File Size: 8.48 MB (8891924 bytes)
File Type: Patches (browse all)
File Name: guild2_patch_us_1xxto120.exe
Downloads: 625 total
File Description
This is the US retail patch for The Guild 2.
File Instructions
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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