have noticed and which was also present in your feedback is that it is sometimes difficult to determine what/who is currently selected. As a first step, we have now implemented that when you select a character or building, a white outline is drawn around the selected object. To be consistent we removed the green highlight for selected buildings. The farther the camera is from the target, the larger the outline appears. That should also make it easier to determine at long distances what is actually selected. The outline is only drawn over visible objects, which can sometimes seem strange in trees, but otherwise fits better into the picture. If you deem the behavior with trees as very negative, we already have some ideas how we could solve that. Please let us know.
              • If your avatar or one of your employees has no task, then it has often been difficult to notice that. Therefore, we have a new feature built in: on the right edge of the screen you will find the button “show idle characters”. If it is grayed out, then you do not have to act. However, if this is not the case and a number is displayed next to the button, then you know that one or more of your characters are currently without a task. If you click the button, you will gradually be able to call all these characters and assign them a new task. In order to prevent the button from lighting up whenever, for example, a worker has just run out of raw materials and the new raw materials have not yet arrived at the business, we have implemented a delay until a character is listed as “idle”.
              • When you select a building, you will see the name of the building and the owner’s coat of arms. If the building is in your possession, then additional portraits of all characters in the building are displayed. You can also directly select the individual characters by clicking on their portrait. The selected character then shows a white outline (consistent with the selected characters and buildings). This should make it much easier for you to get an overview of family members and employees. One more tip: To see which characters are in an opponent’s building, you have to spy on it.

    Fixes

              • Fixed several crashes caused by using startup parameters in Steam.
              • The game could crash while you are constructing a building, if certain decoration objects were present on the ground. This should not happen anymore.
              • Under certain circumstances, the folder for save games wasn’t created during the installation of the game. This could either lead to a crash or the game not being saved. From now on, the folder for save games should always be created automatically.
              • We have resolved several issues related to saving and loading saved games. Among other things, the saving process should no longer lead to a crash. Important: The saving process may take a while. In this case, please do not click with the mouse, otherwise it may happen that Windows closes the program because it thinks it is frozen. We are already looking at this and hope to find a solution soon.
              • Several memory leaks have been fixed, which has a positive impact on the performance especially later in the game. We will continue to optimize this.
              • If you have more than 40 saved games, the save window is now displayed correctly.
              • The saving window is not shown behind the list of save games anymore.
              • It could happen that the characters on bridges completely disappear, this should be fixed now.
              • If you follow a character with the RTS camera over a bridge, the camera does not move under the bridge anymore.
              • The selection system has been revised: Especially if you had changed the angle of the camera, often characters or buildings were selected behind the object, which you actually wanted to select. In general, the selection behavior should now be much more precise and faster.
              • Tooltips that partially or completely cover buttons should no longer prevent clicking on underlying buttons.
              • Tooltips of the environment map and for changing the camera mode are no longer below the according buttons.
              • The camera icon on the map now also moves correctly in “Free Camera” mode.
              • If you move the mouse cursor over a character portrait, the camera does not automatically center this character.
              • You can now select transporters again via the transporter window. You can now also select the building if you click on the building name in the same window.
              • The music when playing as a rogue is now played correctly.
              • All options of the warehouse are available again: hire and fire transporters, statistics, sell and destroy building and purchase building upgrades.

    Art

              • The following buildings and walls have been optimized and 3 additional LOD levels have been added. The performance should be a lot better than before, especially when you are looking over the city in a flat camera angle:
                • all 4 Houses
                • all 8 Citizen Houses
                • all 5 Mansions
                • Windmill
                • Farm level 1 to 3
                • Bakery level 1 to 3
                • Butcher
                • Tavern level 1 to 3
                • Crude Craftsman’s Hut
                • Smithy level 3
                • Stonemasonshop level 1 to 3
                • Carpentershop level 1 to 3
                • Tailorshop level 1 to 3
                • Thieves’ den level 1 to 3
                • City Church
                • City Walls
                • City Gates
              • To make the differentiation of building types easier, we will successively change the roof textures of all buildings: houses: orange shingles, businesses: bluish shingles, public buildings: grayish shingles.

    What we plan to do for the next patch…

              • For certain titles you will not only need XP but also have to pay money.
              • We will bring a small update to the economy: Several bug fixes should ensure that the AI management of businesses produces a wider range of products, thus better serving the market. Additionally we will re-work how the AI will handle working places which are unlocked via building upgrades and how the AI restaffs after a worker died.
              • As announced, we want to implement visible recognition and differentiation of dynasty characters, employees and buildings using clothing colors and coats of arms on buildings.
              • We will also add that employees look different depending on their profession. We will have changed only some of the characters but we will update more in the future.
              • Among other things, we will fix the error that you can still use employees with the wrong profession as a worker in another business.
              • Currently, the lifespan of characters is very similar. Our goal is that life spans are significantly different. The natural life expectancy of dynasty members should then be between 55 and 89 years, while non-dynasty characters will have a natural life expectancy between 40 and 89 (later on, diseases, toxins, injuries and items like the Elixir of Dr. Faustus will affect natural life expectancy)
              • In general, we will look at and fix issues related to the aging and dying (of age) of characters.

    A brief outlook…

    The next major priorities are to correct the error-prone pathfinding and to further improve performance. We will also continue to make further changes to the character controls and feedback.


    Patch notes for version: EA 0.5.0 – June 5th, 2018
    Build number: 2834431

    New Features

              • We implemented a new camera system that allows you to quickly zoom to points of interest by zooming where the mouse cursor is pointed to. Additionally, the camera is rotating around a focus point, similar to classic RTS cameras. Now it should be more comfortable for you to switch between close-up investigations and getting back a nice overview.
              • As tastes are different, we provide you with an additional camera mode: the free camera! This mode allows you to freely rotate the camera on all axes.
              • You will be able to switch between the two camera modes via a button above the area map button.
              • To avoid creating the feeling of being stuck in the floor we added another smoothing feature to the camera. Now, the closer you get to the terrain the more the camera is inclining, similar to how it was done in The Guild 2.
              • The new camera system is now also independent from the frame rate, so frame rate drops should be less recognizable.

    Fixes

              • One of the major problems with the UI was tackled: some areas of the user interface, where invisible/disabled elements were located, were catching mouse input which lead to several bugs (e.g. characters couldn’t be sent to locations on the edge of the view). A lot of changes have been done to the system, so now you should be able to click through UI elements that are hidden.
              • Another issue that was related to it is probably known by everybody too well: if the mouse-wheel was used to scroll in a window (e.g. the market menu), the game camera was also zooming. This shouldn’t happen anymore due to our refactoring. Though if you want, you can move the cursor out of a window and be able to zoom.
              • Camera fixes: we added a very short delay window when you are trying to pan the camera with the right mouse button. This should fix the issue that if you wanted to move the character the camera was moved instead. Also, moving the cursor to the edge of the screen now pans the camera much smoother.
              • The process of loading a scenario map or a saved game now ends after the scenario is finally initialized and it is faster than before. The introductive narration and camera flight at the start of scenario maps will be reworked in one of the coming patches.
              • Beside dozens of minor bug fixes, we as well solved a large number of bugs with negative influence on the performance – the performance will still be one of our main focuses in question of bug fixes in the next patches!

