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 images
Version Information
Steam Patch Notes
Official update history
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.
We have deployed an eighth hotfix in response to the latest feedback, as well as various improvements.
Please ensure the version shown on your main menu is "4.663" before giving this a try.
Fixed:
In some situations, resuming a save file in Steam Multiplayer would result in an OOS prompt due to unsynchronised settings.
Improved multi-language support with additional glyphs.
In vanilla, fixed an issue whereas spawning AIs on maps could be wrong, thus resulting in deceased AIs at game start.
Fixed an issue whereas spawning AIs considered a storehouse a viable first workshop to acquire.
Improved multi-overlaying of activated mods in game launcher (WIP).
In some game resolutions, fixed some UI not being set to the right location on screen.
GiTSE should now be able to generate random geological landforms for 4k worlds.
Fixed inability to display the help info panels on items belonging to a dropdown list, as seen in the character creation screen.
Changed:
Borderless mode will now follow the resolution you specified and scale (WIP) to some extent.
Updated Chinese Localization ([dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"]).
Updated Russian Localization ([dynamiclink href="https://steamcommunity.com/id/vkodeks"]).
The game's launcher is now available in Chinese and in Russian languages.
Added Russian Steam Achievements.
Made light Worlds mods activable with vanilla.
Buttons belonging to the game launcher will now scale to fit their caption.
It is now possible to hard-select a voice audio pack with the "VoicePack" setting in the config's file set to \.
We reduced the "Irresistible Lips" achievement's required score from 10,000 to 750.
Thank you for your support. Without you and the community's help, this would be a lot harder.
Please let us know if there are any issues that were not yet resolved, and please also let us know if this fixed some of the issues you were having properly (especially for Steam Multiplayer).
Tonight, we are releasing an emergency hotfix for the following issue:
Unable to resume a save file in Steam Multiplayer if some advanced settings were changed.
In 4.66 Beta, we made a mistake and did not properly synchronised some of the new advanced settings between the host and the clients, and for this we would like to apologise to the impacted players.
Please ensure the version shown on your main menu is "4.662" before giving this a try.
As a compensation, we are releasing the following changes/improvements immediately:
GiTSE World Editor update (prototype)
Ability to delete a settlement and a locator properly.
Ability to create new maps, which are 2x or 4x the regular map size.
Misc. bugfixes.
Steam Multiplayer
Improved the UI of the Steam Lobbies browser.
Fixed some advanced settings not properly propagating to all players of a same lobby.
Thank you for your patience & understanding!
We have deployed a sixth hotfix in response to the latest feedback as well as important changes to the game systems.
Please ensure the version shown on your main menu is "4.66" before giving this a try.
This hotfix is built on top of 4.6 and the earlier 4.61, 4.62, 4.63, 4.64 and 4.65 changes.
Former Save Files Compatibility & Special Notice for Multiplayer
It is important to note that this patch introduces numerous changes to .dbt files and Lua scripts and therefore it is recommended to start a new game if playing in Multiplayer and Singleplayer rather than loading a previous game. Players are still able to load old save files, at the risk of facing OOS issues, resolved bugs that do not apply or new content that doesn't inject itself to your savefiles. Other misc hotfixes were also adressed.
Please make sure to select the right colour for your dynasty selection while in the Steam Lobby. Using AI colours may trigger a Resync loop.
In between two multiplayer games, it is recommended to restart the game to prevent issues we are investigating on.
If you are experimenting issues in Steam Multiplayer games, please ensure no VPN and firewall interferes with the game as we have confirmed this scenario happening. It is recommended to whitelist GuildII.exe in your anti-viruses.
A rare issue in former patch would sometimes lead to a Resync prompt showing again after a successful Resync, which was a false positive. 4.66 attempts to fix this issue, by resynchronising world data checksums between all players. Our dedication to resolving the last possible issues continue - Steam Multiplayer has never been more stable than it is now - but if this happens again on your side, it has been observed in previous patches, that saving the game and reloading it after restarting the game and reopening a Steam Lobby would lead to a more successful outcome.
