Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Guild 3

Multi-headed Cow

Guest
Last edited by a moderator:

Grimwulf

Arcane
Patron
Vatnik
Joined
Oct 1, 2014
Messages
4,045
Location
Kodex Kommunistic Kastle
Can it be? I demand translation! NOW!

How do I donate?:takemyjewgold:

Edit: Wait, what? Did you even look at the link you posted? Is that..?

The Guild 2 Renaissance Patch 4.20 - Newsticker CW47 2014
PLEASE NOTE: we are still fixing bugs - this changelog is preliminary!

************************************************** ****************
***
*** The Guild 2 - Renaissance
*** Version 4.2 (revised)
***
*** November 21, 2014
:what:

I swear by all Gods. AN OFFICIAL PATCH FOR GUILD 2! IN FUCKING 2014!!!
:yeah:

------------------------------------------------------------------
---
--- NOTE on avoiding OoS errors in multiplayer mode
---
--- Do not edit the config.ini file if you want to play a
--- multiplayer game. In 99% or all cases, an edited
--- config.ini file will lead to an out-of-sync error.
--- Additionally, we advise you to run the game as an
--- administrator and to add The Guild 2 - Renaissance to the
--- list of exceptions in your firewall.
--- Also ensure that you have full access rights to the
--- installation folder of The Guild 2 - Renaissance.
---
------------------------------------------------------------------
---
--- ModLauncher
---
--- The ModLauncher allows mods to be easily installed in
--- The Guild 2 - Renaissance, without losing original files
--- or saves.
--- The ModLauncher.exe can be found in the installation
--- folder of The Guild 2 - Renaissance and should be launched
--- before starting the actual game.
--- Modders can make their The Guild 2 - Renaissance mods
--- available for the ModLauncher in a few easy steps.
--- Instructions on how to do so can be found in the
--- ModLauncher itself.
---
------------------------------------------------------------------


Changelog:
----------------
4.2 (revised)
*** Fixed Bugs ***
- Bank: offering, taking and payback of credits optimized
(thanks to Kinver and Fajeth)
- AI of the hospital was reworked (thanks to Kinver and Fajeth)
- Some chairs in the conference room of the city hall were not
reachable
- Pathfinding of the sims optimized
- The Calenberg map is now assigned to Germany
- Pub: "Assign to dance", "Assign to salacious services" and
"Assign to >thief's service<" have been optimized
(thanks to Kinver)
- "Curse a Building" at the cemetery is now functional
(thanks to Kinver)
- Orchardist: bugfixes within the ai
- Bugfixes and reworks within all maps; amongst other things like
optimizations for pathfinding and missing ressources
- Bugfixes with the titles Count, Marquess, Prince and
Imperial Prince (thanks to McCoy!)
- The usage of perfume, jewellry and clothing had no effect
(thanks to M.C.)
- The measure "Sit" in tavern and pub is now functional as provided
(thanks to DarkLiz)
- It occured that the gravedigger of the local graveyard was not
located near to the grave. Burial sequences were started in the
middle of the map
- Bugfixes for pathfinding and interaction of the ai with the
measures "Spend the night together", "Sweet-talk someone",
"Take a bath" and "Ask to dance"
- Bugfix with the event of war
- Bugfix of an error in the waiting hall of the hospital, which
caused from time to time that the patients were not treated
- The AI now uses "Paralysis Poison", "Black Widow Poison",
"Toadslime" correctly
- Upgrading buildings now correctly spawns a scaffold.
- Fixed an error with fights
- "Press Protection Money" by AI optimized
- Fixed an AI-error with the use of alderman's chain
- Fixed a bug with the gaining of guild fame for the AI
- Especially during advanced games errors with diseases of AI sims
could occur.
- In the bankhouse, during pickpocketing and during "thief's service"
an error with the payment/pickpocket could occur.
- Fixed an AI-error with buying the raw-material-boxes from the
guildhouse
- Fixed some bugs in the logic of trials
- In the case of divorce an error could occur when the newly divorced
partner tried to leave the residence.
- Fixed a bug with the repair-measure
- Fixed a bug with repairing carts
- Fixed a bug with "smuggling alcohol" in the divehouse. Additionally
new feedbacks have been added.
- After year 1600 a bug with the towncrier occured
- Pathfinding of ambient sims (animals/ mule driver) have been
reworked.
- fixed a bug with the visual feedback of favor gains during social
measures
- Certain waypoints in the indoor of the monastery and hospital were
inaccessable
- Fixed a bug with the blackboard; sims no longer laugh about
pamphlets against themselves.
- Fixed a bug with repairing the pirateship and fishing boat.
- During the measure "assign to thief's service" (divehouse) the
cocotte forgot her workingplace after a success
- Fixed a bug with the assigning to buildings/ residences
(e.g. inherit)
- The measure "Sit down" in the country estate was broken
- At the end of a feast a bug could occur
- Under certain circumstances a heavy bug could occur to AI sims and
to the miller, which cancelled all current actions
- Fixed a bug with the title "Imperial Prince"
- An error occured if you tried to aquire a new title while you
already had the highest possible title
- Fixed an AI error with sowing fields and meadows
- Fixed an exploit in the tavern: taking a bath/dance/bewitch only
gives money to the owner if he doesn't use these measures himself.
- Upgrading a building no longer interrupts the current measure of
the owner
- Patients which can't be treated because of the lack of money will
not try to attend the doctor over and over again
- If the AI tries to buy a certain item because of their consume need
won't spam the measure anymore, if the needed good is not available
(multiple favor loss)
- At several situations and measures, the sims didn't use weapons
(e.g. execution)
- Hospital: bedridden patients do not block the beds, when they have
been already treated.
- The ai was able to send out their minor children to hijack their
enemies
- When changing the diplomatic status between two dynasties the favor
is now set correct
... and many more ...

