What changed
0 fixes0 additions1 change0 removals
changedBuild number: 581775 Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added! 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 in 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 - One very often requested feature has now been implemented - The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all. - With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction). - In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check
The Guild 3 changes
changedBuild number: 581775 Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added! 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 in 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 - One very often requested feature has now been implemented - The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all. - With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction). - In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check
Build number: 581775 Hi all! Today, we are probably releasing the biggest update, since we took over development of the Guild 3. Before we can jump into the patch notes, we wanted to drop a few words regarding Multiplayer. We received lots of comments, that we should focus on single player instead of multiplayer. We understand that from a player’s point of view. Nevertheless for development reasons we had to make the choice to also work on multiplayer now, because integrating MP at the end of development would have been very complex and very likely error-prone. Anyways as you will see with this patch, we are of course focusing on both modes. So what’s added in EA 0.9.0? Well, check-out the patch notes below. We hope you enjoy everything we added! 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 in 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 - One very often requested feature has now been implemented - The new storage keeper. The UI was entirely reworked. You can now define for every item, how many you want to keep in your storage, how many items should be sold via the front store and you can also modify the sale price in the front store per item. Items are pre-filtered fitting to the business. You can change those filters so you have absolute control. You can also set per item if they should be sold at all. - With the new storage rules we are also releasing in EA 0.9.0 the long awaited rework of manual trade routes! Setting up trade routes is now way less complex but also less error prone. To assign an automatic or manual trade route, just click on the wheel icon right next to a transporter. It will open a new UI, in which you can assign existing (saved per building) trade routes, or set up a new one. You can also assign the automatic route to the transporter. From now on you can select more waypoints, you can define the maximum amount of items per slot. Upon finishing a trade route, the transporter will send you a notification if there had been issues on that trade route (if he/she wasn’t able to at least fulfill one transaction). - In order to make routes more fail-safe, transporters will from now on not instantly leave, just because they weren’t able to buy all items yet. They will have a wait time and will do another check for item availability before they are leaving. Transporters will now also regularly check