The Guild 1 Remake: Europa 1410 · published · build 26331118
A day after our Dynasty, Duty, and Drama Update, we’re releasing patch 0.5.1 to address a few small issues, which will improve the playability and performance of our game.
Please note that any saves made prior to update 0.5.0 will not be compatible with this patch. If you would like to continue your playthroughs that were started before update 0.5.0, you can switch to the old version 0.4.5 via Steam's beta branch system (right-click on the title in your library -> Properties -> Game Versions & Betas and choose version_0.4.5).
Here’s the full changelog:
Saves created prior to update 0.5.0 are visibly no longer compatible with game version 0.5.1 - these older saves are not clickable and are greyed out
Fixed an issue where adopted children were not visible in the family tree - they should now be visible
Fixed an issue where notifications are not appearing at the top of the screen after saving/loading
Translated city size and difficulty in the city selection menu
Characters in the event dioramas no longer disappear if you click on the event button at the bottom of the screen while being in the event diorama
Disabled city walls construction effects temporarily to investigate performance issues
Many actions are now restricted to choosing adults as targets, such as sharing inheritance. However, you can still beat up babies and even bribe them, though we will be tackling this further through another patch in the future
The Perfumer profession can now be chosen with the House of Scholars backstory
Fixed an issue where you could not apply for Night Watchman - Seat A in politics
After the death of your first character, you should now be able to apply for an office position
Actions available in the wedding and inheritance dioramas are no longer available after the respective events end
You are now brought back to the city automatically from the wedding, inheritance, and childbirth dioramas once the respective event runs its course
Tweaked the order in which some voiceover notifications play
Church bells now ring as you are about to get married
Baby sounds now audible when renaming your child
Carts must now be empty before you can assign them to a building
Double-clicking items gives you the maximum amount of items based on the amount of money you have
Building Managers (Masters) can now take items from the storefronts of your other buildings, provided that the respective responsibility is enabled and any of your other buildings has the currently required ingredients on the storefront. Beware that masters currently only put finished products on the storefront. If you want intermediate products to be shared across your buildings, make sure that the tasks producing such items are configured with a low stock limit so that the intermediate products automatically spill into the storefront and can be accessed by the managers of your other buildings.
Building Managers (Masters) may not be using items and workers to their full potential - they may misbehave when some privileges are handled by the player
There is not enough clarity on accident chance and protection, and how they work in relation to crime rate - we will work on adding more information about it
Actions may be duplicated, with discrepancies in fulfilling them
An issue perfect for spooky season: adults in the family tree can stop ageing while their children age older than their parents. The parents aren’t dead; they’re just young zombies. Which is why the children are older than their parents.
Quests in Herle are not clearing up once completed