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Note: The upcoming three weeks are expected to be rather hectic for me, so reports may be occasionally delayed by as much as 24 hours. Just FYI.
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mrkgnao: NOTE! Probably CHANGED FILE Fran Bow, all_files, Windows installer, English, dl_ver: gog-2 ***TO*** gog-3

[The Mac and Linux installers have already been updated earlier today]
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PaterAlf: Did anybody get a flag for this game?
nope

Edit: Received the flag today. Thank you, Judas :)
Post edited October 02, 2015 by MarkoH01
Democracy 3 got an update (Windows only).

I've created a changlog thread in the respective forum:

https://www.gog.com/forum/democracy_3/changelog
A small addition to the Democracy 3 update:
(Right now this is for Windows…other formats coming in a few days…).
From the blog of Cliff Harris, the developer of Democracy 3
Guild 2: Renaissance has finally been updated! Better late than never, I guess.

Changelog:

Patch 4.211 (02.10.2015)
Fixed Bugs:
The new feature "Frequency of Councilmeetings" didn't work properly
AI didn't have to respect cooldowns during the measures "Press Protection Money" and "Offer Building Protection"
Fixed a Bug in the Voodoo-Doll-Script
Some measures couldn't be used because some targets like buildings were "too young"
During trials the evidence now correctly expires if the accuser doesn't appear
The AI of taverns and divehouses didn't work properly because of the "Versengold"-measure
Like in 4.2 now only the applicant can use measures during the council session.
Thesis papers had a much higher range if you used it via cutscene
Fixed a small bug with the mine guards
Fixed a small bug with the royal guards. These guards also will now not attack you if you are the king.
As a workaround stonemasoners will now gather more Stone Blocks at once (but need more time for that). This way it's less likely that they will run between your workshop and the quarry before their inventory is filled.
Characters who have been banished now will leave buildings when their time runs out, so that the guards can do their duty.
Male and female characters can do dance shows again
some additional small fixes.

Patch 4.21 (02.10.2015)
Fixed Bugs:
ModLauncher: various bugfixes
number of necessary inhabitants for city-level up was shown incorrectly
sometimes it was possible to have 2 Imperial Cities on a map, what led to the doubled amount of imperial offices
incorrect error message with guild items, if city had not the right to have a guild
while viewing the list of the guildmasters, the city name could have been shown incorrectly
sometimes the message of exhausted resources could be spammed by the game
Error with random events fixed - An error prevented the AI from using toad slime and toad excrement
the measure "Embezzle Public Money" should no longer end in an endless loop
Partners could go away from the bathtube while using the measure "Take a bath with a partner"
Outlaws are now being hunted and killed by the guards
Lovers cannot be employed by AI or other players anymore
Wedding in the monastry: both partners now go at the same time to the monastry
AI can now use "Divorce"
AI will try as hard as possible to get to office meetings and court sessions
while being at war, a character can no longer be accused
pregnant women can no longer be tortured
Medics got stuck if Town-NPCs tried to get treated. Town-NPCs will no longer visit hospitals
If Patients didn't have enough money, the hospitals would still lose the medicine. Now hospitals get their medicines back.
Now you can't bribe/compliment/flirt to office holders after 16:30, because this could lead to sims leaving the townhall during the council meetings.
Fixed a random bug with town guards, which escorted you forever
The AI gets a new measure which will prevent them from going bankrupt (depending on difficulty setting)
Probability of black death, the ratboy, etc. are now dependent on the difficulty
when crashing into each other, one cart could stop his movement - office sessions could get stuck
you can again take credits at the guildhouse
Using the measure "Quacksalver" could cause problems with the AI, because they where not able to transfer the content of their inventory to the inventory of the hospital.
Young AI Dynastymembers could participate in the production of goods
Automatic Trade routes do not stop anymore - Wenches no longer stuck in front of the pub. They will search for new places frequently
Fixed an protection money-exploit: If your demand is rejected, you will get a cooldown on further protection money atempts
robbers will now remove items from their inventory if the robbercamp's inventory is full
robbers will no longer follow previously attacked carts
robbers will no longer have "the bag" in their hands, if the robbercamp's inventory is full
dead characters do no longer receive random events
player carts could stop their route, but it is possible that they get stuck because of the "spinning-carts"-bug
Healing diseases no longer removes all additional talent boni due to a workaround. (Many thanks to Sublogic for his input!)
Because of a bug with the pathfinding, caused by the construction of a building, some buildings could no longer be entered. Therefore we developed a workaround, which should work in most of the cases.
Cemetery AI is now working again!
Sims don't get stuck inside the stonemason's building
The thief-measure "disguise" now has a duration of 1 hour as intended
Sims that are not in the active player group don't get the message "you are awaken" anymore
The AI now also needs the right nobility title to insult someone.
Fixed a bug in the behaviour of the royal guards
various small bugfixes

Features & Content:
new option for the frequency of office sessions: every round, every 2 rounds or every 4 rounds
Hannover is available in-game again
New Map: Ulm
New Map: Pressburg and Vienna
The Shadow-AI now can court and marry
Married AI couples will now always go for the adoption of orphans if they have no children
Married Shadow AIs will start with a child
The Owner of Mines can now hire Mine-Guards. These strong guards will protect the mine for 16 hours and can not be controlled. There is a cooldown of 24 hours, Player have to pay 1000 gold. The AI will protect their mines whenever they can

