About the Game
In the 14th Century the world order is beginning to transform itself. Due to trade and commerce an increasing middle class obtains more and more power and wealth. Entire towns purchase their freedom and more privileges from the nobility. Reading and writing is no longer the domain of the nobility and the clergy and the invention of printing information may eventually be spread everywhere. This is the beginning of the renaissance...
Features:
- 8 completely new professions: mercenary, grave digger, stonemason, juggler, innkeeper, banker, miller and the fruit grower
- New goods, buildings, ambient details and effects
- All new scenarios ("Transylvania", "The Rhineland" and "The Alps") & bigger world maps
- Improved AI, title and nobility system as well as new options (e.g. “God Measures”, levels of difficulty)
Screenshots
5 imagesVersion Information
Steam Patch Notes
Official update history
Back again!
We're finalising the work on the AI Labor logic for automatic production in workshops. It is a complex system, that was changed with the recent introduction of Priorities- but we believe it is coming back even better as before and it should work much better.
If you are using Reforged, please make sure to update your mod to reflect the bug fixes.
Gathering
Fixed fishing boats struggling to gather fish. The boat now takes into account which products are switched on. If Fried Herring is disabled, herring is no longer treated as needed and the boat goes for salmon instead to let workers produce Smoked Salmon.
Fixed gathering being cancelled the instant it was assigned once a To Keep value was met, which left workers flickering between "collect" and "cancel" every few seconds.
Production
Fixed buildings struggling to acquire raw materials that were left on Auto in the To Buy list, especially with the logic of Urgent Restocking that resides in the AI Labor code. This logic triggers when a workshop critically needs materials to keep on producing and thus takes more drastic decisions than usual, but it had a few design flaws.
The restock check would at times give up the moment it met a product with no ingredients, or one that was already stocked, or one that was switched off.
Fixed ingredients deeper in a recipe chain never reaching the To Buy list when the intermediate item happened to be in stock, so a workshop would sit blocked on a material it never ordered.
Fixed goods the workshop gathers itself being treated as goods to buy, which made whole production lines unavailable and sent carts shopping for things your own workers should collect.
Fixed workers being handed Gathering orders for goods only a boat can fetch, which they cancelled immediately over and over again.
Fixed a worker holding a product he cannot start while ignoring one he could make right now. A recipe waiting on a gathered or bought ingredient now steps aside instead of blocking the bench.
Fixed a bug linked to how the AI counted full item slots in its inventory.
Fixed the owner of a workshop with no interior, such as a farm, mine or fishing hut, never being given tasks by that building or seeing its tasks not resuming after a while.
Carts
Carts no longer wait for half a cart load regardless of what they are carrying in order to be sent to sell its goods. It now takes decisions based on the profession's working hours and the workshop's production speed. In short, fast bulk goods behave as before, while slow low volume goods no longer sit for days waiting for a quantity the building cannot produce.
Workshops now prefers buying a cart they can afford. The purchase of carts had a logic flaw and always started at a mid tier cart, spending a lot of money before repairs, staff and upgrades were even considered.
Buildings no longer keep buying carts while one is already parked at home with nothing to carry.
Upgrades
Auto-management now follows a sensible order: work space first, then new recipes, then productivity, then storage.
Farms
Fixed farms failing to lay out new fields and giving up silently on specific conditions.
Fixed farm addons placement and acquisition.
Workers and Carts Tooltips
Hovering a worker, cart or ship belonging to one of your workshops now shows what it is doing.
Waiting for materials, storage is full, no field or resource to gather from, everything switched off or already stocked, or busy with one of the workshop's own special actions, and so on.
Thank you for your support!
Here we meet yet again!
Another round of fixes, this time we're looking into more fixes for the production of items but also movement tasks, music, character affairs and updated localization.
If you are using Reforged, please make sure to update your mod to reflect the bug fixes.
Pathfinding
A single character standing on blocked ground would quietly degrade pathfinding for every character in that town or building, and could blacklist perfectly good spots so that anyone standing there was refused a path entirely. Characters caught by this would loop idle forever, repeatedly failing to move.
Fixed characters fleeing someone being handed a wrong destination, sending them to coordinates that did not exist in the building they were actually in.
Fixed characters entering buildings that have no interior locators that were required for their task.
Fixed movement error reports omitting the actual error code, and fixed a crash in that same reporting path.
Sound System
Fixed the sixth track of every music set never playing and the last track of a playlist never being reached.
Fixed the music picker occasionally giving up entirely and leaving silence until the next event, usually on rows with a single track.
Fixed landscape music not properly being selected as part of the seasonal rotation.
The same track can no longer play twice in a row within a set.
Seasonal music is now paced dynamically. The longer you go without hearing a seasonal piece, the more likely one becomes, resetting once it plays, so you no longer get long stretches without any. Seasonal music also no longer overrides night ambience.
Location themes now rotate using recent listening history, so moving around the world gives noticeably more variety.
Building Management
AI-owned workshops now default to having the priority system off. Your own buildings still default to on.
Fixed the priority on/off toggle not being shared in multiplayer, which could cause the two sides of a game to disagree about what workers were producing.
Improved production logic for workers and fixed some possible remaining issues.
Players may now enable or disable Priority system for production.
A worker won't cancel his current production task if the item is above 15% complete.
Fixed buildings adding goods to their production and To Buy lists that they were not actually short of, which sent workers and carts chasing items the building already had enough of.
Fixed ingredients being moved to the sales counter and sold off instead of being kept for production. Raw materials the building needs for its own recipes are now held back: any that already ended up on sale are pulled back into storage.
Fixed the building failing to make room when it needed to reclaim those ingredients and storage was already full.
Fixed workers being pulled off what they were doing by the building's planning: a worker already producing, or already sent to perform one of the building's special actions, no longer gets handed a new order until they are actually free and idle.
Fixed items with no priority set being left out of the workload balancing, which caused workers to pile onto a few products while ignoring others.
Affairs (Liaisons)
Affairs can now be ended. Previously there was no way to end one.
When an affair did end, the other person was left permanently marked as still being in one.
Fixed two crashes around ending an affair, including one that triggered if the other person had since died.
Affairs now cool off and end naturally for all dynasties. Previously this only ever applied to your own dynasty, meaning every AI affair in the world was permanent.
Fixed a possible OOS trigger in character affairs.
Misc
Fixed an issue with non-Latin languages failing to read strings from userconfig properly, creating garbage characters in-game.
As always, we're committed to continue releasing updates and bugfixes for The Guild 2: Renaissance.
Thank you and have a great week!
Awo again!
We are now releasing the fixes for the following features.
If you are using Reforged, please make sure to update your mod to reflect the bug fixes.
Building Management - Production
Fixed the priority production order you set not reaching the workers properly: the displayed priority is now applied.
Fixed some issues with the To Keep values.
Fixed workers going idle when one recipe was blocked on a missing ingredient, instead of moving to a recipe they could actually make temporarily.
Fixed the building owner being ignored by auto-management, leaving them stuck on a single product indefinitely.
Fixed buildings reporting "Inventory is full" while auto-management never bought the item-slot or stack-size upgrades that would resolve it & made unlocking upgrades better overall.
Building Management - Carts
Fixed carts not always properly fetching the ingredients a building needed for production.
Fixed carts being sent to markets holding none of the requested goods, then idling there: sources with actual stock are now properly preferred as it was intended, including workshop sales counters.
Hospitals
Fixed Administer Treatment cancelling instantly. A doctor you order to treat now occupies the locator near a treatment bed and waits on duty for patients, instead of interrupting the measure when nobody is currently sick and waiting. Auto-managed workers still move on to other tasks if they're assigned to the building's AI management and if Administer Treatment is ON and if no patient is waiting.
Misc
Fixed a crash on leaving a game or returning to the menu.
Older saves now convert to the new counting house and charter systems on load better, including buildings that predate the charter room.
As always, we're committed to continue releasing updates and bugfixes.
