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Steam News31 May 20197y ago

Patch notes for version EA 0.8.5 – May 31st, 2019

Steam build number: 579904 Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer!

Full notes

Full The Guild 3 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions0 changes0 removals
  • Server
fixedSteam build number: 579904 Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy! 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 "Properties" and in the following menu on the tab "BETAS". 3) Enter the code "multiplayerbeta" and then click on "CHECK CODE". 4) Now choose “mp-beta” in the beta dropdown above the input field. You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. 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 the current version of the 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 - Multiplayer enabled (in the BETA version, please see above!). So from now on you are able to host and join Multiplayer games. What’s not yet in is the correct host migration, the chat in the game and reconnecting to a MP game but we are currently working on those features. In order to be able to enable MP we further changed: -- As there were lots of issues related to the game’s speed settings throughout the whole game in multiplayer, we removed the possibility to increase or decrease the game speed in multiplayer games. -- We also updated the way the login flow works. A lobby will only show up after the host has finished loading. As long as a client is connecting to the game, the host can’t start it. -- One bigger change we had to do was the way pausing works in the game. Unfortunately pausing hasn’t really paused the game, which created lots of issues in multiplayer and singleplayer (eg. building placement while paused, buying add-ons while paused, etc.). Unfortunately it’s not a trivial issue. So in order to make especially MP work properly, we changed that while in pause you are not able to use any functionality other than un-pausing the game. You can still hide the UI to take nice screenshots by pressing ALT+h. -- References of destroyed buildings to routes are cleaned up correctly now, so they are properly cleaned up in MP games. -- Props are now correctly synced when they are removed between host and clients. -- Sounds weren’t initialized on clients, so only the host was able to hear sounds. We changed that.

The Guild 3 changes

fixedSteam build number: 579904 Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy! 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 "Properties" and in the following menu on the tab "BETAS". 3) Enter the code "multiplayerbeta" and then click on "CHECK CODE". 4) Now choose “mp-beta” in the beta dropdown above the input field. You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. 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 the current version of the 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 - Multiplayer enabled (in the BETA version, please see above!). So from now on you are able to host and join Multiplayer games. What’s not yet in is the correct host migration, the chat in the game and reconnecting to a MP game but we are currently working on those features. In order to be able to enable MP we further changed: -- As there were lots of issues related to the game’s speed settings throughout the whole game in multiplayer, we removed the possibility to increase or decrease the game speed in multiplayer games. -- We also updated the way the login flow works. A lobby will only show up after the host has finished loading. As long as a client is connecting to the game, the host can’t start it. -- One bigger change we had to do was the way pausing works in the game. Unfortunately pausing hasn’t really paused the game, which created lots of issues in multiplayer and singleplayer (eg. building placement while paused, buying add-ons while paused, etc.). Unfortunately it’s not a trivial issue. So in order to make especially MP work properly, we changed that while in pause you are not able to use any functionality other than un-pausing the game. You can still hide the UI to take nice screenshots by pressing ALT+h. -- References of destroyed buildings to routes are cleaned up correctly now, so they are properly cleaned up in MP games. -- Props are now correctly synced when they are removed between host and clients. -- Sounds weren’t initialized on clients, so only the host was able to hear sounds. We changed that.

Steam build number: 579904 Hi all! Next version incoming. So what’s the biggest thing we added in this version. Well, it’s the Multiplayer! We call it still a Multiplayer Beta and it’s only enabled on a separate stream (see details below). There are a few things still missing for having a good MP experience and there are also still some bugs in there. Nevertheless we decided that it’s time that you all can also start playing with your friends. In order to make MP and SP less error prone we had to also make some changes regarding the way pausing works in the game. There were A LOT of bugs we resolved for MP as you can find in the bug fixes section below. Enjoy! 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 "Properties" and in the following menu on the tab "BETAS". 3) Enter the code "multiplayerbeta" and then click on "CHECK CODE". 4) Now choose “mp-beta” in the beta dropdown above the input field. You can switch between the normal game and the mp-beta if you choose the appropriate version in the beta dropdown. 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 the current version of the 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 - Multiplayer enabled (in the BETA version, please see above!). So from now on you are able to host and join Multiplayer games. What’s not yet in is the correct host migration, the chat in the game and reconnecting to a MP game but we are currently working on those features. In order to be able to enable MP we further changed: -- As there were lots of issues related to the game’s speed settings throughout the whole game in multiplayer, we removed the possibility to increase or decrease the game speed in multiplayer games. -- We also updated the way the login flow works. A lobby will only show up after the host has finished loading. As long as a client is connecting to the game, the host can’t start it. -- One bigger change we had to do was the way pausing works in the game. Unfortunately pausing hasn’t really paused the game, which created lots of issues in multiplayer and singleplayer (eg. building placement while paused, buying add-ons while paused, etc.). Unfortunately it’s not a trivial issue. So in order to make especially MP work properly, we changed that while in pause you are not able to use any functionality other than un-pausing the game. You can still hide the UI to take nice screenshots by pressing ALT+h. -- References of destroyed buildings to routes are cleaned up correctly now, so they are properly cleaned up in MP games. -- Props are now correctly synced when they are removed between host and clients. -- Sounds weren’t initialized on clients, so only the host was able to hear sounds. We changed that.

Source

Steam News / 31 May 2019

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