*** Features & Content ***
- [...xxx...]
- [...xxx...]
- [...xxx...]
- [...xxx...]
- The old tutorial of Guild 2 has been ported to the game
- The city treasury is now simulated. The office incomes, payment for
worker huts and unoccupied buildings and residences, aswell as the
cost for war are now paid by the city treasury. Also to level up the
city a specific amount gold has to be accumulated, the mayor will
start the upgrade.
The measure to embezzle public money was changed accordingly.
- "Review city treasury" is a new measure in the town-hall, which can
be used by every citizen - but only office holders can see much more
detailed information
- Changed town-logic: Much slower level-up of settlements and
restriction of automatic construction of buildings in settlements;
the monastery is no longer connected directly to a settlement, the
guildhall is available at settlement-level "Town" or higher
(Missions from the guild etc. are also available at settlement-level
"Town" or higher), the arsenal and the parade ground are available at
settlement-level "City" or higher (joining a war is also available at
settlement-level "City" or higher)
- The age of AI-Enemies, as well as the number of their children and
their age are now dependent on the dificulty
- AI-dynasties now do adopt orphans; that decreases the chance of
dynasties dying early in-game
- AI now build towers
- The Map "Sherwood Forest" from the original "The Guild 2" has been
changed and added to the game, so it can work properly in
The Guild 2 - Renaissance 4.2
- New Maps:
* The right of Magathaburg
* The county of Bingenheim
* The duchy of Weilerthal
* Fichtenhain and surrounding area
* Area around Heiligenblut
- Remastered music:
* 01_maintheme_new
* 201_herbshouse
* 202_crypt
* 203_mill
* 205_bank
* 212_merc
- All classes can choose from a lot more hairstyles and hats
(thanks to Fajeth)

*** Balancing ***
- Costs of forced marriage no longer depend on the title but on the
liquid funds of the character Costs of forced marriage: 15% of the
liquid funds
- Ill employees now tend to go to the Medic much faster
- Offices and titles: AI now tends to buy higher titles and
does not block the lower office layers any more
(thanks to LordProtektor)
- Aggressiveness of the AI is now much more connected to the level
difficulty
- Number of shadow dynasties now depends on the city-level
- "Dark Magic" now can convert items into (much more) valuable items
or they give the play some money
- The EXP-gain of Sims has been reworked.
Some actions caused a low EXP-gain, some a too high EXP-gain, some
didn't cause any EXP-gain at all
- Cooldown for various measures added (thanks to M.C.)
- Cooldown for "Press protection money" set to 4 hours
- Buying a title via GodMeasure in the town-hall now costs as much as
buying it directly with a character. But your character will only
gain EXP by buying it directly.
- Chance of a war break-out has been changed
- Burglary and Razzia no longer possible at worker's huts
Reason: Own employees could declare the feud on their employers
- HP of the mine and the woodcutter's hut increased massively, to make
them being harder to conquer
- Changes to raw materials, intermediate goods and final products, to
balance the market
- Production is now much more important than "train"

