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Scandal781:
Indeed It seems that corruption is sneaking around but unfortunently recover don't work. When we try it, some troubles are spotted and it appear to work BUT then we can do it AGAIN. Which means that we can recover 10 times. And then when we check to verify, it's still the same, corruption don't want to leave, we can do it over and over.
Post edited June 07, 2019 by zwem
high rated
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.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

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.

Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.

Known Issues
- There still are cases where the game could crash when you try to join or host a multiplayer game.
- Right now if the host leaves the game or is destroyed, the multiplayer game is over.
- Building Addons are capped at 8, no matter what level your building is.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
avatar
Scandal781:
It still don't work. I can not join anyone (but they can join me) when I try I got "kicked" BUT each time when I come back I'm here 2 times (Yes, even 4) after leaving I'm still in the fight, whatever I leave or not, I'm staying. I was able to do only 1 fight. Then it was no longer possible to battle, no one could join me again.

Then recover is still not ok too.
Post edited June 13, 2019 by zwem
high rated
Patch notes for version EA 0.8.5.4 – June 17th, 2019
Build number: 580706

Hi everyone!
With this patch we fixed an issue in the networking library that sometimes caused issues when transmitting data. This should fix most of the problems when trying to join a multiplayer game and other crashes during MP.

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.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

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.

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.

Known Issues
- There still are cases where the game could crash when you try to join or host a multiplayer game.
- Right now if the host leaves the game or is destroyed, the multiplayer game is over.
- Building Addons are capped at 8, no matter what level your building is.
- Saving/Loading and rejoining a multiplayer session is not fully supported yet.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.8.5: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
avatar
Scandal781:
Thank you It's way better, I can fight a few. But I "Lost the Host" 2 times after 10 min. I didn't battle more so I don't know if he just really left or if there is a problem.
So, I wasn't here for a while, came back with the multi (I'm not going to talk about it), and what did I witness, an unexpected deepness problem (which wasn't here), you allowed everyone to rush.

So first I just want to say that more you listen kids feedback more you decrease the level. Most of time kids will ask you to make it easier and faster they are young and don't often handle so well management (and only have around 1 or 2 hours). So obviously if you start to listen them to much it will not be good (Except may be for business, yes they bring more money than me, isn't ?)

So here I'm, before we had to earn money and exp to finally rank up in the society and get new skill, which means that we have to hardwork a lot in our handcrafter house, and manage well our first shop. Today we only spend money to do it (we can buy "rep" so money is enough), we no longer have to take care about our skills.

We could also work with our workers (and not as a worker) which means that it have a real impact. the guy who boat about himself is not earning money, but if you work with your worker you can get more which means that it was already important (according what we planned) to make some bread or not. Now we no longer have to go in any of our commerce.

This is becoming even more ennoying because before we have to be at least resident (maybe even more) before to be able to attack an other dinasty and marry us, so manage and work was really important to begin. Now we can even attack and marry us when we are Yeoman. I mean honestly what is this ? Can it be more easy ?

Yes, even worst, we can beat other dinastie before to be able to apply for an office. It's becoming absurd. So now we just have to rush the market buy a sword and we can beat every other opponents.

Before we have to first build our "empire" and thrive in the society, then fight and defeat other opponent, we could take some offices, and expand our domain. With what you did, it's completly over.

Battles (when we attack a rival) ask few skill so you can win in less than 1 years just by buying an armor, can it be more childish ?

And then at least you could allow us to set a period before to fight (30 min or 1 hour, which is really short for The Guild) but even this we don't have it.

So tell me, what is the problem ? There is still 1 place somewhere, where managers can enjoy deep gameplay or is it over ? The Guild wasn't here for this ?

And then could we finally kick once and for all this bot in multi, when we are 5 guys in a city it's enough, I don't want to have anything else, we have to be able kick them if we want.
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.DV.:
I think that it's more a rank problem. You should just get it way later or have to be a thief.
Post edited June 23, 2019 by zwem
high rated
Patch notes for version EA 0.9.0 – July 2nd, 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.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.
We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

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.

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

Balancing
- 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.
high rated
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.

