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ModPack Changelog - English

This document contains patch notes for versions 0.95, 0.94, and 0.931 of a game. It lists many bug fixes for issues like voting in councils, AI behavior, and production. It also includes some balancing changes to starting conditions, prices, and AI strategies.

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dgenesys880
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0% found this document useful (0 votes)
16 views35 pages

ModPack Changelog - English

This document contains patch notes for versions 0.95, 0.94, and 0.931 of a game. It lists many bug fixes for issues like voting in councils, AI behavior, and production. It also includes some balancing changes to starting conditions, prices, and AI strategies.

Uploaded by

dgenesys880
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Changelog 0.95
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- ModPack: During council votings you could not vote for every present applicant
- ModPack: Fixed some text errors.
- Vanilla: If you were called to the council etc. it could happen that your
character
continued to produce goods after he reached the building.
- Vanilla: AI-Sims living in different towns could charge your character. Now only
people of the same town will charge eacht other.
- ModPack: Sometimes AI characters got the first title for free.
- Vanilla: Sometimes AI characters waited for hours for their spouse to show
up at home to spend the night together without ever doing it (poor guys)
- ModPack: Family members will now have free time again once you remove them
from your active group
- ModPack: The measure "Quacksalve" would only show up in your building's menu
if you had some miracle cures on stock (not if they are in your medicine chest)
- ModPack: You could not finish the fith tutorial because the measure "spend the
night together" did not work in the tutorial.
- Vanilla: In Tutorial 3 (buildings) the help-arrow showed the action "hire
random employee" instead of the "repair building" icon
- ModPack: You can now also use the talk-measure to flirt in tutorial 5.
- Vanilla: You can no longer marry employed characters
- ModPack: Fixed a bug wihtin the AI script for attacking rivals
- ModPack: Fixed a critical bug that could freeze your game.
- ModPack/Vanilla: There could be endless steam in the bathing room
- ModPack: Fixed a bug within the AI production of churches
- ModPack: If you fired your worker he would continue to work for you
- ModPack: Dynasty characters would not be auto assigned by the AI to work
within your buisnesses.
- ModPack: Sometimes AI robbers had problems during waylay-actions.
- ModPack: AI farmer did not buy corrals

**Balancing**

General:
- Starting conditions have been changed: AI dynasties have less experience
at game start, especially coloured AIs have about the same amount of XP as
players.
- It's more random with whom you will have treaties or feuds at game start.
- Escorts are cheaper now (500g instead of 750g)
- If you court someone and she gets hired by another dynasty, you will no longer
be able to marry her. But you can continue to court her until she fells in love.
If you ask to marry her, you will get 250 xp and a message.

AI:
- The decision if AI takes an insult or wants a duel now depends much more on the
chance if the AI can win/survive a duel or not
- Family members of the AI will now try to boost favor with important people even
if only the husband/wife has political ambitions
- AI will visit their shops much more.
- Shadow AI will now sell they buildings only for 12 hours but not if they have
political seats. They will only set the building for sale if they have less than
25k gold (20k before).
- Production management of all buisnesses has been further improved.
- AI will not goat workers after 16h.

Craftsman:
- You now produce 1 torch instead of 2 (this makes torches far more valuable)

Patron:
- Gathering lifestock is again a bit faster.

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--------------------
Changelog 0.94
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- ModPack: You didn't get enough money to solve the title-tutorial.
- ModPack: Cities could not level up if they had "too many" inhabitans.
- Vanilla: Performance has been further improved.
- ModPack: AI could attack players even if they were allies.
- Vanilla: Pendulum of hypnosis was still bugged.
- ModPack: Alchemist-AI had a bug.
- ModPack: There was a bug during diplomatic demands.
- ModPack: There was a small bug when hiring thugs.
- ModPack/Vanilla: Sometimes some of your rogue characters could not be controlled
anymore.
- ModPack: If you went to a tavern to get drunk sometimes the measure did not work
properly.
- Vanilla: The tooltip for pressing protection money showed the wrong duration.
- ModPack: All rogue characters could waylay and press protection money.
- ModPack: The rival in town-feature did not work anymore.
- ModPack/Vanilla: After the explosion of a booby trap the thief could continue his
burglary.
- ModPack: Crusades didn't work
- ModPack: Taking a hot bath together did not work if you used it as a courting
measure.

**Features**
- AI now also uses clay vases and sculptures to modify the attractiveness of their
taverns, pubs, hospitals, bankhouses and churches.

**Balancing**

General:
- Costs for the first three titles has been reduced to improve game start and
re-enable early game strategies.
- Paying a bonus is now cheaper and larger sums will affect the favor even more.
- Because of a possible exploit-strategy thugs can no longer gather herbs.
- On highest difficulty you only have 1 enemy at game start.
- The second level of your workshops is now 2500 coins cheaper (except for rogue-
buildings).
- Targets of hypnosis-attacks now get the message directly in their face instead of
a
notice.
- City may only keep 20% of title-costs.
- You can sell a few more counting house special goods to the market before prices
drop.

AI:
- AI makes less insults.
- AI will use less flower of discords.
- AI will only attack other applicants for office if they have less than 40 favor
with them
(50 before).
- Probability for AI accepting protection demands has been raised a bit.

Scholar:
- Price for invisibility potion has been reduced a bit.
- The chance for people not paying back their loans has been reduced slightly.
- Gathering holy water is now faster.

Rogue:
- Amount of protection money has been reduced slightly.
- Money from wenches has been reduced by 25g.
- Burglary-time has been reduced by a lot.
- Booby traps are deadly.
- If multiple thiefs burgle a house the additional burglars get less money
than the first.

Patron:
- Fishing will now give you 2 to 5 fish instead of 0 to 5
- Wine is a bit more valuable now.

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--------------------
Changelog 0.931 (Hotfix)
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- ModPack: Sorcerer robe was broken.
- Vanilla: Sorcerer robe didn't show the state-icon.
- ModPack: Lyon-Mapfile had a wrong name and thus was outdated (and buggy).
- ModPack: If you used random events your main character got interrupted every
hour.
- ModPack: Some AI employees and employees of buildings you bought couldn't work.
- ModPack: Fixed a small bug for AIs visiting taverns.
- ModPack: Characters who waylay for booty could get trapped in an eternal loop.
You can now
abort the measure by walking.
- ModPack: It could happen that the measure "Spending the night together" always
got cancelled for
apparantly no reason.
- ModPack: Wrong version number in the English download.

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--------------------
Changelog 0.93
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--------------------

**Bugfixes**
- ModPack: In the unemployed list some sims appeared who are not old enough to be
hired.
- ModPack: The item "About talents I" didn't work.
- ModPack: You could get a title for free by doing nothing.
- ModPack: Due to the new spinning-cart-workaround some measures were cancelled.
- Vanilla: Some tooltips have been updated.
- ModPack: The overall game performance has been improved.
- ModPack: Some messages from the international versions were wrong or missing.
- ModPack: The upgrade tree of the robber was bugged.
- ModPack: If a tavern or pub had lot's of visitors the behavior of new guests
could
get bugged.
- ModPack: Some AI driven buisnesses gathered wrong ressources.
- ModPack: The production priority of the medicus was messed up.
- Vanilla: Random events (also from lucky stones) only effected the head of the
family.
- Vanilla: Some title-requirements for leveling up your residence were wrong.
- ModPack: Some circumstances lead to rogue employees beeing no longer
controllable.
- ModPack: If you get free during trials you would earn almost 40k XP.
- Vanilla/ModPack: The juggler had no upgrade for fire protection.
- Vanilla: In some cities you could not ban a character even if he was "inside the
city boundries",
because the distance calculation was wrong.
- ModPack: The new upgrade-symbols were missing in the country estate.
- Vanilla: You could get stuck inside the carriage using the "journey"-measure if
you cancelled
the measure.
- ModPack: You were not cured after a duel.
- ModPack: The production AI of multiple buisnesses needed some tweaks.
- ModPack: Guild quests showed the wrong amount of money.
- ModPack: AI dynasties could hire mine guards multiple times.
- Vanilla: AI managed buisnesses (woodcutter, farmer, orchardist, mine, mill) will
now sell all goods
they got "unintentionaly" from your other AI managed buisnesses (So your
woodcutters will now
sell all swords and armors they get from your smiths when they load wood)
- ModPack: If you robbed someone, the victim would lose all (!) his money but you
would only get
a small percentage of that sum. The victim will now only lose the sum you steal.
- ModPack: The immunity against the plague after successful healing was bugged.
- ModPack: The "Important Persons" lists showed always the head of the family even
if he or she
is already dead. The list now shows the first still living member (who is at
least 16 years old).
- Vanilla: Sometimes the cashbook of the city was not shown for some reason.
- Vanilla: Sometimes victims of crimes like robbery, breaking bones and murder did
not get any
evidence.
- Vanilla: It could happen that mineguards attacked their own dynasty.
- Vanilla/ModPack: The council meeting without voters (meaning the guard decides by
chance)
was still bugged.
- ModPack: Out Of Sync errors happened during trials.
- ModPack: Possible Out of Sync in duels.
- ModPack: Sleeping in a tavern did not heal influenza even though it should.

**Maps**
- The maps Hansa, Northsea, Lyon (both), Newark and Southern Germany crashed after
some time.
- On some maps (e.g. Ulm) the new honey and orchard ressources could not be
reached.
- On some maps ressources were placed inside of building areas.
- On some maps (e.g. Hansa) you can now build buildings in the forest where you
could not before.
- On some maps (e.g. Hansa) some orchardist buildings have been removed due to
missing space.

**Features**
- New tips and tricks have been added.
- You can build store houses on maps without water.
- Livestock is now gathered with the measure "Raise cattle" and no longer in the
production menu.
- At night time less guards will be on the streets and they will also guard mostly
public
buildings like the townhall.
- Robber characters will now always have a mask.
- You can now send out your dynasty characters and your robbers at the same time to
waylay for booty.