But please remember that development takes time, and that we sometimes need actual reports on https://bugreporting.thqnordic.com/#/projects/188/the-guild-ii/add-issue should anything happen on your end of things.
Still, we are always releasing patches and hotfixes as soon as we are able to and during our free time, and we usually do so very fast. We will continue that way, and your kind words bring a lot of motivation!
Thank you and have a great start of the week!
Hello again!
We've implemented some changes to make the following happen. Reforged has also been updated, so please SYNC your mods if you are a Reforged user.
Older Savefiles Compatibility
Made older savefiles load properly on 4.721. The game will now adapt to the newer systems that 4.72 brought, notedly the important modifications to make Lua States scripts able to be defined over a total of 64 ; as well as the compatibility for counting houses and the new interior scene.
Farm Addons Spamming
We fixed an issue whereas the AIs would keep building farm addons such as wheat fields endlessly on the map. It will now stop doing so and will remain reasonable in how many of these its farms need.
Misc Changes
Improved Pickpocket script from [dynamiclink href="https://steamcommunity.com/id/vkodeks"]
Localization bugfixes for character names
When the Alderman freezes trade with counting houses, it will be indicated in the new counting houses interface.
We'll be back soon with even more. Thanks for your patience!
Greeeeeeeeetings!
We are finally back with another update for The Guild 2: Renaissance.
To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.71".
Please, consider starting a new game, since this update changes and adds a lot and unexpected behaviours may occur in previous savefile.
Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.
Improved Counting Houses & Guild Houses
In this patch, we have been working on a new system to make counting houses more interesting and less prone to easy money printing, while retaining the core legacy purpose of their gameplay mechanics. Effective today, you will now be able to interact with four different kingdoms when you open a counting house interface. Let's have a look into it!
[img src="{STEAM_CLAN_IMAGE}/3953670/c9629fe871a6f5db8012ff6d0fa84bb689716021.jpg"]
Firstly, when you open the counting house interface, the first tab that is shown is "All Crowns". This lists all goods that all lordships offer to buy or sell. You might notice that most items do not have prices listed by default while some others do: you will need to obtain a trading license for each kingdom first and foremost to know more and to be able to interact with these trading routes at the guild house.
[img src="{STEAM_CLAN_IMAGE}/3953670/4aec873a8ba39369afb7b357b26dac2975156b20.jpg"]
The only exception is for the items that a kingdom wishes to purchase, in the example above France and Flanders want some beef and they are ready to pay good money for these! Of course though, some offers might be more interesting than others, so watch out for what comes next... one kingdom might look for a set of weaponry or fancy cakes, which are known to make good money!
Once you've acquired your license, more information will be displayed in the counting house interface ; at least with the kingdom you elected to get a license for.
[img src="{STEAM_CLAN_IMAGE}/3953670/406ce27fed078da2491b5ae0fa7fe225fde8a28b.jpg"]
The trade license purchased in this example is that of Denmark's, but you are allowed to get multiple licenses at once. Now that we've obtained our license, we're able to see the prices of the different goods and actually buy those we like. Prices vary based on the settlements on the world, as well as other factors we'll get into shortly further down below in this patch note.
By default, most kingdoms will offer a set of random goods of a given category, and with prices that resemble those of the local markets. In effect, the Protective Cross is being offered for 1,531 coins here, while it is being sold for 1,636 - 1,868 in our markets. The price therefore can be interesting even at the start, though what prevails above all in this circumstance is the availability of the goods being offered since our local markets might simply not offer these items for sale just yet!
[img src="{STEAM_CLAN_IMAGE}/3953670/bb7ab4c29c9e9495a63a59d07670c744c1c10bb1.jpg"]
It is also possible that some trade routes will offer different Works of Art for sale. You'll recognise these from our previous patch notes, where we made it possible for craftsmen to create powerful armors or weapons. These are essentially quality-tier items, that require many more materials to make, and a set of luck, time and skills combined. The higher the quality of an item, the better its stats.
And so now, if you'd like to skip this crafting journey, you have a new option: buy them from trading partners directly. But be aware that these are somewhat rare, even rarer if they come in good quality ; and you will need to pay a very expensive price to get your hands on them...
Some more indications about the interface elements:
The "red" bar shown above the items grid indicates how long remains until the goods for sale are restocked.
The new crest textures, designed by [dynamiclink href="https://steamcommunity.com/id/vkodeks"], are unique to each kingdom and are shown on any of its special characters that may physically enter the world.
The character shown on the left represents this crown's ruler (the name and other information can be seen when hovering over the portrait).
Let's continue.
[img src="{STEAM_CLAN_IMAGE}/3953670/1804bf3cdd98301265053456b5f3fd5709733c59.jpg"]
So what influences the trade routes, then? Well, there are multiple systems for that! First and foremost, each kingdom's trade route has its own level that ranges from 1 to 5. A symbol on the top right corner of that character's portrait on the left indicates the current status of that trade route's level progression, which is tied to a gold counter shown on the bottom. In order for a trade route to level up, dynasties across the map will need to invest in it by purchasing items it offers for sale.
To reach level 2, a total of 8,000 coins will be required ; before unlocking the +20% goods bonus as shown in this tooltip above. The higher a trade route becomes in terms of level, the more goods and the more variety of goods it'll offer every time it restocks itself.
[img src="{STEAM_CLAN_IMAGE}/3953670/6d69a516609f589e0fe21fe760cc59a7fa3873c9.jpg"]
Above, you may see an example of a trade route set to level 5 (its maximum): more goods are showing, both in quantity and variety. That being said, this trade route is also "ratified", and this also brings its own set of important changes. We'll mention that further down below!
For a level to be achieved, a "state visit" will need to be accomplished by that partnering kingdom.
[img src="{STEAM_CLAN_IMAGE}/3953670/bc8e2f4a2542893ecceaefc190e4ac0af15938e8.jpg"]
At the moment, this event is rather simple. It spawns a Royal Envoy at the richest settlement on the map who's protected by a few Royal Guards. The envoy looks around and fills a progress bar visible near his character model that indicates how much time remains before the new level is applied to that partner's trade route.
There are plans to make this better in the future ; however, it is also currently possible to plan an assassination attempt on that envoy should you wish to interfere with the plans of another player who might get too accustomed to trading in counting houses. If you manage to do so, that kingdom's reputation with yours will decrease -thus increasing odds of a war- and no other envoy will be sent before a few seasons pass... additionally, you might as well be sent a secret "thank you bribe" from another rival kingdom as a reward...
[img src="{STEAM_CLAN_IMAGE}/3953670/9adb52d63e945325c4791400e2c1157349db29aa.jpg"]
So the choice is yours, will you let trade prosper or will you get in the way? Be wary, for a kingdom at war will temporarily shut down its routes with you!
Anyway, that's not all, because we have to talk about the...
Guild Privileges
Directly linked to counting houses, these allow improving your trade routes with the different kingdoms... and some more.
[img src="{STEAM_CLAN_IMAGE}/3953670/c136c60d4840b40486a5b1c7fbce8684d42e3c3e.jpg"]
Once you're elected as one of the four Guild Masters or as an Alderman at the Guild House, you will get access to this new interface right here. It is opened by clicking on the Guild House building, and selecting the measure "Guild Privileges". There you will see three different tabs, with their own sets of upgrades that will impact the economy in different ways.
Each upgrade is paid with the settlement's treasury directly. The "Privileges" tab will impact trade routes directly. For example, "Scriptorium" will increase the odds for a trade route to offer Works of Art as items you can acquire for them.
Something to be wary about: as a guild master, you can only enact certain upgrades that match those of your position. What this means: some upgrades can only be enacted by a Patron guild master, some others are reserved for Scholars, etc. But if you're the Alderman, then you can enact any upgrade that you desire.
[img src="{STEAM_CLAN_IMAGE}/3953670/d2556719328d5ffc758201db5cad13d51d844fdb.jpg"]
You can click on any upgrade's entry to display additional informations about them.
