Dear Friends of the Guild,
As we promised yesterday, we just released our new update for The Guild 1 Remake: Europa 1410. Technically, this is still a minor update, but it doesn’t feel that small to us anymore.
With this update, we improved and brought back the beehives: lure in a swarm, keep it happy and harvest beeswax and honey. Apart from producing delicious, sticky sustenance, your bees can also perform a few other tricks - but we don’t want to spoil the surprise!
Right now, beeswax and honey can already make you money on the marketplace, but in our upcoming updates we want to make sure these resources find their way into other production chains as well - lawful or less so!
Please note that our worker bees are still looking for bugs hidden in their hive. If you find any weird stuff in your honey, please let us know.

Another improvement we added with this update is the ability to set a target stock for your produced items. You can now decide if you want your items to be put in storage or directly into your storefront, where they can be sold to visiting customers. You can access this setting by right-clicking on any crafting recipe in your business.

Decide if you want to put your crafted items in your storage, storefront or keep a certain amount in stock.
Another focus for this update was economy, and more specifically the visualization of information relevant to you as a business owner. You can now see detailed breakdowns for item prices, including the best and worst price in the city, and a historic minimum and maximum price.
The joinery The Iron Oak is selling bows much cheaper than the marketplace the stalls, but historically, even the price at the source has been better in the past!
And if you want to know even more about a certain price, you can find a detailed breakdown in its tooltip.

Here you can see the item’s base price, your markup for buying, the impact of your negotiation skill and the discount the building offers because it is selling from the storefront.
Economy in general was further improved by adding more factors that influence prices. All of them are also shown in each item’s price breakdown.

Barley is stored in abundance and is cheap at the source, but the high unrest in the Western Hills, where the village market is situated, is causing problems and increased prices.
For the full list of changes, please refer to the changelog below. As always, we would love to hear your feedback or just talk with you about our game on Discord or the Steam forums!
Your old save games should be compatible with this update, but if you run into problems, please consider starting a new game or roll back to branch version_0.4.1.
Tech & Performance
Massive performance improvements, especially in late game
A big thanks to everyone who reported these issues and provided us with their savegames!
If you still encounter performance issues, please file a bug report that includes a savegame.
Fixed several crashes
The game now keeps 4 autosaves per playthrough instead of 10 and does not delete any manual saves
Beehives
Beehives can now be built (again). You can find them in the construction menu under “Private Structures”.
Beehives can now be entered
Players can tend to their bees and harvest honey and beeswax, which can be sold on the marketplace
Players can now train their bees for special tasks
Features
Added automation option for putting items in the storefront
Added possibility to adopt children
This is a workaround until we get to fix the issue that people can’t remarry after their spouse dies
Added a button to the quick navigation menu to quickly jump to the guild house
Added effects to several more items
Added new action to suppress crime for the Fencing Master. This is a weaker version of the action available to the Colonel position.
Economy
Added more factors influencing prices
Improved visualization of prices on the marketplace and all buildings
Rebalanced the city’s treasury to properly collect taxes and receive payments from the empire in relation to its renown
Changes
Removed “work in progress” status from many items that already had a working effect
All windows can now be closed by right-clicking on them (with the exception of interactive areas like recipes or portraits)
Renown is now calculated as the sum of all the dynasty’s members, with the current dynasty head’s renown counting twice
Long notifications with many affected characters now only show the first 3
No more notification spam if the player is not directly affected by the event
Character sheet now shows the character’s current office more clearly
Added an interaction guide to the main menu so important keys are easier to find
Balancing
Rebalanced crime rate and unrest effects
Rebalanced rate of burglaries
Rebalanced cart ambushes to be less frequent and more predictable
Audio
Added new universal drag sound for inventory and prepared inventory sounds for unique item sound effects
Unified buy/sell sound effects
Added voice-over line (English only for now) in addition to the notification that a cart escort has expired
Updated tutorial UI sounds
VOs and barks should be easier to hear in combination with the game’s music and UI sounds
Bugfixes
There are now always suitable courting candidates available
No more T-posing children
Characters don’t keep their children appearance when they grow up
Players can now purchase as many carts as they like
Escorts no longer expire after their first fight
Claim title action no longer spawns two notifications
Crafting now halts and plays a notification if the storage is full
“Hard to Kill” trait made characters basically immortal