Patch 4.20 - 22nd December 2014

The Guild II Renaissance

For centuries Europe has been dominated by the church and nobility. On the shoulders of ordinary people the servants of god and the noble families justified their power and wealth. This was the incontrovertible, divine world order. A truly dark era… In the 14th Century the world order is beginning to transform itself.

Today we are releasing a new patch for Guild 2 Renaissance which includes tons of fixes, remastered music tracks, guest appearance by the German medieval band "Versengold" and a modlauncher for comfortable switching between mods. To access the patch on Steam please do the following: To access the beta 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_4.20 Changelog: ---------------- 4.2 (revised) *** Fixed Bugs *** - Bank: offering, taking and payback of credits optimized (thanks to Kinver and Fajeth) - AI of the hospital was reworked (thanks to Kinver and Fajeth) - Some chairs in the conference room of the city hall were not reachable - Pathfinding of the sims optimized - The Calenberg map is now assigned to Germany - Pub: "Assign to dance", "Assign to salacious services" and "Assign to >thief's service<" have been optimized (thanks to Kinver) - "Curse a Building" at the cemetery is now functional (thanks to Kinver) - Orchardist: bugfixes within the ai - Bugfixes and reworks within all maps; amongst other things like optimizations for pathfinding and missing ressources - Bugfixes with the titles Count, Marquess, Prince and Imperial Prince (thanks to McCoy!) - The usage of perfume, jewellry and clothing had no effect (thanks to M.C.) - The measure "Sit" in tavern and pub is now functional as provided (thanks to DarkLiz) - It occured that the gravedigger of the local graveyard was not located near to the grave. Burial sequences were started in the middle of the map - Bugfixes for pathfinding and interaction of the ai with the measures "Spend the night together", "Sweet-talk someone", "Take a bath" and "Ask to dance" - Bugfix with the event of war - Bugfix of an error in the waiting hall of the hospital, which caused from time to time that the patients were not treated - The AI now uses "Paralysis Poison", "Black Widow Poison", "Toadslime" correctly - Upgrading buildings now correctly spawns a scaffold. - "Press Protection Money" by AI optimized - Fixed an AI-error with the use of alderman's chain - Fixed a bug with the gaining of guild fame for the AI - Especially during advanced games errors with diseases of AI sims could occur. - In the bankhouse, during pickpocketing and during "thief's service" an error with the payment/pickpocket could occur. - Fixed an AI-error with buying the raw-material-boxes from the guildhouse - Fixed some bugs in the logic of trials - In the case of divorce an error could occur when the newly divorced partner tried to leave the residence. - Fixed a bug with the repair-measure - Fixed a bug with repairing carts - Fixed a bug with "smuggling alcohol" in the divehouse. Additionally new feedbacks have been added. - After year 1600 a bug with the towncrier occured - Pathfinding of ambient sims (animals/ mule driver) have been reworked. - fixed a bug with the visual feedback of favor gains during social measures - Certain waypoints in the indoor of the monastery and hospital were inaccessable - Fixed a bug with the blackboard; sims no longer laugh about pamphlets against themselves. - Fixed a bug with repairing the pirateship and fishing boat. - During the measure "assign to thief's service" (divehouse) the cocotte forgot her workingplace after a success and/or with the beginning of the next round - Fixed a bug with the assigning to buildings/ residences (e.g. inherit) - The measure "Sit down" in the country estate was broken - At the end of a feast a bug could occur - Under certain circumstances a heavy bug could occur to AI sims and to the miller, which cancelled all current actions - Fixed a bug with the title "Imperial Prince" - An error occured if you tried to aquire a new title while you already had the highest possible title - Fixed an AI error with sowing fields and meadows - Fixed an exploit in the tavern: taking a bath/dance/bewitch only gives money to the owner if he doesn't use these measures himself. - Upgrading a building no longer interrupts the current measure of the owner - Patients which can't be treated because of the lack of money will not try to attend the doctor over and over again - If the AI tries to buy a certain item because of their consume need won't spam the measure anymore, if the needed good is not available (multiple favor loss) - At several situations and measures, the sims didn't use weapons (e.g. execution) - Hospital: bedridden patients do not block the beds, when they have been already treated. - The ai was able to send out their minor children to hijack their enemies - When changing the diplomatic status between two dynasties the favor is now set correct - The measure "Welcome a dignitary" was available in opponent country estates. - Thieves are not able to burgle abandoned buildings - The measure "Order sales ban" is now functional as provided (thanks to Fajeth) - With the direct hiring of an employee an error occured which avoided that the sicknesses of the character were cured and that the bonusses for some of the building upgrades for the character were calculated - After the start of the next round the measure "Quacksalver" was not executed correctly - both for players and for ai - Gravedigger: due to a number of bugs the ai was unable to manage the production - A bug with the measures "hush money" and "protectorate" was corrected: the mercenary was unable to find all thieves, robbers and cocottes - When a building was built in the surrounding of a city it could happen, that passing characters and carts stuck and spin around until the savegame was reloaded. We were able to solve that problem with a workaround. - The usage of "Spindle of the Sleeping Beauty" had no effect - Sermons could be interrupted through different measures. The audience left the church and the priest restarted the sermon without audience - AI characters sometimes stuck in front of a church which had no owner - the reason was a bug in the needs-system - Sometimes characters left the conference hall while a council meeting or a court was held - If the player has watched a council meeting without having a character in the room, it could happen that you got access to the council meeting action bar; this bar still appear, but only for a short moment - One received double experience points for using the measure "blackmail" - The mercenary ai made wrong decisions regarding the measure "razzia" - Bugs with leading of own businesses fixed: the employees of patrons, artisans and rogues receive a productivity bonus from their employers skill "handycraft"; employees of scholars receive a productivity bonus from their employers skill "secret knowledge" ... and many more ... *** Features & Content *** - The Band Versengold plays in taverns and divehouses and thus raises the income of the owner and the buildings attractivity - Own taverns and divehouses get the measure "arrange concert", with which the player can offer a fee to the band Versengold if they play in the establishment - Bored women (married and single) can become groupies of Versengold with a certain possibility - AI sims will cheer during concerts - The player character can also party with the measure "Eat & Drink" - New object and animation added: Violin - The old tutorial of Guild 2 has been ported to the game - The city treasury is now simulated. The office incomes, payment for worker huts and unoccupied buildings and residences, aswell as the cost for war are now paid by the city treasury. Also to level up t