**Balancing**

General:
- Counting house special goods are even more expensive now.
- Profit of counting house special offers has been reduced a bit.
- Profit of counting house special goods has been reduced.
- Duels now start at 4 a.m so that trials and duels should be less likely to happen
at the same time.
- Infection possibility of the black death has been reduced and will go down to 0
after 5 rounds after
the first infection (10 rounds before).
- You can conquer a building now only once every 48 hours and also can not sell it
until 48 hours have passed.
- Difficulty setting now will influence the number of non-aggression pacts at game
start.
- Only on higher difficulty settings you will start with enemies at game start.
- The bonus to productivity you get from handicraft (arcane knowledge) is reduced
to 10 % (5%) from
20% (10%) per point.
- The title requirements for residence level have been changed slightly.
- The country estate has much more slot capacity.
- Some upgrades of the country estate are much more expensive now.
- The prices for taking a "journey" have been reduced a lot. Also you now move in
"zones", where every
new zone takes 500g more than the last one to be reached. You also move a bit
faster and can not
be attacked or cancel the action until you reached your final destination.
- Guild quests (especially the ones where your character leaves the map for a few
ingame hours) give you
much more profit now.
- The amount of money you can steal via the robbing-measure has been doubled.
- Random events no longer effect talents and also will not make you lose any XP.
Instead the amount
of money you can gain/lose is now doubled.
- The levelup costs for cities of lower levels have been reduced.
- The tax income for cities has been raised slightly.
- The message about how much money a city currently has now considers the upgrade
costs for
cities, so you can now actualy see if a city needs more money to upgrade.
- The amount of XP after duel has been changed. It no longer matters how many
damage you inflict
but you will receive the triple amount of xp if you win the duel.
- After a duel you will get a NAP with your opponent.

AI:
- AI will no longer use some actions on lower difficulty (like voodoo dolls or the
notice board)
- AI will no longer apply for offices after 4 p.m (this also makes it more easy to
apply and to levelup
the city)
- AI will build towers more slowly (Exception: Mine).
- Gathering behavior of AI management has been improved.
- Church AI will now only hold sermons if some visitors already wait in front of
the church.
- AI will no longer make/adopt new kids all the time but instead wait 24 hours in
between each.
- AI will now prefer to build new buildings that are currently missing in the town
(but no outdoor
buildings like farms, because AI can't place them correctly).

Craftsman:
- Gathering gold and gems takes more time.
- Mine cost is now 25.000 (20.000 before)
- The Upgrades "Gold" and "Gemstone" are more expensive to unlock.

Scholar:
- Gathering herbs is now faster.

Patron:
- Gathering fish has been slowed down and is now also random (1 to 5 per tick).
- Gathering livestock is now faster.
- The profit of inns selling beer and food has been reduced slightly.

Rogue:
- You now get 3 cartriges per tick (2 before).

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--------------------
Changelog 0.92
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- ModPack: Your employees sometimes had high level equipment when you hired them
- ModPack: Ressources were spawning in player controlled buisnesses
- ModPack: The drinking game in the pub was bugged
- Vanilla: Sims who were knocked out by the sleeping spindle or hypnosis could
still
go to office meetings
- Vanilla: Fixed multiple forenames in messages
- ModPack: Pregnancy tooltip has been updated
- ModPack: Buildmaterial tooltip has been updated
- ModPack/Vanilla: The AI will no longer always get higher results in the dice game
- ModPack: If you used the sorcerer robe the false boni were shown on the screen
- ModPack: Cemetery had only a slot capacity of 20 (instead of 40)
- ModPack: You could not train your family members (office privilege)
- ModPack: You could not attack buildings
- ModPack: Removed empty measure of carts and ships
- Vanilla: Towers were counted by the message when you bought a new title
- ModPack: You could not use the indulgence-measure
- ModPack: Some people were always sleeping
- Vanilla: Fixed missing texts for a random event
- ModPack: Bank workers interrupted the give-out loans measure on the next day
- Vanilla: Fixed an exploit that allowed using items multiple times if you have
high
arcane knowledge
- Vanilla: Fixed an exploit which allowed to use an item, remove the item from the
inventory
before animation ends, and thus keep the item
- Vanilla: The black death never ended
- Vanilla: AI healer could get stucked forever (rare)
- ModPack: Fisher hut AI never gathered salmon at level 1
- ModPack: Now mills will also sent rival-messages
- ModPack: Fixed an AI bug regarding assigning employees to treatment
- ModPack: You could not downgrade your diplomatic status (for example declare
feud)
- ModPack: If you married someone in a monastary your spouse would still reject you
if you asked to spent the night together. She will now love you again
- ModPack: Added missing text if you sent a letter to another dynasty (diplomacy)
- ModPack: Multiple upgrades in the robber camp were missing
- ModPack: "Using" a cocotte had no cooldown
- Vanilla: The "rest"-measure (robber) is now in the same category as other "red"
measures
- ModPack: The counting of allies/enemies (diplomacy) sometimes was wrong
- Vanilla: After buying a new building from a dynasty the old owner would still
work for
you.
- ModPack/Vanilla: AI Dynasties never built new buildings and only occasionly
upgraded
their residences
- ModPack: If you sell your bank or hospital you will now get back your bank
account and
some money for your medical supplies
- Vanilla: Fixed multiple bugs during the waylay measure
- Vanilla: Pub AI will now smuggle alcohol as intended
- ModPack: pub AI will now buy beer from the market
- ModPack: The bathing essence has not been removed from your inventory
- ModPack: Fixed a bug if you sent a medium sum of money to one of your allies
- ModPack: Added missing tooltips for the gargoyle
- ModPack: Fixed missing text when demanding money from a dynasty (diplomacy)
- ModPack: You could not arrange a "liason"
- Vanilla: Sometimes if you would marry a dynasty character her former dynasty
would take
over the control of your spouse
- ModPack: Sometimes not all important dynasties were available in the dynasty
overview in
the "important person" menu
- ModPack: The unemployed list should no longer contain dynasty sims
- ModPack: Using the "Treat specific patient"-measure you would not use medical
supplies from
your medicine locker.
- ModPack: It could occur that the AI would assign all medics to medical treatment
even if
no medicine was available.
- Vanilla: AI Family members could hold sermons even if they were not the owner
- Vanilla: Shadow AI children worked in the workshops of their parents
- Vanilla: Spinning carts after building/ upgrading buisnesses near the street have
been
fixed (a different workaround than vanilla, it will fix 99.9% of all spinning
carts)
- Vanilla: AI sims who applied for an office in the first round before 14h were
removed from
the applicant list but came to the city hall nonetheless. To avoid this issue the
AI will
now no longer apply for offices before 14h (they will apply normaly in other
rounds)
- ModPack: The pirate can now also hold a feast for his employees
- Vanilla: AIs got an additional weapon / armor when they bought a new weapon /
armor if they
already had a weapon / armor
- Vanilla: Dynasty AI-Sims who worked in their shops never interrupted that work to
do something else
(like buying items or politics)
- ModPack: At the end of the pregnancy there was a ugly animation (the wife leaving
the bed,
even if she is currently on the street)
- ModPack: The calculation for credibility during trials was messed up.
- Vanilla: If you demanded a death sentence the AI would most likely
always say that it is guilty, regardless of the amount of evidence you had
- Vanilla/ModPack: Fixed multiple small bugs during trials
- ModPack: Taverns and pubs had only very few visitors
- ModPack/Vanilla: Fixed multiple small scripting errors
- ModPack/Vanilla: Fixed multiple text errrors (German/English)

**Maps**
- Pathfinding in "Bremerhaven" has been improved.
- Pathfinding in "Vienna" has been improved. Some ressources on those maps could
not
be reached.
- On the "Castrum Novaesium"-map the tavern in Cologne has been moved to avoid a
bug
- On the "Magathaburg"-map the pathfinding has been improved.
- On the "Bingenheim"-map the pathfinding has been improved in Bingenheim and
Michelbingen.
- On the maps "Bingenheim" and "Weilerthal" fishing ships could not reach the
fishing huts.
- On the maps "Bingenheim", "Bremerhaven", "Ulm", "Fichtenhain" and "Weilerthal"
you could
not see any fishes on the fish-resources
- There is now a pirate on "Ulm"
- On all maps new locations for robbers (to waylay) have been set.

**Features**
- The sell store has been removed (visually) because you actualy lose money if you
use it.
AI will still use it and you CAN if you want (but you really should not).
- The mod is now available in french, italian, spanish, polish and russian (with
english
mod lines as long as I don't have translations). Many thx to everyone who
helped!!
- When leveling up the city you now will see how many people currently live in the
town
- Every character of every profession can now gather herbs, mushrooms and holy
water.
- The message you get if you plunder carts will now sent only once every 3 hours.
It will also contain information about the kind of loot.
- Robbers with low amount of hp will automaticly rest instead of waylaying
- You once again can court dynasty characters
- Trading-routes have been completely reworked (Thx to ThreeOfMe)
- If sims need to wait before they can buy a new title or apply for an office will
sit down
on the bench now
- Dynasty AI has been reworked completely (You MUST delete your Scripts-folder
before applying
the mod now!!!!)
- You can mark other dynasty members now! Use the new measure (it is behind your
inventory
button) They will appear in the important person interface.
- Trial-AI-logic has been reworked. Diplomatic relations are now very important
- You can no longer bribe during trials
- During trials every type of evidence will only be spoken of once. Meaning: If you
have
evidence for 3 cart attacks, than you will talk about one attack and then say:
'Oh, and
the guy did this not only once but 3 times!'
- Orchard and honeycombs are now pre set resources in the world (like other
resources)
- Minimap icons for lifestock and willow rod are smaller

**Balance**

General:
- At game start no platemail and axes will be generated by the game
- The amount of weapons and armory at game start has been reduced
- The amount of ressources respawning has been reduced (they only respawn if the
market
is empty though)
- Building prices for levels 2 and 3 have been raised; you now need 10k for level 2
and 20k
for level 3
- Nobility titles have much higher prices
- The building-limit is now 2 more for every title (instead of 1)
- Thugs escorting characters will now not follow inside of buildings but instead
wander around
- AI will now accept takeover bids even if they have much money already (now up to
100.000
instead of 20.000)
- If someone wanted to buy a specific product in your workshop (e.g. wheat bread)
you will
no longer lose favor if you haven't stocked any.
- Bad diseases like black death or pneumonia will now reduce your life span a bit
- The calculation of resisting against an illness has been changed. Now besides
your
constitution level you will also resist better if you are young and worse if you
get old
- After get healed from the black death you will now be immune against it for 5
rounds
- After 10 rounds no-one will get infected anymore by the black death (unless a new
breakout happens)
- Counting houses' special goods like spice are now much more expensive to prevent
imbalanced
early game strategies
- The special offerings of counting houses have been changed
- The profit from counting houses have been reduced slightly
- The profit from selling goods at your local store with high bargaining-talent has
been reduced
- You can control 1 more guard as the captain
- The amount of money you can demand from another dynasty (diplomatic action) has
been
reduced
- Using a bathing essence will now also improve the perfume-bonus you get when you
take
a bath alone
- If you buy a title now all active family members will also get XP
- Guards will escort important office members from time to time
- If you miss a trial or want to pay your fine (remove outlaw-status) you have to
pay
much more money
- Multiple evidences of the same type during trials will have less impact
(multiple cart robbery is still bad but not that bad)
- The credibility during trials is now calculated differently. In short: You should
have
high rhetorics and a good alignment. Also if the judge is your friend or if one
of your
family members is the victim, the judge will believe you more. If all fails you
can use
the "sacred scent" to boost your credibility.
- You need +50 XP for all talents to level them up