    Art

              • To further tackle the performance issues additional level-of-details are created and added for buildings and props. You should barely be able to spot the difference but at a certain distance the number of polygons per building is reduced. The following models have already been changed:
                • all 4 farmers houses
                • smithy level 1 and 2
              • We took your feedback about the Depth of Field (distance blur) effect in the world view seriously and decided to change it. We are aware that shadow glitches are more prominent now and will remedy that in a future path. The field of view is clearer now and we think it fits much better than it was before.

    What we plan to do for the next patch…

            • The basic character controls and management of all characters (incl. employees) in the dynasty: right now, we see that there are issues to keep an overview on the location of your characters and whether they have something to do or not. We want to introduce an easy access to the employees in your businesses and we will also introduce a feature that allows you to monitor and switch between your idling characters.
            • The general controls and feedback related to objects in the game world: right now, the feedback related to what can be selected and what can’t is not enough. We want to introduce feedback directly on the objects in the 3D world so it’s easier to see what can be interacted with.
            • The occlusion issues with characters in the world: currently the vegetation and general big structures are easily occluding characters. We are currently working on a system that increases the transparency of occluding buildings and props (i.e. trees). To avoid any bigger impact on the performance we may introduce an option in the options menu, which allows you to decide whether you want to use the feature or not.
            • More level-of-details: for possibly another 20 buildings the level-of-details will be done. This way the performance should also get better with every version.
            • More bug fixes.

    A brief outlook…

    In the near future we plan to jump on the topics “title and progression system” (more requirements for higher titles than just xp) and “better visualization of dynasty characters, employees and buildings” (with the dynastie’s colors and/or crests) and “better visualization of employees” (with specific character models), so it will be easier to differentiate important characters and buildings from non-dynasty characters.


    Patch notes for version: EA 0.4.13 – May 8th, 2018
    Build number: 2752715

    New Features

            • Scenario map: Barony of Birmingham

    Stability Fixes

            • Fixed a crash that was caused by double clicking the top of the window when in windowed mode;
            • Fixed a crash that was caused by selecting the “dynasty trade” action while a member of the dynasty had died;
            • Fixed a crash that was caused by initiating a trial where the evidence did not specify the location of the illegal action;
            • Fixed a crash that could occur while the player’s character was married & attempted to change residence;
            • Resolved a crash that could occur by selecting the “fast forward” option immediately after a saved game was loaded;
            • Resolved a crash that was caused by carrying a Dagger in the player’s inventory;

    Fixes

            • Fixed multiple issues which related to selecting an appropriate location for constructing new buildings in the game world;
            • Resolved an issue where a mountain could “vanish” if a building was constructed at the intersection where a mountain & an available site for construction were connected;
            • Character Creation Menu: Resolved an issue that would allow the player to have an unlimited amount of attribute points by selecting the reset link;
            • Resolved an issue related to trading a vote in “dynasty trade” where the message “the trade is no longer valid” & the trade was cancelled even though it was still valid. This should no longer happen;
            • Improved the AI concerning its reactions to political propositions. It will make a choice instead of always refusing;
            • Multiple improvements with the AI in relation to how it manages the production of items;
            • Resolved an issue where a NPC would no longer move since they were looking for a bench to sit on. This was caused by an issue with collisions;
            • Items in the front store can now only hold items that are produced by the type of building. Therefore, cookies cannot be in the front store of a smithy;
            • If the player is unable to upgrade a building, the reason will be displayed when the mouse cursor is placed above the button “Upgrade Building” in the production window;
            • Medicus now plays the correct animations;
            • While in jail, a character can no longer apply for an office position;
            • The action panel will now be displayed in the bottom center in all scenes except for the Medicus scene. Consequently, the player can leave a scene & will not be stuck in the scene;
            • A character’s action which is in progress will no longer be cancelled when selecting the actions: put building on sale, make offer on building or destroy building;
            • After choosing an action, the player’s character will remain selected after selecting the target;
            • Resolved an issue that would render a character invisible, if he/she was attacked while inside a grove, brushwood or cemetery;
            • Fixed an issue where the action to change to a new residence was disabled. This should no longer be the case;
            • Adjusted the control of “zoom in/out” functionality while navigating in the area map window;
            • When changing residence, the cost will be 200 coins as intended as opposed to 400;
            • General improvements concerning the transfer of items;
            • Resolved an issue where buildings that were on sale were not purchasable;
            • Character’s will run instead of walking when carrying out the action “Sabotage”;
            • When changing clothes via equipping another type of garb while riding a horse, the horse will no longer be detached from the character;
            • Employees reaping herbs will now wait to drop off their items if the storage of the business they are connected to is full;
            • When a dynasty dies out, their buildings belong to the city and can be purchased;
            • The increments of playing speeds were slightly adjusted in order optimize the frame rate;
            • Buildings can no longer be built on narrow streets since carts could not access them;
            • Character Creation Menu: Only one voice will be played at a time;
            • Resolved an issue which would teleport the player’s character to their residence or market by selecting the “Go Home” or “Go To Market” actions. This should no longer occur;
            • For some reasons, it was not possible to send the application to be considered as new Sovereign to the Monarch once the player became a noble;
            • Fixed an issue where the player could not adopt an orphan after the player already had 6 children, but some had passed away. Now, the game recognizes the children that have died & will let the player purchase a child. The maximum number of children is 6;
            • NPCs should no longer riot a castle;
            • Resolved an issue where the action “unload all” would not always work. This action should now work correctly;
            • Adjusted the maximum number of dynasties for the single scenario maps;
            • When a level 1 building was constructed it could have happened that for the duration of a frame, the level 2 & 3 would appear & immediately disappear;
            • Resolved an issue where the player’s avatar would be considered as an employee of the business it entered & would therefore block the slot for a new employee;
            • Shortcut keys have been disabled while entering an amount of money in the “give money” window;
            • Resolved an issue where special characters from other languages were not displayed correctly in the text of newly built buildings or in the Skill Tree bonuses;
            • Multiple text fixes;

    Balancing

            • AI controlled businesses: all level 1 businesses will now start with an annual budget 300 coins and it will hire 2 workers and 1 transporter. All level 2 businesses start with 3 workers, 2 transporters and a budget of 600 coins & the level 3 businesses start with 4 workers, 3 transporters and a budget of 900 coins;
            • AI controlled businesses will now equip their transporters with bags and carts;
            • When starting a game, the AI will choose a greater variety of start-up skills for NPC Dynasties;
            • AI businesses will now begin with resources in order to ensure the immediate production of items & their transfer to markets;
            • AI farms will now produce more resources;
            • The needs of the population were reduced in order to stabilize the amount of items / resources which are purchased;
            • The market will check itself periodically: if resources are missing, the market takes care of receiving more, while the people purchase resources with very high stocks;
            • When hiring an employee, they will now come with a variety of levels between one to three;
            • The robber camp will now have immediate access to hire one transporter;
            • Growth of the population adjusted;
            • General balancing of the single scenario maps;

