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Steam News25 November 20205y ago

Patch notes for EA 0.9.12 “Welcome to the late Middle Ages” – November 25, 2020

Build number: 611029 Hello everyone! Here it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes.

Full notes

Full The Guild 3 update

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

What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
addedHere it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)
addedPlease note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!
addedNew features - We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path. - Food Preparation Skill Path: -- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets. -- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles. -- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches -- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood - Handicraft Skill Path: -- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings. -- new profession: the tinker extracts copper from ore and uses it to manufacture various goods. - Scholarship Skill Path: -- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-) -- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below. -- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination. -- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it... - Rogue Skill Path: -- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum. -- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building. --

The Guild 3 changes

  • Roguehero
addedHere it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)
addedPlease note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!
addedNew features - We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path. - Food Preparation Skill Path: -- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets. -- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles. -- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches -- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood - Handicraft Skill Path: -- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings. -- new profession: the tinker extracts copper from ore and uses it to manufacture various goods. - Scholarship Skill Path: -- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-) -- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below. -- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination. -- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it... - Rogue Skill Path: -- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum. -- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building. --

Build number: 611029

Hello everyone!

Here it finally is, the long awaited patch EA 0.9.12 with many new features and bug fixes. In addition to new professions, new actions, new items, new animations, new dialogues and the implementation of religion, we have further optimized the AI dynasties, we have reworked the tutorial and we made first improvements on the guilds. Another big innovation is that from now on a clear distinction is being made between village and town: only the smaller businesses (crude craftsman hut, butcher, etc.) can be built in the village and only the higher leveled businesses (blacksmith, inn, etc.) can be placed on city grounds. In addition to the innovations listed in these patch notes, you will find some more surprises in the game - so you can be curious :-)

Please note: We are aware that because of the huge amount of new features, EA 0.9.12 is not perfectly balanced and that it comes along with some new bugs. But we didn't want to keep you waiting any longer. In the upcoming versions we will focus on balancing and bug fixing the changes introduced with EA 0.9.12. We have invested a lot of time and energy in this big update for The Guild 3 and we hope that you’ll enjoy it!

New features - We have implemented the new professions into the four professional skill paths and revised the skill paths as well. You will surely notice that the lower businesses in particular produce intermediate products for higher leveled businesses, also for businesses outside their own skill path. - Food Preparation Skill Path: -- new profession: the orchardist harvests fruits and collects honey in the grove. They use them to make drinks and sweets. -- new profession: the fisher catches perch, pike and trout in the fishing spots near ponds, lakes and rivers. In addition to the obligatory fish dishes, they also offer fish oil and bone needles. -- new action: “Go fishing” (skill of the fisher) enables you to go fishing yourself and make some interesting catches -- new action: “Go hunting” (skill of the butcher) makes it possible for your family members to hunt in the brushwood - Handicraft Skill Path: -- new profession: the potter makes goods from clay and stone. One of these is the “strong latch” that can be attached to buildings. -- new profession: the tinker extracts copper from ore and uses it to manufacture various goods. - Scholarship Skill Path: -- new profession: the barber makes oils and soaps from jasmine, wild rose and bat blood and also offers customers bathes and hair cuts. Currently, customers are still bathing in their clothes :-) -- new profession: the preacher has a preacher's hut for the village and one for the city. They preach and can even try to "convert" people of other denominations. We will go into more detail on religion below. -- new action: with “Convert someone” (preacher's skill; named differently depending on the denomination) you can try to convert another character to your denomination. -- new action: with “Hold public prayer” (preacher's skill) you can gain reputation and influence among your fellow believers in your area, but the other denominations will not like it... - Rogue Skill Path: -- new profession: the minstrel entertains people with musical performances on shawm, fiddle, bagpipe and drum. -- new profession: the gravedigger sends their somewhat strange-looking employees to the cemetery to “excavate” the ingredients for his even stranger products. One of these products is the “Skull lamp” that you can set up in front of a competitor's building. --

Source

Steam News / 25 November 2020

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