[img src="{STEAM_CLAN_IMAGE}/3953670/e991c406eae80a35e5aaa41e9928206213b69ccd.jpg"]
The "Trade Upgrades" also impact the trade routes directly, but they focus on the items more than anything. For example, you can enact "Consignment Slots" to let the trade route offer more item slots starting from the next refresh.
[img src="{STEAM_CLAN_IMAGE}/3953670/776dcb8ec2433a2011565901027cbc0ad89cb76a.jpg"]
You can also enact other upgrades in this tab, that increase the quantity of goods (per slot) that a crown will list for sale depending on which are selected every time the goods refresh.
[img src="{STEAM_CLAN_IMAGE}/3953670/93dd0504b197327517136f2f39d525b1a3820d65.jpg"]
The "Supply" tab offers three different upgrades, that are an alternative supply market. This is one of our new solutions to make shortages in settlements less cumbersome. If you enact the "Enable Shipments" upgrade, the counting houses will send special characters to the local markets every now and then to refill them with some items that are lacking there.
[img src="{STEAM_CLAN_IMAGE}/3953670/6e094afabbbf3e5c16406e91ea27ff3bec816ca8.jpg"]
Once again and just like all other upgrades, you can look into the details of that improvement by clicking the upgrade's entry on the interface.
[img src="{STEAM_CLAN_IMAGE}/3953670/a080fa80f2005c97319e050d3e8529e43cc55a86.jpg"]
A counting house agent will never deliver enough goods to fix all shortages in a local market, but it will certainly help a little ; especially if you upgrade it further with the "Shipment Volume" and "Shipment Variety" improvements!
Let's now focus on some special abilities of the Alderman...
[img src="{STEAM_CLAN_IMAGE}/3953670/39d3b638d40b99acf009c313e3713ce12409dd8d.jpg"]
The Alderman has a powerful ability that lets him select which trade route to give bonuses to every few rounds. In order to do so, the character must be inside of the guild house, and then start the "Seal Trade Charter" action inside of the new interior scene.
When a trade route is sealed, its goods keep flowing in the counting houses even when relations get worse (such as a war happening). But this also makes the goods cheaper to buy and better to sell to! If you combine this powerful ability with all the different upgrades and the levels of a trade route, then you can easily put your hands on some very interesting deals...
[img src="{STEAM_CLAN_IMAGE}/3953670/6931f56f0372102a51336dbf073ae281138a2f9a.jpg"]
As the Alderman, you also have the option to freeze or unfreeze all trading with counting houses. A brutal decision, but very effective to halt the plans of one who relies on trade routes heavily...
Something isn't clear?
If you're lost on some details, perhaps the new Guide page will help you see clearer. It is accessible with the \[?] button, on the header of the counting house interface.
[img src="{STEAM_CLAN_IMAGE}/3953670/33a4942a07ca5c4211c9da56816d0dc1b66eb9b5.jpg"]
Fixes & Changes
And here is even more!
Building Management - Priority Production
[img src="{STEAM_CLAN_IMAGE}/3953670/9c354b2a7ebc9ce8c19d9b00dfae69a980bdebb0.jpg"]
Specified all To Counter and Keep default values for every workshop in the game, thus preventing an AI-managed building from getting rid of items it should not and allowing it a smarter items production logic.
All settings in the Manage Building UI now apply directly when they're changed and no longer after hitting "OK" to close the window.
Added a priority system for item production logic.
Adjusted various elements on the Manage Building interface: styling, layout, size.
We are still implementing features for the Building Management and are closely monitoring possible issues and logic fixes for it. We will update the interface to make it more intuitive, and also improve the priority feature which is a bit rough right now.
Items Selector improvements - Keyboard detection
[img src="{STEAM_CLAN_IMAGE}/3953670/b990c87a99d58b9cf6aaa584ae1df67190cd65ae.gif"]
Added keyboard support in order to easily specify quantities of an item you want to purchase in markets and counting houses: queue up one or multiple items as usual, then hit SHIFT to highlight any item you'd like and press numbers on your numpad to specify an amount you'd like to set that quantity to.
Adjusted the layout of the items pinned to mouse.
Pinned items to mouse now display their total gold values.
3D Interior Scene - Charter Room
[img src="{STEAM_CLAN_IMAGE}/3953670/b3e06f2658555b5f68135137af153816e1667f5e.jpg"]
Added a new interior scene for Guild Houses. Right now, this room is used mainly by the alderman to seal trade routes bonuses. We've had to cut content temporarily to be able to update the game in time for today ; but in the future, this room will hold a brand new cutscene event similar to office meetings with their own little tweaks and interactions between all members of the guild house!
Blender limited viewport view.
Localization
Updated French Localization.
Updated Russian Localization ([dynamiclink href="https://steamcommunity.com/id/vkodeks"]).
Updated Chinese Localization ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"]).
Added Ukrainian Localization ([dynamiclink href="https://steamcommunity.com/id/sinegosa/"]).
Added Korean Localization (asiria7).
Adjusted some Polish Localization files.
Chinese Localization wraps to new lines better when a line ends with a number or unknown symbol.
Bugfixes
Corrected an issue linked to the "magic circle effects" where the "tasks circles" shown on the terrain when assigning orders to units would remain stuck and would not disappear.
Fixed some scrollbar thumbs not being interactible with the mouse.
Updated GiTSE's editor.ini file to specify UI Scale to 100 as using a higher UI Scale option in GiTSE breaks the GUI editor.
Fixed some UI errors breaking 2D elements on screen on UI Scales higher than 100%.
Character Sheet should now display Works of Art special stats properly.
Sneak crime rings do not trigger on animals anymore.
Fixed some locator errors.
Minor Tweaks
Adjusted the interface of the Guide feature.
Adjusted the interface of the City Needs feature.
Added an option in the game settings to hide or display the Sneak Vision rings when committing crimes.
Implemented 's Lua tweaks for pickpockets.
Adjusted a pool of names for cultures for kingdoms characters naming.
The Inventory, Production and associated 2D panels now properly center on screen and are no longer offset.
Improved GiTSE's Scene Viewer gyzmo for locators.
Adjusted passer-bys reactions to crimes in certain conditions.
Other
Added new game textures (3D and 2D) for the new interior scene and the Kingdom crests.
Added new 2D GUI Shader effects.
Added missing .NIF files in /wall/.
Added new 3D interior scene in Guild Houses.
Added GetDatabaseMaxID Lua Binding.
The game now generates Lua constants for Professions and CharTemplates.
Added a minor "Cloth" effect feature available for interior scenes to allow any mesh to simulate a gentle breeze and thus moving naturally.
"Cloth" objects in interior scenes now have baked-in lightmaps support.
The game is now able to define more than 64 total "Lua States" scripts.
[img src="{STEAM_CLAN_IMAGE}/3953670/c1c896d3050077b7fe56973a5500c961bc5c1670.jpg"]
Added Anti-Aliasing settings in the Game Launcher settings page.
Thank you so much for your patience! We hope you enjoy this update.
We will continue to provide more updates and Quality of Life additions, tweaks and bugfixes ; mod support, guides and more.
Have a great Sunday as always!
Greetings!
And we're back, with even more!
To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.696".
Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.
Fixes & Changes:
AIs are now able to build outside of city building areas when no free spot could be found in building areas, thus allowing a proper expansion and allowing for the economy to continue growing better.
Buildings built outside of cities now generate a dirt road connecting to the main network of roads, in order to improve pathfinding as characters follow roads natively.
Added a new setting to the game launcher to load higher resolution textures for certain 2D interface elements, a new solution in the makings to make the game look better on higher UI Scaling. Note: You can hit Shift + F2 in game to switch between higher resolution textures and regular textures.
Higher Resolution textures take priority over the same textures that exist in the atlas texture files on disk, in the hires folder.
Made character render views render at a higher resolution, thus providing a less pixelated look of the 3D views of characters.
Improved Font System for less blurry and pixelated fonts on higher UI Scaling options.
When HQ Portraits is activated in the game's launcher settings, made the game safely fall back to non HQ Portraits when an issue is being detected (rare bug), thus improving game stability. In the past, when HQ Portraits would fail for whichever reason, it would spam the logs and attempt to load it back every frame, thus causing massive performance issues.
The game now automatically assembles the mouse icons based on the button textures associated with it rather than loading separate textures. For example, when you use the measure "Court Someone", the mouse icon changes to reflect the action currently being engaged with the "Court Someone" texture showing in the middle of a circle texture. This means that all actions that let you select a target now assemble this texture automatically, and it fixes issues with certain actions not having pre-made textures for these.
Fixed an issue with the Crime Sight feature where only one ring of detection would show at a time.
Added a new type of multiplayer ping: When selecting a ping, hitting the "CTRL" key on your keyboard allows you to place down a ping surrounded by a circle on the ground. You can edit the size of the ring by moving the mouse. Then, release "CTRL" to place down the ping with the circle. The circle is animated with a pulsing effect.
The AI will now focus more on courting.
Improved Chinese font.
AI Thugs (Myrmidons) will no longer try to run the measure "Assign to Residence".
Improved Chinese localization ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"]).
How is your experience so far?
We hope you enjoy The Guild 2: Renaissance with us! As actual players, we make sure to test the game thoroughly in Multiplayer before each update. Of course, The Guild 2: Renaissance is an old game, and there will always be more to do, but rest assured that we are committed to continuing this way and provide support and more features.
Next, we'd like to update the Manage Building AI logic to make it easier to use and add a Priority System and fix a few remaining issues with it.
Soon, we will also move on to a more thorough investigation of how AI plays, so expect some adjustments linked to this and possibly economy-related matters. As it stands out right now, the new economy systems are working, but the main problem one can experience during their session is a lack of workshops of certain type(s) which leads to shortage of different goods. Effectively, a workshop can only produce so much to meet the demands of a town, so we will be looking at solutions for this. Now that AIs are able to construct outside of settlements though, you may see more goods being produced, since it opens up more room for production. We would also like to remind you that AI workshops will also sell goods directly at their workshop sell storage, so make sure to visit them regularly to find what you're looking for!
Have a great Sunday!
Greetings!
And we're back, with even more!
To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.695".
Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.
Crime Sight & Detection
Introducing a new feature tied to criminal activities! Before this update, when you would commit a crime such as plundering a building, the observing characters around you would always either react right away or would not do anything.
With this update, everything changes since the characters now have a "suspicion bar" that fills up more or less based on character skills. When the actor of the criminal activity is up to no good, his Stealth plays a role (while it actually did not before) as it decreases the detection radius around the action that dictates how close another character must be before it has a chance to react to what is happening.
When another character passes by, a "suspicion bar" fills up little by little and is based on the criminal's stealth and the passer-by's empathy. If the criminal has 10 stealth and the passer-by only has 1 Empathy, then it will fill up much slower than if the criminal's stealth was at 1 and the passer-by's empathy was at 10.
Thugs (hired from residences) and guards have a hidden bonus to empathy: they can be used as an extra safe-guard against rogue activities!
[img src="{STEAM_CLAN_IMAGE}/3953670/bf69acbb2990e1e64e3f31acd6cddc848b1448c4.gif"]
This new feature is accompanied by a new visual indicator that shows around the criminals you control while an action is being performed, as seen above.
Fixes & Changes:
Steam Achievements update: after a thorough investigation, we have fixed the remaining achievements that didn't trigger properly. Note that we tested them in vanilla, and while we deployed the hotfix in Reforged, we have yet to fully run another test in Reforged only to make sure they all trigger properly there as well.
Consuming an item that gives a temporary modifier now displays the remaining time for that object in the tooltip associated to it.
Added a File Mismatch comparator page (ALPHA) when a player tries to join a game that has mismatching files.
Updated martial skill. Before: +0.5 flat damage. After: 0.5 flat damage + 2.5% total damage per skill point.
Fixed an issue with "Administer Treatment" for hospitals where manually assigning the task to a character while the action was set to Auto: ON would automatically cancel the task.
Fixed non-Latin language not wrapping properly to a new line.
Fixed an issue whereas characters with a high movement speed would orbit around the selected destination rather than successfully reaching that location.
Fixed a crash that would trigger when the Building Levels tree interface would be open and then selecting a residence.
ScriptDebugger reports error lines more accurately when a mod is active.
The automatic Refresh Scripts feature now only refreshes scripts that were actually changed.
Improved Game Launcher settings page to include a separate Debug Settings page, and fixed an issue where some debug settings would not be saved properly if using a mod.
The AI should now spam "Protection Money" less often.
Fixed an issue whereas the Razzia measure would not work properly due to an issue with evidences and credibility.
Fixed an issue with Building Armour perk which should in fact add a +30% bonus to protection.
Fixed an issue whereas an office council event could get frozen due to a typo in a variable.
Modified some strings to reflect abilities better, notedly with Shadow Arts which actually grants critical hit chances in combat.
Added missing localization keys for high office titles in England Lordship maps.
Various bugfixes in many different scripts to resolve passive errors (Lead Crusade, Buy goods at the armoury, Burgle building...)
Fixed an issue with the city pop counter in City Needs UI.
Chinese & Russian localization updates. ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"] and [dynamiclink href="https://steamcommunity.com/id/vkodeks"])
On-going implementation for better Ukrainian and Korean fonts.
Better gyzmo for 3D objects in GiTSE.
Fixed an offset issue with mouse position and interaction with 3D objects in GiTSE.
Fixed a rare crash tied to CharacterSystem.
Interested in modding?
Check out the following:
AID Modder-Kit tutorial (Chinese) ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"])
Also look into the Lua Script documentation under the mods_info folder in the main game directory!
We are working on providing even more documentation for modding.
We hope you enjoy this update and have a great start of the weekend!
Greetings!
We have another patch for you today!
To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.69".
Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.
Fixes & Changes:
Activated "Delta Resyncs": the Resynchronizations are now faster, since only the parts of the savefiles that differ from host will be redistributed as opposed to the entire savefile.
Performance update: changes to how AI dynasties work through their weighted decision trees make it less performance-heavy, thus allowing for a gameplay that stutters less over time, and for example allow max speed to run better.
City growth population fixed: finally, we fixed a bug impacting city population growing indefinitely. Settlements will keep creating citizens, and there is no hard cap. It will be done properly now! This also impacts performance positively, since you won't have so many citizens in the same settlement that were never meant to be there in the first place.
Added a new tab to the Manage Building for Hospitals (Scholar building): the Action tab allows assigning automatic orders to personnel to Administer Treatment and Quacksalve. This tab also depicts more information such as the list of all waiting sick citizens.
The game now generates constants automatically based on the loaded .dbt files (vanilla and mods). GameConstants entries win over the auto generation. The pattern is the following per DBT file loaded: Measures GL_MEASURE_*, MeasureType GL_MEASURETYPE_*, Buildings GL_BUILDING_*, BuildingTypes GL_BUILDING_TYPE_*, BuildingUpgrades GL_UPGRADE_*, Items GL_ITEM_*, abilities GL_ABILITY_*, Offices GL_OFFICE_*, NobilityTitle GL_NOBILITY_*, Skills GL_SKILL_*, Sentences GL_SENTENCE_*, Needs GL_NEED_*, Impacts GL_IMPACT_*, GuildResource GL_RESOURCE_*, Filter GL_FILTER_*. The generated constants are UPPER CASE and take the string values associated with each entry.
For languages that have no audio files for these actions: fixed an issue wherehas the English audio fallbacks would not play the character tasks sound files (such as when moving a character or giving characters orders).
Fixed an issue whereas some items giving temporary bonuses could actually stack them indefinitely.
