We have deployed a sixth hotfix in response to the latest feedback as well as important changes to the game systems.
Please ensure the version shown on your main menu is "4.66" before giving this a try.
This hotfix is built on top of 4.6 and the earlier 4.61, 4.62, 4.63, 4.64 and 4.65 changes.
Former Save Files Compatibility & Special Notice for Multiplayer
It is important to note that this patch introduces numerous changes to .dbt files and Lua scripts and therefore it is recommended to start a new game if playing in Multiplayer and Singleplayer rather than loading a previous game. Players are still able to load old save files, at the risk of facing OOS issues, resolved bugs that do not apply or new content that doesn't inject itself to your savefiles. Other misc hotfixes were also adressed.
Please make sure to select the right colour for your dynasty selection while in the Steam Lobby. Using AI colours may trigger a Resync loop.
In between two multiplayer games, it is recommended to restart the game to prevent issues we are investigating on.
If you are experimenting issues in Steam Multiplayer games, please ensure no VPN and firewall interferes with the game as we have confirmed this scenario happening. It is recommended to whitelist GuildII.exe in your anti-viruses.
A rare issue in former patch would sometimes lead to a Resync prompt showing again after a successful Resync, which was a false positive. 4.66 attempts to fix this issue, by resynchronising world data checksums between all players. Our dedication to resolving the last possible issues continue - Steam Multiplayer has never been more stable than it is now - but if this happens again on your side, it has been observed in previous patches, that saving the game and reloading it after restarting the game and reopening a Steam Lobby would lead to a more successful outcome.
We hope the resolution brought with 4.66 gets rid of this false positive issue that wrongly triggered additional Resync requests in rare occasions, and we extend our apologies to you if you were one of the few players impacted by this problem.
Special Notice for Mods Compatibility
At the time of the release of this patch note, only our official mod, Reforged, is up to date with the latest changes (as well as vanilla). You may continue playing with another mod, but we do not recommend you pursue with other mods that have not publicly and clearly stated that they are fully compatible and updated to work with 4.66.
The up-to-date version of Reforged, compatible with 4.6, is Reforged 1.0.6.
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3734375000"]
We invite all other mod owners to update the Scripts and DB folders with the latest changes (editions to pre-existing files and newly added files).
Special Notice for Community Translators
We have finalised the first stage of a new type of mods, "Light Translation Mods". These mods can be made compatible with multiple mods and vanilla included. Community Translators may now try the first version of "Light Translation Mods" by starting the game launcher with the key "SHIFT" pressed down and going into MODS > Create.
"Light Translation Mods" do not require any other files than additional Languages .dbt files. The pathing is the same than in vanilla and mods, under (modname)/DB/Languages/ for English and its sub directories for languages such as #french, #german, etc.
Creating a new translation mod already creates the different folders you will need for your convenience. Translation mods make use of the Tables.dbt indexer and allow custom triage of tables.
As a result and to make this possible, we made it so the game loads languages database tables in this way:
First, the game loads the vanilla English entries.
Secondly, if the game is set to another language, it loads the vanilla translation for that language.
For any other mod activated, it then overlays (edits and adds) entries from all other mods' English entries.
Lastly, if the game is set to another language, it overlays (edits and adds) entries from all translations for that language from all other mods.
We will continue working towards less dependencies for Regular Mods so as to make updating them much easier with each game update. Furthermore, we will actively monitor the feedback of our Community Translators in regards to "Light Translation Mods" so as to consolidate these new systems over time.
Special Notice for Economy
We have worked really hard to fix the economy systems of the game, which were known to be a bit fragile. Why? Because there were issues in the way these systems were designed due to their complexity, that were never meant to be in the first place- and were accidentally responsible for a slow and boring economy.
Here is a list of everything you can expect to see:
Populations in settlements now properly need and consume items, thus auto-regulating the local markets.
Some items were never actually needed and consumed by populations, resulting in plummetting prices, and AI Management of carts refusing to sell or produce certain items.
The algorithm to elect which products to build in workshops was flawed, resulting in certain items like Full Helms to never be produced. Our new algorithm fixes this, so that all items eventually get produced properly.
Not only the local population seeks local goods at the market, they also visit your workshops' sales stores in person and actively purchase items from you if available. Additionally, the scripts that elect which workshop to visit for direct purchases, was revised so as to include more possible destinations for the buyers.
Local population visiting your workshops to buy goods for sale will be satisfied of their purchases ; they will also sometimes get upset if an item that you can create is not available.
AI Dynasties, as well as Shadow Dynasties, now populate their workshops sales storage intelligently.
Selling in a workshop sales storage does not influence the price of items in the market.
Selling and purchasing items in a workshop sales storage grants favour between the owner of the workshop and the buyer, regulated by the following formula: (150 gold * nobility title of the workshop's owner) for 1 favour point, capped at a maximum of 10 per round for each dynasty.
