The Guild II: Renaissance

The Guild II: Renaissance

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Scandal  [developer] Jul 21, 2015 @ 12:52am
Patch 4.21 (July 2015)
The work on patch 4.21 for "The Guild 2: Renaissance" finally came to an end. Patch 4.21 includes all previous patches.

To access the patch 4.21 please do the following:
Follow this guide http://ds.nordicgames.at/SteamBetaBranchGuide.jpg
Under Step 1 select of course the "The Guild II Renaissance" Application
You dont need a password :)
The branch for Step 6 is named patch_4.21

A heartfelt THANKS to all the guys from the RUNEFORGE team for their tireless work on a voluntary basis! Thanks to your help a huge number of bugs was removed from the game. In addition some useful features were added and the game balance has been revised completely.

We also would like to say THANK YOU to the patch testers. Without your help the RUNEFORGE team wouldn't have been able to find and fix a lot of those bugs!

-------------------------

4.21 (full patch)
*** Fixed Bugs ***
- ModLauncher: various bugfixes
- number of necessary inhabitants for city-level up was shown
incorrectly
- sometimes it was possible to have 2 Imperial Cities on a map, what
led to the doubled amount of imperial offices
- incorrect error message with guild items, if city had not the right
to have a guild
- while viewing the list of the guildmasters, the city name could have
been shown incorrectly
- sometimes the message of exhausted resources could be spammed by the
game
- Error with random events fixed
- An error prevented the AI from using toad slime and toad excrement
- the measure "Embezzle Public Money" should no longer end in an
endless loop
- Partners could go away from the bathtube while using the measure
"Take a bath with a partner"
- Outlaws are now being hunted and killed by the guards
- Lovers cannot be employed by AI or other players anymore
- Wedding in the monastry: both partners now go at the same time to the
monastry
- AI can now use "Divorce"
- AI will try as hard as possible to get to office meetings and court
sessions
- while being at war, a character can no longer be accused
- pregnant women can no longer be tortured
- Medics got stuck if Town-NPCs tried to get treated. Town-NPCs will no
longer visit hospitals
- If Patients didn't have enough money, the hospitals would still lose
the medicine. Now hospitals get their medicines back.
- Now you can't bribe/compliment/flirt to office holders after 16:30,
because this could lead to sims leaving the townhall during the
council meetings.
- Fixed a random bug with town guards, which escorted you forever
- The AI gets a new measure which will prevent them from going bankrupt
(depending on difficulty setting)
- Probability of black death, the ratboy, etc. are now dependent on the
difficulty
- when crashing into each other, one cart could stop his movement
- office sessions could get stuck
- you can again take credits at the guildhouse
- Using the measure "Quacksalver" could cause problems with the AI, because
they where not able to transfer the content of their inventory to the
inventory of the hospital.
- Young AI Dynastymembers could participate in the production of goods
- Automatic Trade routes do not stop anymore
- Wenches no longer stuck in front of the pub. They will search for new places
frequently
- Fixed an protection money-exploit: If your demand is rejected, you will get
a cooldown on further protection money atempts
- robbers will now remove items from their inventory if the robbercamp's
inventory is full
- robbers will no longer follow previously attacked carts
- robbers will no longer have "the bag" in their hands, if the robbercamp's
inventory is full
- dead characters do no longer receive random events
- player carts could stop their route, but it is possible that they get stuck
because of the "spinning-carts"-bug
- Healing diseases no longer removes all additional talent boni due to a workaround.
(Many thanks to Sublogic for his input!)
- Because of a bug with the pathfinding, caused by the construction of a building, some
buildings could no longer be entered. Therefore we developed a workaround, which should work
in most of the cases.
- Cemetery AI is now working again!
- Sims don't get stuck inside the stonemason's building
- The thief-measure "disguise" now has a duration of 1 hour as intended
- Sims that are not in the active player group don't get the message "you are awaken" anymore
- The AI now also needs the right nobility title to insult someone.
- Fixed a bug in the behaviour of the royal guards
- various small bugfixes

*** Features & Content ***
- new option for the frequency of office sessions:
every round, every 2 rounds or every 4 rounds
- Hannover is available in-game again
- New Map: Ulm
- New Map: Pressburg and Vienna
- The Shadow-AI now can court and marry
- Married AI couples will now always go for the adoption of orphans if
they have no children
- Married Shadow AIs will start with a child
- The Owner of Mines can now hire Mine-Guards
-> These strong guards will protect the mine for 16 hours and can not be controlled
-> There is a cooldown of 24 hours, Player have to pay 1000 gold
-> The AI will protect their mines whenever they can

*** Balancing ***
- When holding a worship priests better their faith
(thanks to LordProtektor)
- Fisher: Now gets more Hering and Salmon
- higher spawnrate of Hering and Salmon at market on maps, without
fish-sources
- After a burglary you can only get as much money as the owner of the
building has
- Price for forced marriage now dependent on the level of the
"destination"
- Minimum cost of the forced marriage is now 1500
- doubled the amount of healthpoints of the mine
- increased amount of healthpoints of the woodcutter's hut
- Protection money fully rebalanced: now depends much more on the building's level
- Market/Item-adjustments.
- Cemetery gets first item-ugrades for free
- The weight of some ressources have been reduced because of some problems
- The mine is much more expensive to build and also now needs to unlock upgrades for Gold and Gems. All mine-upgrades are quite expensive.
- The measure "Curse building" is now much more likely to succeed if you have a high "secret knowledge" skill
- We fixed an exploit, that allowed to hire henchmen and sell their stuff to make high profits.
- We fixed an exploit, that allowed to marry high leveled spouses: you can no longer hire an employee, fire them and marry them to get a well trained new family member.
Employees who get fired will now be resetted.
- Mercenaries get more profit and lose less favor.

