Loading ...

The Guild 2 - Renaissance

Also known as:
Developer:
4HEAD Studios
Publisher:
JoWood
Release date:
29.09.2006 (EU); 12.10.2006 (NA); 23.11.2006 (AUS)
Off. Website:
Genre:
Adventure
System:
Language:
Your rating: None Average: 5.3 (243 votes)
 

Patch 4.2

Author: Administrator Date: 25.08.15 System:

*** 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.
- Fixed an error with fights
- "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
- missing texts added
- The measure "Welcome a dignitary" was available in opponent
  country estates.
- Thieves are not able to burgle abandoned buildings
- When a ship sank down an error happened
- 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"
- With every war the performance and the stability of the game became
  more worse
- 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 the
  city a specific amount gold has to be accumulated, the mayor will
  start the upgrade.
  The measure to embezzle public money was changed accordingly.
- "Review city treasury" is a new measure in the town-hall, which can
  be used by every citizen - but only office holders can see much more
  detailed information
- Changed town-logic: Much slower level-up of settlements and
  restriction of automatic construction of buildings in settlements;
  the monastery is no longer connected directly to a settlement, the
  guildhall is available at settlement-level "Town" or higher
  (Missions from the guild etc. are also available at settlement-level
  "Town" or higher), the arsenal and the parade ground are available at
  settlement-level "City" or higher (joining a war is also available at
  settlement-level "City" or higher)
- The age of AI-Enemies, as well as the number of their children and
  their age are now dependent on the dificulty
- AI-dynasties now do adopt orphans; that decreases the chance of
  dynasties dying early in-game
- AI now build towers
- The Map "Sherwood Forest" from the original "The Guild 2" has been
  changed and added to the game, so it can work properly in
  The Guild 2 - Renaissance 4.2
- New Maps:
  * The right of Magathaburg
  * The county of Bingenheim
  * The duchy of Weilerthal  
  * Fichtenhain and surrounding area
  * Area around Heiligenblut
  * Bremerhaven
- Remastered music:
  * 01_maintheme_new
  * 201_herbshouse
  * 202_crypt
  * 203_mill
  * 205_bank
  * 212_merc
- All classes can choose from a lot more hairstyles and hats
  (thanks to Fajeth)
- The juggler now has a new level 1 product: "amulet"
- Ai characters will buy and equip weapons and armor according to
  the difficulty and their rank
- New ambient sounds added
- Court: rhetoric and empathy of accuser and accused are compared.
  If the accuser's talents win the penalty level is slightly
  increased. Otherwise it is slightly reduced.
- The calculation of the amount of money for the measures "arrange
  a binge", "pay bonus" and "bribe" now include the talent
  value of bargaining
- New start and character creation scene
- Banned ai characters now leave the city and will not return until
  the ban is over

*** Balancing ***
- Costs of forced marriage no longer depend on the title but on the
  liquid funds of the character Costs of forced marriage: 15% of the
  liquid funds
- Ill employees now tend to go to the Medic much faster
- Offices and titles: AI now tends to buy higher titles and 
  does not block the lower office layers any more
  (thanks to LordProtektor)
- Aggressiveness of the AI is now much more connected to the level
  difficulty
- Number of shadow dynasties now depends on the city-level
- "Dark Magic" now can convert items into (much more) valuable items
  or they give the play some money
- The EXP-gain of Sims has been reworked.
  Some actions caused a low EXP-gain, some a too high EXP-gain, some
  didn't cause any EXP-gain at all
- Cooldown for various measures added (thanks to M.C.)
- Cooldown for "Press protection money" set to 4 hours
- Buying a title via GodMeasure in the town-hall now costs as much as
  buying it directly with a character. But your character will only
  gain EXP by buying it directly.
- Chance of a war break-out has been changed
- Burglary and Razzia no longer possible at worker's huts
  Reason: Own employees could declare the feud on their employers
- HP of the mine and the woodcutter's hut increased massively, to make
  them being harder to conquer
- Changes to raw materials, intermediate goods and final products, to
  balance the market
- Production is now much more important than "train"
- Building times for different buildings were harmonized
- Building costs for different buildings were harmonized
- The work times of the employees of the miller, the gravedigger,
  the juggler and the banker were set to 16 hours.
- The juggler now has more storage slots
- The talents of all character classes were harmonized: every class
  now has 3 easy to learn talents, 4 normal talents and 3 hard to
  learn talents
- The calculation of protection money and ransom was reworked
- The voters for office sessions were optimized: an office holder
  is voted by the office level above and the mayor is elected by all
  office holders
- The voters for imperial office sessions were optimized: the King
  is elected by the Sovereign und the other imperial office holders;
  the Cardinal is elected by the King, the Sovereign und the Bishop;
  the Supreme Commander is elected by the King, the Sovereign and the
  Marshal
- Mercenary: the income through "collect toll" and "hush money" was
  increased
- School and apprenticeship of the children; more
  experience points instead of talent points:
  convent school 1000 Ep, guild school 1250 Ep,
  nobleman school 1500 Ep, apprenticeship 500 Ep,
  university 1000 Ep, doctor 1000 Ep
- After a successful burglary the building is protected against
  another burglary for 24 hours instead of only 12 hours. After a
  successful plundering the building is protected against another
  plundering for 12 hours instead of only 4 hours
- The "booby trap" protects against plundering instead of
  burglary and the damage of the trap was increased
- Every profession now has at minimum 5 employees
- The juggler now has some raw materials at game start in storage

*** other ***
- Optimized the behaviour of Sims (inspired by Kinver)
- Camera in the lobby of the town-hall is more dynamic now
- Two new water textures have been added
- New buildings: small guildhall, small "town-hall", large monastery
- New 3D models for some plants
- Optimized combat (inspired by Kinver)
- Adding and removing pamphlets has been optimized (thanks to Kinver)
- Some textures have been reworked
- Gaining/losing favour is shown only if the player's dynasty is
  affected directly or indirectly.
- Sadly the maps "The Archduke of Tirol" and "The Kufstein Area" could
  not be repaired, so they had to be removed because of very bad
  performance and crashes
- The weapon "double axe" now is actually a double axe ...
- The warehouse does not need to be built close to a harbour to build
  ships any more
- Robbers wait at the robber camp for new orders and instead of
  hanging around in the city
- Burning buildings are not visible in very far distances anymore
- Ai characters will not apply for an office which is occupied by a
  family member

No votes yet