Bethesda's epic sci-fi RPG is here, and it's a big one. From shipbuilding to exploring the surface of Mars, our thoughts so far.
Starfield Review... In Progress
The first trailer for Grand Theft Auto 6 is finally here.
Grand Theft Auto 6 Trailer
We take an in-depth look at Avatar: Frontiers of Pandora and tell you why it should be heavily on your radar!
Avatar: Frontiers of Pandora - a Deep-Dive into its Potential
Range-wise, the ROG Rapture GT6 is phenomenal, and it's ideal for all gaming and non-gaming-related tasks.
ASUS ROG Rapture GT6 WiFi 6 Mesh System Review
Error!
It appears that somehow you have been linked directly to this page. For security and validation purposes, you must click through from the details page for this file before you will be able to download it. You will now be automatically redirected, or simply click here to go to the correct page.

Click here to download your file: The Guild 2 Patch v1.2



Summary: The Guild 2 Patch v1.2
Date: 30 Oct 06
Filename: guild2_patch_uk_1xxto120.exe
Size: 19.8MB (20,713,604 bytes)
Downloads: 686
Last Download: 2399 days ago
Description:
The Guild 2< Version 1.x to 1.2


List of bugs fixed in 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


4HEAD Studios
Wednesday, 10-25-2006
MD5 Sum: 2dc7e8849cc1d8189957dca8229f7034
SHA1 Sum: 97411254f088c4c2acfcbe38cb3aad458a33cfa5