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With this patch we are directly jumping from 0.6.0 to 0.7.0 as we are introducing a major change on how you are able to play with your family. Beside that, production of goods is now limited to business buildings while you can produce special items in your residence. In order to be able to do that, we had to touch many parts in the code. We are all really excited about the version and hope that you are as well!
New features - Here it is. From EA 0.7.0 you are now able to play with all your family members (from the age 5 on). They will show up as a portrait above your residence. The actions a character can execute depend on his/her status. There is a difference between Leader, Spouse, Heir, juvenile or adult other family members. Adults can work in your businesses like employees can. Children have a set of special children actions available which can come in handy as you will see. On the upper left we updated the quick access UI, so you are able to quick select your leader, spouse and heir. Doing actions with your characters earns them XP but of course it also makes them more vulnerable as they usually need to leave the house for that. - With EA 0.7.0 we also changed that lots of the “basic” character actions (eg. Attack someone) are available right from the start. - As the family became more important now with EA 0.7.0 we also fixed and reworked the family tree UI. It supports now all the different cases of marrying characters in and away. If you marry a character from another dynasty into your family you will still be able to see her origin dynasty crest. If you marry away a character you will see in which family the character was married into. Your dynasty tree mainly focuses on the “true bloodline”, which means, that if a dynasty member marries a second time (because the first spouse died) only the actual spouse is shown. - Another big change related to the whole family system is the way you grow your family. From now on you can find the “Produce Offspring” action in the leader’s action bar. The action can only be “executed” when both spouses are in the home residence. As soon as the action is triggered both characters are blocked for a while. If you are lucky the female character will get pregnant. Pregnant characters will give birth to a child after 9 months. During that time the pregnant character has an active status effect which buffs and debuffs some attributes. In order to make that more interesting we added a new attribute to characters: Fertility. Fertility naturally decreases after a certain age but may also be modified with potions and traits in the future. But that’s not it yet. We added around 30 birth traits which are affecting the child’s attributes and derivative attributes. Base attribute points and birth traits depend on the attributes and traits of the mother and the father. Sometimes you will be lucky, sometimes your child will be an ugly no-good. We also updated the “child is born” user interface in order to reflect all the changes mentioned above. - With EA 0.7.0 we are happy to introduce a feature that many of you long waited for: production of goods is now limited to business buildings only! We have reworked the skill tree so that you are now able to build or purchase a business building from the first skill level on. You also start with more money so that you can erect your first business directly after the game starts. - We added a number of special items that you can only produce in your residence. These items are not for trade. We will add more of those special items in the future. If you have ideas for more special items, then please write a comment :) - Actions are now bound to characters, which means that depending on the character type actions will be shown in the action bar or not. - We also added that some items can only be used by adults and some only by children. - With EA 0.7.0 you will see that characters have a bunch of new derivative attributes. - The AI is now only using actions with their characters which they are allowed to use. Before they were using all actions available. - Buildings are now correctly decaying over time and need to be repaired. - We also improved the interception of characters a lot. From now on the pathfinding of characters should be way more intelligent when plotting a path to intercept another character. Additionally we added a slight speed buff to the character who is following another, so it’s easier to catch up. - You are now able to turn VSync on and off in the options menu.
New features (under the hood) - Designers are now able to create simple actions in the game directly in a script file and do not need to create them directly in C++ anymore. - Designers are now able to create modifier effects in a more flexible way so it’s easier to create new status effects. - Designers are now able to correctly define which character type is allowed to use what action without duplicating actions. This makes the creation of new actions less error prone. - Designers are now able to define unlocks with a unified system. This makes content creation and progression balancing way easier. - Designers are now able to create status effects that trigger result effects in certain intervals while they are active. This will allow us to create more interesting actions and effects. - Designers are now able to define specific buildings as target filters when creating an action. - Designers are now able to define more easily what items can be produced where.
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.
Balancing The early experience was for a long time a thorn in our side. The ability to be able to produce the same items in the residence as in the according level 1 business, kinda made the first business not very useful. Additionally it basically lead to the gameplay of just sending your leader back and forth until the next title was achieved. We wanted to change that and now that we have a more interesting family gameplay we decided that the time is right. - We changed the early progression entirely. You are now able to build a business building from the start. - You are now able to produce so called “social items” in your residence. Those items boost your basic attributes. We’ll add more items in the future and we will also add actions in the future that you can trigger directly in your residence. - Your residence starts with 6 storage slots now. So with those changes you should be able to start your business and still be able to focus with your leader on building up a dynasty.