Hovering over any owned building now shows who owns that building, and pressing the "F" key (will be made changeable later) allows jumping to that owner with the camera.
Adopting an orphan no longer gives you an elderly person instead.
Fixed an issue whereas, when using an item and that action is interrupted, the item would be deleted anyway.
Improved "Administer Treatment" measure for hospital workers.
The Guide UI is now centered on screen.
The "Ideal Stock" of all settlements for each item is now depicted when hovering the mouse over items in the Market UI.
The AI now uses Slander ("Character Assassination" measure that generates fake evidences against another dynasty) less often, and also these evidences are no longer always generated with a 100% believability.
Hotfix for the Manage Building feature: "Keep" and "Need" values are properly separated, improved the UI, game logic for carts and personnel, and minor changes.
Misc changes and hotfixes to Lua scripts and some other game data files, with contributions from [dynamiclink href="https://steamcommunity.com/id/vkodeks"] and Serp.
Localization update for Chinese, Russian, Polish, English.
We hope you enjoy this update and have a pleasant weekend!
Greetings!
This update is our largest reworking of the game's economy to date: from the AI Management of your workshop to the customers who buy from them- alongside proper support for non‑Latin languages, a nurtured in‑game Guide for economy details, and a long list of fixes.
To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.679".
Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes.
The Steward - Manage Your Buildings
Hand a workshop to a steward and he will produce your wares, buy your materials, stock your counter, manage your staff and mind your budget while you tend to grander matters. The entire Manage Building interface has been rebuilt from the ground up to give you real, per‑item control over how he does it.
[img src="{STEAM_CLAN_IMAGE}/3953670/d1bc3a91abf0ca467dead8aabedb566b09706b61.gif"]
Production
Set exactly how many of each ware your workshop should keep on hand, and how many it should keep in your sales storage. Carts do not take items from the sales storage, and they only take items from the main inventory above the "Keep" threshold you set.
Set a Buy List of items required for your production to keep going, and your auto-managed AI carts will fulfill the orders.
You can now halt production of any single item. Simply click an item's row to toggle it! A green tint means your workshop will keep making it, a red tint means he will leave it be.
Shift+Click on the \[-] and \[+] icons allows removing or adding 5 by 5 (instead of 1 by 1).
[img src="{STEAM_CLAN_IMAGE}/3953670/444149c5f864391b371611659409275b0b5d207e.gif"]
Trade & the Sales Counter
"To Counter": the number you set is the most of that ware that will ever sit on your sales counter. Anything above it flows back into storage instead of piling up.
Storage that manages itself. If the surplus has nowhere to go because your storage is full, your steward will purchase a storage upgrade to make room so a busy shop never chokes on its own stock.
Manage your prices. If you set Trade to Manual, your shop keeps its hands off the counter entirely and sells at the plain 100% price ; however, you can sell at a more expensive price for more money but less customers... or at a cheaper price, for less money but possibly more customers! Or perhaps sell cheap to starve your competitors...
Counter prices now track the true going rate in town so your walk‑in sales reflect the local market's prices. Your bargaining skills and that of the buyer's will be taken into consideration for a final price calculation.
[img src="{STEAM_CLAN_IMAGE}/3953670/997dfb90e3267fd3b07cb8d8606d3fa36fb2ff2b.png"]
Carts
You can now "Unassign" a cart to take it back under your own control. It halts its current errand immediately and waits for your orders. Assign it back to your steward whenever you like. In other words, it is now possible to have a hybrid system whereas the building is set to AI Management of carts activated while also having manually-controlled carts that you can give orders to.
The AI Cart management has been revised to make it a lot more intelligent than before. It is now capable of conducting multiple sell / buy tasks at once, and it properly considers workshops selling those items (including yours). It is aware of when goods are urgently needed to keep the production going, in which case it looks for the closest and cheapest source of materials. Of course, that is just a summary of all changes and the best way to see it is for you to give it a try!
[img src="{STEAM_CLAN_IMAGE}/3953670/5f32dddf55433030aaa623291c004c62038b4ff1.gif"]
Personnel & Wages
Coin flows out as surely as it flows in, and now you can see exactly when. The Personnel tab shows a bar detailing the store's working hours, marked with the two regular drains on your purse:
A gold mark shows when wages are paid. Wages gather through the day and are settled in a single sum at midnight, so a dip in your coin at the start of the next cycle is simply payday, not misfortune.
A filling bar shows your steward's upkeep, which is drawn a little at a time, every hour. Hover it to see the exact price it costs; gold symbol and all.
The working hours of your building is now shown as the main horizontal bar, which updates its marker for the current time in real time.
[img src="{STEAM_CLAN_IMAGE}/3953670/464c6bc66966fa3a9fd9283b585b36e17be3dd07.gif"]
Finally, every tab of the Manage Building window now carries a small "?" button that opens a dedicated Guide page explaining exactly what that tab does!
[img src="{STEAM_CLAN_IMAGE}/3953670/555f8be53bd995b3cb528af7eaf6e418196ab15f.gif"]
How the Economy Works, and How to Beat Your Opponents
Much of the economy has been retuned so that the town behaves the way a town should. Here is how coin truly changes hands, and how a clever merchant turns that to their advantage.
How your goods sell
Citizens wander into your shop and buy what they need, tier by tier: necessities before comforts, bread before wine. Keep your counter stocked and your doors staffed, and custom will eventually come!
The population's real needs now drive demand properly. What the town wants, and how badly, is laid out plainly in the updated City Needs sheet.
Customers no longer hold it against you when you cannot supply a ware you were never able to make, so your reputation is spared for honest gaps in your trade.
Pricing & the art of the bargain
Greed has a price. Set your markup too high and fewer customers bite... price fairly and you move real volume so demand now responds to what you charge.
Your silver tongue matters more than ever. The town's goodwill sways the final price at the haggling table, because visiting guests will haggle too (your Bargaining and that of your customer can influence the final prices).
The sales tooltip now shows a much better price estimation that a guest would actually pay, so you can set your counter with open eyes.
Additionally, and only during open hours, the town might buy goods from your sales storage directly if it deems it necessary and lacking in its own market.
Prices at the markets are impacted by the updated "city needs" population, especially because the settlement's price for an item is impacted locally. The more citizens there are, the higher the needs and the higher the "ideal stock" for each item will be... This means, in return, that the shortages and overstock fluctuate in real time based on this factor alone.
Additionally, the price of a manufactured item is also updated live to scale based on the price of its required goods to make. So will you find ways to crash your opponent's economy that way? Will you gain new riches thanks to this dynamic settlement-by-settlement pricing system?
Outcompeting your rivals
Undercut and outproduce. Watch the town's needs, make what is scarce, and price just under the competition to draw their customers to your door.
Trade even with your enemies. You can buy wares straight from a rival's sales counter, even one you are at war with, at a stiff wartime markup. These repeated dealings build a trading reputation between your houses and make it easier to reconciliate your dynasties.
Markets that actually run dry or overstock. Town markets now deplete and restock properly thanks to the updated city population needs, so shortages are real opportunities for the merchants ready to fill them.
Special artifacts and rare consumables now find buyers, where before they could sit unsold.
An Important Change For Additive Lua Script Mods
Modding the game's scripts is far less destructive and opens even more doors for compatibility and is less prone to errors. Previously, when a mod replaced one of the game's Lua scripts it replaced the entire file, meaning a mod that only wanted to change a single function had to copy the whole original and keep it in sync forever, and two mods touching the same exact script file could never coexist.
Script mods are now additive by default. Your mod's copy of a script is layered on top of the original: the functions you define override the originals, and everything you don't define -every other function, plus the top-level code, constants and locals- is inherited automatically. Change the one function you care about and leave the rest to the base game.
Define only what you change. A mod that redefines only Run() keeps the original CleanUp(), and everything else.
Top-level values are inherited too: constants and locals declared at the top of the original script stay visible to your overrides.
