What changed
0 fixes0 additions1 change0 removals
changedSteam 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
The Guild 3 changes
changedSteam 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
Steam 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