Content - Your family members can now beg for money on the streets. Be aware that the few coins may hold you above water but your reputation will suffer. - Children can now throw stones at other characters to make them dizzy. It’s not illegal to do that! - Children can now divert guards but be aware guards don’t react friendly when they don’t like the performance. - Children can drop a bag of fleas next to a building. The fleas are spreading to the employees and harm their productivity. - Adults can now goad your workers. If they do it well, your workers will work faster. If not, well, they won’t like that. - Adults can now whip your transporters. If they do it right, your transporters will be faster. - You are now able to gather water from the well. Water can be used for wash cloth. - Washcloth can be produced in your residence and used to clean a character. Being clean boosts your charisma. - Flower Bouquet can be produced in your residence. Give it to another character to boost romance and reputation. - Fixed and changed the “Find Evidence” action. Characters will now question people in the neighborhood if they saw something illegal. If yes, you will obtain an evidence you can then use to bargain or to initiate a trial. - All scenario maps got another overhaul. Lots of bugfixes. One or more wells are now present in every district and village. Besides every well and marketplace got the name of the district or village were they are located. Groves and brushwoods got unique names. - We removed the scenario map Birmingham as the map contains too many problems and it doesn’t offer a good experience at the moment.
Refactoring - We entirely removed the bonsuable system (a system which had been used for all kinds of things in the game) and exchanged it with our modifier effects system. This allows us to be more flexible and we were able to solve a number of memory leaks, so that the game becomes more stable and performant in longer play sessions.
Performance - Surplus vegetation and decorations have been reduced in all scenario maps to improve performance.
Art - We updated the whole lighting of the game and fixed lots of bugs related to the overall rendering of the game. One of the biggest things you will recognize is that the strong grayish look has been removed by fixing the tone mapper. We also added moonlight to the game so nights got a more “bluish” tone. Generally the lighting now fully depends on the time of day. - We added animations to male and female children.
Bug fixes - We have hunted down a very dodged bug with the far trade markets on water which sometimes led to a crash when you came back from a trip. - Fixed that it was possible to have multiple different outcomes per action, which lead to lots of follow up bugs. - Fixed Give Money action to show the correct amount of money transferred. - Fixed a bug that allowed henchmen to conquer their own buildings. - Fixed the give gift action to work properly. - Fixed a bug that removed all producible items from a building after it had been sold off to another dynasty. - Fixed a bug that allowed you to buy buildings you control. - Fixed a bug that broke animations when the game gets very slow. - Fixed a bug that prevented modified attributes to be correctly shown in the tooltip. - Fixed a bug that prevented transporters from getting XP when buying or selling items. - Fixed a bug that lead calendar entries to be different to the current game time. - Fixed a bug that caused the leader to be stuck in front of the city hall after being released from prison. - Fixed a bug that allowed juveniles to apply for political offices. - Fixed a bug that caused thieves to steal money from the remaining budget of a business, which lead to dead-locked business buildings. - Fixed a bug that caused the “use front store” setting to not being saved correctly when saving the game. - Fixed a bug that caused employees to remain in another building after being fired. - Fixed a bug that caused particles to never die. - Fixed a bug that caused shadows to be hidden when an object is outside of the view frustum of the camera. - Fixed a bug that caused the far distance travel action to not work on London map. - Fixed a bug that caused tooltips to still being shown despite being outside of the game window with the mouse cursor. - Fixed several bugs related to the price calculations of buildings. - Fixed a bug that caused ships to not being shown anymore. - Fixed a bug that caused all automated workers continually try to produce the same item while they lack the resources. - Dozens of text corrections. - Many missing texts added.
Important information If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3. It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...
What we are planning for the next patch In the next patch we will release an upgraded romance system and we will finally also release bigger changes related to titles and skills. We are also working on the unification of very important tooltips and what information they contain.
A short outlook… As already mentioned last time we are heavily working on the combat system and creating a proper dynasty AI. Beside that we are working on finalizing more scenario maps.
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We value your feedback! 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 0.7.0: Google Form 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 patch EA 0.7.1.
New features: 1. 8th Equipment Slot "Horcruxe" unlocked! Level it up with rare quality Items to enter the Mystic Land in the Tavern 2. Explore the Mystic Lands and assemble your team to defeat the monsters for hidden treasures and Starweave Crystals! 3. Check out the Trial Shop to buy some power-ups for your new adventure, Or exchange Starweave Crystals for new items. 4. Adds new equipment type "Tome", which will help your heroes on your new adventure* 5. Monster-themed decorations arrived. Captured monsters in Cages 6. Art Gallery: Collect the Art Pieces to acquire the fine paintings and deco pts. *First Tome Blueprint"Adventurer's Manual" can be exchanged at the Trial Shop.