*** other ***
- Optimized the behaviour of Sims (inspired by Kinver)
- Camera in the lobby of the town-hall is more dynamic now
- Two new water textures have been added
- New buildings: small guildhall, small "town-hall", large monastery
- New 3D models for some plants
- Optimized combat (inspired by Kinver)
- Adding and removing pamphlets has been optimized (thanks to Kinver)
- Some textures have been reworked
- Gaining/losing favour is shown only if the player's dynasty is
affected directly or indirectly.
- Sadly the maps "The Archduke of Tirol" and "The Kufstein Area" could
not be repaired, so they had to be removed because of very bad
performance and crashes
- The weapon "double axe" now is actually a double axe ...
- The warehouse does not need to be built close to a harbour to build
ships any more
- Robbers wait at the robber camp for new orders and instead of
hanging around in the city
 
Last edited:

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,378
Please don't be bad. Please don't be bad. Please don't be bad.

If they could just achieve something on the level of the first game again, I'd give them all my money. Speaking of which, bring back whoever did the soundtrack on that one. It was sublime.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
I honestly think they should revert to guild 1 system, so more menu based game, with nice graphics atmosphere.
AND ADD MORE TIERS OF OFFICES!! Like in the first one, you had to first move up to the city ranks, and then only on to imperial.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,499
The first one was wicked. Someone has great imagination and decided to make it weird and full of political intrigue and weird things. Too bad they didn't allocated long enough array for Nuremberg, thus the largest map crashed.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
bump.

I am very excited about this.

the guild 1400: europa is legit one of the best games every conceived.

this is looking pretty good so far.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Too good to be true. Game will flop in some way. Shitty optimization, gazillion of bugs, crappy graphics or something else will bar us from playing a decent Guild game.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,114
Small preview article - http://www.hookedgamers.com/pc/the_guild_3/preview/article-1310.html

Hair

The previous two The Guild games may well be the reason for the lack of hair on my head. I loved both medieval life simulators to bits and spent weeks tweaking my business, buying up or forcefully taking over rival businesses and carefully navigating my family towards political power. My hair, however, suffered. Numerous bugs, poor AI, illogical behaviour of your business managers and a slew of other problems had me pulling my hair out of sheer frustration. Yet, I could not stop playing.

So The Guild 3 has something to prove. Now under a different publisher, Nordic Games, there is more time and funding to do things right. Most importantly, the AI isn’t just one of the game’s features but a core component and is being designed by AI experts. All the ingredients to make a fantastic game are there.

Neighbourhoods

One of the more eye catching changes to The Guild 3 is how cities have been laid out. In the previous games, the walls would define the city’s borders and your reputation was a reflection of your actions within those walls. In The Guild 3, cities are comprised of a set of neighbourhoods and players develop a relationship with each one individually. Imagine that you are the main employer in one area of the city and you treat your people well. People depend on you for their bread and butter so you will almost certainly be liked. In another, where you commit crime after crime and are at war with a much loved character, you might end up being despised.

Relationships are not just for show. You might be on trial for one of those crimes and the judge is ready to pass sentence on you. All the evidence points towards you murdering a rival family member and you should go to jail for a very long time, but such a sentence might not be popular with the judge’s own people - you are, after all, well liked. If it is the first time you are on trial, the judge may well decide to be surprisingly lenient to ensure that he himself doesn’t get the cold shoulder for being overly strict. Yet he can’t show favouritism every time - the city’s inhabitants will grow wary at the first signs of an “old boys network” that favours the same people every time.

Neighbourhoods also play a role in the efficiency of the businesses located there. One area may be great for producing bakery goods, another for potions. If you’ve played The Guild before, you may wonder now if that is not too limiting - cities weren’t particularly big and had more akin to walled towns than actual cities. Rest assured that there will be plenty of room for your businesses as cities are much bigger than before. Moreover, buildings are built much closer to one another as a true medieval city would. And space inside the walls is scarce so buildings are taller too to make optimum use of what space there is.

Cities won’t only grow upwards, but also sideways. New neighbourhoods become available as time passes or after a certain event is triggered. A long drought may dry up a nearby marsh making it suitable for building for instance.

Modding

While the devs did not explicitly say this, it could be that such events will be quest-driven. The Guild 3 will be a sandbox game but prior to starting you get to... choose your own adventure. As you create your character, you choose a story for him and with that story come a set of quests for you to fulfil.

