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MMORPG Tycoon 2 News

Hotfix 2 - v0.22.5

Hi folks, this is just a very small hotfix update with just one big (though rare) bugfix.

In the last build, I added a fix which rescued parties who had been stranded inside an unowned region (generally while riding an extremely long flight path or onboard a vehicle). That fix *did* work to restore those parties, but in some very specific circumstances could also result the game being left in a subtly bad state which caused an assertion failure during saving. This build fixes that!

We had three users report those crashes over the past eight hours or so, and I believe this update now has that issue fixed! If you were one of those three users, thanks so much for sending in the crash reports so I could find and fix the issue!

Talk again soon,
-T

Hotfix - v0.22.4

Hi folks, this is a hotfix update for issues folks have reported from the initial Progression Update from a few days ago!

Changes:
  • Fixed players sometimes getting stuck inside buildings, walls, and fences which were placed inside monster zones. Also, we now trim monster zones so they don't overlap with buildings and other obstacles. (we were already doing that if you placed the buildings before the monster zones, but now we also do it if you place the monster zones and then the buildings)
  • Fixed developers getting 'stuck' in debugging mode and never returning to developing mode if you deployed a newly developed technology and then started work on a new technology all while the game remained paused.
  • Developers now continue working on any debugging task which they've begun even if the servers go online, even if the bug policy says to only work on fixing those bugs while offline.
  • Fixed multiverse gibs. (gibs were visible across multiple dungeon instances)
  • Fixed players sometimes being able to remain online even when the servers go offline.
  • Improved the display of technology requirements in the technology list to separately color code whether each requirement is satisfied or not. This should make it much more intuitive to figure out why a particular technology is or is not available to be developed right now.
  • In the technology list, technologies for which you have fulfilled all their requirements but do not have enough money to develop them are now displayed in yellow instead of red, and are sorted together with other technologies for which you've fulfilled requirements, instead of previously being sorted with other technologies you can't currently work on. Additionally, if you earn enough money to afford the technology while the window is open, the tech's status updates immediately to let you start development. (previously required you to close the window and re-open it to update for your new amount of money available)
  • Fixed a bug which prevented you from re-starting work on a technology that you'd started on once before and then cancelled, unless you had enough money to pay the purchase price
  • again*. (we didn't actually charge you a second time, but the UI wouldn't let you re-start work unless you had enough money that we could have charged you again).
  • Fixed buildings sometimes retaining highlight colors instead of fading back to normal, if you ran the cursor over them very quickly. This was most common when changing the destination of a quest or when using the 'destroy' tool.
  • Fixed three music tracks accidentally being added to the 'region music' list, which caused them to sometimes randomly be played at top volume unless you disabled them manually. Sorry, this one was absolutely my fault! (I mean, all of these were my fault, but this one was
  • especially* my fault!)
  • Fixed parties getting stuck if they took a flight path or a vehicle which passed over/through an unowned region. This also fixes parties which are already stuck during the load by teleporting them back to the nearest owned and walkable bit of ground.
  • Fixed some misbehaviour in the spinner widgets (text edit boxes with little up/down arrows for editing numbers) if you had your number format set to either "1.000,50" or "1 000,50".
  • Fixed the text edit boxes inside spinners always initially placing the cursor at the far left of the text edit box, regardless of where you'd clicked; now the cursor is inserted correctly on the first click.
  • Changed the colors of the "cost" text when using an editor tool. Previously, the cost string was displayed in red if it was going to cost money, or in white if you couldn't afford it (or green if it was going to gain you money to use the tool). Now we've reversed that; it's now
  • red* if you can't afford the cost, and
  • white* if you can.
  • Fixed the subscriber information window display of 'Expertise' values to be consistent (previously, it showed values 0-3 using strings and 4-5 using numbers. Now we show both for all values!)
  • Fixed rendering of module building block frame.
  • Fixed a small number of crashes which could occur if a subscriber tried to log in but their character was in an unowned region (say, due to that region being sold while they were offline), plus some other confounding factors which prevented our attempts to rescue the subscriber.
  • Brought back the pre-version-release autosave.


As always, huge thanks to everyone who reported issues or gave us feedback on the recent update! I really appreciate your time and enthusiasm!

-T

The Progression Update

Hi everybody! This is arguably the biggest update we've ever done. I know I said "no more huge updates" after the Dungeons Update, but.. here we are?

So let's talk about what's new!

Major new features


[h2]Custom Rules[/h2]

Maybe it's weird for me to be mentioning this as a 'major new feature' right up at the top of the list, but we're extending the sandbox options to give players a lot more freedom to pick their own experience. In this build there are several custom rules you can apply to your games, and you can change your mind at any time without needing to start a new game!



Old saves automatically get custom rules set up to try to approximate the build they came from, so do check out the custom rules we set the first time you load into an old save, just to make sure that they're set up the way you want them to be!


[h2]The Changelog[/h2]
Central to the new progression system is this, the changelog. Near the top right corner of the screen, the Changelog shows the most major changes you've made to your game since your last release. This contains stuff like new monster types, new player classes, new regions to explore, and so on. Seeing how long this changelog is can give you a rough idea of how exciting your upcoming release is going to be for your current and future players.

To the left of the changelog, in the "configure" interface, you can choose a type for your next release, give it a custom name, and also see what types of changes your players are currently most excited for. Satisfy those "hot" desires, and you'll get larger boosts to the number of new potential players that will hear about your announcement and perhaps buy your game as a result!



A notable change relative to previous builds: you no longer need "build points" to issue a release; instead, you can issue releases whenever you like, as long as you pay the marketing costs! But note that the advertising bonuses from issuing new releases of the same type don't stack; you may want to wait for your existing advertising bonuses to expire before issuing another release!


[h2]New Releases[/h2]
When you issue a new release, you can write release notes for it, or else use our pre-generated ones. Either way, these records help document your game's development over time!



I have, on occasion, been accused of being too meta in this game. But I would like to point out that right this second, I am writing release notes for my game about letting my players write release notes inside my game for their game which is also inside my game, and I'm totally fine. Totally fine. Why, I'm positively normal over here.


[h2]Technology Development[/h2]

Your developers can now do more than merely fix bugs; you can now assign them to develop new technologies! Technologies are no longer locked behind new releases; now you can develop technologies any time you want, just by assigning your developers to work on it.



Additionally, all technologies are now fully documented and working! It's not like the bad old days where like half of the technology options were work-in-progress placeholders; they're all functional, now!


[h2]Unlockable Art Packs[/h2]

Also in the new "technology development" category is unlockable art packs. Instead of giving a new player all of the game's art assets. We definitely found that we were beginning to have so many different art pieces that it was becoming overwhelming for new players, and it could be difficult to sort through and find the things you wanted; now you start with far fewer art pieces available initially, and you can grow your collection in whatever order you like!



Don't want to have to unlock art packs? There's a custom rule available that will disable this whole system and just give you everything from the start, just like how it worked before!


[h2]Character Type Slots[/h2]

We used to hand out extra class/monster/npc slots based on your subscriber count. That worked, but often resulted in you having heaps of unused "player class" slots when what you really wanted was extra monster types, or vice versa.

Now, you can instead pick exactly what slots you want to unlock, and do it whenever you want, all via the same new system we're using for developing technologies. Even better, like with technologies, your newly created character types will generate excitement and hype for a new version announcement which includes them!



Note that you get credit for new character types only when players can experience those character types. So for example, if you add and design a new monster type, you won't get credit for it in the Changelog until you've placed it somewhere in the world so that your players can fight it!


[h2]Down For Maintenance[/h2]

There's now a tool on the HUD for taking your game down for maintenance, or to roll out an update. Related to this, you can now set up regular scheduled server downtime where the game will automatically take itself down for maintenance without any interaction from you!



Your players always prefer it if you give them warning before taking the servers offline (single-click to give a 1-ingame-hour warning, double-click to take them offline immediately), and they especially prefer if servers go down on a predictable schedule instead of just randomly whenever is convenient for you! Why don't those selfish players ever think about your needs? :D


[h2]Developer Policy[/h2]

We now have a much more robust and detailed bug system, with bugs ranging from Type A crashes to Type C minor annoyances, along with technologies that can be developed to help with different classes of bugs. Additionally, you can specify development policies for how your developers prioritise or deal with bugs, or you can manage the bug-list manually, sending developers to fix specific bugs one by one instead of via a standardized policy.