Mods stack. Several mods can layer over the same script; the highest-priority one wins per function, and the others still contribute whatever they didn't override.
Want the old wholesale behaviour (e.g. to delete an original function by leaving it out)? Put --@replace near the top of your script file to opt out. --@override, --@fullreplace and --@nomerge do the same.
Existing full-replace mods keep working exactly as before, and the whole thing is resolved at load time, so multiplayer stays in sync and gets updated properly on each mod and game update, and so on.
Localization (Non‑Latin Support)
For the first time, names written in non‑Latin, such as Simplified Chinese, display correctly throughout the game. Every glyph that is missing now reverts back to the systems font so that it gives everyone a chance to try the game in their own language (for as long as a translation for it is available or being worked on).
Character, dynasty, and building names now render properly in the guild‑master election lists, selection panels, tooltips, Multiplayer RPG speech and beyond. (also Guide pages...)
Fixed missing character pages in some mod fonts (Cyrillic and Polish), which previously showed empty boxes or broken symbols in place of letters.
Misc
AI is now able to Finish Off, Break Bones, Rob, and more.
Minor adjustments to GuildIILauncher.exe
Minor adjustments to the "Best Candidates" section in Important Persons UI.
Hiring employees should suggest young people more often.
Removed some logs.
Added Workshop Sheet Balance to vanilla.
Chinese Localization update by [dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"].
Russian Localization update by [dynamiclink href="https://steamcommunity.com/id/vkodeks"].
Polish Localization update by [dynamiclink href="https://steamcommunity.com/id/Szekiel1099/"].
Increase resourcemanager cache limit.
GetProperty() calls no longer triggers "Wrong Data Type" warning errors.
GiTSE should be more stable and correctly display previews for the following: city build areas, city walls, building placements. It should have a smoother camera movement, and it should keep the initial collision mapping of the original map when that same map is being expanded to either 2k or 4k.
Fixed Steam Multiplayer Ping Wheel not scaling right on screen.
Added new Economy-related pages to the Guide system.
Thank you, as always, to our translators and to everyone sharing feedback on the forums and Discord. Thank you once again to our closed beta testers for thoroughly testing the new features and making requests to improve the experience for all. Thank you to FellowSunBro for proof-reading this patch note.
This economy overhaul is built directly on what you told us: we heard your many complaints about the original AI management of the game and decided to start providing new solutions that remain immersive and faithful to the game.
Thank you to [dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"] for providing the Chinese translation of these patch notes, and thank you to [dynamiclink href="https://steamcommunity.com/id/vkodeks"] for the Russian translation of it as well!
Have a very pleasant day, and may your counters never sit empty!
Hello!
We have deployed yet another Beta patch in response to the latest feedback. It is centred on bugfixes and new additions.
To access this beta patch, you must opt-in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.677".
Multiplayer Ping System
Introducing the first iteration of the Multiplayer Ping System, which allows you to ping locations, character/carts/buildings, and waypoints to you and your allies! To access this feature, press "E" on your keyboard (we will add in the future a way to customise this hotkey).
[img src="{STEAM_CLAN_IMAGE}/3953670/b4628eef6544e9385892834e668d265cd6cb84cc.gif"]
The first type of ping is a static ping that stays on the ground, that is simply drawn on the screen by releasing your cursor over the desired ping type. Then, you can apply a ping on top of any 3D object in the world, that stays attached to that object. Finally, you can create "waypoints" for your ping, by pressing "E" to enter the ping wheel and left clicking the selected ping image, and then, without releasing "E", pressing at different spots on the screen to draw your line.
[img src="{STEAM_CLAN_IMAGE}/3953670/3f2b837d90dfdb9d0fd9064788c45d61afc3ecdb.png"]
Pings that are still visible stay locked to the edges of the screen, so that you are able to click them to quickly jump to that location. Be aware that in Multiplayer, the pings are tinted to reflect the player's dynasty colour ; and pings also play a sound.
GiTSE Expand Worlds & Minimap
In the continuity of our work to make map creators able to work on larger maps (2k and 4k), we have also made it possible to expand pre-existing maps so that they meet the new sizes whenever you'd like. Interestingly, the expanded areas of the maps are procedurally generated with landforms, vegetation and materials and conform to the overall style of your map ; with a sane distribution of water and land while respecting the average heights and land levels.
For this feature, please save your expanded map after it is done generating ; and then restart GiTSE entirely, so that everything can refresh properly.
Here is a before / after comparison depicting the new minimap to visualise the change.
[img src="{STEAM_CLAN_IMAGE}/3953670/00f4de55519e767face157373cbf9590087fefe2.png"]
[img src="{STEAM_CLAN_IMAGE}/3953670/443eba4d13f43a3d4f4ad023caff6234c67ed26f.png"]
Performance Update
We are investigating performance-draining aspects of the game and have started bringing some changes to increase this. With some recent changes to the way vegetation such as trees and grass is rendered, as well to some other changes to the way other 3D objects draw meshes, it is possible that some users gain up to 40 FPS in the best case scenarios.
Additionally, we invite all players to check which settings they are playing on, using the launcher's settings page, since it offers more options for the game such as VSync, Triple Buffering and more.
Of course, we are continuing our investigation, so as to make the game run as smooth as possible for everyone.
Fixed:
Fixed an issue whereas modified stats would never clear, thus either granting forever stat bonuses or maluses.
Fixed an issue whereas autosaving or saving in general would lead to an Out of Sync error due to all clients of the game performing that saving operation and thus freezing and losing connection.
The launcher no longer breaks on high dpi monitors.
Fixed a systematic out of synchronisation error linked to MsgSayInteraction(...) in the case where multiple players attend a cutscene event (notedly, trial for example as an accused, accuser and assessor).
Removed the older population cap we initiated.
Changed:
Custom letters (to write to human players in multiplayer) can now also be sent via the Client List panel by using Shift + Left Click on the dynasty crest of a player.
Behind-the-scenes changes to the sound engine to prepare for proximity voice chat in Steam Multiplayer.
In the character's XP page, we made it so that stats that are benefitting from a bonus are shown in green and stats suffering from a malus are shown in red.
Minor changes to the Refresh Scripts live feature to make it more robust.
Adjusted some AI Labour algorithms to attempt to let the AI produce more difficult manufactured goods.
Improved camera movement, so that the camera never moves up and down so roughly based on its height elevation to the ground ; and adjusted the smoothness with middle-mouse button rotation and right click panning.
Also improved camera movement in GiTSE.
Rooms are now loaded in a single thread so as to prevent a rare issue leading to a crash after a Steam Multiplayer resync.
For some users, the Resynchronisation process might be faster now.
Counting houses are now a bit closer to how they used to work, until we finish the update for their new functionalities.
The "Important Persons" interface now displays more "Top Candidates" to court and refreshes every game hour.
Worker houses can no longer be set on fire.
(Removed Herobrine)
[img src="{STEAM_CLAN_IMAGE}/3953670/66ba5dfb1d484e995f8b41922164948769ad44d9.png"]
Thank you to [dynamiclink href="https://steamcommunity.com/id/vkodeks"] for providing the Russian translation of this patch note.
Thank you to [dynamiclink href="https://steamcommunity.com/id/BlackPainkiller/"] for providing the Simplified Chinese translation of this patch note.
Have a very pleasant day!
We have deployed a new Beta patch in response to the latest feedback. It is centred on the mod architecture and the tools around it, but this round also incorporates more bugfixes, economy/balance tweaks, UI Scaling and new minor additions.
To access this beta patch, you must opt-in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.
For this release, the version shown on the main menu is "4.672".
Our official mod Reforged has been updated for this update. It may take a few minutes for Steam workshop to distribute the new files. Do not forget to update your mod in the game's launcher, using SYNC after the Steam workshop download has finished downloading the new mod update.
