Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Guild 3

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,462
Location
Clogging the Multiverse with a Crowbar
The Guild 3 switches developer:

https://steamcommunity.com/games/311260/announcements/detail/1682539981261567547

THQ Nordic raises development resources for The Guild 3
20 June - Scandal
Vienna, Austria, June 20th 2018: To make sure, The Guild 3 will leave Early Access In due course, an additional development Studio, called Purple Lamp, based in Vienna, will add it’s experience and workforce to the project. Purple Lamp is a newly formed studio, consisting of veteran developers, who have worked on various titles before at Austrian publisher/developer Sproing, among others.

Based on the work GolemLabs has done so far, the new studio will solve any problems as well as integrate planned features such as multiplayer, societies and the sovereign-mechanic into the game in the following months. Harald Riegler, CEO of Purple Lamp, says „The Guild is a fantastic franchise and we're proud to contribute both our experience and our personal passion for strategy games to deliver the game that fans are hoping for.“

Jean-René Couture, CEO GolemLabs adds: “For the past few years, the folks here at GolemLabs had the huge honor to work on The Guild 3. However, the very last remaining stretch of development will be done under the care and reigns of THQ Nordic. So, from now on, GolemLabs will eagerly and proudly be waiting for the release of The Guild 3. For us here at GolemLabs, it is time to embark on new and exciting adventures.“

Also, new patch:

Patch notes for Version: EA 0.5.1 on June 20th, 2018
20 June - Scandal
Steam version number: 2865486

New Feature
- 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.

Known issues
- Some players have reported that they can not start the game anymore. We have an idea of why it might be and will look at it.
- The building construction mode is unfortunately not yet optimal: under certain circumstances, a building is erected at a location other than selected.
- Hiding buildings and vegetation, when the camera is close to the object, currently has the unwanted effect that mountains are hidden and you can see the unprocessed level underneath. We will gradually revise the maps, so you will not have this effect anymore.

Important Message
After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as "incompatible". If you have problems with loading or saving, then we recommend deleting all files from the folder named "Games", where all of your saved games are stored.
It is possible that some of the issues that you encounter but other players not, are causes by missing or corrupt files. In this case it may help if you do the following: right click "The Guild 3" in your Steam library and then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES


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.

**********
Your feedback counts!
If you can spare some time for the following little survey regarding the changes in patch EA 0.5.1 you would help us a lot: Google Form
Please note: we have no intents of collecting data other than your feedback - you remain completely anonymous. This survey ends on July 1st, 2018.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
That's honestly good news.
Judging from the reviews, the game is in an utterly terrible state. And by far not just because of Early Access.
The developers just seemed fully incapable, not even recognizing what made the original games fun.
Add to that the snail paced development and it was clear that something very wrong was going on there.

So, yeah, hopefully the new devs will do better.

Of course, it is also possible that the foundation is already so broken that nothing can fix it, but we'll see.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
Normally that's impossible. A new team of developers cannot fix the crap someone leaved behind for them.

There was just recently such a case with ROKH on Steam and prediclably, tanked. The shunned developer later spoke up that it was the publisher who stopped and the tried to blame someone else. Now no one knows who is to blame but the alleged "game doctors" were the joke of the century.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well, all that can be said is that the original devs couldn't make it.
It's not like there is a way the new ones can do even worse, so it either gets better or stays shit - but I don't see how it could get worse :lol:
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
10eef38a0d8d2e14ff50d1b1391aac1b.jpg
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Wow, they are still releasing some kind of dev diearies even after they changed developers
December 21, 2018 – Patch EA 0.7.0
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.
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
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.


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:

  • 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


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.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
Yeah, the guys who took over are actually doing pretty nice job trying to salvage this thing. 3-4 more patches and it might become actually playable.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Hello everyone,

It’s been a few months now that Purple Lamp Studios took over working on The Guild 3. It has been a pretty wild ride for the new team and probably for you all as well. ;)
Getting into a very big code base, the tools and of course also the evaluation of the overall design decisions has been a tough task and it still is. As you might remember, preparing the game code so it can get up to a proper development speed and, at the same time, starting to improve controls and general user experience has been a big challenge for the new team. After that, they were able to move on to fixing bugs, performance, economy and lately the action system.

All your encouraging comments, suggestions, fan mails we receive, bug reports and your constructive feedback in the forums and surveys helped the team more than you might think. It’s incredibly motivating! Rest assured that the team doesn’t take that for granted and that they are putting lots of energy into getting updates out as regularly as possible and in the best possible shape.

We are writing this to thank you all! Thank you for your patience! Thank you for sticking with us! Thank you for all the kind words!

We value that big time!

THQ Nordic & Purple Lamp Studios
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Yeah, the guys who took over are actually doing pretty nice job trying to salvage this thing. 3-4 more patches and it might become actually playable.
I really hope so. I played the original Guild over the Christmas holiday and it holds up pretty well if you can get it to not crash. I really want a good sequel.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Some insight into new patch and what is happening with the game
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!
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
  • 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.


Known issues
  • Buildings are decaying over time, so they should be repaired from time to time. But the npc dynasties are currently ignoring the decay of their buildings so that their buildings eventually collapse.


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:

  • 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


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.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think, given a couple more months, this game will reach a state that it should have been in when it went early access...
So, maybe in 2020, this could be playable?
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
I think, given a couple more months, this game will reach a state that it should have been in when it went early access...
So, maybe in 2020, this could be playable?
I hope so! Gonna test in in the future, but for now I'll wait for politics to be fully implemented in, as it's one of the core features of "The Guild" experience.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,096
Location
Bavaria
imo The Guild 3 is playable, fun and relaxing.

initially I was pretty disappointed because this game is way less sandboxy than I expected, which shows in a multitude of ways.
also the time implementation is beyond retarded. one day takes up not only ~3 months, but also up to 4 years??? ( I set one round to 1 year, default setting was 4 years. on the first day it was spring 1400. the next day it was summer 1401. the day after autumn 1402. and so on.... )
why even include 24 hours, seasons and years if they don't make the least little bit of sense?!
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
That's how it was in Guild 2 also, which annoyed a lot of people since Guild 1 had all 4 seasons in one year. It annoyed people and there were mods for that.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So after devs changed are there some good changes or just a quagmire?
Well, the patches keep coming much faster, the overall score (which was below 40% IIRC) is up to 48% and the recent score is 58%.
So I'd say the direction has improved significantly.

I know that is still not a great score, but you have to consider the abysmal state the game was in. And combine that with the fact that only very few people will even touch the game at this point.
Getting a game out of such a super low score region might not even be possible, even if they turned it into everything The Guild always promised to be (and always kinda failed at, if we're honest).
 
Last edited:

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Is the game even relatively playable? i mean, compared to Guild 2 Renaissance?
Every game is playable compared to THAT bugfest.
Well, every game except Guild 3, probably. According to recent reviews, at least, while the bugs are decreasing by the week, they are still many.

Honestly, take another look by the end of the year.

Really makes you wonder what the hell the original devs were doing that even so many months after another dev took over, they still have so many bugs.
Sounds to me like the original team was completely disorganized.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Surpisingly, they still release some kind of early access patches. You miserable and naive fools, who bought it, any insight on developement and how game looks right now?
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.


Known Issues
  • Some interior scenes, in particular the scenes for the guilds, are broken and/or have missing textures. We are already working on that.


Important information
The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “c:\Users\[USERNAME]\Saved Games\Guild3\” (standard under Windows).
Multiplayer: If you have a restrictive firewall then you may have to manually open the following outgoing ports to be able to play in multiplayer: 61111 TCP & UDP, 36895 TCP & UDP, 36975 TCP & UDP. You can find this information as well in the FAQs Multiplayer on our webpage!
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can 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 to uninstall the game and then manually delete the folder “C:\Users\[USERNAME]\AppData\Local\Guild3\” (or “C:\Users\[USERNAME]\Documents\Guild3\”). Then re-install the game.
Join our official Discord server (https://discord.gg/CGnN2Vb) 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
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.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So after devs changed are there some good changes or just a quagmire?
Well, the patches keep coming much faster, the overall score (which was below 40% IIRC) is up to 48% and the recent score is 58%.
So I'd say the direction has improved significantly.
Half a year later, and both scores have improved by +3% :lol:
If it continues like this, I would say we could have a good game to play in ~5 years.

One has to wonder what is going on behind the scenes here. It is rare for a game that is developed by non-hobbyists to advance this slowly.
 
Last edited:

Country_Gravy

Arcane
Patron
Joined
Mar 24, 2004
Messages
3,406
Location
Up Yours
Wasteland 2
So after devs changed are there some good changes or just a quagmire?
Well, the patches keep coming much faster, the overall score (which was below 40% IIRC) is up to 48% and the recent score is 58%.
So I'd say the direction has improved significantly.
Half a year later, and both scores have improved by +3% :lol:
If it continues like this, I would say we could have a good game to play in ~5 years.

One has to wonder what is going on behind the scenes here. It is rare for a game that is developed by non-hobbyists to advance this slowly.
You should check out the Star Citizen thread!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom