Hello!
We have deployed yet another Beta patch in response to the latest feedback. It is centred on bugfixes and new additions.
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 "4.677".
Multiplayer Ping System
Introducing the first iteration of the Multiplayer Ping System, which allows you to ping locations, character/carts/buildings, and waypoints to you and your allies! To access this feature, press "E" on your keyboard (we will add in the future a way to customise this hotkey).

The first type of ping is a static ping that stays on the ground, that is simply drawn on the screen by releasing your cursor over the desired ping type. Then, you can apply a ping on top of any 3D object in the world, that stays attached to that object. Finally, you can create "waypoints" for your ping, by pressing "E" to enter the ping wheel and left clicking the selected ping image, and then, without releasing "E", pressing at different spots on the screen to draw your line.

Pings that are still visible stay locked to the edges of the screen, so that you are able to click them to quickly jump to that location. Be aware that in Multiplayer, the pings are tinted to reflect the player's dynasty colour ; and pings also play a sound.
GiTSE Expand Worlds & Minimap
In the continuity of our work to make map creators able to work on larger maps (2k and 4k), we have also made it possible to expand pre-existing maps so that they meet the new sizes whenever you'd like. Interestingly, the expanded areas of the maps are procedurally generated with landforms, vegetation and materials and conform to the overall style of your map ; with a sane distribution of water and land while respecting the average heights and land levels.
For this feature, please save your expanded map after it is done generating ; and then restart GiTSE entirely, so that everything can refresh properly.
Here is a before / after comparison depicting the new minimap to visualise the change.


Performance Update
We are investigating performance-draining aspects of the game and have started bringing some changes to increase this. With some recent changes to the way vegetation such as trees and grass is rendered, as well to some other changes to the way other 3D objects draw meshes, it is possible that some users gain up to 40 FPS in the best case scenarios.
Additionally, we invite all players to check which settings they are playing on, using the launcher's settings page, since it offers more options for the game such as VSync, Triple Buffering and more.
Of course, we are continuing our investigation, so as to make the game run as smooth as possible for everyone.
Fixed:
Fixed an issue whereas modified stats would never clear, thus either granting forever stat bonuses or maluses.
Fixed an issue whereas autosaving or saving in general would lead to an Out of Sync error due to all clients of the game performing that saving operation and thus freezing and losing connection.
The launcher no longer breaks on high dpi monitors.
Fixed a systematic out of synchronisation error linked to MsgSayInteraction(...) in the case where multiple players attend a cutscene event (notedly, trial for example as an accused, accuser and assessor).
Removed the older population cap we initiated.
Changed:
Custom letters (to write to human players in multiplayer) can now also be sent via the Client List panel by using Shift + Left Click on the dynasty crest of a player.
Behind-the-scenes changes to the sound engine to prepare for proximity voice chat in Steam Multiplayer.
In the character's XP page, we made it so that stats that are benefitting from a bonus are shown in green and stats suffering from a malus are shown in red.
Minor changes to the Refresh Scripts live feature to make it more robust.
Adjusted some AI Labour algorithms to attempt to let the AI produce more difficult manufactured goods.
Improved camera movement, so that the camera never moves up and down so roughly based on its height elevation to the ground ; and adjusted the smoothness with middle-mouse button rotation and right click panning.
Also improved camera movement in GiTSE.
Rooms are now loaded in a single thread so as to prevent a rare issue leading to a crash after a Steam Multiplayer resync.
For some users, the Resynchronisation process might be faster now.
Counting houses are now a bit closer to how they used to work, until we finish the update for their new functionalities.
The "Important Persons" interface now displays more "Top Candidates" to court and refreshes every game hour.
Worker houses can no longer be set on fire.
(Removed Herobrine)

Thank you to [dynamiclink href="https://steamcommunity.com/id/vkodeks"] for providing the Russian translation of this patch note.
Thank you to [dynamiclink href="https://steamcommunity.com/id/BlackPainkiller/"] for providing the Simplified Chinese translation of this patch note.
Have a very pleasant day!