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The Guild II RenaissanceNews4.679-69 (Beta) - Performance & Bugfixes
Game update

4.679-69 (Beta) - Performance & Bugfixes

The Guild II Renaissance · published 11 Jul 2026, 00:05 UTC · build 24153229

All newsPlayers around this dateRead on Steam

Greetings!

We have another patch for you today!

To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.

For this release, the version shown on the main menu is "4.69".

Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.


Fixes & Changes:

  • Activated "Delta Resyncs": the Resynchronizations are now faster, since only the parts of the savefiles that differ from host will be redistributed as opposed to the entire savefile.

  • Performance update: changes to how AI dynasties work through their weighted decision trees make it less performance-heavy, thus allowing for a gameplay that stutters less over time, and for example allow max speed to run better.

  • City growth population fixed: finally, we fixed a bug impacting city population growing indefinitely. Settlements will keep creating citizens, and there is no hard cap. It will be done properly now! This also impacts performance positively, since you won't have so many citizens in the same settlement that were never meant to be there in the first place.

  • Added a new tab to the Manage Building for Hospitals (Scholar building): the Action tab allows assigning automatic orders to personnel to Administer Treatment and Quacksalve. This tab also depicts more information such as the list of all waiting sick citizens.

  • The game now generates constants automatically based on the loaded .dbt files (vanilla and mods). GameConstants entries win over the auto generation. The pattern is the following per DBT file loaded: Measures GL_MEASURE_*, MeasureType GL_MEASURETYPE_*, Buildings GL_BUILDING_*, BuildingTypes GL_BUILDING_TYPE_*, BuildingUpgrades GL_UPGRADE_*, Items GL_ITEM_*, abilities GL_ABILITY_*, Offices GL_OFFICE_*, NobilityTitle GL_NOBILITY_*, Skills GL_SKILL_*, Sentences GL_SENTENCE_*, Needs GL_NEED_*, Impacts GL_IMPACT_*, GuildResource GL_RESOURCE_*, Filter GL_FILTER_*. The generated constants are UPPER CASE and take the string values associated with each entry.

  • For languages that have no audio files for these actions: fixed an issue wherehas the English audio fallbacks would not play the character tasks sound files (such as when moving a character or giving characters orders).

  • Fixed an issue whereas some items giving temporary bonuses could actually stack them indefinitely.

  • Hovering over any owned building now shows who owns that building, and pressing the "F" key (will be made changeable later) allows jumping to that owner with the camera.

  • Adopting an orphan no longer gives you an elderly person instead.

  • Fixed an issue whereas, when using an item and that action is interrupted, the item would be deleted anyway.

  • Improved "Administer Treatment" measure for hospital workers.

  • The Guide UI is now centered on screen.

  • The "Ideal Stock" of all settlements for each item is now depicted when hovering the mouse over items in the Market UI.

  • The AI now uses Slander ("Character Assassination" measure that generates fake evidences against another dynasty) less often, and also these evidences are no longer always generated with a 100% believability.

  • Hotfix for the Manage Building feature: "Keep" and "Need" values are properly separated, improved the UI, game logic for carts and personnel, and minor changes.

  • Misc changes and hotfixes to Lua scripts and some other game data files, with contributions from and Serp.

  • Localization update for Chinese, Russian, Polish, English.


We hope you enjoy this update and have a pleasant weekend!

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