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The Guild 2: Renaissance v 4.15Patch-
The installer is in English and German - The patch includes all former
patches and hotfixes and overwrites all changed DBT files and scripts
(mods) - You have to start a new game to make all bugfixes and changes work
- Description of Monasteries on Novaesium broken - AI didn't use new
professions (has been tweaked a bit) - Possibility of war tweaked - War
fixed (Inventory-bug, War-only-once-bug) - Dynasties shouldn't die so early
now - Amount of workshops displayed at the new-title-pergament counted also
fields and meadows - Wrong icon for the kontor fixed - Forced marriage now
only works for non-dynasty-members (you were able marry the whole dynasty of
your enemies in MP) - Capturing mines now is no longer a good way to make
money - You could save debts in your strongbox - Graveyard AI shouldn't
curse buildings that much now - Information window of beggars
deactivated - Children were not controllable after adding to party - Bribe
should now work properly - Warehous upgrades fixed - Miller produces more
and faster now - Privilegue "lower office level" (or so) now disappears when
the char gets a higher title - Trials now work properly incl. penalties -
AI also charges other characters now - Scaffolds of warehouse corrected -
Completely overhauled the market - Crash when music changes fixed - New
multiplayer lobby form - Banker now works longer - Dyes were not
produceable - Text errors - Map errors - Fishes now have animated nifs
again - In Cologne there were two similar chappels - New sellicon -
Soundlocator on Novaesium map corrected - Added missing resources on some
maps - Workingtime for banker increased to 12 hours - kontor hat a bad
rendering icon - Graveyard has been smoking out of the roof - City lamps
fixed - Battle behaviour fixed: Allies don't flee anymore - It could occur
that a thug was not attackable after he started to attack a building -
Attacking a building now should work properly - Boobytrap now need
resources - Tirades are now sellable - It was possible that the market was
flooded with raw materials. This should not happen anymore - Worker don't
disappear anymore or get stuck in woods or rivers - There should be no
spinning carts anymore - The donkey lost his ability to teleport -
AI-production of raw materials reworked (also has an influence on production of
high tier products) - AI now builds meadows and fields - Stock purchase
warrants nerfed - Stock order fixed - now you get what you've ordered -
Binge fixed - Diplomats now leave your estate also if you canceled the
measure - AI now should buy titles more often - Prices for titles lowered
a bit - Juggler now gets for work - Possible fix for the blackscreen issue
activated - Smuggling-measure reworked - AI now shouldn't get any offices
anymore without the appropriate title - Stone rotaries work properly now -
Several causes for OoS messages fixed - Mouse icon for the Travell-measure
added - Measure "Upgrade residence" can't be clicked during upgrade
anymore - You can see what profession your candidate is before you start the
courtship (the profession is shown in the character screen) - Medicus
treatment reworked - Higher titles now need a specific fame level - War on
the Hansa map was buggy - Added mills and orchards on some old maps - Cost
for thugs and bodyguards increased so their equipment can't be sold anymore with
profit - If you died in war your husband/wife was not able to choose another
partner - Guild elders don't disappear after some time now - Orphands
don't get older now and they also need some sleep - The measures for buying
an engagement ring or adopting an orphand sometimes stopped - Fixed a bug
which prevented the player from choosing another town than "Hall" when playing
on the map of Kufstein - Allied characters don't flee anymore if they see you
doing something illegal, they'll help you now - Many small bugs...
v4.1
Fixed outlaw impact Fixed severall missing textures Fixes severall
missing/wrong texts Slightly adjusted bloom shader Fixed a bug which
prevented the player from choosing another town than "Hall" when playing on the
maps of tyrol Cattle spread out a bit more Second level of stonemason's
building now has a chimney Added the Hansa map Adjusted the lighting in
the new room of the townhall Dyes were not producible Some products were
only sellable at a very low price Character went into the meeting hall after
purchasing a title