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Steam News7 October 20205y ago

Patch notes for EA 0.9.11 “Hear! Hear! A monopoly is near!” – October 7th, 2020

Build number: 608190 Hello everyone! It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far.

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 fix1 addition0 changes0 removals
  • Fixes
  • UI and audio
fixedHello everyone! It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far. Honestly, we are also a bit nervous and excited because we changed something that you all have been using probably the most when playing - the production system. Goal of this massive change was to streamline production and also significantly improve the associated user interfaces. But that’s not all of it, we also introduced the renting of resource producer-feature and the beloved town crier. On top of all that, we added some smaller features, fixed lots of bugs and made some decent progress on the AI. We are really looking forward to your feedback especially for the new production system and the renting of resource producers! It would greatly help us if you would fill out the survey mentioned at the end of this patch notes. Enjoy and let us know what you think!
addedNew features - We introduced a new production system along with a completely overhauled UI for all buildings in the game. The new system’s core is the so-called “Order list”. Instead of assigning items individually to every worker, you define an order of items you want to have produced. Your diligent workers will distribute the work between them and try to fulfill the order list. Another big convenience improvement is that your workers will automatically produce the intermediate items, needed for your items in the order list. This way you can fully focus on what you want to produce instead of all the different items that are needed as ingredients. In service oriented buildings you are of course able to define how many of your employees should focus on serving customers. - You can freely change the order of the items in the order list. If you want to produce a certain set of items several times, you can loop that list until you decide to change or stop it. You can also set the production to automatic. This way, you should have complete freedom on how strongly you want to micromanage your businesses. - In order to be able to introduce this new way of producing items, we also completely reworked all the building user interfaces. As you will see, most of the different menu options can be found in the top bar of the building UI. Some of the actions that were located in the building UI moved down to the action bar, so you can access them without even opening the building UI. For quality of life we introduced a bunch of filters for showing the respective characters in your building, so it’s easier for you to see who’s in the building and what they are up to. - One thing that in our opinion was missing already for a very long time was a feature to actually see the stats of a building. You were able to upgrade them but you never saw actually what’s the impact. So you are now able to open (similar to the character info window) a building info window, which lists all the relevant attributes. - Businesses need to be fed with resources. So it’s time to control the base of the economy and get a grip on those resource producers. With EA 0.9.11, you are now able to bid over the control of the mine, quarry and lumberyard. If you come out first, you will have control over staffing, production and storage rules, for a limited period of time. - Another

The Guild 3 changes

fixedHello everyone! It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far. Honestly, we are also a bit nervous and excited because we changed something that you all have been using probably the most when playing - the production system. Goal of this massive change was to streamline production and also significantly improve the associated user interfaces. But that’s not all of it, we also introduced the renting of resource producer-feature and the beloved town crier. On top of all that, we added some smaller features, fixed lots of bugs and made some decent progress on the AI. We are really looking forward to your feedback especially for the new production system and the renting of resource producers! It would greatly help us if you would fill out the survey mentioned at the end of this patch notes. Enjoy and let us know what you think!
addedNew features - We introduced a new production system along with a completely overhauled UI for all buildings in the game. The new system’s core is the so-called “Order list”. Instead of assigning items individually to every worker, you define an order of items you want to have produced. Your diligent workers will distribute the work between them and try to fulfill the order list. Another big convenience improvement is that your workers will automatically produce the intermediate items, needed for your items in the order list. This way you can fully focus on what you want to produce instead of all the different items that are needed as ingredients. In service oriented buildings you are of course able to define how many of your employees should focus on serving customers. - You can freely change the order of the items in the order list. If you want to produce a certain set of items several times, you can loop that list until you decide to change or stop it. You can also set the production to automatic. This way, you should have complete freedom on how strongly you want to micromanage your businesses. - In order to be able to introduce this new way of producing items, we also completely reworked all the building user interfaces. As you will see, most of the different menu options can be found in the top bar of the building UI. Some of the actions that were located in the building UI moved down to the action bar, so you can access them without even opening the building UI. For quality of life we introduced a bunch of filters for showing the respective characters in your building, so it’s easier for you to see who’s in the building and what they are up to. - One thing that in our opinion was missing already for a very long time was a feature to actually see the stats of a building. You were able to upgrade them but you never saw actually what’s the impact. So you are now able to open (similar to the character info window) a building info window, which lists all the relevant attributes. - Businesses need to be fed with resources. So it’s time to control the base of the economy and get a grip on those resource producers. With EA 0.9.11, you are now able to bid over the control of the mine, quarry and lumberyard. If you come out first, you will have control over staffing, production and storage rules, for a limited period of time. - Another

Build number: 608190

Hello everyone! It has been a while, but we think it was worth the wait. EA 0.9.11 is probably one of the most impactful patches of The Guild 3 so far. Honestly, we are also a bit nervous and excited because we changed something that you all have been using probably the most when playing - the production system. Goal of this massive change was to streamline production and also significantly improve the associated user interfaces. But that’s not all of it, we also introduced the renting of resource producer-feature and the beloved town crier. On top of all that, we added some smaller features, fixed lots of bugs and made some decent progress on the AI. We are really looking forward to your feedback especially for the new production system and the renting of resource producers! It would greatly help us if you would fill out the survey mentioned at the end of this patch notes. Enjoy and let us know what you think!

New features - We introduced a new production system along with a completely overhauled UI for all buildings in the game. The new system’s core is the so-called “Order list”. Instead of assigning items individually to every worker, you define an order of items you want to have produced. Your diligent workers will distribute the work between them and try to fulfill the order list. Another big convenience improvement is that your workers will automatically produce the intermediate items, needed for your items in the order list. This way you can fully focus on what you want to produce instead of all the different items that are needed as ingredients. In service oriented buildings you are of course able to define how many of your employees should focus on serving customers. - You can freely change the order of the items in the order list. If you want to produce a certain set of items several times, you can loop that list until you decide to change or stop it. You can also set the production to automatic. This way, you should have complete freedom on how strongly you want to micromanage your businesses. - In order to be able to introduce this new way of producing items, we also completely reworked all the building user interfaces. As you will see, most of the different menu options can be found in the top bar of the building UI. Some of the actions that were located in the building UI moved down to the action bar, so you can access them without even opening the building UI. For quality of life we introduced a bunch of filters for showing the respective characters in your building, so it’s easier for you to see who’s in the building and what they are up to. - One thing that in our opinion was missing already for a very long time was a feature to actually see the stats of a building. You were able to upgrade them but you never saw actually what’s the impact. So you are now able to open (similar to the character info window) a building info window, which lists all the relevant attributes. - Businesses need to be fed with resources. So it’s time to control the base of the economy and get a grip on those resource producers. With EA 0.9.11, you are now able to bid over the control of the mine, quarry and lumberyard. If you come out first, you will have control over staffing, production and storage rules, for a limited period of time. - Another

Source

Steam News / 7 October 2020

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