    UI Tweaks & Fixes

            • Map Selection Menu: Added the images of the single scenario maps;
            • Character Creation Menu: Rotating the character is no longer possible while editing a input box;
            • Character Creation Menu: The color of the character’s hair & clothing will no longer be reset after choosing another set of clothing or the size of the character;
            • Character Creation Menu: The hair style button will no longer be accessible if variations of colors are unavailable;
            • Character Creation Menu: Improvements related to the display of the initial skill path;
            • Production Menu: The storage rules will no longer be accessible in the player’s residence;
            • Production Menu: The status of each transport has been added & is displayed beside the route link. The status will indicate whether the transport is moving to a location, picking up at the location or if there is a problem that needs to be resolved;
            • Production Menu: Added an equipment section to transporters, workers & visitors in order to ease the transfer of items that can be equipped. You can have access to the equipment slots of characters, if you click the button in the header of the production menu. This also works in the market menu;
            • Production Menu: The number of visitors, shown in the transport section of the production window, will now be properly displayed;
            • Market Window: Selling items in the market can now be dropped anywhere in the items section;
            • Market Window: When purchasing items & the amount selection tool is displayed, only the amount will be affected when using the scroll mouse button. Before it would scroll the list of items underneath simultaneously;
            • Market Window: The equipment panel of the avatar will be automatically opened at the marketplace;
            • Erect Building Menu: While selecting a building that was furthest to the right of the menu, it could happen that the details Tooltip would appear far to the left of the building icon in question. This has been adjusted;
            • Erect Building Menu: The number displayed to the left of buildings relates to the number that the player has in possession;
            • Area Map: Using the mouse wheel to zoom should no longer cause the camera to zoom in the world as well;
            • Area Map: Added a filter “Show/Hide all”;
            • Area Map: Added tooltips for clarification;
            • Area Map: Added a camera icon which represents its location in the world & the direction it is pointed towards;
            • Area Map: Improved the information displayed related to trade routes;
            • Skill Tree Menu: The scrolling of the skill tree will no longer stop if the cursor moves out of the menu;
            • Skill Tree Menu: Multiple icons added or replaced;
            • Skill Tree Menu: Replaced missing bonus unlockables which are connected to titles;
            • Politics Menu: Multiple fixes with the positioning of text & UI elements;
            • Politics Menu: Added a tooltip to the Sovereign position;
            • Clean-up of various UI elements due to them appearing blurry in game;
            • The text boxes of mouse over tooltips should correctly adjust itself to display the entirety of the text;
            • The bonusable & unlockables icons that are displayed in the details tooltip should be shown in their entirety. The details tooltip can be viewed by holding the right mouse button with the mouse above a UI element where it is available;
            • The Map link displayed on the bottom right side of the HUD, now works as a compass & is connected to the direction the camera is pointing. The half of the needle which is full points north;
            • Fixed an issue which would cut off text in a pop-up window even if there was space for the text to continue;
            • The cost of the Horse Cart should be correctly displayed in the detail tooltip when viewed in the Market window;
            • For the far trade action, the progress bar should now be correctly displayed;
            • Kidnapped characters will now appear in the player’s inventory;
            • If a character has been kidnapped, the action to transfer the kidnapped character to the player’s residence will appear in the action panel;
            • If the avatar has trained for an attribute, the extra allotted point will be displayed in the Character Selected window, located on the bottom left side of the HUD;
            • The quick access panel which displays buildings being spied on will now show more buildings before the scroll bar is used;
            • Missing Steam icons have been added;
            • Multiple action icons have been replaced;
            • Updated the quick notifications icons with the revised UI style;
            • When a skill is unlocked, a quick notification icon will appear below the link to the skill tree. You can see what skill was unlocked by placing the cursor above the quick notification;
            • Added a tooltip for event notifications which are displayed on the right side of the HUD;
            • Added a quick notification icon below the link to the quest window after a quest has been completed, with an additional tooltip with more details;
            • Adjusted the color of the text displayed in the detail tooltip of items;
            • Added a notification when a building the player owns has been destroyed;
            • When a character reaches adulthood, his/her portrait will now be updated;
            • Adjusted the mouse over version of interactive UI elements in order to easily distinguish them from their base version;
            • Modified the detail tooltip of interactive UI elements in order to easily distinguish them from the mouse over version;
            • Multiple adjustments & modifications to the glyphs which appeared blurry & unclear. The glyphs are the icons which are displayed with text;
            • Fixed an issue which would cause text to stretch;
            • The detail tooltip of items will now correctly display the selling / purchasing price similarly to the format used in the market;
            • Added multiple missing tooltips;

    Art

            • Multiple texture fixes on various 3D models;
            • Correction of multiple textures which are related to various character’s levels of details;
            • Corrected the hair for certain character types;
            • Multiple 3D model corrections;
            • Fixed a glitch that would elongate the hands of one of the female commoner models;
            • Fixed two issues which relates to the captains of ships. First a correction concerning the eyes of the captain on larger ships & took off a “glow” that would appear around the captain of smaller ships;
            • Correction of animations that were connected to the action “make a compliment”;
            • Added missing animations which are shown in the Medicus scene;
            • Multiple animation fixes;
            • Adjusted the size of the birds;
            • Multiple environment fixes in various maps;
            • Adjustments to the particles;
            • Multiple adjustments to the game’s shaders;
            • Animation assignation adjustments;
            • Adjusted the line of sight effect;
            • Adjusted some of the colors used to define the city districts and villages when pressing the “Space” key on the keyboard;

    Patch notes for version: EA 0.4.6 – March 30th, 2018
    Build number: 2645567

    Features

            • Replaced the UI temp art used by the Reaction window. This window appears after winning a fight, when getting caught by a guard, etc;

    Stability Fixes

            • Resolved a possible crash that was caused by using a selected language on Steam that was not supported by the game. The game would go in loops trying to find the language & would not start;
            • Resolved a crash that would occur after using the Extinguish Fire ability;
            • Resolved a crash that could occur at the end of a riot;
            • Possibly resolved a crash which could occur when the Logo videos of the game were playing;
            • Resolved a crash that could occur during a trial due to the target of a crime was not a character. Such as a neighborhood;

    General Fixes

            • Resolved an issue that would render a purchased horse invisible while the character would be on top of the horse playing the correct riding animation. The horse will no longer be invisible;
            • Henchmen can now be fired even if they are in middle of completing an action such as guarding a building;
            • The timeline should no longer be reset after loading a saved game. Previously, after a saved game was loaded, the history timeline would not display previous years in the Statistics Menu;
            • Resolved an issue where the player would receive an invitation from a secret society that was not on the map. Now, only societies that are in a map & can been seen in the Societies Menu will send invitations;
            • Fixed an issue that would permit a player to purchase an orphan from the church without the necessary title. This will no longer be the case;
            • Fixed an issue where the player would not have access to a family member’s inventory in order to select items acquired from a Long Shore quest. Now, upon return, the family member will directly drop off the items acquired in the residence’s storage. Be warned, all items that cannot be transferred to the storage due to insufficient space will be lost. Please note, we are looking into a better fix in a future update;

    General Tweaks

            • Adjusted the amount of XP rewarded from actions long distance journeys and overseas trips to 300 / 600 respectively;

    UI Tweaks

            • Added a tooltip above way points which are connected to a route when the Map is opened. These tooltips will display the transaction that will take place at a way point. This can only be viewed if the Map is opened via the route link found by the transporters in the Production Menu;
            • The Stop Action link near Henchmen displayed in the Family Quick Access window, which is accessible on the right side of the HUD, will now work correctly;
            • Moved the Action Tooltip at the top of the HUD so as to not hide the Action Panel;
            • Adjusted the size of text Icons to 20% larger, such as the coin, since they appeared too small;
            • Adjusted the size of the Bonus icons because they were displaying a little blurry;
            • Added missing bonus icons which are connected to secret societies;
            • The Character Selection window which is located on the bottom left corner of the HUD will now refresh continuously when opened. Consequently, if a transport type item is purchased, such as a horse, it will be shown immediately & can then be transferred to the Transport Type item slot;
            • The price of the item Pearl is now correctly displayed on the tooltip that is shown when “right clicking” on an item;
            • Added a tooltip above the “Purchase Orphan” button which is accessible in the church. If the player does not have the required Title to do that action, the button will appear as unavailable & the tooltip will state the reason for its unavailability;
            • If a player is “Auditing” a business, the spying icon will now appear above the building in question;