Since mod architecture has been changed, it is important to grab the new changes. By default, Steam Workshop and our mod launcher should get rid of older, deleted files. If that is not the case on your side for some reason, and issues arise, please attempt to delete the mods manually both in the mods folder of the game and in the Steam workshop's download paths (typically in \\steamapps\\workshop\\content\\39680\\*) and force re-downloading the mods.
New:
Stackable mods. Multiple content mods can now be enabled at the same time and are merged by load order: databases, localization, textures, scenes, objects, GUIs and scripts all overlay additively, with the highest-priority mod winning where two mods touch the same thing. You no longer have to choose just one!
Mod load order. Active mods have a clear priority (1 = highest / applied last) that you can reorder in the launcher.
World mods alongside any setup. World map-pack mods can now be toggled on and played together with the base game (Vanilla), not just with a specific content mod. A mod can mark itself compatible with Vanilla or with everything, and the launcher gives world mods their own Activate/Deactivate toggle.
(WIP) Auto-Changelog generator (Mod Launcher). Select any mod and hit Auto-Changelog to get a readable, grouped summary of everything it changes versus the base game.
Conflict Viewer (Mod Launcher). The conflict overview for mods is a collapsible folder tree which you can expand down to individual files. Each folder shows how many conflicts / overlaps / compatible items it contains.
ModArchitecture marker. Content mods now declare which architecture version they were built for. Up-to-date mods load normally and others are disabled and clearly flagged (see the modder notice below).
Modernised scripting. The Lua scripting layer now exposes the standard table library, ipairs, type/tostring/tonumber and a new len() helper. Additionally, some script errors in the log now tell you the exact script file and line (Alias Not Found).
Ability to Update Save Files. Reload all Lua scripts from disk on the fly! In single-player it reloads locally and as the multiplayer host it refreshes and resyncs every client. It is useful for regular players who simply want to continue playing their savefiles while applying our latest game update changes (and/or those of a modder).
Write letters to players. We made it possible to write custom letters to players from within the game so as to open up diplomacy options in a more immersive way. You will need the Escritoire house upgrade to do so, and use the new "Write Letter" measure that shows in the action bar when your character is selected. But, will your writing skills be intact, if you are hurt? That is for you to discover...
Craftsmen are now able to create special "Works of Art": this is our first installment of items with quality tiers. Get in your foundry and work on your special piece of equipment, and name it! However... will you be skilled enough to make a work of art that is worth it? Anywho, the experience you'll learn in your journey surely will compensate your first attempts! Watch out, for you might also run into a few accidents on your way there...
[img src="{STEAM_CLAN_IMAGE}/3953670/5211148c6a55e2489a32dc24b8d73c194168903e.png"]
[img src="{STEAM_CLAN_IMAGE}/3953670/c8b981bafa6a6493f41b69824799137dac0ffbbd.png"]
[img src="{STEAM_CLAN_IMAGE}/3953670/0a822462f71658b1684d042321977f6668bf7914.png"]
[img src="{STEAM_CLAN_IMAGE}/3953670/8ea42c870c1f52c28bc686ddc32cedd4bf75623f.png"]
Fixed:
A multiplayer crash that could happen shortly after a resync.
A rare crash linked to cart movement control.
A rare crash that was linked to in-game actions triggering character memory events.
A rare issue whereas nobody could apply for the entry-level offices in the political tree of a settlement after a certain point (possibly when saving during a city council cutscene).
An issue whereas the "Resync" fallback that starts as a result of not using the "Share Save" button in Steam MP when loading a game would fail to proceed if, during that game, a player's dynasty had died, and that player had left the game, which the game would fail to notice and thus it would force everyone to wait for an extra player slot to validate the resync process while that very player slot was no longer occupied.
Improved some more synchronisation code for Steam MP.
Fixed an issue whereas you could no longer apply to entry-levels in the office tree in a specific scenario.
Fixed an issue whereas you would sometimes be unable to use your gold.
The game should now properly prevent you from going back to the Steam Multiplayer interface if you did not fully restart the game in between two Steam MP sessions.
Improved behaviour of AI-managed hospitals (by a little bit).
Localization from a content mod failing to load when a second content mod was enabled above it.
Moving a selected object with the arrow keys in GiTSE now keeps its new position (it used to snap back to the start).
Improved overall Objects handling in 3D World in GiTSE (by a little bit).
Fixed some Rich Presence for other languages.
Fixed Thesis Paper Lua script.
Fix for flickering cursor impacting some players.
Frequency of Music option had no effect: the setting was only read once at startup, so changing it did nothing. The music could then go silent for a very long time. It's now re-read live, so the slider actually controls the gap between songs.
Fixed some older UI-related issues with misplaced elements on screen and stretched HP bars that could occur on occasions in certain resolutions/ratio.
Fixed a potential issue that leads to black screen or black elements on screen when Alt Tabbing in Fullscreen mode.
Changed:
LIMITED SETTLEMENT POPULATION (Performance): 400 max for all towns, except Imperial Settlements with 600 total.
Minor adjustments to economy and items in market stalls.
Workshop counter pricing. Selling goods directly from your own workshop's sales counter now earns closer to the market's price.
Random settlement fire disaster removed. The city-wide fire random event no longer triggers.
Language handling. The game language is now a single global setting and the launcher no longer prompts per-mod. The language list now also includes languages provided by your active mods, so a mod can add a language the base game doesn't ship.
Creating mods. Making a World or Translation mod no longer requires holding Shift while launching the application. The mod type is always selectable in the Create Mod dialog.
Savegames now record the set of mods they were created with. The load list shows every save and marks the ones whose mods differ from your current setup.
Improved GiTSE Localization systems.
Added GiTSE Polish translation by [dynamiclink href="https://steamcommunity.com/id/Szekiel1099/"].
Hardened savegame loading against corrupt Lua script state, so a damaged save can SOMETIMES degrade gracefully instead of crashing.
Long button captions in the launcher are no longer clipped, so the buttons now size to fit their label properly.
The Steam multiplayer player overview is now expandable / minimizable.
The Steam multiplayer player overview is now properly positioned on screen.
Updated File Hash calculation to reflect new data loading architecture.
Player main characters now gain more experience working in their own workshop (raised from 15 to 25 XP per in-game hour).
UI Scaling / High-DPI / high-resolution display support. The game and launcher are now DPI-aware, so high-DPI laptops and 4K monitors report their true resolution. Borderless windowed now renders at the native monitor resolution instead of a stretched/blurry image, and the Monitor dropdown shows the correct resolution. Additionally, you can select on which monitor to start the game using the new options in the launcher.
Good to know: If you share your game's session on a Discord livestream, it has been seen to cause heavy stuttering over long periods of time. It is recommended to restart your Discord livestream when this happens.
On some occasions, if the host takes too long to complete an autosaving operation, the game might ask for a resynchronisation. We are investigating this issue.
Special Notice for Modders
With stackable mods, content mods now need to declare compatibility. Add this line to your modinfo.txt once you have adapted your mod for 4.67+:
ModArchitecture=4.67Any content mod missing this line (or declaring an older version) is automatically disabled at startup, with a message listing what was turned off, and marked "⚠ OUTDATED" in the launcher. This now applies even if the mod was enabled directly in the activation file. Add the line once you've verified your mod works with this version. World mods and Light Translation mods are exempt.
Please update your mods to use the newest architecture. If you are a translation mod that is not set as a "Light Translation Mod", we recommend converting your mod to be a "Light Translation Mod".
Please note that the game launcher should successfully get rid of deleted files in a mod update.
We will monitor the workshop to ensure mods get updated as intended and will provide support to help navigate through this new dynamic system.
See below for more details.
Special Notice for Community Translators
Once you've joined us on Discord, you can find a list of tokens used in the localization tables here.
Special Notice for Save Files
You can load a save regardless of which mods are currently active. If a save's scripts differ from what is installed, the game now offers to update them (it does it automatically in singleplayer). The older saves update automatically when a game update is downloaded, as well as when you update a mod.