A lot of these aspects of the game can be modded. The modding tools that will ship with the game allow players to create maps, quests, events, professions and add new graphics sets. The game will ship with 12 pre-made maps with Northern-European themes but with the right tools that could well explode and expand. The devs themselves are already playing with the idea of creating Southern-European themes and even North-American themes.

And more...

And the ideas do not stop there. The game will feature a multiplayer mode for - if the engine can handle it - up to 32 players. The supply system will be designed from the ground up to give players more control over what goes out of their business and what is being brought in. It will even be possible to set up a warehouse that can act as a central point where all your business turn to first for resources. And when supply stalls you’ll get more useful notifications about what went wrong.

To my delight, producer Heinrich Meyer pointed me towards the latest The Guild 2 last year. The game is available on Steam and has been patched to the point that my six remaining hairs are totally safe. If you would like to get a taste of what the game is like, be sure to give it a try.

If you’d rather wait until The Guild 3 is available, then you will have to have some patience. The game is scheduled for a 2016 release.
 

titus

Arcane
Patron
Joined
Sep 28, 2011
Messages
1,719
Location
Romania
I really want this to be good. It will probably be shit though, but one can hope.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Yeah, we kinda familiar with "Promises" part thanks to Todd Howard and Peter Molyneux.

We have a report on this. I can honestly say that it's better than the HookedGamers piece, which fills me with an immense sense of pride and accomplishment.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
Are the Golem labs guys the same people who made The Guild 2 and kept supporting the game until now? (While also developing a new game "Kontor" which is now on hold.)
 
Joined
Apr 30, 2014
Messages
31
So if I want to play one of the games in the series, which one would you recommend? I know I have to get some fan patches for the bugs and stuff but I'm not sure which ones.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,114
So if I want to play one of the games in the series, which one would you recommend? I know I have to get some fan patches for the bugs and stuff but I'm not sure which ones.

Think Guild 2 Renaissance is the best one available, does have fan support too, I think.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
Codex preview is up. Mostly for Guild 2 fans, I'd say.

There is only one good game in this series / genre anyway:

3216-die-fugger-ii-dos-front-cover.jpg
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Game was ridiculously easy when you got somewhat decent sum on monies. Illness, crimes - everything could be solved via money. So in the end you got bored with repetitive crap. It was much more interesting to start anew with some difficult proffession to climb upwards the social pyramid.
Magican\apothecary was, by far, one of the most profitable proffestions, where you could earn shitload of gold i no time.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
It's on steam now, plus some info
http://store.steampowered.com/app/311260
Welp, some shit from some steam Q&A
rizgtALFt0k.jpg
mTnKnjJQrrc.jpg
WWJASXC451s.jpg
The sixth scenario map in The Guild 3 is based on London, one of the most powerful and largest cities of our time!
Once built by the Romans on the banks of the river Thames the city remained the center and pivotal point of most events in the kingdom of England. With the guiding hand of the Sovereigns, the Lord Mayors of London, the city continued to grow and prosper and established lucrative trade relationships with the cities of Cambridge and Winchester as wells as with the far distant cities of Hamburg, Bruges and Paris.

Tell us what you think! Does the Lord Mayor of London sit on a hot throne or is he surrounded by friends all the time?

The mighty Union of Krewo, the realm of the Kingdom of Poland and the Grand Princedom of Lithuania, is located east of the Holy Roman Empire.
First cross the border of the Union and then within some more days of travel on the old trading route, you'll reach the Duchy Mazovia with its wealthy city of Warsaw!

The Duchy Mazovia is the seventh official scenario map of "The Guild 3".
Tell us in the comments below! Which conflicts - inner and outer - will head towards the Sovereign of Mazovia?

From steam
  • Beautiful world that looks and feels alive, with day and night cycle and the four seasons Spring, Summer, Autumn and Winter, each with specific influences to the world.
  • Many "Story Quests" offer hours of game fun!
  • Multiplayer experiences with up to 16 players and more at once!
  • Known and Secret Societies, e.g. the Freemasons and the Alchemists Guild! Join one of the societies, support your fellows and get supported, get access to special powers of your society and try to mold your city and whole scenario map according to your societies philosophy!
  • 12 unique scenario maps that comprise one or more cities and their surroundings, based on original historical locations in central and northern Europe.
  • Mighty scenario editor that allow you to design your own scenarios.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom