4.76 (Beta) - Multiplayer, Steward & Stability
And we are back, with a summary of all that has been done these past few days!
But before we get there, we would like to thank you for your support and words of encouragement when it comes to the development of The Guild 2: Renaissance. We are nearing an important milestone of the new patches, and coming closer to making it be the new default install for all to enjoy!
If you'd like to support us, a great way to do so would be to leave a review on the Steam page of the game. Have you written yours already? :)
Here we go!
Network
- Updated LAN network games: LAN now uses the new Multiplayer interfaces and allows for Resyncs to trigger & recover properly.
As a side note, the next game update will include these new and fixed features:
- Mid-game joins: ability to join on-going games, take over AI dynasties, start as a new dynasty.
- Load savefiles: ability to load a savefile from an on-going game without having to restart the game entirely.
Production
- New Steward setting: Daily Spending Limit. Specify a value to avoid spending too much money on that building's production chain.
- New Steward setting: Protect Savings. Specify a value to avoid spending the last of your dynasty's savings.
- Re-arranged the Steward setting interface to fit the new settings and specify the current daily spendings and protected savings.
- Fixed an issue whereas some dropdown lists would expand below the buttons on the footer of the interface.
- "Buy up to" values changes: goods taken into account in the buy up to lists now also consider current carts inventories.
- Custom production values (to counter, buy up to, ...) can now be entirely disabled (fully OFF), automatic (shown with parentheses) or set manually.
- Modified the default Steward settings for different categories, such as the purchase of carts and sales/purchases of goods on the world, to prevent the Steward from operating the building as soon as you enable its auto-management. Make sure to enable the settings that you want to be enabled so your workshops operate automatically in the way you'd like!
- Slightly smarter carts management (logic for destinations, stuck carts at market stalls, ...).
We are continuing to monitor the Steward management of buildings and will remain hard at work to make it work as perfectly as possible for the smoothest in-game experience!
Politics
Upgraded the office tree systems to allow for more moddability and remove hard-coded code. Now, modders may add more offices and the interface was adjusted to make space for scrollbars.
In offices.dbt:
- mintitle is used to specify which Nobility Title is required to run for this office.
- chargecost how much gold is required to apply for this office, -1 is free.
- chargecostheld how much gold is required when the office is already occupied, if 0 then it's chargecost * 1.5.
- maxapplicants self explanatory and the limit of 4 has been upped, and the interface was improved so you could check the full applicants list (not yet the voting bar in election cutscene).
- careerlevel how high the character must be on the political ladder to apply for this office (default is same as the office's level).
- epic if 1, the office is considered a top-tier office (skips the careerlevel but checks the title).
- king if 1, this is the king's office: nobody can apply for it while it's already held.
- applyimpact specify this if this office requires the character to have a specific status to apply for this office.
Now you can also have more than just 2 branches of offices.
We've modified the interface of the politics overview to let players see the applicants for an office in a different way: hovering over applicants now show a new tooltip with the full list of applicants, useful if a mod specifies a greater number of possible maximum applicants for an office.
Misc
- Another minor pathfinding update (on-going work to reduce spinning carts).
- Removed hard-coded strings in Multiplayer interfaces (converted into localization database entries).
- Fixed an exploit with counting houses where one item would be listed as a buy order while it would also be purchasable in that same counting house, thus allowing for infinite free money earnings.
- Added a new in-game settings to mute the sound effect played when earning gold.
- Made it possible to mute some notifications permanently & close all notifications: CTRL + Right click will dismiss all notifications & SHIFT + Right click will mute this kind of message from now on. You may unmute muted notifications in the usual tab reserved for muted categories.
- Borderless window is now the new default screen mode and brightness and contrast settings will now work in windowed and borderless modes.
- Fixed an issue in the launcher that wouldn't list all possible resolutions notedly for ultrawide screens.
- Fixed the SHIFT key staying stuck after closing the custom letter window, which resulted in stuck inputs.
- Stability update: fixed various crashes triggering after long play sessions, when quitting multiplayer, when exiting the game, at game startup, a freeze when loading older saves tied to robbers, another crash tied to some rare issues in older savefiles & more.
- Fixed Polish language not displaying all symbols properly.
- Localization updates for Chinese, Russian, German, Polish, Korean, Spanish.
Thank you so much for your patience & we hope you enjoy your time in The Guild 2: Renaissance!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.