Patron:
- The fishing hut building now costs +500 gold (2000), because you could abuse it
to buy
from counting houses right at the start of the game
- Fishing boat AI has been improved
- Bakery has two more inventory slots at game start
- Lifestock is produced a bit faster
- The produce-count of wool, fat and leather has been reduced by 2
- You now need 2 wheat instead of 1 to make wheat flour
- You get less money from orders in the tavern

Scholar:
- The XP gain of visiting a sermon with a false relict has been raised to 200 (150
before)
- Miracle Cures are now a level 2 product
- Medicine bottles are now a level 2 product (as in vanilla)
- Pain Killers are now a level 3 prdouct (as in vanilla)
- The profit of selling soaps after a cure has been reduced to 125 (200 before)
- Treatment costs has been raised slightly
- Some items of the medicus need a bit more time to produce.
- The production time of the secret mixture has been doubled.
- Credentials need more time to make.
- Dr. Faustus Elixir needs more time to make.

Rogue:
- Ransom demands will no longer always get accepted if the AI can afford it.
- The maximum ransom is now 50.000 gold
- You now get 250 xp for successfully hijacking a character (200 before)

Craftsman:
- The value of some items has been raised (diamond, vase and more)

AI:
- AI will not build towers within the city
- AI will now wait 12 more hours before building another tower
- AI will now wait 3 hours before buying empty buisnesses
- AI will now also buy fishing huts and pirate harbors.
- Workshop AI of buildings that use herbs and mushrooms has been improved
(hospital, alchemist ...)
- AI gather herbs now only if they really need them
- AI will now upgrade it's buildings a bit slower
- If you have really good relations to another dynasty you can make diplomatic
agreements
even if the AI does not consider you as a threat
- Important shadow dynasties (holding high level offices) will now build or buy
houses
- AI dynasties will now build new buildings or buy existing buildings if you play
on hard
- AI will now use "smuggling alcohol"-measure and buying beer for pubs.
- Hospital AI will now try to hold as much medicine on stock as it really needs
(it will look how many sims in a town are sick)
- AI will now only use attack measures that help it reaching its goal (e.g use
spindle of the sleeping beauty against competitors for trial but not against
enemies
you have a feud with)
- AI will now only attack competitors (trial/office/duel) within 12 hours before
the
event starts
- AI will now visit its shop from time to time to goad workers or pay bonus
- AI will now also train at home if they own a house
- AI now also uses purses and tools
- The AI will now think about doing a confession during trials very carefully and
also will consider it's rhetorical talent for denying

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--------------------
Changelog 0.91 (includes 0.9 changes)
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- ModPack: Multiple fixes & tweaks for the unreleased version 0.9
- Vanilla: There was a potential bug if the pied piper despawned before the
children died.
- ModPack: Fixed a rare bug during the payback of (bank)-credits.
- ModPack/Vanilla: Multiple professions had less than 5 worker slots.
- ModPack: Possible exploit during the usage of the gargoyle fixed.
- Vanilla: AI will no longer start aggressive measures while their target is inside
a building
(e.g.: insults, letter from romes etc.)
- Vanilla: You can also no longer activate the "letter from rome"-item while your
target is
inside a building - but you will get a message that tells you why your action is
cancelled.
- ModPack: AI controlled jugglers and wenches should no longer "stock" on the same
place.
- ModPack/Vanilla: The AI production management didn't work properly.
- Vanilla: The town secretary is no longer in charge for office meetings in case no
voters
appear. Now a guard inside the meeting room will hold the meeting. (-> usher
session)
- Vanilla: Children should no longer be able to do crimes.
- ModPack: You could not reach the spiderleg-ressource in Dornweiler on the
Bingenheim-map.
- Vanilla: The AI did not climb the political ladder if someone applied for their
old
office.
- ModPack: Fixed multiple bugs during the so called "usher session", including the
missing
cutscene.
- Vanilla: AI repairs damaged buildings now occasionly.
- ModPack: Pirates got no XP during production.
- ModPack: Intimidation via Breaking Bones (to buy a building from a shadow
dynasty) didn't work.
- ModPack: Lost HP gets healed by the medic (this time for real)
- ModPack: Healer should no longer interrupt the treatment-measure for no reason
- ModPack: AI Healer only interrupt the treatment-measure if at least 1 other doc
is treating.
- Vanilla: The residence-tooltip showed wrong title-conditions for the second and
fith level
- ModPack: Counting houses no longer ask for build material
- Vanilla: Your thugs no longer get interrupted by the black board, quacksalverer,
pick-pockets and priests
- Vanilla: Fixed a text bug in the German version.
- Vanilla: Stonemason can now gather stone without returning every time they picked
something up.
- Vanilla: Day worker who spawn when building a new building should now despawn
correctly.
- Vanilla: Mine guards don't block employee slots of the mine anymore
- Vanilla/ModPack: Fixed some issues with the council meetings.
- Vanilla: The measure "fiery speech" affected thugs, merceneries, the royal
guards, children and also sims who tried to
start a crusade (and thus making the AI restart the action over and over again)
- Vanilla: The robber now also starts with a free cart.
- ModPack: Fixed and changed some tooltips.
- ModPack: The balance sheet of the tavern now can only be seen by the owner.
- ModPack: If you robbed a unconcious person who has been robbed recently, a false
message appeared.
- ModPack: You can no longer "lay tarot cards" inside buildings.
- ModPack: Due to a bug, some shadow dynasties had the title "Serf".
- Vanilla: Shadow AIs could give sermons even if they had non-scholar classes.
- Vanilla: The rain ends now every morning to fix the endless rain-bug.
- Vanilla: Deleted an obsolete db-entry (state "DonkeyTeam")

**Maps**
- Hannover and Hameln now start as a small town (village before)
- Pathfinding in Ulm has been improved a bit.
- Ulm now has space for 10 dynasties (8 before).

**Features**
- The ambient-feature "beggars" has been deactivated to improve game performance.
- The icon for "Show diseased people" now has the correct background colour.
- Healer can now put their medicens, soaps and miracle cures into a "medicine
chest" to save space.
During treatments your healer will automaticly choose from the medicine chest
first before they check
the normal inventory. This works for AI and AI managed buildings aswell
- The item "Staff of aesculap" has been removed to improve Healer production and
inventory management
- The hospital now has a balance sheet that shows income from treatments, soap-
sellings and quacksalvery
- The "Have vision"-measure has been reworked again. You now need a tool and then
some raw materials.
You no longer will produce a random item but always the same out of the same
ingredients, but: You
need to find out the recipes for yourself (or cheat and look it up). You always
get nice XP when you
find out a new recipe and can look up all unlocked recipes in the menu of the
measure (not if it is
on cooldown though). You can craft 13 different artefacts this way (mostly
craftsman stuff)
- the item "tarot cards" has been removed.
- Council meetings have been reworked completely:
- The thinkbreak feature had to get removed, unfortunately
- AI voting decisions have been reworked completely. Now presence/absence is one
of the main factors.
Also diplomatic relations (feud/alliance) have a massive impact.
- You can no longer see who the AI is going to vote for
- Your thugs have no longer to leave the room, that means that escort duties
don't get interrupted anymore.
- There are many more dialogs and variations to boost the atmosphere (and fill
the gap through the missing
council actions)
- You no longer get messaged multiple times that you are a voter/ that someone
applied for your office
- Diplomacy has been reworked completely:
- As a base, AI now makes totally new calculations to judge how strong the
player/ an opponent is
- You can make an offer to another dynasty to improve the status, but the dynasty
will now check if this
status is good for them or not. They might make a demand to you to actualy get
that status. The stronger
you are the more likely they will accept any kind of treaties.
- The AI will never make alliances with "rivals" (same buisnesses or same
political ambitions)
- You can send a letter to another dynasty to raise or decrease the favor with
them a bit.
- You can make a financial demand to another dynasty but it will lower their
favor to you.
- You can make a request to your allies. Currently you can do the following 2
things:
- Ask for money
- Ask to attack a random building of one of your enemies.
- You can only do one action per dynasty per day, but can send multiple letters
to different dynasties if you want.
- You can send money as often as you want to your allies (that also improves
relations).
- Many measures that need a specific target now directly open the "important
persons" tab to improve handling.
- The bigger overview-map from MoK's map-pack has been included
- The "Remove from active group" button has been removed from the family tree,
because clicking on that meaned
that you could never add them back. Use the "manage group" measure to add or
remove party members (thx to MoK!).
- The orchardist no longer produces "invisible" inside the building but instead has
now unique gather-animations,
gathering around the building. There are still some pathfinding issues, and
sometimes they take really long
walks to find a place, but I can't change that for now. Still doesn't affect
gathering that much.
- Lot's of new and reworked tips and tricks!
- The icon of the good and bad dream has been updated (thx to MoK!)
- The red dynasty colours have been changed
- The button for activating notifications for local selling now changes depending
on the current setting
(you will now see on first glance if you have notifications activated or not)
- You no longer see the class while you hire random employees because it doesn't
matter what class you hire.
- The upgrade tree of your buildings has been rearranged. There are now new
"header"-categories to keep everything
sorted.
- You will now get a message for your hospitals if patients are waiting for
treatment but no medics are assigned.
- The day labourer that work on your buildings now spawn at the location of your
building and after the work is done
they will get despawned correctly.
- The Towncrier no longer has that strange looking exclamation mark on his head.
- The GUI of the building-upgrade-tree is now much larger (thx to MoK!)
- You can eat meat pie to get lot's of experience and have a 10% chance of adding a
few extra years to your life expectation.
- False Relics boost the attractiveness of your churches by a lot (also higher
donations during sermons)
- You can set up a gravestone at a cemetery to boost relations with every visitor.
The owner of the cemetery will get more money.
- Vases and statues will boost the attractiveness to customers of your buildings
for a limited time.
- You can now protect yourself from spindle of the sleeping beauty, pendulums of
hypnoses and voodoo dolls by wearing the protective charm (amulet).
- You can now protect yourself from sorcerer documents by wearing the bone bangle.
- 2 new toys have been added: Bone flute and wooden horse. Children want different
toys to play with.

**Balancing**

General:
- Counting houses no longer offer toad slime, dr. faustus elixir, tarot cards,
mussels and pistols
- The profit you can earn via counting houses has been (again) nerfed slightly.
- The talent "arcane knowledge" is now 50% less effective to boost production speed
of scholars. This means
that high trained scholars will always be slower in production than high trained
craftsman. Reminder:
every point in handicraft boosts productivity of all employees by 20%
- "Arcane Knowledge" raises the duration of artefacts and measures/ reduces
cooldown now by 5% per point
(2.5% before)
- There are less weapons and armors on the market at game start.
- You can stand further away from the towncrier to "assassinate" someone.
- Intermediate products and herbs can no longer be traded at the market to improve
AI production
(also makes the game a bit harder)
- You can now have up to 6 children (4 before)
- Workshops without owners won't spawn additional carts.
- AI workshops won't spawn additional ox carts anymore but instead spawn different
types of carts
depending on the workshop's level and the current round. This is done to further
improve AI
production.
- The item measure "bible" has been removed, but you can still "read out from the
bible". This
measure has no longer the icon from the flaming speech but instead got the item-
icon.
- The EP-level threshhold now has a real formular: 500 + 250*(current level -1).
This means
you need 500 additional xp for level 2, 750 for lvl 3, 1000 for lvl 4 and so on.
Before the needed xp was quite random: to gain level 2 600, to gain gain level 3
750
and to gain level 10 (from level 9) 5000.
This means you will reach level 2,3 and 10 earlier but will need more xp for the
rest.
- To compensate the harder level up the xp-price for class-talents has been reduced
to
50 from 75. Short overview what that means:
To level up a class talent from rank 1 to 10 you need 2250 XP (3375 before)
To level up a normal talent from rank 1 to 10 you need 4500 XP.
To level up a non-class talent from rank 1 to 10 you need 6750 XP.
To max out all talents you need 45.000 xp, but you already reach lvl 10 at
14.000.
- The band "Versengold" appears much less and never right in the first round.
- After you got cured from the black death you are now immune to re-infection for 4
entire
rounds (96 hours, 24 before) to actual get rid of it some day.
- AI controlled characters now get very small amounts of xp during their freetime
activities
- AI controlled characters won't walk across half of the map to fullfill their
freetime
needs.
- Upgrading the building will automaticly buy all production-upgrades for that
level
(so you will instantly have the choice to produce new things after a level up).
Only
really powerful items have to be unlocked first (diamond for example).
- Prices for upgrades have been rebalanced and overall is much more expensive.
- Some building's lacked upgrades for fireprotection and protection against
burglary.
- The icon for "Application for a lowest level post" has been removed because it
caused
more irritation than clarity.
- The voters for each office have been changed: Voters are now divided into 2 halfs
(left and right),
meaning all offices on the left (right) side that are higher than mine will vote
for my office.
This also means that the king now can vote an every post.
- Chance for outbreak of the black death/ appearance of the pied piper has been
reduced slightly.

AI:
- Robber AI will now no longer demand protection money from the same building for 8
hours
- Production priorities of the hospitals have been changed a bit: if they have low
amounts of
ointments and bandages they will prioritize them before lavender.
- The AI won't check permantly their diplomatic relations to all AIs on the map but
instead
prioritize on important dynasties (like friends, enemies and players). This
improves the overall
game performance.
- AI will now upgrade their workshops as soon as they can.
- AI now knows who are rivals - and they don't like them.
- AI controlled characters will talk to each other on occasions.
- Office holder will now protect themselfes with bone bangles and protective charms
(depends on
difficulty setting)
- The AI walks a bit less around and will instead stay at one place now for a bit
more time.
- AIs that have nothing to do will make some additional animations now.
- The AI will now longer send their thugs to espionage, because there are more
important things
for them to do (like escorting).
- AI will not longer assign their dynasty characters to serve inside pubs and
taverns -
they have more important stuff to do.
- AI characters get some weapons and amory at game start (depends on difficulty
setting)
- Shadow AIs have less XP from game start
- The master AI will now buy needed resources directly from the market every hour.
It will
spawn directly in the building - this is needed because of how buggy AI
production otherwise
is.
- Shadow AIs don't need to walk to the townhall to buy titles.
- Shadow AIs now see if too many other sims have applied for the office of their
choice and
won't visit the townhall anymore to apply for an already full office.
- All AIs will now to actually visit the townhall to apply, before they had of 25%
chance of
applying without the need of going there.
- After applying for an office, shadow AI's will leave the townhall so that it
won't get too
full inside.
- AIs won't apply for offices that their allies occupy already.

Patron:
- All items and recipes got reworked and rebalanced.
- You get cheese out of "lifestock" now instead out of "milk" (gameplay reasons)
- Juice is no longer a product of the orchardist but instead of the miller.
- "Stink bomb" and "alcohol" have been removed (gameplay reasons).
- "Sugar beets" are now called "Beets".
- "Cake dough" is now called "Sweet dough".
- "Cake" is now called "Tart".
- The item "sugar" has been removed but will added back later with a different
function.
- The inn keeper now needs to gather swamp root for some of his products.
- New items: flax, Savoury dough, pretzel, mead pie, stew, fish soup

Scholar:
- All items and recipes got reworked and rebalanced.
- The pawn shop is no longer part of the "Sell-Storage"-mod and won't be visited
anymore by sims who
wanted to buy signet rings
- The free storage slots the hospital had have been removed - the healer now has 6
slots at the beginning
like every other building.
- To have a "Vision" now gives you 300XP (100 before), but only if you get a
complete new artefact. Cooldown is
now 16 hours (12 before). Influence of weather and daytime on success-rate is
larger than before.
- If you convert someone with the "Win believers"-measure, the AI-sim will not
listen to any preachers
in the street for at least 24 hours (4 before)
- Debentures have a cooldown now ( 8 hours) for the whole dynasty (no cooldown
before)
- Healing patients now will increase the favor even if your workers do the
treatment.
- Customers buying stuff from inside the alchimist shop will now look for bathing
salt instead of dye.
- New items: Bone flute.

Craftsman:
- All items and recipes got reworked and rebalanced.
- "Cloth" is now called "Linen"
- "Oakwood ring", "wood pins" and "fittings" have beend removed (gameplay reasons)
- "Build material" is back
- "tar" is now called "birch tar"
- birch tar is now collected near to the woodcutter hut.
- Wooden carvings are now produced by the joiner instead of the woodcutter
- Woodcutter and Mines can now buy additional item space.
- New items: Wooden horse, hammer and chisel, gravestone, nails

Rogue:
- All items and recipes got reworked and rebalanced.
- New items: Deck of many things (former tarot cards).
- You no longer get loads of xp by serving inside your pub.
- You get more XP during begging.
- You now get XP during production of pirate and juggler about as much as other
professions do.

-----------------------------------------------------------------------------------
--------------------
Changelog 0.82
-----------------------------------------------------------------------------------
--------------------

**Bugfixes**
- Vanilla: Medics now correctly remember "their" bed and will no longer go to
already occupied beds
to treat patients.
- ModPack: Sleeping in a tavern will now end after the correct amount of time (no
longer endless sleeping)
- ModPack: AI management of the cemetery didn't work
- ModPack: English text file had a bug that caused multiple missing texts (more
than 40 tips!)
- ModPack: Missing hitpoints didn't get cured in the hospital
- ModPack: Fixed a bug with the "crystal ball" measure
- ModPack: Fixed an AI problem with defending buildings
- ModPack: Fixed a bug in the freetime behavior of AI
- ModPack: The 9999 market bug could happen to artefacts - they will get deleted
now
- ModPack: If you gave someone a cake as a present not the target but youself could
get caries ...
- ModPack: Alchemist, cemestery and bank are now visited again by people who want
to buy low level stuff from
the inventory
- ModPack: Due to a bug in the "takeover bid" script, breaking bones had no effect

**Features**
- Text: You get a message now if you try to pay out a bonus to your employees not
during worktime
- Text: AI, who buys herb tea, soap or blankets from the market due to beeing sick
will now do so with a text bubble.

**Balancing**
General:
- The probability of gaining random diseases for workers has been reduced
- In rare cases the workers can now also gain lepra
- People only get new random diseases during the worktime of healers
- immunity/infection-math has been changed. In short: If you are young you will
stay healthier.
- Not more than 25% of the city population can infect with the black death - not
more than 100 sims.
- To get infected by a sick sim you have to stand closer to him than before.
- The range of poisoned wells has been reduced.
- It's harder to detect burglary by the guards
- It's easier to detect attacks by the guards
- It's much harder to detect breaking bones by the guards.
- No more miracle cure spawn at the market
- The amount of spawned medicine at the market has been reduced
- If you want to pay to stop beeing an outlaw it will be more expensive now,
depending on your crimes. A
murderer can not pay.
- The interface "Important persons" now only shows 1 sim per dynasty to improve
performance. If you want to find
a specific member of a dynasty, look for the dynasty and then go to the right
side of your screen and
select "family"
- Shadow dynasties are now hidden if they have no buisness and are not in politics
- The list will only show 8 unemployed sims
- XP for new titles has been raised by 50%

AI:
- Robbers/Thiefs will no longer burgle a house after 5 a.m (7 before)
- Robbers will no longer waylay during night (after 10 p.m/ before 5 a.m)
- AI chiseler will no longer always accept beeing outlaw but might consider pay
money to stop it.
- Diplomacy-Mod: If you have more than 20 favor to a dynasty you don't have to fear
any aggressive behavior
- Diplomacy-Mod: If you have a NAP you will be save from any aggressive actions.
- Diplomacy-Mod: Only dynasties you have a "feud" with will take really mean
actions agains you
- Diplomacy-Mod: only office-Shadows will take measures against you
- Diplomacy-Mod: If you have an office you should see more actions against you