    Art Tweaks

            • Multiple texture corrections;
            • Fixed multiple animal animations;
            • Fixed an issue where a “black square” would be displayed over wheat fields during the winter;
            • Completed & added more LOD versions of buildings;
            • Corrected textures that would not appear on certain models during the winter season;

    Patch notes for version: EA 0.4.5 – March 27th, 2018
    Build number: 2634696

    New Content & UI

            • Action “Spy Building”: While your henchman is spying on a business, an altered version of the business menu will be displayed. The business being spied on is listed through the quick access menu on the right side of the HUD;
            • Diary Book with all important past notifications and events;
            • Statistics Window, including Winning Points section with a graph to compare the five most successful dynasties with your dynasty;
            • New UI in Medicus Scene;
            • New UI in Church Scene;
            • New Born Child pop up which enables to name a new born;
            • Added the Action Tooltip: this window shows more details and – if a target was selected – the chances of success. This window will appear after selecting an action and the target;
            • The UI which enables the possibility to change the color of clothing in the residence scene has been replaced;
            • Votes in a political election is now tradable in Dynasty Trade;
            • Revised version of the font implemented;
            • Animals have returned;

    Bug Fixes

            • Fixed a crash that would occur after loading a game that was saved while the playable character was in jail;
            • Fixed a general crash that was related to loading a saved game;
            • Resolved multiple other crashes that were connected to loading saved games;
            • Fixed multiple crashes which were caused by AI Dynasties that were using invalid skills. This would occur 10 to 15 minutes after starting a game;
            • The AI will no longer target children while doing the actions pick pocketing or ambush;
            • Resolved an issue where a thief, robber or lansquenet employee would “freeze” if they were interrupted while completing an action. Now, after the employee has been interrupted, it completes the previous action afterwards;
            • Various tweaks to the AI of NPC businesses;
            • The AI will stop building items if there is no space in the storage;
            • Removed the possibility for AI controlled businesses to add extra slots to the storage;
            • Added a 350-coin budget to AI controlled family businesses;
            • AI: Dynasties who hold the correct title will now apply for office which includes their respective family members;
            • Actions taken by a Dynasty AI will now correctly influence their Attitude which can be seen in the Dynasty Window;
            • Multiple improvement of the AI & the action “Commit burglary”. It will now consider the relationship between the acting dynasty and the owner of the building. Added a 12-hours immunity to buildings that have been subject to a burglary;
            • If a chosen heir of a Dynasty has not reached adulthood, his/her actions will now be limited to actions such as going home, going to school as of the age of 5 & hire henchmen, etc. Consequently, actions such as attacking another character or marriage are disabled;
            • Fixed an issue which would reset the money & XP of the player’s dynasty;
            • Characters can now only apply once for a political position & can only re-apply after the election if they did not win;
            • Resolved an issue which would permit a 3-year-old child to apply for a political position;
            • Only three applicants can apply for one political office position at a time;
            • The productivity of employees is now correctly affected by his/her level;
            • Fixed an issue which would disable the Upgrade button in the Production Menu even if the player had met the requirements to upgrade the building to the next level;
            • The maximum number of children per couple is now 6, for player dynasties and AI dynasties;
            • Fixed an issue where the prompt for the “Give Money” (-> A bag of coins) action would not appear when selecting the action;
            • Relationships between Societies should now be working as intended;
            • Optimized the process & positioning when constructing a new building;
            • Multiple text fixes;

    Additional UI Tweaks

            • The option which enables a building menu to automatically open when entering a building has been added to the in-game options menu;
            • The route of a transporter is now displayed when selecting it from a business window;
            • The accused for a trial is now correctly displayed in the Evidence menu, the Trial scene & in the Trade menu where the accused is normally displayed;
            • Production Menu: the menu will refresh itself continuously to see employees or transport being hired in real time;
            • If a henchman is in one of your businesses, he/she will appear in the “other” section which can be selected in the “Workers” panel;
            • The Storage Rules window is now merged with the Transport Rules which are accessible in the production menu;
            • The “space bar” key has been enabled for naming a saved game;
            • Multiple corrections of icons which were not being displayed correctly or causing other elements to no longer be being interactive;
            • Updated the Event Icons which are displayed in the Diary Book;
            • Notifications no longer pop-up automatically if the mouse hovers the link in the left of the HUD;
            • Multiple corrections related to text spacing & appearance of the font;
            • Replaced the remaining Add-on icons that were using temporary art;
            • Replaced multiple Bonus icons that were using temporary art;
            • The required UI element to fire a henchman in the quick access panel has been added;
            • Various small tweaks in UI elements;

    Art

            • Multiple animation and skin corrections for characters and animals;
            • Clean-up of various animations;
            • The 3d model of the Medicus level 3 has been changed, so that the building can be entered easily again;
            • The clickable area of the farm has been changed, so that only the buildings themselves can be clicked and trigger the buildings tooltip;
            • Multiple correction of skins & items assignation;
            • Missing animations added;

    Patch notes for version: EA 0.4.1 – February 28th, 2018
    Build number: 2561228

    New Content & UI

            • The interface elements and menus in the following list have been replaced or added to the game. Note that some elements are not finalized but will be as development continues.
            • Book of Dynasties, incl. a filter for marriageable characters;
            • Quests Menu window;
            • Family Tree Menu window;
            • Erect Building Menu incl. buildings on sale;
            • Politics Menu incl. the Office Tree, Office Information, Evidence & City Rules (you can apply for multiple office positions with a single character atm., but you will get just one of them. And the cutscene for office meetings is not yet implemented);
            • Dynasty Trade Menu window. Note that trading between dynasties is only accessible once a certain title is reached;
            • Book of Societies (the “relations pentagram” doesn’t show the real relationships atm. and there are all societies on the scenario maps instead of just 5);
            • Scenario Settings Menu for single player games (choosing the number of dynasties does not result in the desired number of opponents atm.);
            • Character Creation Menu;
            • System Menu Save / Load;
            • Options menu;
            • In-game options menu;
            • Level 2 tooltip (details tooltip) for items;
            • Layout of quick accesses to family members and henchmen modified and more information added;
            • Far Trade Market menu;
            • Trade Route window which is connected to the Production window of a business (clicking the cart wheel next to a transporters portrait still opens the old trade route menu, but changes here should not have any effect on the route);
            • Calendar window which will include important appointments of family members, like elections and trials;
            • Indictment window which can be viewed by selecting a trial listed in the Calendar’s quick access panel situated on the right side of the HUD. The indictment window will display information about a trial & enable the possibility to choose a verdict before the trial if the player is a judge for the trial in question;
            • Replaced the temporary user interface used during a trial;
            • Replaced the area map with a lot of filtering possibilities;