We hope the resolution brought with 4.66 gets rid of this false positive issue that wrongly triggered additional Resync requests in rare occasions, and we extend our apologies to you if you were one of the few players impacted by this problem.
Special Notice for Mods Compatibility
At the time of the release of this patch note, only our official mod, Reforged, is up to date with the latest changes (as well as vanilla). You may continue playing with another mod, but we do not recommend you pursue with other mods that have not publicly and clearly stated that they are fully compatible and updated to work with 4.66.
The up-to-date version of Reforged, compatible with 4.6, is Reforged 1.0.6.
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3734375000"]
We invite all other mod owners to update the Scripts and DB folders with the latest changes (editions to pre-existing files and newly added files).
Special Notice for Community Translators
We have finalised the first stage of a new type of mods, "Light Translation Mods". These mods can be made compatible with multiple mods and vanilla included. Community Translators may now try the first version of "Light Translation Mods" by starting the game launcher with the key "SHIFT" pressed down and going into MODS > Create.
"Light Translation Mods" do not require any other files than additional Languages .dbt files. The pathing is the same than in vanilla and mods, under (modname)/DB/Languages/ for English and its sub directories for languages such as #french, #german, etc.
Creating a new translation mod already creates the different folders you will need for your convenience. Translation mods make use of the Tables.dbt indexer and allow custom triage of tables.
As a result and to make this possible, we made it so the game loads languages database tables in this way:
First, the game loads the vanilla English entries.
Secondly, if the game is set to another language, it loads the vanilla translation for that language.
For any other mod activated, it then overlays (edits and adds) entries from all other mods' English entries.
Lastly, if the game is set to another language, it overlays (edits and adds) entries from all translations for that language from all other mods.
We will continue working towards less dependencies for Regular Mods so as to make updating them much easier with each game update. Furthermore, we will actively monitor the feedback of our Community Translators in regards to "Light Translation Mods" so as to consolidate these new systems over time.
Special Notice for Economy
We have worked really hard to fix the economy systems of the game, which were known to be a bit fragile. Why? Because there were issues in the way these systems were designed due to their complexity, that were never meant to be in the first place- and were accidentally responsible for a slow and boring economy.
Here is a list of everything you can expect to see:
Populations in settlements now properly need and consume items, thus auto-regulating the local markets.
Some items were never actually needed and consumed by populations, resulting in plummetting prices, and AI Management of carts refusing to sell or produce certain items.
The algorithm to elect which products to build in workshops was flawed, resulting in certain items like Full Helms to never be produced. Our new algorithm fixes this, so that all items eventually get produced properly.
Not only the local population seeks local goods at the market, they also visit your workshops' sales stores in person and actively purchase items from you if available. Additionally, the scripts that elect which workshop to visit for direct purchases, was revised so as to include more possible destinations for the buyers.
Local population visiting your workshops to buy goods for sale will be satisfied of their purchases ; they will also sometimes get upset if an item that you can create is not available.
AI Dynasties, as well as Shadow Dynasties, now populate their workshops sales storage intelligently.
Selling in a workshop sales storage does not influence the price of items in the market.
Selling and purchasing items in a workshop sales storage grants favour between the owner of the workshop and the buyer, regulated by the following formula: (150 gold * nobility title of the workshop's owner) for 1 favour point, capped at a maximum of 10 per round for each dynasty.
Transactions between a workshop's owner and a buyer in a sales storage of a workshop rolls a bargaining comparison: the more bargaining one side has, the more the final price of the item(s) will be expensive (or the less expensive they will be). The difference is made really small in order not to exploit free money printing.
Transactions between a workshop's owner and a buyer are impacted by the following condition: if the buyer elects to purchase items from a workshop's sales storage, and if the owner of that workshop does not like you, he will be given a major bargaining bonus against you for the final price calculation. Concluding the trade will still grant favour points when applicable.