Transactions between a workshop's owner and a buyer in a sales storage of a workshop rolls a bargaining comparison: the more bargaining one side has, the more the final price of the item(s) will be expensive (or the less expensive they will be). The difference is made really small in order not to exploit free money printing.
Transactions between a workshop's owner and a buyer are impacted by the following condition: if the buyer elects to purchase items from a workshop's sales storage, and if the owner of that workshop does not like you, he will be given a major bargaining bonus against you for the final price calculation. Concluding the trade will still grant favour points when applicable.
The estimation for the final price, as well as the amount of favour earned for this transaction, are displayed in the item's tooltips in the inventory of the workshop's sales storage. Similarly, the game warns the player when the seller gets a bargaining advantage against you with a red "(hostile dynasty)" string on the tooltip of the item.
The entire AI Management of carts, and the entire AI Management of goods production, was revised to be more intelligent ; and also to fix important bugs.
Workshops managed by AI now intelligently purchase raw materials from either the markets or from the primary suppliers directly: it is now possible to see workshops sending carts to primary materials producers directly to supply their business from their available goods in their sales storage.
Due to some on-going changes to Counting Houses that we are building around new guild houses measures and to the war system, we have temporarily simplified them. It is expected that in this version, Counting Houses will offer a wider variety of goods (which refresh every day) at more expensive prices with a few exceptions.
Due to the same on-going changes paired with other pending work, we have now made it so that Aldermen (final electable position from guild houses) are now able to freeze or unfreeze trade with all counting houses ; thus preventing players from purchasing goods at a counting house or vice-versa.
The owners of workshops may now consult the inventories of their workshops directly from the tooltip that shows when hovering over the latter.
When hovering over a foreign-controlled workshop, the tooltip of that workshop will now display the available goods for sale directly from within its container with the string "Available for purchase:".
Prior to 4.66, markets would agressively flush items stocks every game hour and extremely rapidly ; thus simulating a fake regulation system that was meant to be reserved for population needs. Since population now properly auto regulates the economy, we have made it so that markets regulate at a much slower pace, and gradually: if an item is considered to be over abundant in the market, it will flush these items at a faster pace than others.
We made it so that settlement levels now influence the quantity of items that is considered to be abundant in markets: the more developed a settlement is, the more items it will accept to store in the market before the second auto-regulation performed by markets start to run.
Previously, a cart looking to obtain raw materials from a sales storage (which was never used anyways) could reach the destination only to find that another buyer obtained the desired materials while it was on the way. When this happened, the cart would fail to buy anything that was possibly left. Now, carts buy whatever they can get from that sales storage ; and fall back to the market if none is available INSTEAD of returning empty-handed at the workshop.
Adjusted minor behaviours from World Traders.


Special Notice for AI Dynasties
We have worked on upgrading the behaviours of AI Dynasties in 4.66. Here is a non exhaustive list of changes you may expect to see:
All previously-mentioned behaviours regarding economy.
Ability to host parties, and invite other dynasties to parties.
Improved AI decision-making when it comes to upgrading workshops and expanding in town.
Improved decision making when it comes to buying new nobility titles.
The AI may now decide to change faith if it decides it is better to do so.
The AI may now invite dignitiaries from other kingdoms in mansions.
The AI may now use the "Slander" measure.
The AI may now ride horse carriages to go to certain locations, only if its nobility title is high enough and only if it has sufficient funds to do so.
The AI may now attend mass.
The AI may now burgle houses.
The AI may now buy indulgences to forgive certain crimes.
The AI characters, others than unemployed and non dynasty characters, may now also shop in markets or workshop sales store occasionally.
The AI may now seek to maintain their married life by using the Invite to Dance and Take a Bath together actions.
Rogue AIs may now also directly pickpocket passer-bys.
The AI may now use the measure "Pray for Blessing" to protect buildings from certain crimes.
The AI may now occasionally stroll in markets to enjoy some free time properly.
The AI is now better at seeking a doctor if ill.
The AI may now use the measure "Blackmail someone".
Misc. improvements.

Fixed:
Improved Resync systems with re-synchronised world data checksums after a succesful Resync.
Fixed "England" map not triggering city councils.
Better AI spawning points (settlements) on maps.
We fixed some issues wheras the tooltips of 3D objects on the world would temporarily stop showing after interacting with some HUD elements.
Fixed an issue whereas the game would crash if a dead Sim was invited to an event and went through AddDate(...).
Fixed some UI positionings in Steam Lobby Rooms.
Fixed Guild Masters elections not triggering properly sometimes.
When the (former) owner of a workshop no longer owns the workshop, the owner should stop working in this workshop.
Fixed some rare issues linked to pre-trial behaviours.