    Bug Fixes

            • Fixed a crash that could potentially occur after completing a Far Trade, saving the game & reloading it;
            • Fixed a crash that would occur while purchasing a robber camp & one of its employees was doing an “Ambush” action;
            • Fixed a crash that could happen while saving a game during the process of selecting a building in the Erect Building menu;
            • Fixed a crash that would happen during a trade of a building that was simultaneously being destroyed in the process & the dynasty trade menu was opened;
            • Fixed a crash that would happen if a city district or village was missing a certain amount of “non-playable characters”. If it is the case, the game will now adjust the population of the city district or village in consequence;
            • Fixed a crash that could sometimes occur while the game was updating itself & could not find specific assets;
            • Fixed a crash that would take place after moving to a new residence & the game was re-loaded;
            • Fixed multiple crashes that was caused by invalid windows;
            • Fixed a major issue that is connected to dx11! It was responsible for multiple crashes and prevented the game to start on certain computers;
            • Fixed a crash that could sometimes occur when displaying the second level 2 tooltip (details tooltip);
            • Fixed a crash that was caused by the AI when it searched for the best items to buy for buildings which did not have a front store;
            • Fixed multiple crashes that was caused by initiating a trial from found evidence;
            • Fixed a crash that could occur while saving a game during a combat & then loading the same game;
            • Fixed a crash that could occur after selecting a business which no longer held any items in its storage;
            • Fixed a crash that would happen after selling an item in a far trade market;
            • Fixed a crash that would occur while an employee was performing the pick pocket action & was not connected to a dynasty;
            • Fixed multiple crashes which are related to loading saved games;
            • Fixed a crash that could be initiated from an NPC (Non-Player Character) who was caught by a guard after completing the action pick pocket;
            • Fixed a crash that was caused by pressing shortcut keys while selecting options in the system menu, loading screen, etc. Shortcut Keys are now disabled until inside a game;
            • Fixed a crash which could occur while trying to steal off a corpse after a combat;
            • Fixed a crash that was caused by finding a piece of evidence in which the target was a building;
            • Fixed a crash that was caused by marrying a character that had no valid city district or village as origin;
            • Fixed a general crash that could occur in the main menu;
            • The Robber Camp Master AI now work as intended. It will hire & control the employees if this option is selected by the player;
            • The automation of the actions “Ambush” & “Jugglery” in the Robber Camp now work properly;
            • Multiple fixes concerning the ambush action when saved & a game is loaded;
            • When the player performs or orders an employee to do an ambush, the character will now place itself in the middle of the street near the location set by the player;
            • Multiple improvements related to the employee’s AI of the Robber Camp;
            • The actions “Pick Pocket”, “Burglary” and “Scan Wealth” which are associated to the Thief can now be set to continuous or “loop” through the business window;
            • AI: The actions Pick Pocket, Burglary and Scan Wealth associated to the Thief can now be performed automatically by the employees if the “AI Master” functionality is activated in the business window;
            • The action “Scan Wealth” will no longer include Resource Producers or Public Buildings;
            • Multiple improvements related to the collision boxes of characters;
            • Added a “piece” of evidence to each city district and village at the beginning of the game which can be found by Henchmen. Note that the Henchmen will not always be successful;
            • When selecting a family campaign in the System Menu, it will now appear in the in-game Quest Menu window as the default quest;
            • Fixed a bug which would stop the animations of a character who is joining a fight. The characters should no longer freeze during or once the fight has ended;
            • Fixed a bug in which a NPC transporter would possibly freeze after a combat. Now they will return doing their last action such as continuing their route;
            • Fixed a bug that would render the player’s character frozen if the player would attack a nearby NPC;
            • Fixed a bug which disabled street view, by pressing the space key, after loading a game;
            • Added the possibility to “kick” members out from a society;
            • Employees can now be given an action through the business window even if they are not currently inside the business except for producing items;
            • Fixed a bug where a cart attached to a transporter would continue playing its animation after the transporter would detach itself of the cart in order to fight;
            • Fixed a bug which stopped the birds from playing their flying animation after loading a game;
            • General improvements to the targeting process when selecting a character to which the player wants to interact with, such as combat;
            • Applying for a leadership role for a society now works correctly if the position is available;
            • Fixed a bug that would display the information of the last selected character on a city guard when the city guard was selected;
            • Fixed a bug which disabled or hid the fire employee button in certain businesses. The fire button should now be present in all production windows;
            • Multiple translation fixes;

    Additional UI Tweaks

            • In the Evidence window, after the link “Initiate Trial” is selected, the window will now refresh itself & the link will disappear;
            • Added feedback after a Trial has been initiated;
            • Far trade markets are now accessible via the area map – please note, that you need a certain title to be able to send a transporter to a far trade market. Sadly, the access to far trade markets via the quick access in the right of the HUD is still not possible;
            • An election will now be displayed in the calendar quick access menu;
            • Reminders for trials added to the calendar in the right of the HUD;
            • The election for the leader of a society is now displayed in the calendar;
            • Tooltips should not overlap the borders of the screen anymore;
            • Adjusted the size of the level 2 tooltip in the family tree menu to correctly display the values of a dynasty;

    Art

            • Numerous LOD optimization for trees and buildings;
            • Clean-up of various animations;
            • Clean-up of the Jail scene animations;
            • Various correction to map elements;

    Patch notes for version: EA 0.3.8.1 – February 5th, 2018
    Build number: 2492125

    Bug Fixes

            • Fixed a major issue with dx11! This problem was responsible for some crashes and has prevented the game to start on a few computers;
            • Fixed a crash that could potentially occur after completing a Far Trade, saving the game & reloading it;
            • Fixed a crash that would occur while purchasing a building & one of its employees was doing a “Ambush” action;
            • Fixed a crash that could happen while saving a game during the process of selecting a building in the Erect Building;
            • Fixed a crash that would happen during a trade of a building that was simultaneously being destroyed in the process & the trade menu was opened;
            • Fixed a crash that would happen if a city district or a village was missing a certain amount of “non-playable characters”. If it is the case, the game will now adjust the population of city districts and villages in consequence;
            • Fixed a crash that could sometimes occur while the game was updating itself & could not find a specific element;
            • Fixed a crash that would take place after moving to a new residence & the game was reloaded;
            • Fixed multiple crashes that was caused by invalid windows;
            • Adjusted the size of the details tooltip in the family tree menu to correctly display the attitudes (values) of a family;