The estimation for the final price, as well as the amount of favour earned for this transaction, are displayed in the item's tooltips in the inventory of the workshop's sales storage. Similarly, the game warns the player when the seller gets a bargaining advantage against you with a red "(hostile dynasty)" string on the tooltip of the item.
The entire AI Management of carts, and the entire AI Management of goods production, was revised to be more intelligent ; and also to fix important bugs.
Workshops managed by AI now intelligently purchase raw materials from either the markets or from the primary suppliers directly: it is now possible to see workshops sending carts to primary materials producers directly to supply their business from their available goods in their sales storage.
Due to some on-going changes to Counting Houses that we are building around new guild houses measures and to the war system, we have temporarily simplified them. It is expected that in this version, Counting Houses will offer a wider variety of goods (which refresh every day) at more expensive prices with a few exceptions.
Due to the same on-going changes paired with other pending work, we have now made it so that Aldermen (final electable position from guild houses) are now able to freeze or unfreeze trade with all counting houses ; thus preventing players from purchasing goods at a counting house or vice-versa.
The owners of workshops may now consult the inventories of their workshops directly from the tooltip that shows when hovering over the latter.
When hovering over a foreign-controlled workshop, the tooltip of that workshop will now display the available goods for sale directly from within its container with the string "Available for purchase:".
Prior to 4.66, markets would agressively flush items stocks every game hour and extremely rapidly ; thus simulating a fake regulation system that was meant to be reserved for population needs. Since population now properly auto regulates the economy, we have made it so that markets regulate at a much slower pace, and gradually: if an item is considered to be over abundant in the market, it will flush these items at a faster pace than others.
We made it so that settlement levels now influence the quantity of items that is considered to be abundant in markets: the more developed a settlement is, the more items it will accept to store in the market before the second auto-regulation performed by markets start to run.
Previously, a cart looking to obtain raw materials from a sales storage (which was never used anyways) could reach the destination only to find that another buyer obtained the desired materials while it was on the way. When this happened, the cart would fail to buy anything that was possibly left. Now, carts buy whatever they can get from that sales storage ; and fall back to the market if none is available INSTEAD of returning empty-handed at the workshop.
Adjusted minor behaviours from World Traders.
[img src="{STEAM_CLAN_IMAGE}/3953670/b1f7afe355e0424acc0a08e4da0f3ab7c460f821.png"]
[img src="{STEAM_CLAN_IMAGE}/3953670/a02735dbd8e50b0d9032bda19aed6c7904587240.png"]
Special Notice for AI Dynasties
We have worked on upgrading the behaviours of AI Dynasties in 4.66. Here is a non exhaustive list of changes you may expect to see:
All previously-mentioned behaviours regarding economy.
Ability to host parties, and invite other dynasties to parties.
Improved AI decision-making when it comes to upgrading workshops and expanding in town.
Improved decision making when it comes to buying new nobility titles.
The AI may now decide to change faith if it decides it is better to do so.
The AI may now invite dignitiaries from other kingdoms in mansions.
The AI may now use the "Slander" measure.
The AI may now ride horse carriages to go to certain locations, only if its nobility title is high enough and only if it has sufficient funds to do so.
The AI may now attend mass.
The AI may now burgle houses.
The AI may now buy indulgences to forgive certain crimes.
The AI characters, others than unemployed and non dynasty characters, may now also shop in markets or workshop sales store occasionally.
The AI may now seek to maintain their married life by using the Invite to Dance and Take a Bath together actions.
Rogue AIs may now also directly pickpocket passer-bys.
The AI may now use the measure "Pray for Blessing" to protect buildings from certain crimes.
The AI may now occasionally stroll in markets to enjoy some free time properly.
The AI is now better at seeking a doctor if ill.
The AI may now use the measure "Blackmail someone".
Misc. improvements.