Fixed an issue whereas sometimes the entire text in the game would either go invisible or heavily misplaced.
Misc. hotfixes addressing rare game-crashing issues.
Fixed some Steam MP advanced settings sometimes leaking into new singleplayer games.
Changed:
Added even more "Advanced" Settings in Steam MP rooms: Player start level, AI start level, Shadow dynasties start level, AI cost factor, AI wage factor, AI targets players, AI attack threshold, AI truce (rounds).
Continued to improve on Cyrillic and on-going implementation for Czech and Polish. We will continue to work towards more languages support.
We removed the Building Statistics UI due to pending important changes to the new economy systems. However, we made sure to retain all data concerning trade operations, so that they may be reused again at a later stage.
Taking part into Wars and Hiring Troops was rebalanced so as to redistribute earnings better and reducing incredible losses of money in case of a defeat. Doing these actions may also reward the characters with additional XP and Imperial Fame.
Increased the amount of money earned by pubs on a customer-to-customer basis (25 + SimGetLevel("") * 5) instead of a flat 30 gold.
We improved camera movement: zooming in and out is now a lot smoother than before.
Added new localization entries.
We capped the amount of worker houses per settlement to 2 for all settlement levels and to 3 for the highest settlement level in order to fix an issue whereas settlements would get too many NPCs roaming around. In effect, each worker house can generate up to 200 people. The game will now refrain from auto-building worker houses above 2 or 3 depending on settlement levels. However, this does not impact pre-built maps where worker houses may already be placed on the world: these will persist.
Misc. debugging options.
Removed some logging related to pathfinding that were no longer necessary.
We removed the "Master Beggar" achievement.
Added Polish translation and Polish Rich Presence by Dawid [dynamiclink href="https://steamcommunity.com/id/Szekiel1099/"] Kaczor & CD Projekt.
A Russian translation of the vanilla in-game text has been added, edited and reviewed by Vadim [dynamiclink href="https://steamcommunity.com/id/vkodeks"] and created with the help of gaming communities on the Zone of Games and Strategium websites.
Added Russian Rich Presence by Ivan [dynamiclink href="https://steamcommunity.com/id/CrowRaZeR/"] Vlasov.
Russian voice acting has been added to the game, originally by MiST Land South / Russobit-M / Game Factory Interactive.
Added Brazilian-Portuguese Rich Presence by Nezumi.
Added German Rich Presence by [dynamiclink href="https://steamcommunity.com/id/cielcat/"].
Added Spanish Rich Presence by [dynamiclink href="https://steamcommunity.com/id/cielcat/"] and Alexander Gwren1 Petrov Sánchez.
Added French Rich Presence (by us aka nauno 😉).
Added Traditional Chinese and Simplified Chinese Rich Presence (automated).
Note: Thank you to all contributors! We took the liberty to adjust some formatting linked to tokens in the provided Rich Presence files.
Known issues:
GiTSE should work, but it is a fragile application. Please backup your files every now and then to ensure no data is lost. Please note: to start editing a world, you need to load another pre-existing .git file (vanilla comes with a few empty worlds you can work with, you can drop them into your folder before starting GiTSE if you'd like). Please note that certain mods such as Reforged may work with modified data (such as different building models) and will need careful portage over vanilla and vice versa. Please also note that .git files need to be in the "Worlds" folder and not in any other sub-directory.
GiTSE not starting if a mod is active: please copy and paste "configs/Vanilla/editor.ini" to your mod's config folder.
GiTSE crashing when placing down river nodes.
GiTSE struggling with CTRL + Z operations.
GUI elements flickering or acting strange when returning to the main menu (old issue).
Occasional black screen when returning to game after alt-tabbing.
If the host disconnects from the ongoing Steam Multiplayer game, the clients might crash.
If the games of all players involved in a multiplayer match are not restarted fully between two multiplayer matches, it may lead to important issues such as the inability to connect with other players properly past the Steam Lobby Room.
If you start a Steam Multiplayer game alone in the Deathmatch gamemode, you instantly win the game.
Issues with the text in the Guide page for some languages other than English.
Similarly, issues in some tooltips with broken texts with languages other than English.
Festivities not always triggering the full chain of events linked to the cutscene event.
We would like to thank you for giving this beta patch a chance, and we would also like to thank all community members involved in this hunt for bugs! Without your support, this would be a lot harder.
Thank you to Ivan [dynamiclink href="https://steamcommunity.com/id/CrowRaZeR/"] Vlasov who provided the Russian translation of this patch note.
This hotfix contains major changes to the game engine and the game scripts, and we expect strong player feedback. Should anything be problematic, we will continue to deploy hotfixes. Thank you for your patience, and for your understanding.
Please let us know if there are any issues that were not yet resolved, and please also let us know if this fixed some of the issues you were having properly (especially for Steam Multiplayer)!
Thank you for your patience!