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Просмотр полной версии : The Guild II: Renaissance Update Released


steam_news
28.08.2010, 05:01
Updates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted.[br][B]The Guild II: Renaissance[br]

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

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