*** other ***
- Vienna now is "Small Town"
- Pressburg had two blackboards
- You can now enter the guildhalls in Vienna and Pressburg again
- Vienna-Map: Completely reworked pathfinding
- Hannover-Map: Completely reworked pathfinding
- Resources on Hannover should not collapse anymore
- Hannover-Map: added Danquardessen as counting house
- various texts reworked
- while executing various measures, characters now run instead of
walking
- you don't need to pay, if you want to change your faith in your
own church
- men can no longer arrange danceshows
- the "donkeyteam" vanishes after 12 hours
- You can't get insulted while you are at home
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Showing 1-15 of 175 comments
Little Oreo Jul 21, 2015 @ 1:04am 
Awesome looking update! Time to boot up this game again :D
Pooks Jul 21, 2015 @ 1:05am 
Excellent! Great to see this, thanks!
kRIEG_elf Jul 21, 2015 @ 1:18am 
Originally posted by Scandal:
- You can't get insulted while you are at home

Man, I need this IRL.

Originally posted by Scandal:
- Married AI couples will now always go for the adoption of orphans if
they have no children

Why's that?
Last edited by kRIEG_elf; Jul 21, 2015 @ 1:23am
Scandal  [developer] Jul 21, 2015 @ 1:27am 
Originally posted by Aoyagi Aichou:
Originally posted by Scandal:
- Married AI couples will now always go for the adoption of orphans if
they have no children

Why's that?

This helps AI dynasties to survive. A lot of AI dynasties (mostly shadow dynasties) died out in the first 20 years...
Apostulator Jul 21, 2015 @ 1:39am 
Excellent work. Even if I remain still unable to play it, I shall still appluad your efforts.
Robin Banks Jul 21, 2015 @ 1:54am 
Great work! Love this game.
bob Jul 21, 2015 @ 2:01am 
ohh yeah nice!
kRIEG_elf Jul 21, 2015 @ 2:14am 
Originally posted by Scandal:
Originally posted by Aoyagi Aichou:

Why's that?

This helps AI dynasties to survive. A lot of AI dynasties (mostly shadow dynasties) died out in the first 20 years...

Yeah, I did notice that, heh. When we played for long enough, all or most of the coloured dynasties just died out on their own without me having to insult them all and murder them.
Lujere Jul 21, 2015 @ 3:11am 
Do all these changes apply to current saved games?

- Fixed an protection money-exploit: If your demand is rejected, you will get
a cooldown on further protection money atempts
^ Doesn't not work for me. (Saved game)

- sometimes the message of exhausted resources could be spammed by the
game
You should have "A PROTECTION RACKET HAS ENDED" included as well.
MS32 Jul 21, 2015 @ 3:12am 
Very awesome and respectable of you to give one final big update, with fixes and features, before moving on and starting on Gilde 3 !
One thing about this game that stands out, almost as much as its unique blend of (pre-existing) city-building and sim mechanics [a.k.a business/family manager], is its charm and the very obvious and tangible passion and effort put in by the developers.
Feels much more like a work of passion than a product.
Looking forward to Gilde 3, Gilde 2: Renaissance is an incredible title, and it holds up really well, and spawns very entertaining scenarios (whether single or multiplayer).
Syndicake ☠ Jul 21, 2015 @ 5:02am 
Thank you so much to you guys for continuing to support this great old game. I know you don't have to and most games companies don't bother. It's nice to know that you guys care so much about the fans!
Syndicake ☠ Jul 21, 2015 @ 5:10am 
Originally posted by Lujere:
Do all these changes apply to current saved games?

- Fixed an protection money-exploit: If your demand is rejected, you will get
a cooldown on further protection money atempts
^ Doesn't not work for me. (Saved game)

- sometimes the message of exhausted resources could be spammed by the
game
You should have "A PROTECTION RACKET HAS ENDED" included as well.

Of course you should start a new game or not all fixes might work.
SturmwolfDK Jul 21, 2015 @ 5:21am 
"- Medics got stuck if Town-NPCs tried to get treated. Town-NPCs will no
longer visit hospitals"

Won't that inflict on the possible numbers of patients in the hospital, and lead to a loss of income for hospitals?
kRIEG_elf Jul 21, 2015 @ 6:07am 
Speaking of hospitals, has anything been done about the black plauge? I presume the intention was to make it basically incurable from the general population (a "sudden black death", if you will), but what if I'd like to continue the sandbox forever? Is there a way to defeat the plague now?
Sliceddom Jul 21, 2015 @ 6:33am 
Amazing work guys the game has come on miles since the new updates. Being able to change the frequency of office sessions is what most looking forward to but it seems not to be working. In the game set up menu it just says "Office sessions: ev" and then in-game the office sessions are every turn no matter the setting. Im not sure why it is. hope you can help? Apart from that thank you keeping a great old game alive.
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