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The Guild 2

Platform(s): PC
Genre: Role-Playing
Publisher: Jowood
Developer: 4HeadStudios

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'The Guild 2' - v1.20 Patch Available NOW

by Rainier on Oct. 30, 2006 @ 10:26 a.m. PST

The Guild 2 will be a combination of unique sweeping role-play and a fascinating life-simulation, conjuring the medieval life anew on your PC. As in the successful predecessor Europa 1400: The Guild and the subsequent expansion pack, the newest development by 4HeadStudios awakes the 14th century to a new life.

Get The Guild v1.20 [US] Patch off WP (8mb)

List of bugs fixed in Patch 1.2

multiplayer bugs

  • out-of-sync in the window "waiting for players"
  • Multiplayer- loading improved
  • Memory-leaks fixed
  • Internet Lobby-Chat fixed
  • the names you give your children are not visible to other players
  • Internet game: Out of sync error when host increases the game speed
  • out-of-sync after loading a MP-savegame
  • out-of-sync when buying a title when camera is not in city hall
  • out-of-sync, when a player has completed his/her task
  • when a router was used to connect to the internet there could be problems connecting to a multiplayer game
  • privilegues of offices were sometimes hidden after loading an MP savegame
  • out-of-sync, if the previously played singelplayer game had run at different settings then the MP game
  • the host can kick unwanted players with a double click from the party
  • singleplayer savegames were overriding MP savegames and visa versa
  • during long periods of play the text colours of the players sometimes changed
  • building names and religions could be different in LAN games
  • list of all players currently in MP lobby: enter "who" in chat

crash & BtD

  • multiple clicks in the family tree could trigger a crash
  • after entering the multiplayer lobby a BtD could occur
  • BtD could occur after loading a savegame
  • BtD could occur when clicking on the family tree late in the game
  • BtD could occur when switching back to the main menu from a running game

major bugs

  • family tree dissappeared when the first generation of player chars died out
  • involved chars left townhall during meetings
  • player characters were continuously blocked by conversations with other characters in meetings with no chance of using their measures
  • family members not in the party will now loose far smaller amounts of money when robbed
  • resources did run out on the market
  • spying was impossible
  • deceased trial attendants recieve punishment for absence
  • if a party char was working, after changing the owner all party chars could work
  • the button "don't go" in the dueling message did not function
  • deceased office bearers blocked their office for others
  • after the measure "Forgive sins" all evidence remained
  • expired evidence remained
  • evidence against deceased characters remained
  • after upgrading to level 3 some buildings could not be entered
  • EP & talent problems with chars aquired through marriage
  • "pay bonus" lets high level workers work slower
  • during a court session it could happen that the decision makers left the city hall
  • "administrate building": AI-master changed from "automatic" back to "player" after multiple buildings
  • Squads sometimes did not carry out orders
  • kidnapped characters sometimes remained in the thiefsguild dungeon
  • it was possible to buy large quantities of goods on the market and sell them at a later point for a much larger sum
  • in singleplayer mode the game could freeze between 1432 and 1440
  • continuous performance loss during long game session
  • in court sessions decisions from judge and owner were not calculated correctly
  • the favour relationship with important dynasties deteriorated during the course of a game session
  • Display problem in the building upgrade interface that prevented upgrading all levels
  • heavy performance loss could occur when too much evidence was collected in the evidence book
  • after selling a cart it could happen that a newly bought one wasnt displayed
  • when robbing a cart the city guard sometimes only attacked one robber while the others were left unhindered
  • characters now run to important appointments instead of walking there
  • sometimes the marrage wasnt performed to conclusion and had to be manually cancelled
  • break ins no longer yield 25.000 gold
  • if a wooed character is jailed, unconcious or involved in a fight the wooing progress is now frozen for that time

minor bugs

  • in the message for settling disputes a wrong character name was displayed
  • the player recieved messages for failed interactions for family members not in the group
  • children can no longer be the victims of a pick pocket
  • problems with deceased beloved
  • when a farmer changes his field the animals remain
  • when the mother of a child is not in the party the name of a child can not be given
  • when a party character was working and then removed from the party he/she continued working
  • the AI was inspecting the same business far too often
  • wooing display stays up when wooed person is deselected
  • when building the smithy a message was displayed which was missing the heading and the icon
  • problems with slider bar in farm productions menu
  • when loading a savegame while playing a tutorial, the tutorial texts would continue to be displayed
  • the burglar protection wasnt displayed properly on buildings
  • wrong date in diary
  • the measure "follow me" will from now on work only for wooed, employees and family members
  • the wedding jingle wasnt played
  • in chapter 7 of the tutorial, the last step was not playable
  • the money sums in the messages "take a bath" and "dance" are now displayed

balancing

  • divers changes in the robber and thief class
  • tax: the tax is now deducted straight away when buying goods, not at the end of the round
  • dynasty characters can now perform all the measures of their employees exept for demand ransom spy on building and kidnap
  • dynasty chars now gain experience for every hour worked in their business except for the robber class
  • divers changes in the efficiency of the businesses
  • AI now puts more goods on the market
  • none player characters now also buy on the market
  • the amount of level 1 and 2 goods on the market were reduced on game start
  • the production processes of the tavern were simplified and consumption brings more profit now

gameplay

  • the upper limit of the businesses owned for a title was raised commoner = 2, citizen = 4, patrician = 8, nobleman = 16, landgrave = 32, baron = 64
  • the wages of employees continuously increase during the game
  • the impact of level 2 productivity upgrades for buildings was reduced
  • the choices for possible spouses are now limited to a maximum difference of one level of office above that of the player char

Multiplayer game

If >The Guild 2< is played via network with an activated firewall you have to open the following ports:

  • (TCP/IP, UDP) 2801
  • (TCP/IP, UDP) 2816
  • (TCP/IP, UDP) 30180

If >The Guild 2< is hosted on a computer which is connected to the internet using a router, experts(!) may proceed with the following steps:

  • activate Universal Plug and Play (UPNP) on the router
  • additional Ports: (TCP/IP, UDP) 15666 (Host-/Server-Port)
  • include [HostIP="192.168.1.1:2801"] in the Config.ini in order to define the locally used ip interface and the port


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