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Steam News2 November 20187y ago

Patch notes for version EA 0.5.8 – November 2nd, 2018

Steam build number: 563431 New features - We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets.

Full notes

Full The Guild 3 update

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What changed

0 fixes0 additions1 change0 removals
  • UI and audio
changedSteam build number: 563431 New features - We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon. After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun. - With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit. - We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information. - We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches. - We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot. - We started reworking some of the usable items and actions and added cooldowns to some of them. - We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation. - With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks. New features (under the hood) - We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat. - Our new “actor value system” and “modifier effects” can now also be used by items and skills. - Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity. Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems. Bug fixes - Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction. - Fixed a bug that caused NPCs to remain in front in a house that they just burned down. - The game doesn’t react on mouse wheel input

The Guild 3 changes

changedSteam build number: 563431 New features - We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon. After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun. - With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit. - We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information. - We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches. - We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot. - We started reworking some of the usable items and actions and added cooldowns to some of them. - We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation. - With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks. New features (under the hood) - We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat. - Our new “actor value system” and “modifier effects” can now also be used by items and skills. - Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity. Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems. Bug fixes - Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction. - Fixed a bug that caused NPCs to remain in front in a house that they just burned down. - The game doesn’t react on mouse wheel input

Steam build number

563431 New features - We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon. After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun. - With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit. - We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information. - We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches. - We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot. - We started reworking some of the usable items and actions and added cooldowns to some of them. - We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation. - With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks. New features (under the hood) - We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat. - Our new “actor value system” and “modifier effects” can now also be used by items and skills. - Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity.

Please note

The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of the employee automation system and other core systems. Bug fixes - Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction. - Fixed a bug that caused NPCs to remain in front in a house that they just burned down. - The game doesn’t react on mouse wheel input

Source

Steam News / 2 November 2018

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