Patron:
- Some changes to the farmer
- Sleeping in tavern only needs 6 hours (3 if you have the sleeping-perk)

-----------------------------------------------------------------------------------
-------
Changelog 0.81

**Bugfixes**
- ModPack: In case of the death of married player characters the game crashed as
soon as you opened the family tree
- ModPack: Dynasty chars of players can beg/lay tarot even between 0 am and 7 am.
- Vanilla: You didn't had to pay the 100g for changing faith - and neither got the
church actualy the money
- ModPack: Church AI again uses "Prepare mass" and "Gain believers"
- Vanilla: AI hospital will also give employees orders to treat patients even if
they are currently outside (maybe to
gather lavender). In that case they will move to your hospital to start the
treatment.
- Vanilla: During quacksalvery you will only sell miracle cures during performing
the measure - not after ending it or
if your character needs to get additional items.
- Vanilla: During quacksalvery you will only see the earned money for your own
dynasty
- ModPack: Jugglers show the amount of earned gold correctly again
- ModPack: Added missing error message for wenches/medics/jugglars
- ModPack: wenches/medics/jugglers stayed in front of their buisness instead of
going back to their assigned place after a
new round.
- Vanilla: Added missing error message in case you want to hire someone who is
currently courted by someone
- Vanilla: The AI no longer tries to take a bath or sweet talking in taverns that
are upgraded but don't have the requirements
for the measure yet.
- ModPack: The sow field (patron) measure is no longer needed and thus deactivated.
- ModPack: The measure "treat a specific patient" had a missing tooltip
- ModPack: Fixed a few tooltips and texts

**Features**
- Text: Added a few new tips and tricks!

**Balancing**

General:
- During the dicegame you can not bet more than 5000g a round. Therefor you can not
lose/earn more than 20.000 gold per game
- Pregnancy chance is now calculated differently: Main factor is the age of your
wife: after 30 there is a small chance to fail,
after 40 a high chance and after 50 she's infertile. Men after 40 will also lower
the chance. Although if you have the kama
sutra skill you can get children even after the age of 50.

Gauner:
- The income of wenches has been lowered. Old: 50*Charisma New: 50 + 25*Charisma.
That means at Level 1, without upgrades:
150 gold to 125 gold. Level 5 without upgrades: 350 Gold to 225 Gold.

Changelog 0.8
-----------------------------------------------------------------------------------
-----------------------

**Bugfixes**
- ModPack: Dynastycharacters can gather life stock again: you needed 2 slots to
gather 3 units ...
- ModPack: Gathering stone had the same issue.
- ModPack: Due to a bug of the editor, your alignment was changed in the wrong
direction if you made a donation or went to church ...
- ModPack: The same bug caused the strange favor increase when you attack someone.
- Vanilla: The AI will no longer use aggressive measures against unusable
characters (e.g dead, captured, on jouerney, duels ...)
- Vanilla: Your unusable characters will no longer called for
office/trial/whatever.
- ModPack: Fixed a bug during the removal of bad dreams.
- ModPack: Bathing salt was not removed after a bath.
- Vanilla: The great-lover ability did not influence all courting-measures.
- Vanilla: The need for financial actions/ credits didn't raise.
- Vanilla: AI will no longer try to plunder buildings that are currently in build.
The AI will also no longer spam the plunder measure.
- Vanilla: When council meetings get stuck they should be cancelled now (thx to
Napi96, please test!)
- Vanilla: Fixed wrong tooltip for poison
- Vanilla: Towers now have in their description that they work indeed also against
land-units.
- Vanilla: Starting-workers no longer have the "illness" animation even if they are
in perfect health.
- Vanilla: Hypnosis didn't work properly.
- Vanilla: Hypnosis pendulum and sleeping spindle missed database entries.
- Vanilla: A curse from the voodoo doll didn't work.
- Vanilla: Removing Pamphlets had a (small) bug.
- Vanilla: Healing by sleeping in a tavern took way to long to be effective.
- ModPack: The 2nd tutorial could not be completed.
- Vanilla: Towers did attack non-aggressive ships.
- Vanilla: In some buisnesses you could not use the certificate of craftsmanship
- Vanilla: If you get an admonishment during trial you still would complain about
the judgement.
- Vanilla: If you confess your crimes during trial you still would claim that you
are innocent.
- Vanilla: You no longer get spammed with labor of love-messages for characters
outside of your active group. Same goes for awakening.
- ModPack: The game would crash if one of your characters died on old age.
- Vanilla: The apprenticeship of your children will no longer get interrupted that
often.
- Vanilla: The english translation now always talks about "arcane knowledge" and no
longer about "secret knowledge".
- ModPack: The inn's balance had a bug.
- ModPack: If you cured tooth rod with mead or herbtea your talent-reduction would
not be cured aswell.
- Vanilla: AI spammed protection rackets because, when you declined, they often
would not plunder the building as they should.
- Vanilla: The AI will no longer demand protection money for buildings that have
been plundered recently or are protected already.
- ModPack: The AI production was bugged and thus some items were missing on the
market (or very low amounts).
- ModPack: The damage during duels was calculated wrong.
- Vanilla: You got twice the favor during duels and thus the gain was too high.
- Vanilla: Fixed some bugs that caused the medical treatment to bug and restart
indefinetely.
- Vanilla: Raised priority of patrols, hoping this will help preventing them to get
interrupted.
- Vanilla: AI priests could gather believers even without the needed upgrade.
- ModPack: Fixed a bug within the important-persons lists for unemployed sims that
caused huge loading times.
- Vanilla: If you sold alcohol inside your rogue's pub, you would only get paid for
one (even if you sold multiple units).
- Vanilla: During training your character no longer enters the chimney.
- Vanilla: Fixed a bug that caused AI almost always aborting the measures "dance
with somebody", "take a bath together" and
"sweet-talking".
- Vanilla: AI will no longer use their children as a preacher, medic, hijacker or
robber.
- Some Tooltips have been reworked.
- Some small script errors have been fixed.

**Maps**
- Fixed a bug that caused on most maps that some fields could not be used by the
player or bought by the AI.
- Improved path-finding on the magathaburg-map in Schonebeck.
- Deleted a field in "Bremerhaven" on the street.
- You could run through the stephan's dome in vienna.

**Features**
- Traderoutes will now give you exact timings rather than unclear descriptions.
More changes are work in progress.
- Text: Added many new tips and tricks!
- The need-system and freetime-behavior has been completely reworked. Needs are far
more important and depend highly
on daytime. During work-times and at night the streets will be rather empty. To
satisfy the need for pleasure, Sims will
now visit taverns to take a bath.
- Text: When sims buy something from the market to satisfy their needs, a small
text will appear and tell you what they just bought.
- For the first time in Guild 2, bargaining has an actual influence on your market-
sells - but to do so, you have to use the send cart
or trade route measure (if you sell by hand or by AI, you will get no bonus like
before)
- If they see a crime sims will now scream with voice rather than just a silent
textblob.
- Robbers will get a message if they robbed something successfuly.
- Wenches, healer and jugglers can now be send to busy places, where they will look
for customers for themself and continue to do so the next day.
- Your wife/husband now might say "no", if you want to have sex with them - unless
you have flirted with them or took a bath together or something
as romantic.
- At special user request, starting classes for AI-dynasties are now random again.
- You now can also join the war in small cities and you don't need to go as close
to the arenal as you had to before.
- Pawnbroker:
This profession has been reworked completely. Giving out credits is now properly
working, also you can collect debts of debtors who tried to
trick you by not paying. You can find these debtors at the "important persons"
menu. You can also turn off every kind of message you don't want to
get anymore (or turn it back on). You also have a statistic where you can see how
much money you earn this way. Also every money earned from
interests will directly be paid out to you, the rest will go back to your credit
account as before. The measure Forge Certificates has been
disabled.
(Thx to Serpens66 for his ideas in his debtors overview mod)
- Alignment now influences the sentence during a trial!
- The perfumery can now produce swamp root!
- Text: During quacksalve customers will say small dialogs.
- You can now make take-over bids to the buildings of shadow dynasties! If they
don't want to sell you can force them to, if you rough them up.
- The animations in the inn now represent your success selling alcohol or food (or
nothing)
- The balance of the inn now also shows misc. income (e.g. bathing-fees) and the
wages of your employees every round

**Balancing**

General:
- All classes can now use "Rough up someone" and "Threat someone"
- Duels are more dangerous.
- Social measures have been changed: If the title of your target is far higher than
yours, success is more difficult.
Also the measures have been rebalanced, bathing, kissing, presents are the most
effective measures now. Also dancing now is
influenced by dexterity instead of charisma.
- The notice board has been nerfed: True friends (85% favor and higher) will ignore
what people write, also guys who don't like you (25% and lower)
will not hate you furthermore just because of some lies on the notice board.
- Employees level much faster now and only need 20 years to master the profession.
That means, they will level up in the first round if you use
4 years per round.
- Prices of raw material are more dynamic again.
- The market now will delete artefacts if the sell price goes below base price
(before 90% of baseprice).
- The amount of goods at game start has been reduced.
- Players can not gain more than 10000 gold by 1 bribe (AI can).
- Bribes now influence alignment: If you decline a bribe, your alignment will go
up, if accept, it will go down.
- If you decline a bribe you will get evidence against the briber.
- Market prices have been rebalanced again: herbs and intermediate products will
drop in price dramaticly (this is mostly done to help the AI not selling
these).
- Now 4 mine guards will spawn (instead of 3) and stay 24 hours (instead of 12).
- Traps will now also detonate if you try to capture buildings.
- Capturing buildings now has a cooldown of 24 hours (12 before).
- After you successfully captured a building, you can not sell it for the next 24
hours.
- Favor gain for donations has been increased.
- Favor gain for the use of the comb has been increased.
- Instead of a favor gain, your relations will now be always set to 60% after a
duel ended (without killing).
- Favor gain of the diamond-present has been increased.
- You can change diplomacy now unlimited (every 8h before).
- You can no longer set more than 10.000 gold per turn during the dicegame.
- You can own an additional workshop with all non-noble titles.
- You can upgrade your residence with lower titles.

