What changed
1 fix2 additions1 change0 removals
addedPlease support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker . Please do not forget to add save games or crash-dumps, where available, see link to forum
fixedHighlights & OverviewNew features : With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses! Content & Balancing : We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders. Bug fixes : While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!
addedHighlights & OverviewInformation for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.
changedNew featuresFrom now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences. - Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors... - We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions. - The layout, kind of furniture and lighting of the interiors depends
The Guild 3 changes
addedPlease support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker . Please do not forget to add save games or crash-dumps, where available, see link to forum
fixedNew features : With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses! Content & Balancing : We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders. Bug fixes : While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!
addedInformation for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.
changedFrom now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences. - Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors... - We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions. - The layout, kind of furniture and lighting of the interiors depends
Build number: 636414
Hello dear homeowners,
The development and stabilizing of patch EA 0.9.16 took us longer than we all wished, but reworking a lot of the engine's core functionalities and the game's core systems to achieve moveable and interactable interiors and exteriors is not easily done. But finally, here it is: "Home Sweet Home"!
As mentioned above, we had to dig deep into the core. This is why we sadly can't be sure that we and our QA were able to find and extinguish all possible issues caused by our changes during the stabilizing phase. And we also have a small list of known issues that we still want to work on in the next few days. This is why we are already preparing to bring out a small patch before Xmas this year.
Please support us with this and enter the issues you find in our bug tracker - together we will manage to drive out the biggest bugs in this version in the coming weeks: Redmine bugtracker. Please do not forget to add save games or crash-dumps, where available, see link to forum
Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.
Highlights & Overview
New features
With patch EA 0.9.16, among others, we bring you interiors for your residences, family life for your dynasty members, more NPC behaviors and work animations in the exterior areas of all businesses!
Content & Balancing
We continued with our efforts in upgrading the AI and the balancing of the economy. Beside that, we implemented dozens of new animations, objects and sounds and we upgraded a lot of textures and shaders.
Bug fixes
While working on the features of patch EA 0.9.16, we - again - fixed a loooot of bugs, including crashes and issues with the multiplayer mode!
Information for hurried readers: We have implemented 4 new hotkeys: H = select the Avatar, J = select the left hand, K = select the right hand, O = open/leave the interior.
We value your feedback!
Please support us and take the time to give reviews. Thank you very much! If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.9.16: Link to the survey Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
New features
- From now on, you’ll see no more workers looping the same work animation on the same workplace in the exteriors of all businesses, resource producers (mine, quarry, lumberyard) and natural resources (brushwood, grove, cemetery, fishing spot). Instead, every worker has a working behavior that lets them walk between workplaces and perform different animations in sequences. - Characters who enter a building are walking all the way from the street connection point to the building's main door. If a character is riding a horse or is using a cart, then the horse or the cart becomes invisible as soon as entering the exterior; we decided to do so because before we changed that, we constantly saw the horse carts of the transporters waltz over the workers in the building's exteriors... - We have implemented interiors for all cottages (formerly country/farm houses), houses, patrician houses (formerly city houses) and mansions. - The layout, kind of furniture and lighting of the interiors depends