Fundamentally, it's faster to fix bugs if the servers are offline or in maintenance mode. The downside is obviously that if the servers are down, your players will be offline and not spending money on your micro-transactions, and possibly becoming annoyed if they're unable to login!



Above you can see a developer fixing a broken Feudal-themed graveyard. Unfortunately, that graveyard is non-functional as long as the developer is working on it, which will result in players becoming stuck if they die in-game and there's nowhere else for them to respawn!


[h2]Game Master Policy[/h2]

Game Masters can now optionally be given the responsibility to investigate players who are reported of cheating, or of toxic behavior in chat. You can now set policies for when to warn the players and when (or if!) to ban them. Additionally, there are new technologies you can develop which give your Game Masters the ability to check game logs, instead of needing to witness a transgression first-hand!



Here, the player "Pyropower" has been accused of chat violations, and this Game Master is monitoring to make sure it doesn't happen again!


[h2]Logos[/h2]

It's now possible to generate a custom logo for your game! This is still a little bit early days and there aren't yet as many presets to choose from as I want there to be, but it's *so* far ahead of where we were before - I'm very happy with it! If you're creating a new game, you'll design your logo as part of the New Game UI flow. If you're loading an old game, you can create a logo from the Game window, available from the "Design" menu or by clicking on your game's name in the top left corner of the screen.



And that's just the start...


There's a bunch of other exciting stuff in this update as well! To just quickly pick out some of the bigger highlights:

  • Game map preview! When starting a new game, the game now lets you preview the new game's map before you start. It also now shows and lets you modify the map seed, so you can share the seed with other players if you'd like to each begin from an identical starting map.
  • Advertising details! There is now information in the HUD about every advertising effect that's giving you extra subscribers right now, including details about how many people have seen the advertising and how many converted into subscribers.
  • Integration with Steam Timeline! We now note certain events and clips for Steam's Timeline system, and also have some basic integration with their Game Phase system, to make it easier to find gameplay clips, if you're using it!
  • AI running out of time! Your subscribers now consider how much play time they have left when choosing what they want to do; they're much less likely to start a long task if they don't have much time before they have to log out for the day!
  • Improved distance culling! Better handling of very small objects when viewed from very far away! This probably isn't actually any faster, but it does make the map look much nicer when viewed from high up!
  • Release celebration! My producer wanted me to say something here about the celebration sequence that happens when you release a regular or major update to your game. But honestly, I think that's better left as a surprise, so maybe I just won't say anything and you'll never see it coming!
  • Configure view options! Do you hate those '+XP' notifications whenever a player kills a monster? We got you - at the top right corner of the screen there's now a little gearbox button that opens a window where you can make view configuration changes to show or hide whichever notifications you want!


All of the above plus lots and lots of bug fixes and more than a few performance improvements and probably a whole bunch of other stuff that's slipping my mind right now. Oh, and this new update is still fully compatible with all your old saves. So feel free to keep playing in those if you like!

Thanks so much for your patience with this one, everyone; as you may have read in previous announcements, we ended up in a very different place re: progression than I'd expected when we started, but I'm so very happy with where we've wound up and I definitely feel like the extra investment of time and design effort has brought us a much better result!

As always, if you encounter any problems, please use the in-game bug reporting system to let us know, and let the game submit crash reports if you encounter any of those; I promise that they really help me out even if they look like repeats!

And additionally, you're always very welcome to come chat with us over on Discord, to keep up to date on development! (Nearly all my game commits get posted to a public channel there and the continuous integration server mocks me whenever I mess something up - it's a good time! :D )

Next time, we'll be talking some more about character customization. I'm really looking forward to that one; it's going to be fun!

-T

Progression Preview Build 4

Hi everyone! It's been a couple weeks, so it's time to update you all on where we're at with the Progression Update!

