The Guild II: Renaissance Update Released

Updates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted.

The Guild II: Renaissance

  • Description of Monasteries on Novaesium broken
  • AI didn’t use new professions (has been tweaked a bit)
  • Possibility of war tweaked
  • War fixed (Inventory-bug, War-only-once-bug)
  • Dynasties shouldn’t die so early now
  • Amount of workshops displayed at the new-title-pergament counted also fields and meadows
  • Wrong icon for the kontor fixed
  • Forced marriage now only works for non-dynasty-members (you were able marry the whole dynasty of your enemies in MP)
  • Capturing mines now is no longer a good way to make money
  • You could save debts in your strongbox
  • Graveyard AI shouldn’t curse buildings that much now
  • Information window of beggars deactivated
  • Children were not controllable after adding to party
  • Bribe should now work properly
  • Warehous upgrades fixed
  • Miller produces more and faster now
  • Privilegue “lower office level” (or so) now disappears when the char gets a higher title
  • Trials now work properly incl. penalties
  • AI also charges other characters now
  • Scaffolds of warehouse corrected
  • Completely overhauled the market
  • Crash when music changes fixed
  • New multiplayer lobby form
  • Banker now works longer
  • Dyes were not produceable
  • Text errors
  • Map errors
  • Fishes now have animated nifs again
  • In Cologne there were two similar chappels
  • New sellicon
  • Soundlocator on Novaesium map corrected
  • Added missing resources on some maps
  • Workingtime for banker increased to 12 hours
  • kontor hat a bad rendering icon
  • Graveyard has been smoking out of the roof
  • City lamps fixed
  • Battle behaviour fixed: Allies don’t flee anymore
  • It could occur that a thug was not attackable after he started to attack a building
  • Attacking a building now should work properly
  • Boobytrap now need resources
  • Tirades are now sellable
  • It was possible that the market was flooded with raw materials. This should not happen anymore
  • Worker don’t disappear anymore or get stuck in woods or rivers
  • There should be no spinning carts anymore
  • The donkey lost his ability to teleport
  • AI-production of raw materials reworked (also has an influence on production of high tier products)
  • AI now builds meadows and fields
  • Stock purchase warrants nerfed
  • Stock order fixed
  • now you get what you’ve ordered
  • Binge fixed
  • Diplomats now leave your estate also if you canceled the measure
  • AI now should buy titles more often
  • Prices for titles lowered a bit
  • Juggler now gets for work
  • Possible fix for the blackscreen issue activated
  • Smuggling-measure reworked
  • AI now shouldn’t get any offices anymore without the appropriate title
  • Stone rotaries work properly now
  • Several causes for OoS messages fixed
  • Mouse icon for the Travell-measure added
  • Measure “Upgrade residence” can’t be clicked during upgrade anymore
  • You can see what profession your candidate is before you start the courtship (the profession is shown in the character screen)
  • Medicus treatment reworked
  • Higher titles now need a specific fame level
  • War on the Hansa map was buggy
  • Added mills and orchards on some old maps
  • Cost for thugs and bodyguards increased so their equipment can’t be sold anymore with profit
  • If you died in war your husband/wife was not able to choose another partner
  • Guild elders don’t disappear after some time now
  • Orphands don’t get older now and they also need some sleep
  • The measures for buying an engagement ring or adopting an orphand sometimes stopped
  • Fixed a bug which prevented the player from choosing another town than “Hall” when playing on the map of Kufstein
  • Allied characters don’t flee anymore if they see you doing something illegal, they’ll help you now
  • Many small bugs…

Source Updates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted.

The Guild II: Renaissance

  • Description of Monasteries on Novaesium broken
  • AI didn’t use new professions (has been tweaked a bit)
  • Possibility of war tweaked
  • War fixed (Inventory-bug, War-only-once-bug)
  • Dynasties shouldn’t die so early now
  • Amount of workshops displayed at the new-title-pergament counted also fields and meadows
  • Wrong icon for the kontor fixed
  • Forced marriage now only works for non-dynasty-members (you were able marry the whole dynasty of your enemies in MP)
  • Capturing mines now is no longer a good way to make money
  • You could save debts in your strongbox
  • Graveyard AI shouldn’t curse buildings that much now
  • Information window of beggars deactivated
  • Children were not controllable after adding to party
  • Bribe should now work properly
  • Warehous upgrades fixed
  • Miller produces more and faster now
  • Privilegue “lower office level” (or so) now disappears when the char gets a higher title
  • Trials now work properly incl. penalties
  • AI also charges other characters now
  • Scaffolds of warehouse corrected
  • Completely overhauled the market
  • Crash when music changes fixed
  • New multiplayer lobby form
  • Banker now works longer
  • Dyes were not produceable
  • Text errors
  • Map errors
  • Fishes now have animated nifs again
  • In Cologne there were two similar chappels
  • New sellicon
  • Soundlocator on Novaesium map corrected
  • Added missing resources on some maps
  • Workingtime for banker increased to 12 hours
  • kontor hat a bad rendering icon
  • Graveyard has been smoking out of the roof
  • City lamps fixed
  • Battle behaviour fixed: Allies don’t flee anymore
  • It could occur that a thug was not attackable after he started to attack a building
  • Attacking a building now should work properly
  • Boobytrap now need resources
  • Tirades are now sellable
  • It was possible that the market was flooded with raw materials. This should not happen anymore
  • Worker don’t disappear anymore or get stuck in woods or rivers
  • There should be no spinning carts anymore
  • The donkey lost his ability to teleport
  • AI-production of raw materials reworked (also has an influence on production of high tier products)
  • AI now builds meadows and fields
  • Stock purchase warrants nerfed
  • Stock order fixed
  • now you get what you’ve ordered
  • Binge fixed
  • Diplomats now leave your estate also if you canceled the measure
  • AI now should buy titles more often
  • Prices for titles lowered a bit
  • Juggler now gets for work
  • Possible fix for the blackscreen issue activated
  • Smuggling-measure reworked
  • AI now shouldn’t get any offices anymore without the appropriate title
  • Stone rotaries work properly now
  • Several causes for OoS messages fixed
  • Mouse icon for the Travell-measure added
  • Measure “Upgrade residence” can’t be clicked during upgrade anymore
  • You can see what profession your candidate is before you start the courtship (the profession is shown in the character screen)
  • Medicus treatment reworked
  • Higher titles now need a specific fame level
  • War on the Hansa map was buggy
  • Added mills and orchards on some old maps
  • Cost for thugs and bodyguards increased so their equipment can’t be sold anymore with profit
  • If you died in war your husband/wife was not able to choose another partner
  • Guild elders don’t disappear after some time now
  • Orphands don’t get older now and they also need some sleep
  • The measures for buying an engagement ring or adopting an orphand sometimes stopped
  • Fixed a bug which prevented the player from choosing another town than “Hall” when playing on the map of Kufstein
  • Allied characters don’t flee anymore if they see you doing something illegal, they’ll help you now
  • Many small bugs…

Source

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