    Patch notes for version: EA 0.3.8 – January 31st, 2018
    Build number: 2479405

    Bug Fixes

            • Fixed a crash related to path finding that could happen while intercepting another NPC such as a combat, ambush, a chase, etc.;
            • Fixed crash that would occur when “dragging” & “dropping” an item into a character’s inventory from the business menu;
            • Fixed a crash that would occur while using the Politics Menu;
            • Fixed a crash that was caused by a building which would not initialize their storage after a game was loaded;
            • Fixed a crash that would occur when a transporter would pick up items but was no longer connected to a valid route;
            • Fixed a crash that would occur when a building was destroyed while its menu was still open;
            • Fixed a crash that would occur when a building was destroyed while it remained selected. Now, in this case, once the building is destroyed it will no longer remain selected & the avatar will become selected;
            • Fixed a crash that was caused while purchasing a building in the Erect Building menu and the building was destroyed;
            • Fixed a crash that would possibly occur when trying to trade a building with another Dynasty;
            • It was possible to handover a dead family member to another dynasty (“Dynasty trade”) which lead to a crash;
            • Fixed a crash that would possibly occur when trying to trade a family member in marriage with another Dynasty;
            • Fixed a crash related to the death of a character & their inventory would still be displayed;
            • Fixed crash that would occur when a character would return from a Far Trade;
            • Fixed a crash that would sometimes occur when selecting a saved game in the main menu;
            • Fixed a crash which would happen while the game was being loaded;
            • Fixed a random crash that would occur while creating a character in the character creation menu;
            • Fixed a crash that was caused by selecting keys on the keyboard that were connected to shortcuts while loading a game;
            • The save game message will now appear while saving a game [or quick save] & will disappear once the save is completed;
            • Pressing the “I” key while a building is selected will correctly display the appropriate menu;
            • After the avatar has entered a building, the blue circle which appears at the feet of the character, will now appear above the building if an object outside the building has been selected;
            • The price and quantity of items are now shown in the second level tooltip (hold right mouse button on item);
            • Fixed a bug that prevented players to select items while setting up a trade route for their transporters;
            • In the options menu, if the resolution was changed but was cancelled, it was still saved & it would be used when the game was restarted. This will no longer happen;
            • Fixed a bug that would permit the player to marry a character that was dead;
            • Building menus (like market menu or production menu) will now automatically open or close when the selected character arrives at or leaves the building, if “Open/close building menu when selected character arrives at/leaves the building” is checked in the options menu;
            • Added the achievement “Executed” for Steam;

    Patch notes for version: EA 0.3.6b – January 25th, 2018
    Build number: 2468829

    Bug Fixes

            • The Transport Route button will appear correctly in the business window;

    Patch notes for version: EA 0.3.6 – January 24th, 2018
    Build number: 2448870

    Bug Fixes

            • Fixed a crash which would occur while changing the face of the character in the character creation menu;
            • Fixed multiple crashes that would potentially occur after selecting an action in the action panel;
            • Fixed a potential crash that was caused when playing as a Thief;
            • Fixed potential crashes that were connected to the refreshing of the screen while interacting with in-game menus;
            • Fixed a crash that would occur when using the quicksave functionality;

    Art

            • Replaced some of the action icons;
            • Characters: multiple texture corrections;

    Patch notes for version: EA 0.3.4 – January 11th, 2018
    Build number: 2429235

    Bug Fixes

            • Multiple crash fixes when trying to load a game after selecting it & those that were no longer compatible;
            • Multiple pathfinding fixes which would cause crashes or unexpected behaviors from NPC or after sending a playable character to various locations;
            • Resolved an issue that would cause a crash if an NPC would not display their inventory;
            • Fixed a crash that could appear when quitting the game;

    Patch notes for version: EA 0.3.3 – December 22nd, 2017
    Build number: 2393790

    New Content

            • Added a “trash can” icon in the production menu top-right which can be used to destroy unwanted items (position of the icon is temporary);
            • New scenario map: Duchy of Mazovia;

    Bug Fixes

            • Fixed a crash that was caused when an employee did not have the necessary raw materials to produce an item;
            • Fixed a crash which was caused by selecting an older saved game that was no longer valid. Now, the player will be brought back to Main Menu to select another saved game. Invalid or older saves from previous patches should be deleted;
            • Fixed a crash that was caused when sending either your character or employee on a far trade;
            • Fixed a bug that causes the player to start as a Serf without any coins, raw materials and no starting skill;
            • Fixed a bug which would stop the avatar and employees from continuing their production cycle after loading a saved game. This bug forced herbs gatherers to gather around resource points and remain there doing nothing, and transporters to gather around businesses or markets;
            • In the in-game menu, the options “Load Game” & “Return to main menu” are available. Note: it may take a bit time until the loading screen appears;
            • Improved an issue which renders the in-game menu difficult to open by using the “Esc” key while playing on different speeds;
            • While in the market after selecting an item, the cursor no longer disappears while hovering over a character beneath the menu;
            • Henchmen can no longer be used as workers;
            • Fixed a bug where a henchman sent to conquer a building was stuck in a loop until he was dead. This no longer happens. We are aware that with the Mazovia map only, the Henchmen might not immediately follow the order. This will be looked at for a future patch;
            • The maximum of building add-ons for businesses has been adjusted as such: Level 1 now has 8, Level 2 now has 16 & level 3 now has 24;
            • Fixed a bug which did not allow the player to purchase a level 2 or 3 add-on if there was no level 1;
            • Balancing: the duration of time for pickpocketing has been shortened;
            • If a quick access number was typed in for the name of a save game, the selected character was sent to the location the quick access number was associated to;
            • Multiple text corrections;

    UI – HUD

            • Various action icons replaced;
            • Almost all item icons replaced;

    Art

            • Characters: Corrected textures of the chainmail & plague mask for female characters;
            • Various texture corrections for bridges & vegetation;
            • Shader adjustments of the vegetation;

    Patch notes for version: EA 0.3.2 – December 18, 2017
    Build number: 2369084

    On Wednesday, we asked for your help in locating the (randomly) occuring crash. Many have participated in the hunt for these bug. Thank you for the participation, the hints and the savegames that we have received from you.

  • We were able to get a good picture of the problem and were able to pinpoint what causes the issue. The crash is no longer reproducible with us and should therefore be solved. Please let us know if the crash is solved for you as well. Thank you.
  • Bug Fixes

    • Resolved a bug which caused the game to crash at a random time;

    Patch notes for version: EA 0.3.1 – December 12th, 2017
    Build number: 2361922

    Bug Fixes

    • Resolved a crash that was caused by loading a game from the main menu;
    • Fixed an issue where the player would have their money reduced to 300 coins & XP was lost after loading a saved game from the main menu;
    • Resolved an issue that prevented the game from starting in full screen mode;
    • Fixed a bug which prevented characters to start gathering ingredients in groves, brushwoods or cemeteries;
    • Fixed a bug which prevented ingredients gatherers to continue with their work after reloading the game;
    • Fixed three different bugs with production menu and ingredients gatherers which each could block the production menu and/or the worker;
    • Employees are now automatically “Fired” if the building they were in has been destroyed;
    • The horse cart of dismissed transporters will no longer stay while the character is gone;
    • Henchmen can no longer conquer, sabotage, vandalize, spy, etc on city buildings;
    • Fixed a bug which enabled the player to send a worker to gather resources if their inventory is full. This is no longer possible. Note that if you try to send out the worker to gather more resources through the production menu & their inventory is missing space, you should receive a warning message. Either one of three actions must be taken to permit the worker to continue: empty or sell the worker’s inventory or change the transport item being used by the worker with one that has more space such as a cart, etc;
    • Fixed a bug which prevented workers to appear in a resources building menu if their inventory was full;

    UI – HUD

    • Fixed a bug which prevented the Add-on menu of the Warehouse to be refreshed after purchasing an Add-on;
    • The maximum of Add-ons in the warehouse are now correctly displayed & will allow for Add-ons to be purchasable;
    • Fixed a bug which enabled the player to gain access to the Add-ons menu of a building which was either conquered or purchased & did not have the required skills to do so by first opening the Add-ons menu of another building, keeping it open & then select another building;
    • The relationship bar should now correctly display the relationship between dynasties;
    • The relationship bar is now displayed correctly in the tooltip over a character or building;
    • Fixed a bug which would reset a selected screen resolution in the options menu & a button in the same menu was selected afterwards;