Your savefiles should be compatible with the previous versions of the game. But it is possible that you run into issues regardless of our attention for it. If you do, you may try to start a new game. The most sensitive in this case would be if you are wanting to continue playing a Reforged savefile: make sure your mod is updated using the game launcher and hitting SYNC to grab its 4.67+ update (available right now).
When the host updates a save's scripts in Steam MP, the change is synced to everyone in the session. If you are playing alone, no resync is needed.
Special Notice for Mods Conversion following 4.67+
More are now overlaying each other, and are applied on top of vanilla. The only files you ship with your mods are those that are either modified or added. Everything mirrors the game's own structure.
vanilla > mod (low priority) > mod (higher priority) > mod (highest priority).
A mod with the highest priority is applied last in the stack, which means that it rules over vanilla and all other files.
Files can combine during this entire overlaying stack, accross all mods, from vanilla to the end of the chain. Regular DataBase Tables (.DBT) include a brand new "per row level merge" with complete line-per-line changeability and updating. Though of course, localization tables work just the same as before, with fallbacks to English and vanilla (everything is merged in the end).
Lua Scripts, Textures, Objects, Sounds, GUI, Worlds, etc: these operate on a whole-file override principle. If your mod includes any new file, it will load and add them to the flowing stack of modified content, and also will replace any other of the same name added in the chain of modification from before.
A typical mod folder layout would be the following (although not all new features are reflected here):
MyMod/
├─ modinfo.txt ← required: name, author, version...
├─ DB/
│ ├─ Items.dbt ← partial data edits
│ ├─ Items.del ← (optional) row deletions for Items
│ ├─ deletions.txt ← (optional) deletions for many tables at once
│ └─ Languages/*
│ │ └─ Text.dbt ← text/loca additions & overrides (root folder English)
├─ Scripts/
│ └─ Measures/
│ │ └─ ms_022_ProduceSmithy.lua ← overrides the vanilla script of the same path
├─ Textures/Hud/myicon.tga
├─ Objects/... ← models etc
├─ sfx (or msx)/... ← sound effects, voices / music
├─ GUI/... ← .gui layouts
└─ Worlds/... ← custom maps
So two mods may for example edit the same .DBT file, such as "Items.dbt", without ever breaking the game. And if there is any conflict, the mod launcher will report on that ; although it doesn't always mean that the game would be not running properly.
.DBT files start with a "Table Description", which enumerate what will be expected in themselves. Typically this would be a block declaring the columns, and Data: would show its rows.
When the engine merges your partial table onto the base, it works row by row, matched by IDs:
ID already exists in the base? Fine, your changes will apply to that base row.
ID is new? Awesome, it'll be added.
A new token, ~, is now used to specify "Keep what precedes me for this parameter". It is a key to clean edits for DataBase Tables. When you put it into a column, it means that whatever comes before stays as it was: do not touch it, keep vanilla or lower mods for this specifically!
Example.
Table Description:
"id" INT 0 | "name" STRING 0 | "type" INT 0 | "price" INT 0 |
Data:
1042 "~" "~" 85 |
In this example, you only modify the price of row 1042 to 85. If a later patch modify "name" or "type", then your mod will adapt, since it is set to ignore these modifications except for the "price". But how to add a brand-new row?
Data:
7200 "MyNewSword" 2 500 |
As simple as that, simply put your new row in that file.
Please note that you do not have to include the entire vanilla rows into your modded .DBT files. Only include your editions and additions!
How to delete rows, then? You can use a ".del" file that you put next to the table. For example, DB/Items.del with this content:
# remove these items entirely
1042
1043
Alternatively, you can consolidate all deletions in a global "deletions.txt" in your DB/ folder with the following pattern:
\
1042
1043
\
7150
When adding new entries, it is recommended to specify a numerical ID that is not used in vanilla and other mods.
On the topic of localization.
The DB/Languages/* files work differently than regular .DBT files. They all merge into one keyspace, ordered by the string label and not by row IDs. If you want to change or add text, you simply ship a Text.dbt (for example) that contains the labels you added or edited such as:
Data:
16850 "_MP_LOBBY_MUSTRESTART" "Restart required to play multiplayer again." |
99001 "_MY_NEW_STRING" "Hello, world!" |
To override an existing string, use the same label with your next text.
To add a new string, simply add it and give it a unique unused string key.
For translations, you can drop language copies in DB/Languages/#thelanguagename/Text.dbt etc (root folder is English).
On the topic of Lua Scripts.
Lua scripts are whole-file overrides by path (and additions). To change existing behavior, you must drop your edited copy at the exact same path than a vanilla script (unless its path was modified in a .DBT file). Your version will win over all mods and vanilla that precedes.
Usually, to create new measures, you would edit the Measures.dbt, MeasureToObjects.dbt, Filter.dbt and add the localization keys it needs in the Languages DBTs.
You can specify which scripts to delete in _removed.txt in the Scripts folder, if there is any that you want prior mods or vanilla to not include.
Please make sure your new lua scripts do not overwrite other scripts if they are not meant to do so: name them with a unique name, even if the pathing is different.
All Lua functions can be accessed in other scripts. You simply have to type <luafilename_nameofthefunction(...)> to access them.
Textures, 3D files, sounds, GUI, worlds.
These are also whole-file overrides by path (and additions).
We would like to thank our beta-testers, with whom we ran multiple hours-long lobbies (with up to 10 players at once):
[dynamiclink href="https://steamcommunity.com/id/OG_USEC/"]
[dynamiclink href="https://steamcommunity.com/id/DachiMustDie_TTV/"]
[dynamiclink href="https://steamcommunity.com/id/Goated0nTheKeys/"]
[dynamiclink href="https://steamcommunity.com/id/SaintTrick/"]
[dynamiclink href="https://steamcommunity.com/id/FisherPete/"]
As always, please make sure the version shown on the main menu is "4.672" before playing, and let us know if you run into anything.
Thank you for your patience, and happy modding!
We have deployed yet another series of hotfix in response to the latest feedback, as well as various improvements and new features.
Please ensure the version shown on your main menu is "4.666" before giving this a try.
Fixed:
Tracked down and fixed several desync sources so more objects and settings stay synchronized across all players.
Adjusted world data checksum comparator so as to require more continuous divergences to be reported before triggering an Out of Synchronization error ; and reduced its basic sensitivity ; so as to eliminate probable false positives.
Improved Multiplayer stability for lobbies with more than 2 players.
Some items from the graveyard workshop, as well as a few other consumables, were not needed by Sims and so we added them to the list of needs. Note: we may change the values for city needs over time.
Fixed an issue whereas some cart drivers and indoor Sims could be hidden.
Changed:
Added Client List Panel to Steam Multiplayer games, which depicts the following information for all players: Dynasty crest, coloured username, assets score, ping, % of estimated packet loss.
Clicking on the Dynasty crest of a player brings the camera to the currently active family member of that player.
At the moment, the Client List Panel can be hidden using the new button that shows in the In Game Menu interface (ESCAPE key).
GiTSE is now capable of basic localization support (WIP) with the files present in configs/GiTSE/*.
Added Simplified Chinese Steam Achievements ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"]).
Guild2 will now attempt to prevent you from returning to the Steam Lobby if you were already in a multiplayer game beforehand and didn't restart the game fully (WIP, may not always trigger just yet).
[img src="{STEAM_CLAN_IMAGE}/3953670/8daf5964eebdc6764dd5436f0314980c88c1399a.png"]
Thank you to [dynamiclink href="https://steamcommunity.com/id/Szekiel1099/"] for running a few last-minute tests with us.
[img src="{STEAM_CLAN_IMAGE}/3953670/6daaec9f2196b85c95654fbf6828e9008012fc8b.png"]
Thank you very much for your on-going support.
Current Release
Build 1130534
Uploaded Jun 26, 2026
System Requirements
How to Install
GuildII.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
A8DF146A
65ae2ac28c959c675c67bfab5f77688bc0afce790a58fcfc049750426298c7de
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