Last time we talked, I'd decided that the way I'd implemented our "New Release" mechanics didn't feel true to the game, and I'd made the hard decision to delay releasing the Progression Update until I could figure out how to make that system feel good.

It took me quite a while to figure out exactly why it felt wrong and how to fix it, but I'm now extremely happy with where we've landed, and there's an updated Preview build for anyone interested!

So, some questions and answers:

[h3]"So when is the release date for this update?"[/h3]

I'm still not certain! But I feel like we're really close; I have a couple more tweaks and improvements to make based upon player feedback and I'm sure there will be some bug reports over the coming days which I'll need to fix, but all the big systems are now in place and we're definitely in the final stretch of tweaking and polishing it all!

[h3]"How can I try it out?"[/h3]

All the latest design changes are now live on our public 'test' branch; if you have an interest, please do swap over and give it a go -- I'd love to hear more people's feedback!

To switch to or back from the test build, right-click on the game in your steam library, choose "Properties", and switch to the "Betas" page; there you'll be able to choose which build to download and run! 'test' is the new progression preview build, 'default' is the older usual build).

As always, these test builds are forward- and backward-compatible with the current "default" build, so feel free to bring your old saves into the new build; there's no need to start a new save unless you want
to start fresh with all the new features!

[h3]"Can you write some words about the new design?"[/h3]

I'd love to, thanks so much for asking! :D

What I eventually realized was that it had been silly for the game to restrict players from releasing game updates if they hadn't (for example) placed enough new scenery pieces or walls; that was me getting lost in an elaborate RPG/XP/"Kill the rats in the basement until you go up a level" metaphor and forgetting what real game development is actually about!

Issuing new game updates shouldn't be about whether you've done a tiny repetitive task enough times; it should be about making meaningful changes, and potentially a very small number of them! So the big change in this new preview build is that we no longer care at all about exactly how many scenery items you've placed. Instead, we just care about the big stuff; releasing new regions, setting up new dungeons, adding new player character types, etc.

This is all tracked via "excitement" levels for the different types of major changes which can be included in an update (you can see these in the new "Configure Release" window), and these excitement levels change over time and in reaction to your previous releases, so you may want to check these from time to time to keep your updates exciting!

Also, as an extra little bonus you can now give your updates names (the same way that I do for most MT2 updates!), and you can craft the full text of an announcement post about your update, which becomes part of a whole new release 'celebration' sequence.

[h3]Summary[/h3]

Big, big thanks to everyone for their patience as I've been finding my way through the weeds on this; I'm so much happier with where we've wound up compared against where we were two weeks ago, and I think that you all will be as well!

There's still some bug fixing to be done and some minor cleanup, but I feel like we're now really close to rolling out a really strong Progression Update to everyone!

Talk again soon,
-T

Further Updates on Progression

Hi folks!

Last time we talked I was just about ready to roll the Progression Update out to everyone. I said that it just needed to go through a phase of player testing, expecting that there would just be a few bugs to fix and then it'd be ready to go.

Welp.

While overall tester feedback for the Progression Update was extremely positive, several testers felt that the new requirements specifically around making new game releases were too rigid and could even become difficult to satisfy at all, later in the game. And after giving it some thought and further testing, I had to agree with them.

But worse, I realized that the system I had designed was running counter to what I wanted MMORPG Tycoon 2 to feel like to play; instead of empowering players to run their game as they like and to feel like they were engaging with and exciting (or enraging!) their subscriber base, I had set up what was effectively just a series of hoops for them to mechanically jump through every time. I didn't want to release the update with that small but important part of the game feeling like that.

So instead, I've spent the last week cooking up a new - better! - design for how new game releases could be planned and deployed. I'm now most of the way through patching a first implementation of this new design into the Progression Update. Once this implementation is complete, we'll be putting it up for another round of public player testing and feedback. (It will show up as Preview 4 on our public "test" beta branch, once it's ready for testing)

I'm hoping that I've nailed the design for the "New Game Release" portion of the update, and that the next time we talk I'll be announcing the full finished Progression Update release. But if not, I'll be back here in two weeks to give another development update to let you all know where we stand at that point!

Talk more soon,

-T