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The Guild II RenaissanceNews4.696 (Beta) - AI & Interface
Game update

4.696 (Beta) - AI & Interface

The Guild II Renaissance · published 19 Jul 2026, 05:10 UTC · build 24280301

All newsPlayers around this dateRead on Steam

Greetings!

And we're back, with even more!

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 "4.696".

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:

  • AIs are now able to build outside of city building areas when no free spot could be found in building areas, thus allowing a proper expansion and allowing for the economy to continue growing better.

  • Buildings built outside of cities now generate a dirt road connecting to the main network of roads, in order to improve pathfinding as characters follow roads natively.

  • Added a new setting to the game launcher to load higher resolution textures for certain 2D interface elements, a new solution in the makings to make the game look better on higher UI Scaling. Note: You can hit Shift + F2 in game to switch between higher resolution textures and regular textures.

  • Higher Resolution textures take priority over the same textures that exist in the atlas texture files on disk, in the hires folder.

  • Made character render views render at a higher resolution, thus providing a less pixelated look of the 3D views of characters.

  • Improved Font System for less blurry and pixelated fonts on higher UI Scaling options.

  • When HQ Portraits is activated in the game's launcher settings, made the game safely fall back to non HQ Portraits when an issue is being detected (rare bug), thus improving game stability. In the past, when HQ Portraits would fail for whichever reason, it would spam the logs and attempt to load it back every frame, thus causing massive performance issues.

  • The game now automatically assembles the mouse icons based on the button textures associated with it rather than loading separate textures. For example, when you use the measure "Court Someone", the mouse icon changes to reflect the action currently being engaged with the "Court Someone" texture showing in the middle of a circle texture. This means that all actions that let you select a target now assemble this texture automatically, and it fixes issues with certain actions not having pre-made textures for these.

  • Fixed an issue with the Crime Sight feature where only one ring of detection would show at a time.

  • Added a new type of multiplayer ping: When selecting a ping, hitting the "CTRL" key on your keyboard allows you to place down a ping surrounded by a circle on the ground. You can edit the size of the ring by moving the mouse. Then, release "CTRL" to place down the ping with the circle. The circle is animated with a pulsing effect.

  • The AI will now focus more on courting.

  • Improved Chinese font.

  • AI Thugs (Myrmidons) will no longer try to run the measure "Assign to Residence".

  • Improved Chinese localization ().


How is your experience so far?

We hope you enjoy The Guild 2: Renaissance with us! As actual players, we make sure to test the game thoroughly in Multiplayer before each update. Of course, The Guild 2: Renaissance is an old game, and there will always be more to do, but rest assured that we are committed to continuing this way and provide support and more features.

Next, we'd like to update the Manage Building AI logic to make it easier to use and add a Priority System and fix a few remaining issues with it.

Soon, we will also move on to a more thorough investigation of how AI plays, so expect some adjustments linked to this and possibly economy-related matters. As it stands out right now, the new economy systems are working, but the main problem one can experience during their session is a lack of workshops of certain type(s) which leads to shortage of different goods. Effectively, a workshop can only produce so much to meet the demands of a town, so we will be looking at solutions for this. Now that AIs are able to construct outside of settlements though, you may see more goods being produced, since it opens up more room for production. We would also like to remind you that AI workshops will also sell goods directly at their workshop sell storage, so make sure to visit them regularly to find what you're looking for!

Have a great Sunday!

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