Updates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
4.15- 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
 
- Orphans don't get older now and they also need some sleep 
 
- The measures for buying an engagement ring or adopting an orphan 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...
 
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