[img src="{STEAM_CLAN_IMAGE}/3953670/f64bf9fbd60eb2fb90e723b3f55d2a94d280c841.png"]
Fixed:
Improved Resync systems with re-synchronised world data checksums after a succesful Resync.
Fixed "England" map not triggering city councils.
Better AI spawning points (settlements) on maps.
We fixed some issues wheras the tooltips of 3D objects on the world would temporarily stop showing after interacting with some HUD elements.
Fixed an issue whereas the game would crash if a dead Sim was invited to an event and went through AddDate(...).
Fixed some UI positionings in Steam Lobby Rooms.
Fixed Guild Masters elections not triggering properly sometimes.
When the (former) owner of a workshop no longer owns the workshop, the owner should stop working in this workshop.
Fixed some rare issues linked to pre-trial behaviours.
Fixed an issue whereas sometimes the entire text in the game would either go invisible or heavily misplaced.
Misc. hotfixes addressing rare game-crashing issues.
Fixed some Steam MP advanced settings sometimes leaking into new singleplayer games.
Changed:
Added even more "Advanced" Settings in Steam MP rooms: Player start level, AI start level, Shadow dynasties start level, AI cost factor, AI wage factor, AI targets players, AI attack threshold, AI truce (rounds).
Continued to improve on Cyrillic and on-going implementation for Czech and Polish. We will continue to work towards more languages support.
We removed the Building Statistics UI due to pending important changes to the new economy systems. However, we made sure to retain all data concerning trade operations, so that they may be reused again at a later stage.
Taking part into Wars and Hiring Troops was rebalanced so as to redistribute earnings better and reducing incredible losses of money in case of a defeat. Doing these actions may also reward the characters with additional XP and Imperial Fame.
Increased the amount of money earned by pubs on a customer-to-customer basis (25 + SimGetLevel("") * 5) instead of a flat 30 gold.
We improved camera movement: zooming in and out is now a lot smoother than before.
Added new localization entries.
We capped the amount of worker houses per settlement to 2 for all settlement levels and to 3 for the highest settlement level in order to fix an issue whereas settlements would get too many NPCs roaming around. In effect, each worker house can generate up to 200 people. The game will now refrain from auto-building worker houses above 2 or 3 depending on settlement levels. However, this does not impact pre-built maps where worker houses may already be placed on the world: these will persist.
Misc. debugging options.
Removed some logging related to pathfinding that were no longer necessary.
We removed the "Master Beggar" achievement.
Added Polish translation and Polish Rich Presence by Dawid [dynamiclink href="https://steamcommunity.com/id/Szekiel1099/"] Kaczor & CD Projekt.
A Russian translation of the vanilla in-game text has been added, edited and reviewed by Vadim [dynamiclink href="https://steamcommunity.com/id/vkodeks"] and created with the help of gaming communities on the Zone of Games and Strategium websites.
Added Russian Rich Presence by Ivan [dynamiclink href="https://steamcommunity.com/id/CrowRaZeR/"] Vlasov.
Russian voice acting has been added to the game, originally by MiST Land South / Russobit-M / Game Factory Interactive.
Added Brazilian-Portuguese Rich Presence by Nezumi.
Added German Rich Presence by [dynamiclink href="https://steamcommunity.com/id/cielcat/"].
Added Spanish Rich Presence by [dynamiclink href="https://steamcommunity.com/id/cielcat/"] and Alexander Gwren1 Petrov Sánchez.
Added French Rich Presence (by us aka nauno 😉).
Added Traditional Chinese and Simplified Chinese Rich Presence (automated).
Note: Thank you to all contributors! We took the liberty to adjust some formatting linked to tokens in the provided Rich Presence files.
Known issues:
GiTSE should work, but it is a fragile application. Please backup your files every now and then to ensure no data is lost. Please note: to start editing a world, you need to load another pre-existing .git file (vanilla comes with a few empty worlds you can work with, you can drop them into your folder before starting GiTSE if you'd like). Please note that certain mods such as Reforged may work with modified data (such as different building models) and will need careful portage over vanilla and vice versa. Please also note that .git files need to be in the "Worlds" folder and not in any other sub-directory.