AI:
- The AI now only uses 1 employee to serve guests in pubs.
- AI now uses employees to serve guests in taverns.
- AI robber will now automaticly rest if they are wounded and if you have the
upgrade.
- AI robber will now plunder buildings more intelligently.
- AI robber will now improve their equipment a bit more often.
- Possibilty for Pamphlets has been reduced.
- AI will now use a lot of traps.
- AI mines will now be protected by cannon towers.
- AI of the pawnbroker has been completely redone but they will not collect debts.
Debtors of AI
banks will always pay back their loans.
- AI item-production of almost every buisness has been reworked.
- If AI decides to produce a different good all raw materials will automaticly
transferred to the buildings inventory.
- AI will now use the cross of protection and Drunkard Brew Beer only if they
actually need protection
(because they have a trial or duel in the next years)
- AI will now protect themselves with soap or the staff of aesculap if the black
death breaks out.

Scholar:
- Misc. changes to recipes.
- During the alchemist measure "Have vision" you can now get up to 12 artefacts (3
before).
- "Dartagnans fragrence" has been removed for better playability. The belt of
metaphysics now also raises fighting skills.
- The "Dr. Faustus"-elixir now is more often successful and raises life span by 4
years (3 before).
- Banker now works for 16 hours.
- "parchment" and "notarial paper" has been removed. You will now use the two kinds
of wood to make poems and stuff.
- "weapons poison" now deals 50% dmg (33% before).
- The cooldown of "Give a sermon" has been reduced but now is set for dynasty
characters and employees alike.
- The powder of dark decay (gravedigger) now reduces lifetime by up to 10 years
(!). Cooldown has been increased to 24 hours.
- If you attend a doctor you now will run instead of walk.
- The measures "gain believers" and "read the bible" will now also raise the need
to visit the church for all listeners.
- After a succesfull medical treatment of severe diseases the favor will be raised
even more.
- The medical treatment script has been optimized

Chiseler:
- Robbing unconcious targets will now steal up to 5-50% of the cash (but not more
than 10.000).
- Instead of a global cooldown you now can rob the target only once every 12 hours,
but can choose as many targets as you want.
- Cooldown of protection rackets is now 2 hours instead of 6.
- Evidences for plundering/theft and cart-attacks will vanish faster.
- every rogue can now through a smoke bomb to escape.
- Dynasty chars can also rest.
- Resting now takes 4 hours and doesn't heal more than 95% of the hitpoints.
- Rogues employees can now use the measures "rough up" and "rob".
- Robber nests have less hitpoints but are cheaper to build.
- Robbers will only rob carts that have at least 200g worth of loot. (50g before)
- The income of wenches is slightly reduced.
- Traps will now last for 48 hours after use.
- Talents of wenches have slightly been changed.
- Price for pirate building has been increased, because the profession is slightly
bugged and totally op the way it is.
I will rework it later.
- The income for alcohol-selling in pubs have been changed and now uses the same
formular as the tavern.

Patron:
- Misc. changes to recipes.
- bathing alone now protects from illness for 12 hours if you were healthy when you
used it.
- You can now longer sell beer on the streets (because balance. You can sell your
beer in your tavern quite nicely).
- The favor of visitors in the tavern to the tavern-owner now influence which
tavern they choose to visit.
- Taverns no longer get tips for nothing.
- Thus the income of beer/food-sells inside the tavern have been adjusted slightly.
- Mills and orchards have now 16 inventory slots (12 before).
- You produce dye in the mill now.

Craftsman:
- Misc. changes to recipes.
- Mine and Woodcutter have now 16 inventory slots (12 before).
-----------------------------------------------------------------------------------
-----------------------

Changelog 0.71

**Bugfixes**
- Tower and mineguards now search correctly for enemies and robbers. They should
not attack their own dynasty under any circumstances.
- The map "hansa" no longer crashes.
- The setting "frequency of officesessions" can no longer used in multiplayer
because of OOS-problems. The default value is now set to every 2 rounds.
- Vanilla: stonemasoner AI now keeps some stone, clay and grinding bricks for own
production and sell-inventory.
- During sells from the building's stock you get once again a message.
- The dialog-mod (to talk with somebody) now works properly.

**Feautures**
- Added additional tips.

**Balancing**

General:
- Favor loss and gain during the measures "praise someone" and "libel someone" has
been changed (rhetorics is now much more needed).
- Hitpoints of tower have been recuded further.

Chiseler:
- Raised money from burglary.
- Protection rackets on mines give 50 gold more.

Changelog 0.7
-----------------------------------------------------------------------------------
---------------------------------------------------------

**Bugfixes**

- Fixed a small bug during random buys of citizenclothes.


- Text: Certain messages sent the forename of sims twice.
- Vanilla: Removed the unnecessary "cooldown"-info on the train-measure.
- Text: Tooltips about burn wounds, speaking of medicine bottles as the right
medicine have been fixed (it's "ointment" now)
- Text: Fruit is now correctly added as a item to the tooltip about breakfast.
- Text: The error message during breakfast/dinner now tells that you always need a
basis for a breakfast/ a main dish in your inventory
- inkwells could only be produced in evangelic churches.
- Fixed a bug with the gain of diseases from unnatural sources (like poisened well,
secret mixture...)
- Fixed a bug with the baviour of children (they will no longer stack at one place)
- Fixed a bug where the marked would be floaded with 0-amount stacks of a ressource
(related to the 9999 bug)
- Fixed a bug with the gain of evidences during the hijack and the waylay measures.
- The measure "ask around" could cause a CTD
- Various upgrades of the alchemist were bugged
- Wheat could not be gathered
- Vanilla: During stockpile-sells in the tavern the item did not get removed
- Vanilla: AI children at game start are no longer only girls
- Vanilla: Some items could be without effect if you interrupted to animation
- "About Talent II" sometimes did not remove the item
- Vanilla: "Sorcerer Document II" did not give any XP.
- The measure "Donation" had no cooldown.
- Vanilla: The AI did not build any watchtowers.
- Vanilla: During the measure "disappropriate someone" the message the offender got
was buggy.
- Fixed a bug that caused AI-Dynasties not buying new titles or upgrading their
residence.
- Vanilla: You now can run for an epic office "below" your current office without
problems (e.g. run as king for cardinal)
- Vanilla: Removing Immunity sent the wrong text message
- Myrmidons could not be fired
- Chiseler could get away from pistol fire.
- Vanilla: Hijackers ignore fires now.
- Hospitals will store medicine now instead of selling it.
- Vanilla: The gravedigger produced much more bones and skulls than intended.
- Vanilla: The bodyguards (mansion) can now gain levels.
- Vanilla: It could happen that an animation bug appeared when you used two stone
rotaries simultaniously on the same target.
- Granite can now gathered again from the quarry.
- Vanilla: Players and AIs could get called for court/office/duels - even if they
were imprisoned or captured.
- Vanilla: mineguards ignore fires now.
- Vanilla: Children no longer interact with wenches.
- Vanilla: The gravedigger measure "Curse building" didn't work.
- Vanilla: The effect of the comb was bugged.
- Vanilla: Some possible OOS fixed
- Vanilla: During council meetings the estimated voting results no longer differ
from the actual outcome
- Vanilla: Fixed a possible bug during the marry-measure
- Added missing minimap icon for life stock.
- The storage sell mod now uses the building's inventory AND the sell inventory
- Vanilla: Added missing tooltips for cursed buildings
- Vanilla: Fixed a possible bug with promoting a king.
- Fixed a missing tooltip during drinking alcohol.
- Fixed the text message you get when someone buys something in your tavern.
- When guests bought something inside your tavern you only got payed for 1 item.
- You never could sell meals inside taverns.
- Vanilla: Player-characters only react to fires if they are burning their own or
friend's houses.
- Vanilla: AI should no longer wait inside taverns for their court lovers (who
never came)
- Vanilla: Guild crates "fruit" and "honey" had no icon.
- Vanilla: During the measure "Toad excrements" the success-message was sent to the
victim instead
of the actor.
- Ink well upgrade for churches was bugged/missing.
- Vanilla: Sweet-talking had a bug.
- Hypnosis pendulum had a bug.
- additional small fixes ...

**Maps**

- On the Weilerthal-map, "Bingenheim" is now a proper counting house (thx to MoK)


- On the southern Germany map a broken field was deleted (thx to MoK).
- All maps have been checked for missing ressources (this is only modpack-related
and is no vanilla bug)
- On some maps mills and orchards have been placed.
- All pre-existing meadows have been removed.
- Deleted some wheat fields and pens (we don't need that many in the mod).
- Every barnyard should have a field and pen nearby now.
- Two variations of the Hansa-map have been disabled and are no longer supported in
this mod.
- England gets an overhaul from the original map author and has been removed for
this version due to performance and pathfinding issues.
- Transylvania was removed due to critical bugs - an overhaul would be too much
work.
- Fixed a pathfinding issue in Magathaburg.

**Features**

- Text: the quacksalver-tooltip now includes, that the sim needs to be rhetoricly
gifted.
- Now you can also use "Pray for God's blessing" on your neighbours buildings to
get a boost in favour with them.
- Text: The city now gets a message if the plague is caused by a secret mixture or
a poisoned well.
- The measure "ask around" now runs for ever, unless your myrmidon gets interupted.
- The sleep-measure only heals hp-loss now. If you want to cure a cold, you will
need woollen blankets, for influenza you should also buy
some herb tea and for pneumonia you will need also honey and bandages and some
luck.
- If you rent a place to sleep in a tavern you will get healed from colds and
influenza without any need of items.
- if you are infected by leprosy all sims near to you will lose 5 favor. Also the
tooltip now states which talents are reduced.
- You now get a text message if someone buys something from inside your tavern.
Also you now can sell wine and salmon filet this way.
- Text: During the use of "sorcery document I+II" the victim get's a message that
something is up if his empathy skill is higher than the
shadowarts skill of the user.
- the measure "donation" now moves your alignment to "good"
- the influence of various measures on the alignment has been reduced.
- The AI now builds watchtowers on normal and hard difficulty setting to protect
their buildings outside of cities. The level of the tower
depends on the AI's nobility title and money.
- The measure "letter from rome" now generated to evidence "calumny" for listening
sims nearby who have more empathy than the actor's
shadow arts. The victim gets noticed aswell.
- The meadow (fruit farmer) has been removed, because there were unfixable issues
with the AI. All resources are now
produced inside the building. Because of that "salad" is now a resource aswell.
Known issues: You can't camera-jump on working sims nor can you interact with
them via measures or attacks.
- The juggler's measures no longer have a cooldown and now continue on the next
day. beggars and co. look for a profitable
space constantly for themselves.
- Myrmidons on patrol will look for pamphlets if they are near the black board and
remove them for a small tip (thx to Napi96)
- The measure "hypnosis pendulum" now creates evidence if the attacker fails.
- Diplomacy Mod:
- Aggressive behavior of the AI has been reworked. AI now only attacks the player
if the favor goes lower than 45%
(if AI is present in politics) or lower than 30% (if not present).
- Shadow AIs will never be target of attacks, players more likely than colour-
dynasties.
- Difficulty setting still influences frequency and intensity of attacks.
- AIs which got really pissed will take actions more likely. The kind of attacks
depends on difficulty setting and
your diplomatic status. AI which just can't take how your face looks like will
mostly just put pamphlets or insult you.
AIs which hate you will take more serious actions against you.
- Because of this several measures are moved to different "severity-levels".
- Text: The tooltip of "Stock Purchase Warrants" have been improved: it now
contains that you need secret knowledge to make it worth.
It also states that the goods are transferred to the sim's home.
- The measure "Curse building" now works different: Over a duration depending on
the secret knowledge of the attacker, some goods
stored in the warehouse can get destroyed. This is totally random, sometimes
nothing will happen. The owner of the building will get
messaged if something breaks. At the end, all players get a message with a total
sum of destroyed items in that building.
- Regular visits of church service will improve your alignment a little bit.
- You should be able to court the last dynasty member now.
- The script for the wenches has been improved. Wenches now look for places for
themself (they will search around the market).
- Orders for your tavern no longer send you a message (=spam) but instead a balance
sheet for all taverns has been added.