Known issues
- The game may crash in multiplayer upon returning from the lobby screen to the main menu. We are working on that and will deliver a fix with the next version.
- It may happen that a tooltip remains for a very short time after you already stopped hovering an action. Should be fixed in the next version.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.

What we are planning for the next patch
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.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.0: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
high rated
Patch notes for version EA 0.9.0.1 – 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.

Thanks for your feedback and patience!
Thank you again, there are still some troubles but it's becoming GREAT.
high rated
Patch notes for version EA 0.9.1 – July 25th, 2019
Build number: 583252

Hi all! Today we are releasing the next patch. As you remember we had sickness as a mechanism already in the game a while ago but we took it out again as it wasn’t properly working. Now the plague and friends are back and along with them we changed the way healing businesses work (check-out the PNs below). We also focused on a problem that was mentioned by you all a lot - the amount of trial scenes. That shouldn’t be an issue anymore. Additionally we added an exciting new element to how the needs of the citizens are changing. Check-it out and have fun playing!

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.
1) Open your games library and right-click on "The Guild 3".
2) Click on "Settings".
3) In the following menu switch on the "BETA CHANNELS" far right in the "CONFIGURE GAME" section, so that the channel dropdown appears in the same section.
4) Select "Add private channels" in the channel dropdown.
5) In the following window enter the code "multiplayerbeta" and confirm to make the MP-BETA available.
You can switch between the normal game and the MP-BETA if you choose the appropriate version in the channel dropdown in this window. It then takes a moment for the necessary data to be downloaded before you can play.

We will remove this BETA version as soon as we have firmly integrated the multiplayer mode into the game.
If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer:
- 61111 TCP & UDP
- 36895 TCP & UDP
- 36975 TCP & UDP

You can find these information as well in the FAQs Beta Multiplayer on our webpage!

New features
- One big issue you all mentioned a lot in the forums as feedback are the sheer amount of trial scenes as soon as one of your family members holds an office. That’s why we made a lot of changes to that system. From now on, you will only see trial scenes if they affect the leader, spouse or heir of a dynasty. For your own employees, your office holder will automatically vote for the lowest level of punishment. You can change the verdict still manually in the calendar if you want. You will now clearly see in the calendar if you already submitted a verdict or not. This should make it easier for you to work through your trial backlog.
- Another big mechanism that we reworked and now properly integrated, is the healing services. You can now send your characters to healing businesses when a character is ill, wounded or poisoned. If you are operating a healing business you need to assign an employee to treatment duty. Citizens and of course other AI dynasties will also look for healing services if needed. They will select the business they want to get treated on based on how close the business is, how the relationship to the owner is and also how attractive the business is. You can also manually send your characters to get their ailments treated. The respective actions can be found in the “Urgent” action bar category.
- With the new healing services in place we brought back the influenza, leprosy, and the plague.
- With EA 0.9.1 we added an interesting new aspect to the economy. From now on actions can have an impact on the needs of your citizens. So for instance if there are lots of robberies or attacks the need for weapons will increase. We think this opens up a lot of new interesting combinations like first buying and hoarding weapons, secondly doing lots of aggressive actions and then sell those weapons for much higher prices.
- Cooldown time for buffs and debuffs is now updated live and not only when the tooltip is created.
- We added now information to all the options when you create a new game, so you know what those options will do.
- We changed the skill selection in the character creation screen, so the pop-up is not blocking cursor input anymore upon hovering over different skills.
- You have now the game time panel also available in all the scenes.

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

Balancing
- Adjustments to item min/max price range as well as market profit margins to reduce overpowered profits through trading
- Adjusted some base prices for raw materials
- Adjusted how the market calculates the stock it needs to fulfill the needs of all the citizens.
- Some item production chains and build times have been adjusted, which also affects the prices of these items

Content
- We added 3 new actions to your characters: Get illness treated, Get wounds healed and Get poison cured. You can now send a character for treatment if he or she is sick, injured or poisoned. You can select the building they should go to.
- With patch EA 0.9.1 we launch the brand new scenario map 'Heligoland'. This map is smaller than all other maps so far and its landscape is different as well: it is an island! Enjoy the island Heligoland in the North Sea, which is known and notorious for being the island used as the home port of pirates.

