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MMORPG Tycoon 2 News

Bug Reporter Update

Hi folks! This is just a small update with some utilities to help simplify some of our debugging efforts, along with some small bug fixes.

New in this build:
  • Adds a "Bug Report" feature to the main game menu. Submitting a bug report automatically handles all of our standard data gathering when bugs are reported; it sends us (anonymous) information about your computer specs, your game log, the current game state, as well as a screenshot.
  • Revised game menu to make its behaviour more intuitive.
  • The major quality-of-life change: Made the game's "pause" border a soothing matte red instead of an eye-searing glowing electric orange. (I honestly don't know what I must have been thinking when I first set that up)
  • Implemented double-click-dragging within text edit widgets, to drag and select by words.
  • Fixed incorrect collisions vs. road intersections when placing scenery objects.
  • Fixed the placement of player names for very large character models.


...plus a few other minor bug fixes!

As a general rule, we'd now prefer bug reports to be reported via the in-game bug reporter, when that's possible, because that gets us more information more easily, and should make it much easier for us to see the issues in action and get fixes more quickly! (though of course we'll continue monitoring the discussion boards and our Discord, for issues reported there!)

As always, thanks so much for your time and enthusiasm, everyone!

-T

Festival Update hotfix 2 - v0.19.91

Over the past hour, we've received some reports of modular buildings going missing from save files when loaded into the hotfix build from earlier today -- this update fixes that issue! If your modular buildings have vanished after loading a save, please try reloading from a slightly earlier save.

(MMORPG Tycoon 2 keeps periodic autosaves as well as separate saves at each new version release of your MMO -- you can access them from the 'Backups' tab in the in-game desktop interface.)

Apologies for the bother!
-T

Festival Update hotfix - v0.19.90

Hi folks!

This update is a hotfix for a bug that slipped through in v0.19.89, to do with using modular building edit controls around the newly added 'Festival' buildings; sorry we missed this one, and biggest of thanks to the folks who reported it!

-T

The Festival Update

```Hi, everyone! We're back from the holidays and right back into development! Today's update is a content update; more than two dozen new buildings and scenery items, a new type of shop, and more!

[h3]New stuff:[/h3]
  • [h4]New "Festival" buildings and scenery![/h4] This adds a new category of "scenery buildings", which don't actually sell anything, but can help boost an area's "Beauty" statistic in the same way that regular scenery does.
  • [h4]Sell trinkets to your subscribers, using the new Trinket Shop building![/h4] Subscribers love buying trinkets (for some reason?) They don't actually do anything, but they help fulfill your subscribers' psychological need to "get loot" in a safe way, and they give them something to talk about in social circles, too! Subscribers may purchase up to one trinket per day. You can see how many trinkets a player has on the 'Inventory' tab of their information window.
  • [h4]Vendor trash?[/h4] In addition to normal loot and gold, dead monsters now also drop "vendor trash" - basically worthless items that clog up a player's inventory. Players can sell vendor trash to shops for 1/10 a gold each (rounding down). You can see how much vendor trash a player is carrying also on the 'Inventory' tab of their information window.
  • [h4]Jester?[/h4] How have we gone so long in early access without ever making a jester model available? This was a terrible oversight on my behalf but we're fixing that problem now!


[h3]Changes:[/h3]
  • [h4]Weapon Item Levels[/h4] Previously, player weapons were categorized as either "not good" or "acceptable", and when a player out-leveled their weapon, they would have to buy a new one. Now, weapons have levels the same way that players do. As a general rule, weapon levels are about ten times the matching character level. So a level 1 character would generally use an item level 10 weapon, but may buy a slightly better one so they don't have to upgrade it as often. Item level shows up as "ilvl" in the player information window.
  • [h4]How much have I earned from that subscriber?[/h4] We now track how much real-world money you have earned from each subscriber, and you can see that information on the new "Money" tab in the subscriber information window. (caveat: we weren't tracking this data before this build, so your older subscribers will be starting from '0'; sorry about that!)


[h3]Miscellaneous Fixes:[/h3]
  • Fixed "focus" behaviour when invoked on a monster zone.
  • Fixed a crash bug during load if you had saved a string longer than 1kb in length (typically these were lore descriptions of things, or else ability tooltip messages)
  • Big improvements to the UI for dragging the "precise" movement mode axis widgets, especially for objects which are above the camera.
  • Vastly improved "precise" rotation mode when rotating objects which are close to the camera.
  • Fixed cursor collision tests vs. vehicle routes; makes it much easier to use the 'destroy' tool on vehicle routes, rather than having to destroy the depots!
  • Big big fixes to wall placement, especially for short walls.
  • Fixed various text editing issues, particularly the widget getting confused if you inserted a carriage return after a word wrap had happened.
  • Fixed absurd extra CPU usage while the mouse hovered over an editable text box on a sharable character prefab card.


Plus of course, fixes for a whole swathe of more minor bugs and glitches.

And now I'm fully refocused on Dungeons, which we're expecting to be the next major update. We do have some minor updates planned between now and then, so hold tight for now, but Dungeons is going to be by far the biggest update we have ever done, and I'm just as excited for it as you are :D

Thanks so much to everyone for your ongoing enthusiasm and support and we'll talk again really soon!

-T```

Robust Architecture - v0.19.80

Hi, folks! Today's update is a content update; new buildings, new scenery items, new walls, and more:

[h3]New stuff:[/h3]
  • [h4]Adds a full new line of "Sturdy" buildings![/h4] Does one of your game's groups build its buildings out of particularly robust stone and metal? Try using the "Sturdy" building set! Guaranteed to look as if they're heavier and more robust than other, lesser buildings! Contains a full set of standard functional buildings, plus a teleporter, plus a robust modular building set!
  • [h4]Adds more than a dozen new scenery models for decorating your worlds![/h4] From sarcophagi to spider webs, we've got you covered! (and there's even a very rickety new tower, for those who aren't fans of "sturdy" buildings)
  • [h4]Adds six new types of wall![/h4] Perfect for railroading your players into going where you want them to go!


[h3]Changes:[/h3]
  • [h4]Improved Drag&Drop support on Windows![/h4] Character prefab cards can now be dragged directly into the Character Prefab interface from most other applications, without needing to save them to disk first! (Discord, etc)
  • [h4]Character prefab cards now get exported at screen scale[/h4] This makes character prefab cards much less likely to be re-encoded when shared on Twitter (as re-encoding the images destroys the embedded prefab data inside them)


[h3]Miscellaneous Fixes:[/h3]
  • Fixed a crash bug when importing a character prefab if it was using custom icons for its abilities and you didn't have those icons on your computer.
  • Fixed a crash bug if you opened the prefab list, alt-tabbed into Explorer and deleted one of your prefab files and then returned to the game and tried to import that deleted file before the game managed to refresh its file list. ("Doctor, it hurts when I do this")
  • Fixed the character prefabs list showing ten lines each saying "unset" instead of filenames, if have no character prefab cards saved.
  • Fixes random speeds being applied to the first five NPC Classes created in a new game.


Plus of course, fixes for a whole swathe of more minor bugs and glitches.

And finally, an update on the long-awaited upcoming Dungeons Update! I wrote last time about how we'd finally solved the worst of the technical challenges with making Dungeons function the way I want them to. This time, I'm here to tell you that we've started solving the visual challenges, and I'm *super* excited to show it all off in the near future. It's all been taking so much longer than I ever expected, but I hope you'll agree with me that the wait was worth it, once you see what we've built! :D

Once again, thanks so much to everyone for your enthusiasm and support and we'll talk again really soon!

-T