Christmas Event 1. Have nice Christmas in Pine Town. Adds new snow scenes. 2. New Christmas Festival arrived. Get more prints and decorations during the event. 3. Complete Christmas town events to unlock new hero Lillian and Christmas prints. 4. Adds new outfits for shopkeepers, kitten accessory and themed Gacha.
Others: 1.Adds Russian channel in Chat channels 2.All DLCs at 20% off during the holidays!
We wanted all anglers to be able to create their own effective feeder mixes, and so we added a simple and a more advanced way of making your own chum.
Simple chum making. This method will work great for anglers who aren’t too sure about their fishing priorities and have no clear preference as to the fish they want to catch. In that case, all you need to do is purchase a basic groundbait mix from the game store and add some water to it. In just a few moments, you’ll get some effective, ready-to-use chum. Here’s a step by step on what you need to do: 1. Buy a pack of basic groundbait mix 2. Go to the desired waterway 3. Drag the groundbait mix to the chum slot on your assembled feeder tackle (or simply double click on the pack) 4. Mix All done!
Advanced chum making. This method is designed for anglers who like to experiment and make the most out of all chum components to have more effective results. This means, you can mix and add different components in the desired proportions: 1. Buy all the components you want 2. Go to the waterway of your choice 3. Open the chum mixing menu 4. Select the desired proportions for all of the ingredients You can even save your recipe if you like. To do that, you simply have to enter a name for it. In the future, you’ll be able to get that same mix, as long as you have all of the ingredients in your inventory. 5. Mix 6. Get your own unique chum, put it into the chum slot, and go catch some of the biggest fish out there!
Be careful when selecting the proportions for your chum ingredients. Use such concentrated components like liquid attractants with care: just because the possible proportion for an attractant is 10%, using the maximum amount won’t necessarily make it more effective! Unbalanced chum mixes might actually distract fish from biting. Make sure to carefully read the description of your chum mix components to get a clear idea of what you want to mix and in what proportions. Keep in mind: the right chum, when used in the right places and conditions will not only increase your fish bites, but will attract more diverse and rare fish to the feeding spot! Experiment and explore!
Pamali: Indonesian Folklore Horror - StoryTale Studios
Pamali: Indonesian Folklore Horror is going to be available on Steam and other digital platforms in December 28th, 2018 - only a few days ahead!
Pamali: Indonesian Folklore Horror will be available at these times: Bangkok, Jakarta, Hanoi (GMT+7) Friday, 28 December 2018 at 2:00 PM Beijing (GMT+8) Friday, 28 December 2018 at 3:00 PM Los Angeles (PDT/PST) Thursday, 27 December 2018 at 11:00 PM
This release of Pamali: Indonesian Folklore Horror includes the first folklore, The White Lady. The other three folklores (The Tied Corpse, The Little Devil, and The Hungry Witch) will come as DLCs and are planned to be released separately, one by one, in 2019.
In the full release of Pamali: Indonesian Folklore Horror, you may experience
Indonesian haunted house, with authentic interiors and realistic atmosphere along the game,
interactions with various objects within the house, with different consequences following said interaction, and
multiple endings that are affected by your choices in the gameplay.
Thank you for your support and feedbacks. Please wait a little bit more to experience the dynamic Indonesian horror, authentic Indonesian settings, and multiple endings of Pamali: Indonesian Folklore Horror.
Get in touch with us through our social media and discord channel!
For a short time only, we’ve got a real windfall of feathers waiting to wing their way into your inventory from the Angel’s Feather Random Box (available in the NosMall). Depending on how fortune favours you, in each random box you can find 10 or many more Angel’s Feathers for improving your specialist cards!
One of the following feathery bundles will be sent to your character directly after purchasing the Angel’s Feather Random Box:
- Added infinite level. you can get access to it after you passed last level. Click to Sun for play. - Story to our game at the beginning. - Added Volometric lights - Bug fixed at menu scroller - Optimization and improvements.
Now as we promised we working on Leaderboard, for challenge other players to reach higher score in infinite level.
The Steam Winter Sale has arrived and brings some fantastic savings on HITMAN games - plus HITMAN 2 has been nominated for Game of the Year in the Steam Awards! Vote for HITMAN 2 now! https://store.steampowered.com/SteamAwards/2018/
The Steam Winter Sale has arrived and brings some fantastic savings on HITMAN games - plus HITMAN 2 has been nominated for Game of the Year in the Steam Awards! Vote for HITMAN 2 now! https://store.steampowered.com/SteamAwards/2018/