Balancing:
When holding a worship priests better their faith (thanks to LordProtektor)
Fisher: Now gets more Hering and Salmon
higher spawnrate of Hering and Salmon at market on maps, without fish-sources
After a burglary you can only get as much money as the owner of the building has
Price for forced marriage now dependent on the level of the "destination"
Minimum cost of the forced marriage is now 1500
doubled the amount of healthpoints of the mine
increased amount of healthpoints of the woodcutter's hut
Protection money fully rebalanced: now depends much more on the building's level
Market/Item-adjustments.
Cemetery gets first item-ugrades for free
The weight of some ressources have been reduced because of some problems
The mine is much more expensive to build and also now needs to unlock upgrades for Gold and Gems. All mine-upgrades are quite expensive.
The measure "Curse building" is now much more likely to succeed if you have a high "secret knowledge" skill
We fixed an exploit, that allowed to hire henchmen and sell their stuff to make high profits.
We fixed an exploit, that allowed to marry high leveled spouses: you can no longer hire an employee, fire them and marry them to get a well trained new family member. Employees who get fired will now be resetted.
Mercenaries get more profit and lose less favor.

Other changes:
Vienna now is "Small Town"
Pressburg had two blackboards
You can now enter the guildhalls in Vienna and Pressburg again
Vienna-Map: Completely reworked pathfinding
Hannover-Map: Completely reworked pathfinding
Resources on Hannover should not collapse anymore
Hannover-Map: added Danquardessen as counting house
various texts reworked
while executing various measures, characters now run instead of walking
you don't need to pay, if you want to change your faith in your own church
men can no longer arrange danceshows
the "donkeyteam" vanishes after 12 hours
You can't get insulted while you are at home
Post edited October 02, 2015 by Grargar
The Guild 2 Renaissance has been updated.

I've created a changelog thread in the respective forum:

https://www.gog.com/forum/the_guild_series/changelog

Edit: Ninja'd by a cat.
Post edited October 02, 2015 by PaterAlf
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Grargar: Guild 2: Renaissance has finally been updated! Better late than never, I guess.

Changelog:

Patch 4.211 (02.10.2015)
Fixed Bugs:
The new feature "Frequency of Councilmeetings" didn't work properly
AI didn't have to respect cooldowns during the measures "Press Protection Money" and "Offer Building Protection"
Fixed a Bug in the Voodoo-Doll-Script
Some measures couldn't be used because some targets like buildings were "too young"
During trials the evidence now correctly expires if the accuser doesn't appear
The AI of taverns and divehouses didn't work properly because of the "Versengold"-measure
Like in 4.2 now only the applicant can use measures during the council session.
Thesis papers had a much higher range if you used it via cutscene
Fixed a small bug with the mine guards
Fixed a small bug with the royal guards. These guards also will now not attack you if you are the king.
As a workaround stonemasoners will now gather more Stone Blocks at once (but need more time for that). This way it's less likely that they will run between your workshop and the quarry before their inventory is filled.
Characters who have been banished now will leave buildings when their time runs out, so that the guards can do their duty.
Male and female characters can do dance shows again
some additional small fixes.
Please double check that changelog :P
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JudasIscariot: Please double check that changelog :P
Done. That's one hell of a wall of text.
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JudasIscariot: Please double check that changelog :P
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Grargar: Done. That's one hell of a wall of text.
Yes it is :) It's why you saw a portion of it as I was saving it in pieces as I was getting everything pretty for public display :)
Didn't Guild 2 like stop receiving updates long ago?
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Crosmando: Didn't Guild 2 like stop receiving updates long ago?
The above patches were made available on Steam and some other sites some months ago, thanks to an initiative by Nordic and Runeforge Game Studio (the developers of Guild 2 Renaissance).
A quick question - has anyone noticed their game totals getting larger overnight by chance? Mine went up by 3, but there's no clear indicator as to why that would happen. Any info would be very much appreciated.
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CarrionCrow: A quick question - has anyone noticed their game totals getting larger overnight by chance? Mine went up by 3, but there's no clear indicator as to why that would happen. Any info would be very much appreciated.
Do you happen to have Sword of the Stars - The Pit? That game received the unbundling treatment even though the unbundling still seems broken.
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CarrionCrow: A quick question - has anyone noticed their game totals getting larger overnight by chance? Mine went up by 3, but there's no clear indicator as to why that would happen. Any info would be very much appreciated.
For some odd reason they unbundled a few dlcs. Sword of the Stars: The Pit is the only one that I've noticed so far.
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Geralt_of_Rivia: Do you happen to have Sword of the Stars - The Pit? That game received the unbundling treatment even though the unbundling still seems broken.
Yes, I do. Going to blame my missing that on lack of caffeine. Sounds like a valid excuse at the moment.

Thank you very much for the assistance, that explains the discrepancy.

Just looked, and it definitely appears to be a work in progress right now.
Post edited October 02, 2015 by CarrionCrow