GiTSE not starting if a mod is active: please copy and paste "configs/Vanilla/editor.ini" to your mod's config folder.
GiTSE crashing when placing down river nodes.
GiTSE struggling with CTRL + Z operations.
GUI elements flickering or acting strange when returning to the main menu (old issue).
Occasional black screen when returning to game after alt-tabbing.
If the host disconnects from the ongoing Steam Multiplayer game, the clients might crash.
If the games of all players involved in a multiplayer match are not restarted fully between two multiplayer matches, it may lead to important issues such as the inability to connect with other players properly past the Steam Lobby Room.
If you start a Steam Multiplayer game alone in the Deathmatch gamemode, you instantly win the game.
Issues with the text in the Guide page for some languages other than English.
Similarly, issues in some tooltips with broken texts with languages other than English.
Festivities not always triggering the full chain of events linked to the cutscene event.
We would like to thank you for giving this beta patch a chance, and we would also like to thank all community members involved in this hunt for bugs! Without your support, this would be a lot harder.
Thank you to Ivan [dynamiclink href="https://steamcommunity.com/id/CrowRaZeR/"] Vlasov who provided the Russian translation of this patch note.
This hotfix contains major changes to the game engine and the game scripts, and we expect strong player feedback. Should anything be problematic, we will continue to deploy hotfixes. Thank you for your patience, and for your understanding.
Please let us know if there are any issues that were not yet resolved, and please also let us know if this fixed some of the issues you were having properly (especially for Steam Multiplayer)!
Thank you for your patience!
We have deployed a fifth hotfix in response to the latest feedback.
Please ensure the version shown on your main menu is "4.651" before giving this a try.
This hotfix is built on top of 4.6 and the earlier 4.61, 4.62, 4.63 and 4.64 changes.
For this hotfix, the version shown in the main menu will be "4.651".
Compatibility & Special Notice for Multiplayer
It is important to note that this patch introduces a few changes to Lua scripts and therefore it is recommended to start a new game if playing in Multiplayer rather than loading a previous game. Players are still able to load old save files, at the risk of facing OOS issues or resolved bugs that do not apply. Other misc hotfixes were also adressed.
Please make sure to select the right colour for your dynasty selection while in the Steam Lobby. Using AI colours may trigger a Resync loop.
In between two multiplayer games, it is recommended to restart the game to prevent issues we are investigating on.
If you are experimenting issues in Steam Multiplayer games, please ensure no VPN and firewall interferes with the game as we have confirmed this scenario happening.
Fixed:
MP: An issue was impacting players that led to infinite loading screen or OOS issues in Multiplayer, notedly when loading a save file or trying to resume after a Resynchronization. This issue should be resolved now. Note: The use of VPNs can block Steam Multiplayer games from running properly. If that is your case, please disable your VPN ; and also try to whitelist GuildII.exe in your firewall and start the game as administrator.
MP: Clients leaving a Steam Multiplayer game should notify the host on screen.
Fixed Steam MP rooms unable to select more than 8 dynasty slots (the game now loads the proper maxplayers value for each map).
Fixed the game launcher failing to apply new mod updates.
Fixed GiTSE crash on start-up as well as issues loading GiTSE with modded game data (when a mod is active).
GiTSE now properly places objects to the ground when using the button to place something to the ground.
GiTSE now properly deletes Selection Bounding Boxes rather than piling them all up more and more after each object is selected.
GiTSE now properly loads the gyzmo to move objects around the world.
Changed:
Added world data and lobby options checksum comparison for Steam MP games to ensure better OOS detection.
Added "Advanced" Settings in Steam MP rooms: Difficulty preset, Player start gold, AI start gold, Player start title, AI start title, Player start residence level, AI start residence level, ability to forbid or allow player classes during character creation, Market starting goods (100-500%).