**Balancing**

General:
- Sims buy more often from the market and your shops
- Sims try to visit masses during the times, the AI starts them (10-13h and 18-24h)
- "Bargaining"-bonus on sells from stockpile-sells have been doubled (every point
gives you +20% on the base price).
- Guild deliveries get 3% cheaper per point in bargaining (2% before).
- Bargaining lowers the costs for new titles by 2% per point (if you have 5 points
at least).
- Random gain of diseases have been rebalanced and changed to difficulty-settings.
Also having some "soap" "woollen blanket" or
"herb tea" no longer has a chance of protecting you from illness.
(it was a random mess without player feedback ...)
- Poisoned wells now have a 1% chance to infect you with the plague (before it was
2%, only on high difficulty though)
- Creme pies have a 20% chance of infecting you with caries (before 30%).
- Renting a place to sleep now costs at least 150.
- The XP you get for the kill-measure now scales with 100*level of the victim
(250*level before).
- Taking a bath alone now always costs 250 gold.
- A letter from rome now loses 20 favor (befor: 10) for listeners and has a higher
range.
- The measure "remove immunity" now loses you favor.
- During the measure "free trade" only the talent "bargaining" effects your prices
(before also charisma and wealth).
In addition the bonus is now more random and stronger based on your talent.
- Standard work hours is now 12 (exceptions: healer, inn keeper, church, juggler
work 16 hours)
- Counting house goods are now more expensive to buy (now 75-150% of base price,
befor: 50%-125%)
- Unique counting house goods are a bit cheaper and price changes quicker.
- You get more/different goods (also the new items) at the counting houses.
- Counting house quests have been changed (no more ectoplasm but new items), also
you can make more profit with them.
- "honey" changed to "honey comb" and has a different icon.
- after cured from the black death patience get immunity to all kinds of sickness
for 24 hours to make it possible to
beat the black death.
- The item "Ghostly fog" now reduces the target's empathy by a flat amount of 5.
You only lose 5 favor now (10 before).
- Bribes have a lower maximum amount and AI is more likely to decline bad offers.
If they do they can charge you for your corruption.
- Guild contracts give twice the amount of gold than before.
- The measure "Goad workers" now raises your employee's productivity less than
before, but scholars now use their
secret knowledge instead of their craftsmanship.
- Towers have slightly less hitpoints.

AI:
- AI will try to buy more empty workshops depending on city level (this probably
influences game difficulty)
- The AI now chooses it's starting city and class more intelligently. Both is now
depending on how many workshops are empty at game start.
Because of this they will most likely move to big cities instead of small
villages.
- Starting conditions of AI-Dynasties and Shadow-Dynasties have been rebalanced.
(Money, XP, Title). In general the AI now has a lower title
and less xp.
- The AI will now try to go for titles, building-upgrades and new buildings more
aggressivly if it has enough money.
- On higher difficulty AI is likely to protect their buildings from robbery or
protection money.
- AI will vote for own family members more likely.
- Coloured dynasties no longer get money to prevent insolvency.
- To improve AI buisnesses and to cover a bug, AI now gets an ox cart for free.
- Except for mines, AI will no longer build towers in the very first rounds.

Patron:
- Misc. item changes
- Orders for the tavern have been rebalanced.

Scholar:
- Income of quacksalvery changed. The basic income is now much more depending on
your rhetoric-skill. also the random factor is much higher.
- Changed prices of medical treatment. Treatment with medine bottles and pain
medication are much higher now. Prices base on "how bad"
a disease is. Worse = more expensive.
- Misc. item changes.
- Due to balancing reasons the alchemist can no longer produce alcohol and spirit
of wine for himself.

Craftsman:
- Misc. item changes.
- Various items have a higher production duration and therefor are more expensive.

Chiseler:
- Jugglers gain xp now for their measures.
- juggler's measures now bring more money and are dependend on the charisma talent.
- Wenches use their charisma to boost the chance to find customers now.
- During building plundering/ burglaring if there is a trap active the trap will be
removed after explosion but it will last much
longer (at least 24 hours).
- Burglary again has a 24 hour cooldown (like Vanilla) down from 48 hours.
- Plunderung buildings will now damage them for 5% (before 2 or 0).
- Burglars can now get killed by traps.
- Evidence strenghts and duration have been modified.
- The buildings of robbers, thiefs and mercenaries are now more expensive.
- Robber, Mercenaries and Thiefs can now have up to 5 employees.
- New employee-slots for robber, mercenaries and thiefs are slightly more expensive
than normal.
- Hopefully judges are now escorted by the city guards at daytime.
- Waylay and hijack now give XP if successfull.

***********************************************************************************
******************

Changelog 0.6

**Bugfixes**

- The bug that caused an immediate OOS in multiplayer (or in the first few hours)
has been fixed
(thx to MoK for his help!!!)
- The marked script has been changed, so hopefully there will be no more 9999-bug.
- Vanilla: Fixed a small bug that prevented the AI from becoming Alchemist at
gamestart.
- Vanilla: The AI will no longer try to bewitch its target if no upgrade is
available.
- The AI will now consider that "Barley" has been removed.
- The steel upgrade was missing. Steel is now available at the armory shop.
- Upgrades for Wheatbread and bread roll were missing.
- Some filters (like attack) were buggy. (I did not merge the mod and the official
hotfix correctly)
- Fixed a bug within the message if someone wants to buy a product from you.
- shell-upgrade was 300 instead of 500 gold.
- The mill had the wrong products at start (barley).
- Vanilla: various bugs with witnessing of crimes have been fixed.
- Vanilla: Fixed a bug that could cause double-lost of favor during the flower of
discord measure.
- Vanilla: Your workers could've been ill when you build a new workshop. They will
get healed now immediately
(thx to Serpens66).
- Vanilla: Fixed a bug with the cocottes getting XP.
- Vanilla: Workers don't lose their level anymore after hiring (thx to Serpens66).
- Vanilla: Fixed a bug inside of state_tradercontrol (thx to Teleth).
- Vanilla: AI-Pirateships will no longer attack fisherboats (thx to Teleth).
- Vanilla: level 3 juggler-building-rendering had a bug (thx to Teleth).
- Vanilla: Error-messages regarding interruption of apprenticeship had a small bug.
- Buying some guild crates was buggy.
- Some guild crates were missing tooltips of the price.
- Vanilla: the guild crates contained less ressources than intended.
- Vanilla: repaired the warehouse upgrades.
- Fixed a bug with the production-duration of grindstones and stone blocks.
- The measures for self-curing diseases with medicine all used bandages instead of
the right medicine.
- medicine-bottles-upgrade was 300 instead of 500 gold.
- You can no longer court sims you just fired (thx to Serpens66).
- You can now produce wine in the tavern lvl 3.
- Vanilla: fixed some bugs with the behavior of children.
- Vanilla: fixed a potential bug which caused the AI to wait for eternities to have
sex with their spouse.

**Maps**
(credits for changes go to Napi96 and MoK)

- We send you a new set of all maps we have source files of. This way we can
address any issues and fix the maps
asap. But: maybe you will encounter some older troubles (missing ressources,
pathfinding). Pls report to the
theguild3.info forum!
- Weilerthal got some additional residences (is now back to 10 players)
- Hansa got some mills and fruitfarms!
- Hansa: Danzig got a blackboard.
- Ulm improved.
- Transylvania is now a 4 player map and has been improved.
- Napi's new Map "England" added.

**Features**

- The craftsman's measure "Repair building" now raises the favor to the building's
owner if you repair it to 100%.
- The measure "collect hush money" is triggered by more actions now (thx. to
dip12):
- Protectionmoney demands
- building plunderings
- abduction
- kill someone
- burglary
- Waylay
- maybe the measure is too strong now and needs further balancing.
- New logo and startup-icon (c) by MoK!
- Imported some of the core features from Teleth's Gunsmith & Piracy-Mod
- Pirates now have 3 building levels again
- Pirates craft 3 new pistols
- Piratesnest has the indoor-scene of the blacksmith
- Graphical improvements to ships, ship-animation, fruitfarmer and mercanary-
fortress.
- Trade routes can have other dynasties as a target
- Some English text improvements (citizen without full rights is now a lesser
citizen...)
- Improved pistol-fights
- Free Trade has been improved
- Herzogenfurt (4pl. Duelling map) and Duchy of Dragenthal had to be REMOVED
because we miss the map's source files.
- Guild deliveries are now final. New products have been added.
- Added "livestock" as a new farmer-item.
- During Free Trade you get a error msg if you have the wrong items in your
inventory (thx to Serpens66).
- You get a msg. if your mercenary's building protection has ended (thx to
Serpens66).
- The measure "Offer Building Protection" has been improved: You can now select own
buildings (for free) or
allied buildings (with less income) to protect them (thx to Serpens66).
- Added Serpens' debtors overview mod
(see: http://www.theguild3.info/filebase/file/33-debtors-overview-mod/)
- Wine got a new icon
- The AI will buy something from the market from time to time accordingly to their
wealth-level.
(Rich people will buy a statue, poor prefer a Bone Bangle ...)
- The msg you get when someone wants to buy something from your stockpile has been
improved and also got a new
error msg.

