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The Guild II RenaissanceNews4.724-726 (Beta) - Bugfixes impacting AI Production & More
Game update

4.724-726 (Beta) - Bugfixes impacting AI Production & More

The Guild II Renaissance · published 12 Aug 2026, 18:50 UTC · build 24698222

All newsPlayers around this dateRead on Steam

Here we meet yet again!

Another round of fixes, this time we're looking into more fixes for the production of items but also movement tasks, music, character affairs and updated localization.

If you are using Reforged, please make sure to update your mod to reflect the bug fixes.


Pathfinding

  • A single character standing on blocked ground would quietly degrade pathfinding for every character in that town or building, and could blacklist perfectly good spots so that anyone standing there was refused a path entirely. Characters caught by this would loop idle forever, repeatedly failing to move.

  • Fixed characters fleeing someone being handed a wrong destination, sending them to coordinates that did not exist in the building they were actually in.

  • Fixed characters entering buildings that have no interior locators that were required for their task.

  • Fixed movement error reports omitting the actual error code, and fixed a crash in that same reporting path.


Sound System

  • Fixed the sixth track of every music set never playing and the last track of a playlist never being reached.

  • Fixed the music picker occasionally giving up entirely and leaving silence until the next event, usually on rows with a single track.

  • Fixed landscape music not properly being selected as part of the seasonal rotation.

  • The same track can no longer play twice in a row within a set.

  • Seasonal music is now paced dynamically. The longer you go without hearing a seasonal piece, the more likely one becomes, resetting once it plays, so you no longer get long stretches without any. Seasonal music also no longer overrides night ambience.

  • Location themes now rotate using recent listening history, so moving around the world gives noticeably more variety.


Building Management

  • AI-owned workshops now default to having the priority system off. Your own buildings still default to on.

  • Fixed the priority on/off toggle not being shared in multiplayer, which could cause the two sides of a game to disagree about what workers were producing.

  • Improved production logic for workers and fixed some possible remaining issues.

  • Players may now enable or disable Priority system for production.

  • A worker won't cancel his current production task if the item is above 15% complete.

  • Fixed buildings adding goods to their production and To Buy lists that they were not actually short of, which sent workers and carts chasing items the building already had enough of.

  • Fixed ingredients being moved to the sales counter and sold off instead of being kept for production. Raw materials the building needs for its own recipes are now held back: any that already ended up on sale are pulled back into storage.

  • Fixed the building failing to make room when it needed to reclaim those ingredients and storage was already full.

  • Fixed workers being pulled off what they were doing by the building's planning: a worker already producing, or already sent to perform one of the building's special actions, no longer gets handed a new order until they are actually free and idle.

  • Fixed items with no priority set being left out of the workload balancing, which caused workers to pile onto a few products while ignoring others.


Affairs (Liaisons)

  • Affairs can now be ended. Previously there was no way to end one.

  • When an affair did end, the other person was left permanently marked as still being in one.

  • Fixed two crashes around ending an affair, including one that triggered if the other person had since died.

  • Affairs now cool off and end naturally for all dynasties. Previously this only ever applied to your own dynasty, meaning every AI affair in the world was permanent.

  • Fixed a possible OOS trigger in character affairs.


Misc

  • Fixed an issue with non-Latin languages failing to read strings from userconfig properly, creating garbage characters in-game.


As always, we're committed to continue releasing updates and bugfixes for The Guild 2: Renaissance.

Thank you and have a great week!

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