    Patch notes for version: EA 0.3 – December 5th, 2017
    Build number: 2339464

    New Content

    • Conquer Building: With your henchmen, you can now attack another Dynasty’s building and conquer it if you win the confrontation. However, choose wisely, for if you succeed conquering a building that you do not have the skills related to the type of business, you will not have complete control of its production & you must pay its costs until you have the required skill;
    • Make Offer on Building: You can now make an offer on a building that you are interested in having. However, similarly to conquering a building, if you purchase a building that you do not have the required skill, you will not have complete control of its production & you must pay its costs until you have the required skill;
    • Destroy Building: Make sure to keep your building in top shape! The Office position of Mayor now holds the power to destroy buildings that are poorly maintained;
    • New scenario map: Paris;

    Bug Fixes

    • Fixed a crash when right clicking on a saved game in the load game menu;
    • Fixed a crash which was connected to opening the warehouse menu;
    • Fixed a crash that is connected to a building that is destroyed;
    • Fixed a crash that was caused when ordering a worker to produce an item & while producing, the worker is ordered to leave the business;
    • Fixed a crash when clicking the buildings list in “Dynasty Trade” with a dynasty in feud with you;
    • Fixed multiple Save / Load issues;
    • Characters were ported out of the map and were no more controllable, when they have entered the port;
    • Building Add-Ons: if the player has unlocked the 2nd level of a building or higher, any add-on which is above level 1 will not be purchasable unless the add-on below has been unlocked & purchased;
    • Multiple minor bug fixes and text corrections;

    UI – HUD

    • Production Menu of own buildings and the Frontstore Menu of non-owned buildings have been fully integrated, with the exception of the Transport & Storage Management Window and the Trade Routes Menu;
    • You can now access the inventory of your workers in the production menu if you click the icon on the bottom right corner of their portrait – we will add a way to access other own characters via the production menu later;
    • New Building Add-on Menu has been integrated – we know that there are some issues with the building add-on menu (e.g. with the warehouse) we will fix those bugs in a coming patch;
    • Each building add-on that has multiple purchases is displayed at the side of the Add-on in question;
    • New rewards pop-ups when you have earned a new title;
    • You can now view & select your henchmen through the Quick Selection window in the right of the hud;

    Art

    • All building textures have been replaced with their revised & optimized version;
    • Scenario Map Visby: A butcher & herbs hut has been added;
    • Updated multiple textures connected to characters and items;
    • Assignation of the chainmail for female characters corrected;

    Patch notes for version: EA 0.2.1 – November 16th, 2017
    Build number: 2290312

    UI – HUD

    • The Family Crest which is displayed in owned businesses should now be the same located below the character’s portrait on the top left section of the HUD;
    • Pressing the Family Crest below the character’s portrait will now open the Family Tree Menu;

    Art

    • Scenario Map London: Added a brushwood, cemetery & grove near the Maidstone neighborhood to make the Poor Fellow mode more enjoyable;
    • Scenario Map London: multiple corrections of streets which ensures NPCs no longer walk on water;

    Patch notes for version: EA 0.2 – November 10th, 2017
    Build number: 2274254

    New Content

    • Winning Conditions: In addition to successfully ended family campaign, there are now more ways to win the game. For instance, you can now win a game in which you have wiped-out all the opponent dynasties. Even if you have successfully completed one of the Winning Conditions, you can continue the game afterwards;
    • Master AI upgrade: it will now manage in the limits of its assigned budget;
    • New scenario map: Vienna and Presporok;

    Bug Fixes

    • Fixed crash when alt-tab is selected while in fullscreen mode;
    • Fixed a crash that was caused after loading a game that had a trial event;
    • The action Hire Henchmen should work properly now;
    • Only transport employees can be sent to the market or other stores to retrieve items. Production employees, which include Robbers, Thieves, Lansquenets & Henchmen, will no longer have access to that action;
    • Rogue employees, which are robbers, thieves and lansquenets, now give the correct comments;
    • Frame Rate Optimization: Fixed a bug that could occur when a NPC was “pushed” off a street during low frame rates. This was CPU intensive and caused the frame rate to drop since the game was trying to calculate and adjust the distance walked by each NPC in between frames and to find the nearest street to place the NPCs on. The higher a population was on any given map and the faster the game was played, the more chance this could occur;

    UI – HUD

    • Removed the title next to the name of the avatar top left of the HUD;
    • If a business is beneath the quick selection panel and the cursor hovers over the business, the tooltip of the business will no longer appear above the quick selection panel;
    • Building Status icons, such as “on fire” & Production Control icons seen in the Quick Selection panel now have tooltips;
    • Enlarged the quick selection buttons on the right side of the screen;

    Patch notes for version: EA 0.1.2 – November 2nd, 2017
    Build number: 2249418

    Bug Fixes

    • Fixed a transaction exploit that could reward the player twice the amount of money selling items while using the “Unload All” button;
    • During a transaction, “double left clicking” with the mouse on an item will automatically display the amount connected to the highest slot capacity of the transport;
    • Cancelling “Go on a journey” will no longer give the player 10000 gold;

    Patch notes for version: EA 0.1.1 – October 31st, 2017
    Build number: 2243068

    Bug Fixes

    • Fixed a bug that stopped the player from opening menus after saving & loading a game;
    • Handcarts and Horsecarts should not “float” in the air anymore;

    Balancing

    • The intermediate product Flax can now only be produced in the Herbs Hut & not in the Residence;
    • You will now receive 2 Wool from one Sheep instead of just 1;

    Art

    • Texture and skinning corrections for some female noble character models;

    Patch notes for version: EA 0.1 – October 26th, 2017
    Build number: 2232989

    New Content

    • The new Market Menu has been integrated;
    • New item transfer window at the mouse cursor, supporting the mouse wheel to change the amount of the selected item;
    • New scenario map: Visby;

    Bug Fixes

    • Windmill, Crude Craftsman’s Hut & Herb Hut now have one transport for hire slot. You can still purchase the related Add-on to have an extra transport;
    • Character Creation Menu: Once the face is selected, it will not change after selecting different clothes;
    • Fixed a bug which did not permit the player to confirm an Heir, in the Select Heir pop-up, after the death of the player’s character;
    • Fixed a bug where buildings transferred to another player would not display the correct flag after the transaction;

    UI – HUD

      • Scrolling with mouse wheel in lists should be faster now;
      • Raw materials no longer have a level attached to them;
      • Added missing business icons related to items;
      • Dropping items in a transport after selecting items from the market menu works properly;

    Art

        • Scenario map Archbishop Magdeburg: Modified the layout of the lumberyard & mine;

    Patch notes for version: 0.018O – October 19th, 2017
    Build number: 2209931

    Bug Fixes

        • The actions “Praise […]” and “Denounce someone in front of the city council” should no longer cause the game to crash;
        • A baker sending out an employee to retrieve honey should no longer freeze;
        • The Master AI will continue working after loading a save game;
        • The Master AI will no longer hire more employees then the available space;
        • Switching off “Random Events” could prevent the player from using the menus on top of the hud, e.g. the skill book;

    UI – HUD

        • Shortened the Life Candle near the character’s portrait on the top left corner;
        • When character is in good health, the bar will now appear as green instead of red;
        • Adjusted the alignment of multiple text threads;
        • Added missing icons & replaced temp work icons;
        • The production menu in the residence no longer show the AI controls or the (empty) number of employees;
        • Added an indicator icon that shows where an item can be dropped during a transaction or transfer;

    Patch notes for version: 0.018N – October 17th, 2017
    Build number: 2205516

    Bug Fixes

        • Resolved another crash when a building is destroyed;
        • Fixed a bug which is related to the “drop downs” in the map selection window and the character creation window;
        • Collect Ingredients: Fixed a bug where either an employee or avatar would “freeze” if sent during a second errand;
        • Collect Ingredients: Fixed a bug which did not permit to change the order while the employee is out getting resources. It will now stop the first order & get the other one instead;
        • Collect Ingredients: The amount of workers on their way to collect ingredients are now correctly displayed;
        • Characters will now face the correct direction when going to a destination while the FPS (Frames Per Second) are low;
        • “Black Screen” temporary test solution: This fix only concerns those of you who get a black screen & can hear the sound when starting the game. STEAM users will receive the notification to start the game in “safe mode”. If you have had a black screen problem, please accept. If not, you can decline. GOG users can reach the notification manually by starting the file “Guild3SafeMode.bat” in the installation folder. The options can be changed afterwards with a restart.