**Balancing**

General:
- Some renaissance professions got more XP during production than the old ones.
This extra XP has been removed.
- Build-times for all building levels have been changed. The times are now 6/12/24
hours instead of 5/15/30
- Guild deliveries are much more expensive now, but can still be cheaper than the
market. The price gets influenced by
the talent "bargaining" now.
- All building upgrades which add storage-slots or space now cost 250 (before 150).
- The generating of market ressources ("the Shadow market") has been reduced to
make guild deliveries a better choice.
- the market now will generate a small amount of medicine.
- Staff of aesculap has now a duration of 24 hours (before 12).

AI:
- Even on very hard difficulty the AI will not start any aggressive measures
against you.
- The decision when a AI gets aggressive towards you is depending on the favor it
has to you. this value got a new
balance. On low settings, AI is a bit more aggressive, on high settings a bit
less.
- The AI will not use the secret mixture before the 4th round.

Patron:
- Readjusted some of the upgrades.
- "bees wax" had to be removed because of OOS-problems. All products which needed
wax will now use honey instead.
- "Pigs", "Cattle" and "sheep" have been removed. We got "livestock" now instead.
- All products that need an animal have been rebalanced.
- "Alcohol" now needs to units of "fruit" and has a buildcount of 5.
- "Leather" is now twice as expensive as "wool"
- "Roast beef" is more expensive
- "Leather", "Milk", "Fat" are now level 1 products
- "Beef" is now a level 2 product
- "Wheatbread" now needs only 2 units "wheat flour" and 1 unit of "fat"
- Some additional last minute changes

Craftsman:
- Some upgrades have been readjusted.
- "construction material" have been removed. The measures "repair building" and
"have a vision" now only need tools.
- "Cloth" now needs 2 units of "wool" (1 before).
- "Wood pin" now needs 2 units of "oakwood" (1 before).
- "Steel" is now produced by the armory shop (lvl 2) and needs 3 units of iron (2
before). Also now you only get 2
units per hour.
- "Shortswords" are now produced by the armory shop (lvl 2).
- "Diamonds" are now produced by the gold smith (lvl 3), the upgrade now costs 1000
(before 2000)
- "Iron bracer" now needs 2 units of "fittings" instead of "iron"
- "Gold chain" now is a lvl 2 product (3 before).
- "Clay" now produces 5 units per hour (4 before).
- "Grindstones" now have a production time of 1 hour (2 before).
- "Clay vase" now needs 3 units of "clay" (2 before).
- "Shortsword" and "Longsword" now need "charcoal" instead of "oakwood".
- All metal armors now need "charcoal"
- The need of "fittings" for heavy armors have been changed.
- Some additional lastminute-changes.

Chiseler:
- During the measure "collect hush money" the bonus the city pays on the amount has
been halved.
- Abduction now gives the right evidence to the victim.
- the guild-delivery "mead box" has been removed.
- The duration of the mercenary's building protection is now 12 hours (before 6).

Scholar:
- Some upgrades have been readjusted.
- "Healers pouch" has been removed.
- The function of the "healers pouch" will work with "ointments". the guild
delivery "Healers pouch" now will
contain either "ointments" or "mead".
- "Alcohol" now needs 2 units of "fruit" and has a buildcount of 5.
- "Notarial paper" now needs 2 units of "pinewood" and has a buildcount of 5.
- "Parchment" now needs 2 units of "oakwood" and has a buildcount of 5.
- "Miracle cures" no longer need "alcohol".
- "ointment" is now a lvl 1 product and will be produced much faster. it also now
only needs 1 unit of "fat"
and 1 unit of "tar".
- "bandages" no longer need "tar" but "ointment" instead.
- "soap" now is a lvl 2 product
- "alcohol" and "spirit of wine" are no longer producable in the infirmary.
- "ointment" is now used as medicine against hp-loss and burnwounds.
- "antidote" is now produced in the hospital level 2.
- "staff of aesculap" is now a lvl 3 product.

***********************************************************************************
******************************
Changelog 0.5

>>>>>>Now based upon official patch 4.21 (FINAL) and Hotfix 4.211!<<<<<<<

**Bugfixes**

- "Stock Purchase Warrant (Silver)" used "Barley flour" instead of "Parchments".


- "Sugar" could not be produced in the mill.
- The 3 poisons could not be produced in the mage's guild.
- There was a bug with the craftsman's guild crate.
- The marked could be flooded with one type of ressource (9999-stacks) - the market
will now reset if that happens.
- Medics and wenches no longer work 24 hours but 16.
- The building upgrade cost for salads was 50 instead of 500.
- The building upgrade cost for miracle cures was 0 instead of 500.
- The english textfile had a bug.
- "Sorcerer Document I and II", "Secret mixture", "Toad excrements" and "Toad
Slime" and all poisons
are now used correctly by the AI.
- The building upgrade for "Steel" was added correctly.
- Trials were buggy (no one visited them).
- Workers again have normal talents (and are not level 10).
- Fixed a bug within the Stock-Sales-Mod, items are now removed correctly. Also the
owner now gets
bonus money depending on his bargaining skill.
- The new artefact-measures are influenced by the skill secret knowledge now.
- Fixed a bug that caused immediate Out Of Sync in Multiplayer.
- The AI will not try to quacksalver if they don't have the building-upgrade for
it.
- The measure "Treat a Target" will now cancel if the destination is not inside a
building.
- Vanilla: Medical treatment-measure was improved, hopefully it will not start over
and over again now.
- Fixed a random bug in the Voodoo-Script.
- Fixed possible exploits in the Voodoo, Sorcerer Documents I and II and the
Torrent-Of-Hatred-Script.
- Fixed a vanilla bug in the thesis-paper measure.
- Fixed a vanilla bug in the experience-gain for wenches.
- Fixed a vanilla bug in the measure "Ask around". Also added experience-gain on
success.
- Weilerthal now has a player-limit of 8.
- Vanilla: Fixed a dialog-bug during trial (thx to dip12)
- Vanilla: When sims visited the hospital and they didn't have enough money for the
treatment, the
medicine was removed from the hospital's inventory and then moved back to the
sim's
inventory instead to the hospital's (thx to dip12).
- Fixed many language-errors in the English verion (thx to FlyingEagle!)
- Fixed a small vanilla bug within the hire-employee measure (thx to Serp)

**Features**

- "Drunkard Brew Beer" now also protects from the "Letter from Rome" and "Torrents
Of Hatred".
Both got individual error messages.
- AI now uses "Antidote", "Spindle", "hypnosis pendulums", "voodoo dolls", "powder
of dark decay".
- If you take a bath alone with "bathing salt" in your inventory you will be cured
from colds and bad dreams.
- Now you can "donate" to the church to raise your popularity with every dynasty on
the map, that have a
favor level of 25-75 to you. A donation is dependend on your current cash in
relation to your title.
Evil characters will need to pay more than good ones. Donations have a cooldown
of 16 hours.
- New actually useful tips and tricks! Read them!
- The Certificate of Tradesmanship now also adds 500 experience to your employees!
- Now you get a message if a sims wants to buy a product from your workshop's
inventory.
- After you successfully sold soap after a medical treatment, the treated sim gets
the "soap protection" against
diseases for 6 hours.
- At the beginning of the game more shadow dynasties will buy empty workshops.
- Every settlement will no check regularly if at least 1 mill/ fruitfarmer/ mine/
lumberjack is in town. Otherwise
the AI will buy empty buildings (if existing).
- If your voodoo-doll fails because of a too high empathy-skill of your victim you
and your victim will get a message
about this. The victim also gets evidence if you fail.
- At trial "Attack on a civilian" now has a different voice-commentary.
- Added most of dip12's duel-improvements!
-> You lose favor to every Sim in range if you don't show up for your duel
-> You no longer get favor with the opponent if you don't show up for your
duel
-> Rhetorics now influences the opponents hit-chance, no longer his evade-
chance
-> Misc. improvements

**Balancing**

General:
- Building prices raised. Level 1: 1500, level 2: 7500 (9000), level 3: 15000
(26500)
- Upgrades that raise your building's productivity now cost 500 instead of 250.
- The Upgrade-structure of all professions have been modified slightly.
- Take a bath alone without bathing salt will no longer give you experience or heal
your cold.
- Bribes now depend on the target's cash not wealth.
- All workshops have +20 inventory capacity for free.
- Changed title-costs.
- Title-Building-Limit reduced. You now need a much higher title to get more
workshops.
- Reduced XP-gain of trials, new titles and council meetings. Raised the XP from
duels.
You now longer get double-XP from titles.
- Random market-behaviour adjusted.
- Healer's pouch delivery now also cures burn wounds if you have at least 5 secret
knowledge.
- Paralysis Poison reduces the movement-speed now by 75% instead of 40%.
- The feature that lets you sell soap after a medical treatment now uses the
building's inventory instead of
the sell-stock to look for soap.
- Sims that want to buy a product from your workshop now will look into the
building's inventory instead of the
sell-stock.
- Reading a torrent of hatred will give you the doubled amount of XP.
- Raised trial-fees.

AI:
- The AI will not spam aggressive measures that often if you already had a "bad
day"
(influenced by the difficulty setting).
- Bad Day: if you were target of an enemy's intrigue in the last 12 hours.
- The AI won't use many actions against shadow-dynasties anymore, like intrigues or
trials.
(This change might improve multiplayer stability and game performance. It also
might have an impact on the difficulty)
- Shadow-AI will use certain measures only if they hold an office. (This will not
affect robbers and thiefs)
- The AI will no longer start certain measures if you are inside of a building.
- The % for insults have been reduced.

Patron:
- Wool is available right from the beginning.
- Barley, Barleybread and Barley flour have been removed. Recipies have been
changed accordingly.
- The measure "breakfast" now will use wheat bread instead of barley bread.
- Sheep, cattle and pigs cant be bought at the market anymore, their sellprice is
reduced also.
- Rebalanced multiple items.

Craftsman:
- The mines upgrade for diamonds now costs 2000 instead of 1000 gold

Scholar:

- Still WIP

Chiseler:

- Still WIP

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