Game Launcher: the application will now list all activated mods on the top-left corner of the screen.
Game Launcher: the application will now attempt to warn you if your version of the mod was altered and differs from the published files.
Game Launcher: the application now informs you when new mod updates were detected directly within the main menu.
Added "England" map to vanilla (non-modded) by Napi96.
In vanilla, reduced the chance of settlement fires to happen.
Added Script Documentation in the main directory.
Added Chinese localization to vanilla (author: Temple Localization Group).
An important change to the text system makes it so that any translation that is missing a string falls back to English for that specific string.
Continued to improve on Cyrillic and on-going implementation for Czech and Polish. We will continue to work towards more languages support.
GiTSE is now able to Add Locators using the new option in the dropdown menu.
GiTSE now lets you rename locators.
GiTSE now lets you add new settlements to the map.
Added new filters in the Steam Lobbies Browser for Same Mod and Same Files.
The following information will now be shown on the tooltip of games in the Steam Lobbies browser: mod version, year, round, time played.
Removed some Rich Presence.
City Needs UI now has a search bar to find items easily, a button to hide items with no needs and should load a lot faster now.
Known issues:
GiTSE should work, but it is a fragile application. Please backup your files every now and then to ensure no data is lost. Please note: to start editing a world, you need to load another pre-existing .git file (vanilla comes with a few empty worlds you can work with, you can drop them into your folder before starting GiTSE if you'd like). Please note that certain mods such as Reforged may work with modified data (such as different building models) and will need careful portage over vanilla and vice versa. Please also note that .git files need to be in the "Worlds" folder and not in any other sub-directory.
GUI elements flickering or acting strange when returning to the main menu (old issue).
Occasional black screen when returning to game after alt-tabbing.
In the building statistics UI, sometimes the amount of an item sold is incorrect.
If the host disconnects from the ongoing Steam Multiplayer game, the clients might crash.
If the games of all players involved in a multiplayer match are not restarted fully between two multiplayer matches, it may lead to important issues such as the inability to connect with other players properly past the Steam Lobby Room.
When a client views the "Advanced" settings in a Steam Room and returns, the client may see extra strings on the settings container.
Changing the player count does not always refresh on the interface at the exception of the new player slots added (or removed) in the List of Players.
Notice to Modders
With the release of 4.65, a few Lua scripts and some other files were modified. We will list the vanilla files that were modified here, as well as Reforged's files, so as to make it more convenient for mod authors to adjust their scripts accordingly. The edits to these scripts are small and easy to add into your mod.
Vanilla:
DB/maps.dbt <- includes a line for a new map, "England" (author: Napi96)
Worlds/england.wld & GUI/Map/england.gui & Scripts/Maps/england.lua & Cityselectionengland.tga are the required files to make the "England" map functional
DB/Languages/#chinese/* <- includes community translations for Chinese (author: Temple Localization Group)
Other languages .DBTs were modified to fix language look-ups and may include a few minor additions
Textures/Hud/chinese/* <- includes chinese-specific language files
DB/Languages/#french|german|italian|spanish/Achievements.dbt|TipLabels.dbt|Multiplayer.dbt <- minor corrections for language look-ups
Language-specific logo files in Textures/Hud/NoCompression/
(Lua) Scripts/Measures/ms_022_ProduceGoods.lua includes a minor hotfix between lines 190-195 and removes Rich Presence after line 91 and after line 209
Scripts/City/MarketPingHour.lua includes a new setting between lines 15-18, line 62, lines 98-101
Importantly, Scripts/GameState/Game.lua in the function CleanUp() for Steam Multiplayer
Scripts/Measures/ms_CityControl.lua reduce the chances of fire in lines 30-31, 39, 55
Added Objects/Editor/edgemarker.nif
Sims will no longer pile up and remain idle with the fix in Scripts/Library/idlelib.lua at lines 296-297
Various changes to DefaultCampaign.lua
Scripts/Measures/ms_ReflectHeritage.lua fixes an achievement trigger
Changes to files and additions in Textures/Hud/fonts and Sets.dat and SetFonts42.dds
Reforged:
Similar changes to Localization files and fixed Spanish.
Similar changes to Scripts/DefaultCampaign.lua (this is not the same file as vanilla) to include new additions and fix AIs always spawning in the same settlement.
Similar changes to Scripts/Measures/ms_022_producegoods.lua, Scripts/City/MarketPingHour.lua, Game.lua, Scripts/Library/idlelib.lua.
Fixed GUI/Menu/InGameMenu.gui to show "Unstuck Characters" button.
We would like to thank you for giving this beta patch a chance, and we would also like to thank all community members involved in this hunt for bugs! Without your support, this would be a lot harder.
Please let us know if there are any issues that were not yet resolved, and please also let us know if this fixed some of the issues you were having properly (especially for Steam Multiplayer)!
Thank you for your patience!
We have deployed a fourth hotfix in response to the latest feedback.
Please ensure the version shown on your main menu is "4.64" before giving this a try.
This hotfix is built on top of 4.6 and the earlier 4.61, 4.62 and 4.63 changes.
Special Notice for Steam Multiplayer games
Thank you for trying the new multiplayer systems and for your feedback. Our new Steam Multiplayer systems should look more robust now.
We have performed even more tests along with the community. The following more intensive tests on vanilla were performed and never resulted in any apparent game-breaking or loss of synchronisation issues:
Playing with speed set to maximum
Playing through Council and Trial cutscenes
Performing various actions and actively playing rounds
Starting new fresh games
Loading 4.64 save games
Triggering a Resync request and successfully recuperating synchronisation
Using the in-game chat system
Playing with more than only 2 clients running
Using different languages accross clients
Compatibility
Previous save files should be compatible, however please make sure to select the right colour for your dynasty selection. Using AI colours may trigger a Resync.
Changes
4.64 introduces a new way to "Share Saves" via the Steam Lobby Rooms directly. Hosts may now ask users for permission to send them the selected save files before even loading into the game. Once all users obtain the save file, the entry into the game should be stable and functional and should not trigger any game-breaking issue.
If any of the clients do not have the save file, the system will fallback to the Resync method when starting the game. The Resync method is what is used in most regular scenarios, where something could go out of synchronisation during a live game.
We have temporarily disabled "Mid Game joins" as this new system requires further fine-tuning.
Fixed:
Improved on the Steam Multiplayer systems for better stability & bug fixes.
Fixed an issue whereas the game would infinitely loop the saving process of save files if the user pressed the "ENTER" key on the keyboard while the Text Box used to type the name of the save file was focused.
Fixed an issue whereas players could assign EXP and Skills to non-family NPCs they have control over.
Save files can now be deleted again.
Probable fix to new buildings sometimes not being assigned to your characters.
Fixed some maps previews in the Steam Lobby Room not showing properly.
Changed:
Added "Share Save" feature in Steam Lobby Rooms.
Known issues:
GiTSE / DBTEditor instability.
GUI elements flickering or acting strange when returning to the main menu (old issue).
Occasional black screen when returning to game after alt-tabbing.
In the building statistics UI, sometimes the amount of an item sold is incorrect.
Short game freeze when opening the "All" categories of the new City Needs UI.
Sometimes, the following happens: "Waiting for players" pop-up hiding behind the main menu when returning to the main menu after leaving a Steam MP game.
Sometimes, if the host disconnects from the ongoing Steam Multiplayer game, the clients might crash.
We would like to thank you for giving this beta patch a chance.
Please let us know if there are any issues that were not yet resolved, and please also let us know if this fixed some of the issues you were having properly.
Thank you for your patience!
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
2.3 GB
1130534
A8DF146A
65ae2ac28c959c675c67bfab5f77688bc0afce790a58fcfc049750426298c7de
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