    Patch notes for version: 0.018M – October 13th, 2017
    Build number: 2196530

    Bug Fixes

        • Crash fixed that could occured when the player tried to hire an employee;
        • We have reduced the number of boats and ships for a better performance in the advanced game;
        • Buildings that are being constructed will now be visible on the area map;
        • Warehouse Menu: owned warehouses will now have the new production/storage menu;
        • The features “Transportation routes” and “AI Master” were transferred to the new production menu. Please note: both features still have bugs – we are aware of them and we will take care of them in the coming weeks;

    Balancing

        • Mines, Lumberyards & Quarries will now start with 2 Horse Carts in order speed up the transfer of resources to the market;

    Patch notes for version: 0.018L – October 12th, 2017
    Build number: 2193263

    Bug Fixes

        • Resolved a savegame crash while a game is loading;
        • Fixed multiple crashes that were related to cutscenes;
        • Fixed a bug which did not show certain business icons on the area map;
        • The action of courting or starting a liaison is no longer possible with an employee;
        • Transport items, such as the handcart, should now be more readily available from their producers, the Farmer, the Carpenter and the Tailor;
        • Transports that are not owned by players will now correctly reply their correct comments when selecting them;

    Art

        • Characters: Corrected assignation of the Chainmail and Leather Armor for female characters;

    Patch notes for version: 0.018K – October 11th, 2017
    Build number: 2189543

    Bug Fixes

        • Destroyed buildings will no longer be displayed on the area map which caused a crash when selecting them;
        • If you receive the message “Could not initialize the graphics subsystem” when starting, the next time you start the game it will start in windowed mode at a resolution of 1280X768 in order to counter the problem;
        • The action “Go To Sleep” is available in the players’ residence only;
        • Herbs and ingredients such as Jasmin or Bones will no longer be offered in the front store of buildings. These herbs and ingredients will only be available in groves, brushwoods, cemeteries and marketplaces;

    Patch notes for version: 0.018J – October 10th, 2017
    Build number: 2186138

    Bug Fixes

        • The features “Storage Rules” & “Transport Rules” are available in the new production menu;
        • The production menu will still be accessible even while a business is being upgraded;
        • Modifying the selling price of items in a business will now influence the amount of “consumers” in your front store;

    Balancing

        • Scenario maps Magdeburg, Augsburg & London: Added three Mines, three Lumberyards & one Quarry to further balance the resources in a game;

    Patch notes for version: 0.018I – October 6th, 2017
    Build number: 2177966

    Bug Fixes

        • Continued improving the Storage Keeper AI. The storage keeper will now buy from other shops as well if needed;
        • Camera Speed controls is enabled in the options menu;
        • Associated sounds to buildings will only play once when “double clicking” on a building;
        • The volume of the Building sounds have been reduced by 30%;

    Patch notes for version: 0.018H – October 5th, 2017
    Build number: 2174670

    Bug Fixes

        • If “Random events” are switched off in the options menu, no random events happen in the game;
        • When the player enters his/her residence & selects the “Train Ability” action, the resident scene will open & the menu will appear on the right side instead on top of the character;
        • We have done multiple changes to the Storage Keeper AI in order to improve its behavior & productivity;
        • Not supported screen resolutions for window mode and fullscreen removed, so that there is no offset of the cursor to the UI;

    Art

        • Scenario map London: Adjustments to the roadways accessible to the carts, textures used on the map & corrected the placing of multiple elements in the map which caused collisions.

    Patch notes for version: 0.018G – October 4th, 2017
    Build number: 2171363

    Bug Fixes

        • Resolved a number of crashes caused by selecting various elements in the Employee Routes interface;
        • Employee Routes will not be reset after loading a game;
        • The action “compliment someone” in a residence will show the correct scene whether it is a poor house, city house or mansion;
        • The production menu will refresh while the game is on pause;
        • New resource fix: Farms will sell at the market;

    Art

        • Characters: Corrected assignation of the platemail for female characters;

    Patch notes for version: 0.018F – October 3rd, 2017
    Build number: 2168119

    Bug Fixes

        • Employee trade routes will no longer be accessible through the residence;
        • Scenario maps Magdeburg, Augsburg & London: new fix to allow more resources in the market;
        • Scenario map Augsburg: fixed the street connections between the lumberyard & market. This will allow more resources from the lumberyard to arrive at the market;
        • While the game is paused & the player is trying to sell an item in the market, the game will no longer crash when double clicking on an item;
        • New building quick access bugfix: if a building is destroyed & was assigned as a shortcut in the access bar, it will be removed & no longer lead to crashes;
        • If a building is on sale in the Build menu but was later destroyed, it will no longer crash if the build menu is opened;
        • The player will receive the correct feedback after giving a compliment instead of an empty message window;
        • While selling an item in the market, the player will receive the same amount of money whether the “Unload all” button is selected or “Drag & Drop” is used.

    Art

        • General: multiple dark textures fixed

    Patch notes for version: 0.018E – October 2nd, 2017
    Build number: 2165275

    Bug Fixes

        • The building quick accesses will now update when a building is destroyed. Previously, when selecting a business that was destroyed in the access bar it would cause a crash;
        • The game will no longer crash when entering City Hall;
        • A crash caused during a marriage is resolved;
        • The keyboard & mouse input will be cleared when doing a “Alt+Tab”;
        • Improved the responsiveness of actions with the mouse in the Business Menu;
        • Building quick access slots can now be reassigned;

    Patch note for version: 0.018d – September 29th, 2017
    Build number: 2159566

    Bug Fixes

        • You will now be able to see your transports in other businesses that you own;

    Balancing

        • For the scenario maps Magdeburg, Augsburg & London: In order to increase the raw materials at the markets, the lumberyard, mine & quarry will now start with 100 resources of each type in their front store as well as two carts in the storage.

    Performance

        • In order to enhance the game performance, it will now use the graphics card first & then the onboard video card.

    Patch note for version: 0.018C – September 28th, 2017
    Build number: 2155932

    Bug Fixes

        • The business menu no longer closes after a non-selected employee leaves the business;
        • The game no longer remains in a Pause status after re-loading a game;
        • Enabled “+” & “-” buttons in the options menu for the sounds & textures quality & reconnected 3 levels of quality textures;
        • Modified the description of the extra “Front Store Slots” in the addon menu;
        • Corrected multiple misspellings for both German & English strings;

    Balancing

        • Selling items in the frontstore could generate too much xp in short time, if the demand for that item in the population was high

    Art

      • Characters: Textures adjustments & skinning fixes
      • Scenario map Magdeburg: Small road fix in a market