What changed
0 fixes0 additions1 change0 removals
changedSteam build number: 570978 As already mentioned in our last community update we were skipping the EA 0.7.2 version. All the changes we had in the EA 0.7.2 are included in the EA 0.7.3 version. We are all very excited about your feedback as we changed and added a lot in EA 0.7.3. The combat system and most of the related actions (eg. guarding) were completely reworked. You will see the first draft of our new AI system in the game. We added new life into the game by adding scenario intros, lots of sounds and voice overs. There are lots of other changes in that version as well, which you can check-out in the patch notes below. Have fun! New features - We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights. - With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters. - Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing. - A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground. - The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games. -- Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed. -- After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character. - We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight. - Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked. - The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken. - With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before. - We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps
The Guild 3 changes
changedSteam build number: 570978 As already mentioned in our last community update we were skipping the EA 0.7.2 version. All the changes we had in the EA 0.7.2 are included in the EA 0.7.3 version. We are all very excited about your feedback as we changed and added a lot in EA 0.7.3. The combat system and most of the related actions (eg. guarding) were completely reworked. You will see the first draft of our new AI system in the game. We added new life into the game by adding scenario intros, lots of sounds and voice overs. There are lots of other changes in that version as well, which you can check-out in the patch notes below. Have fun! New features - We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights. - With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters. - Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing. - A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground. - The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games. -- Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed. -- After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character. - We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight. - Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked. - The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken. - With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before. - We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps
Steam build number: 570978 As already mentioned in our last community update we were skipping the EA 0.7.2 version. All the changes we had in the EA 0.7.2 are included in the EA 0.7.3 version. We are all very excited about your feedback as we changed and added a lot in EA 0.7.3. The combat system and most of the related actions (eg. guarding) were completely reworked. You will see the first draft of our new AI system in the game. We added new life into the game by adding scenario intros, lots of sounds and voice overs. There are lots of other changes in that version as well, which you can check-out in the patch notes below. Have fun! New features - We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights. - With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters. - Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing. - A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground. - The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games. -- Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed. -- After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character. - We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight. - Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked. - The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken. - With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before. - We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps