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Author Topic: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014  (Read 7591 times)

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Offline Scandal

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The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« on: 05 December 2014, 17:16:49 »
(Update) The new preliminary changelog of patch 4.2 for The Guild 2 Renaissance is online.
We are proud to announce: We won the band Versengold for some in-game conserts!

*********************************************************************
***                                                               ***
***   The Guild 2 - Renaissance                                   ***
***   Version 4.2 (revised)                                       ***
***                                                               ***
***   December 4th, 2014                                          ***
***   ------------------                                          ***
***   ReadMe_Patch_Ren_40_to_420_en                               ***
***                                                               ***
*********************************************************************

---------------------------------------------------------------------
---                                                               ---
---   Guest appearance by Formatio Versengold                     ---
---                                                               ---
---   We were able to obtain the services of the famous German    ---
---   medieval band "Versengold" (http://versengold.de) for       ---
---   several in-game performances. They play three of their      ---
---   pieces in the taverns and inns of                           ---
---   The Guild 2 - Renaissance.                                  ---
---                                                               ---
---------------------------------------------------------------------
---                                                               ---
---   ModLauncher                                                 ---
---                                                               ---
---   The ModLauncher allows mods to be easily installed in       ---
---   The Guild 2 - Renaissance, without losing original files    ---
---   or saves.                                                   ---
---   The ModLauncher.exe can be found in the installation        ---
---   folder of The Guild 2 - Renaissance and should be launched  ---
---   before starting the actual game.                            ---
---   Modders can make their The Guild 2 - Renaissance mods       ---
---   available for the ModLauncher in a few easy steps.          ---
---   Instructions on how to do so can be found in the            ---
---   ModLauncher itself.                                         ---
---                                                               ---
---------------------------------------------------------------------


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.
- 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

... 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
- 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" and "pay bonus" now include the talent value of bargaining


*** 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

 
*** 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

« Last Edit: 08 December 2014, 09:29:06 by Scandal »

Offline Sainty

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #1 on: 05 December 2014, 21:46:09 »
Wow! Fantastic job! Cant wait to try it out on the 22:nd :)
I'll poison your well!

Offline General Chaos

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #2 on: 06 December 2014, 02:16:16 »
Looks like I'll be clearing my schedule on the 22nd.  I am officially a groupie.

Offline Crudelus91

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #3 on: 06 December 2014, 09:51:07 »
I really like the idea of the Band playing inside the tavern. In my opinion there would have been a great synergy between the juggler or other vagabonds  doing stuff inside the tavern, for both parties. W/E great changes, keep up the good work  ;D
« Last Edit: 15 December 2014, 12:24:17 by Crudelus91 »

Offline Nitrogenic7N

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #4 on: 16 December 2014, 03:52:36 »
Ahh I love this game I am happy to see it's finally getting the love it deserves and requires.

I have a question that would make the news of a patch be ever better.

Will this fix the bug where after so many years, your game shuts off, and upon loading shuts off around the same time again?
I recall trying to read fixes and rumors about what caused it (Only saving at the start of a new day, don't save after 12 etc.)
And none ever worked, so I could never play through a whole game.
I read through the bug fix list, and did not see it mentioned.

Offline Fajeth

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #5 on: 16 December 2014, 11:01:51 »
We have had longtime tests over 100-150 rounds without crashes

Offline Napi96

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #6 on: 16 December 2014, 13:04:42 »
Ahh I love this game I am happy to see it's finally getting the love it deserves and requires.

I have a question that would make the news of a patch be ever better.

Will this fix the bug where after so many years, your game shuts off, and upon loading shuts off around the same time again?
I recall trying to read fixes and rumors about what caused it (Only saving at the start of a new day, don't save after 12 etc.)
And none ever worked, so I could never play through a whole game.
I read through the bug fix list, and did not see it mentioned.

We never expirienced that bug, so we cannot reproduce and track down it's origin. :-/ We recommend installing and running the game and all of it's patches with administrator rights. You should never to overwrite old saves, this could cause corruption of the save files.



Offline FlyingEagle

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #7 on: 17 December 2014, 01:21:36 »
Will it be possible to befriend AI's dynasty on higher difficulties or will they all be aggressive?

Offline General Chaos

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #8 on: 17 December 2014, 02:51:19 »
Will it be possible to befriend AI's dynasty on higher difficulties or will they all be aggressive?

I hope so, but to be honest I've never quite understood the friendly diplomatic option mechanics.  Most of the time my character gets slapped in the face.  I assume this is because one of my stats isn't high enough, but can't be certain. 

Offline H.-P.

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #9 on: 17 December 2014, 06:36:34 »
Will it be possible to befriend AI's dynasty on higher difficulties or will they all be aggressive?

Yes you can befriend the AI Dynasties on hardmode  :)

Offline Napi96

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #10 on: 17 December 2014, 14:10:04 »
Will it be possible to befriend AI's dynasty on higher difficulties or will they all be aggressive?

Yes you can befriend the AI Dynasties on hardmode  :)

well... xD my friendships didn't last that long, but it is possible xD



Offline FlyingEagle

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #11 on: 17 December 2014, 15:56:54 »
Thanks to all for replies. It's good to know that this possibility is in there. I can send AI some pies while poisoning well on their side of town woohoo!

Offline Fajeth

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #12 on: 17 December 2014, 16:52:31 »
Will it be possible to befriend AI's dynasty on higher difficulties or will they all be aggressive?

Yes you can befriend the AI Dynasties on hardmode  :)

well... xD my friendships didn't last that long, but it is possible xD

you have to KEEP the relations up, fool :P

;)

Offline General Chaos

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #13 on: 17 December 2014, 17:01:54 »
In Legacy Mod McCoy made it so charisma would keep the relations more constant, making that skill more useful.  Anything like this in the pipeline for the official patch?

Offline Fajeth

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Re: The Guild 2 Renaissance Patch 4.20 - Newsticker CW49 2014
« Reply #14 on: 17 December 2014, 17:06:56 »
Charisma will be used for every flirt measure (rhetoric still determines how you speak, but the favorbonus will be calculated with charisma)

 

quarterly