Bug fixes
- Fixed a bug that caused the game to remove the leader from the residence window, after executing the produce offspring action.
- Fixed a bug that caused the game to deduct the costs for the “Bribe an official” action even if the action was canceled because the target was blocked.
- Fixed a bug that caused guards to not react properly when an enemy tried to conquer the guarded building.
- Fixed a bug that started the cooldown for some political action despite the actions were cancelled or no values were changed.
- Fixed a bug that caused the city hall to not show the office tree window correctly.
- Fixed a bug that caused AI dynasty leaders to still be able to produce items despite all workplaces being used already.
- Fixed a bug that caused the game to show an unintended window upon double-clicking while placing a building.
- Fixed a bug that caused the game to mess up the terrain upon placing a building under very weird circumstances.
- Fixed a bug that caused the game to not highlight all city districts and villages accordingly upon pressing the space key.
- Fixed a bug that caused the game to ignore the second port on the Vienna map.
- Fixed a bug that caused the game to not remove the red enemy circle around NPCs after a fight finished.
- Fixed a bug that caused the game to get stuck in the church scene upon adopting more than one child.
- Fixed a bug that caused the game to calculate a trial date wrongly if it’s scheduled for midnight and when the years per round is set > 1.
- Fixed a bug that caused the game to not show all characters in the office voting scene.
- Fixed a bug that caused the game to not show the leave scene button properly which caused players to get stuck in a scene.
- Fixed a bug that caused the game to not hide a tooltip correctly after moving the cursor away from the button.
- Fixed a bug that caused the game to crash upon leaving a building scene while in the meantime the building burnt down.
- Fixed a bug that caused the game to crash upon trying to notify guards during the fight despite no defenders being alive anymore.
- Fixed a bug that caused the game to not show a proper pop-up upon trying to hire employees despite being out of funds.
- Fixed a bug that allowed players to enable/disable the use front store option on spied on buildings.
- Fixed a bug that allowed characters to use romance actions with characters within a building.
- Fixed a bug that caused the building limit to be shown in the residence tooltip.
- Fixed a bug that caused the victory window to show up beneath the trial UI.
- Fixed a bug that caused the game to always ask whether changes should be saved for a trade route despite no changes have been done.
- Fixed a bug that caused scroll bars to remember their position of the previous shown tutorial window.
- Fixed a bug that caused AI Dynasties to end alliances even though they had a good relationship
- Fixed a bug that caused the action “Extort protection money” to collect too much money at once.

Multiplayer - Bug fixes
- Fixed a bug that caused the client to crash upon being kicked by the host, while joining a game.
- Fixed a bug that caused the game to not properly propagate to all clients that the host disconnected.
- Fixed a bug that caused the game to keep characters on the map despite being already dead in multiplayer games.
- Fixed a bug that allowed players to start multiplayer games without entering a name for the lobby.
- Fixed a bug that caused characters to walk beneath bridges in multiplayer games.
- Fixed a bug that caused the game to freeze upon clicking the cancel button while joining a multiplayer game.

Known issues
- Right now, the animation cut scenes for the Herb Hut and the Hospital don’t work properly and cannot be used to get healthcare services.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder "c:\Users\[USERNAME]\Saved Games\Guild3\" (standard under Windows).
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your library, then Properties - "More" - Manage Installation - VERIFY/REPAIR
Join our official Discord server (link) where you can meet us (that is, when we take a break from developing games) and other players to chat about the game.
high rated
What we are planning for the next patch
As there were a lot of performance and stability issue reports we are fully focusing on improving performance and stability of the game again. Also all your feedback regarding the economy will be tackled. Additionally we are going to add an autosave functionality to the game.

A short outlook…
We want to make the sovereign position and how to obtain it more interesting. So we will tackle that topic next.

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We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.1: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
Ok, it start to be pretty well but multi yet have some problems, sometimes Guest are kicked after 10 min even when we are still in the lobby, thank you