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MMORPG Tycoon 2 News

v0.19.29: Terrain Hotfix!

Hi folks! The update that went up yesterday had a bug in it which had gone completely undetected in our public 'test' branch for a full month; it had quite a lot of terrain details flipped between north and south, which could cause many sorts of intricate scenery builds to break.

This build fixes that bug; apologies for missing it during 'test'!

New in this build:
  • Fixes north/south flip of terrain type heights introduced in 0.19.17.
  • Modular buildings now allow up to 40 blocks per building (up from 16)
  • Updated localisation data.


-T

v0.19.28 Periodic Update

Hi folks!

It's been a long time since one of these periodic updates, in part because most of my energy has been going into the dungeons update, but also in part because we've made some pretty major system updates even for these regular builds and I wanted to give them a lot of time on the public 'test' branch to make sure we'd caught the worst of the misbehaviours!

New in this build:
  • Vastly improved terrain flattening under buildings to better match the building's footprint on the ground, and also to result in fewer conflicts between multiple buildings trying to modify the shape of the same patch of ground.
  • The "Prefabs" tab of the character model editor now shows visual previews of every available costume prefab, instead of giving a drop-down combat box list.
  • Re-fixes voluntary PVP duels to
  • not* generate "I'm dying too often!" complaints. (This has been fixed once before, but it was still happening occasionally)
  • Stage One of a change to modular building limits. Previously, modular buildings were limited to having 64 faces visible (walls, ceilings, floors). This was
  • totally* non-intuitive, and was a technical limitation. I've now removed the technical limitation, and in this build we instead limit how many individual blocks can be placed, regardless of how many 'faces' are exposed. In this build, the limit is 15 blocks per modular building (because with 15 blocks you
  • can't* end up with more than 64 visible faces, so saves remain compatible with our older builds), but I'm going to boost that limit way upward as part of the next update! (that's probably already happened in our public 'test' build by the time you read this message; go try it out if you like!)
  • Fixed a bug where a PVP duel could fail to start, even once both participants had arrived.
  • Players who are in a duel or getting ready to get into a duel now display more, better 'status' messages explaining what they're doing; whether they're travelling to a duel or waiting or trying to find someone to fight, and when a duel is active, it tells you who they're fighting.
  • AI adjustments for players who have outlevelled their current region: Players will no longer engage in PVP duels in regions that are below their level (we were finding that players would often just do PVP rather than ever spend the time to migrate to a better level). Similarly, overlevelled players will no longer start or join social circles in lower-level regions. (Exception: socialiser-type players will still both start new social circles and invite overlevelled players into their social circles, even in low-level regions)
  • Fixes players delaying for several seconds when respawning as a ghost; now they become active immediately.
  • Fixed a pathfinding bug involving chained flight paths.
  • Fixed another pathfinding bug involving multiple flight points or multiple teleporters or multiple vehicle depots which were placed closely enough together that their entrances were inside the same navmesh triangle.
  • Fixed gamepad inputs overriding keyboard/mouse inputs for camera zoom. This was causing it to be impossible for players to zoom in the camera if they had a gamepad plugged into their computer if that gamepad had input drift.
  • "Unpowered" building visual effect no longer scales with the simulation speed. This both makes it look better and also makes it less of a photosensitive seizure hazard! (it's weird how often those two things go hand in hand)
  • Fixes integration between the game and Steam in OSX builds, including the steam overlay.
  • Fixed a bug which could cause player-controlled characters to go invisible if you took a really long hike with them.
  • Untangled a whole bunch of code where we were loading textures upside down and then drawing the upside down textures upside down to kind of cancel it all out. Now we load textures right-side-up! (If you spot any remaining places in the game where textures are vertically flipped from what they should be, please let me know! But I
  • think* I've now caught them all)
  • Fixed an issue where players could fail to migrate into a heavily concave region, but then act as if they'd succeeded.
  • Fixed a crash which could occur while editing a combat ability if you set a combat ability cost to 0 and then (without first clicking away from the text box) clicked the 'destroy' button.
  • Fixed scenery being generated
  • beneath* the terrain when lifting regions out of the sea. (this was fixed after a save/load cycle, but now that's no longer required!)
  • Fixed a major bug in the game engine when loading non-square textures.
  • Vastly improved our polygon simplification routines, which means we now generate substantially better navigation meshes, which saves both RAM and performance, while also yielding better AI behaviour around obstacles!
  • Fixed a bug which could cause a crash if you entered particular characters into text edit fields. (I call this the "Little Bobby Tables" bug)
  • Player-controlled characters are now restricted to the navigation mesh; they are no longer allowed to walk through walls or other solid structures.
  • Fixed a potential crash if a player somehow left the entire game map and while there decided to try to go home.
  • Plus a whole host of miscellaneous bug fixes!


...whew! That was actually quite a lot of bug fixes, along with the improvements! I should have brought those over to our main 'default' branch a whole bunch earlier; apologies for how long they've been exclusively on the 'test' branch!

In terms of future updates, we have a new art content drop coming really soon (likely later this week), and I've been making some exciting progress on Dungeons that I can't wait to show off to everyone, so that'll be coming a little later.

Thanks so much for all the feedback and ideas and bug reports, and especially with your patience as I've worked my way through everything! You're all the best.
Until next time,
-T

Update notes for v0.18.14

Hi folks! This is a small update which is mostly for the Mac side; someone noticed that although our store page said that we require OS X 10.9 in our Mac build, our game actually required OS X 11.0 (which is a much bigger difference than it sounds like; the equivalent on Windows would be like us saying on the store page that we require Windows 98 but actually requiring Windows 10).

That's now been fixed! On Mac we now require OS X 10.10 (which is what's required by Steam); store page update is incoming!

Other updates:

New in this update:
  • While editing combat abilities, we now simplify the combat ability after every edit. If you reduce a damage effect amount to '0', we remove that damage effect entirely. (You can add it back if you wish, though!) This fixes some issues we had with ability classification, where an ability with a 'damage' effect set to zero would still be classified as an 'attack' and by used and evaluated that way by the AI.
  • When adding an ability effect to a character, healing ability effects now default to a heal amount of '1' (previous default was '0', which caused problems for the change above)
  • Fixed a single-frame visual flicker in the game's "grid view" UI widget, which was most notable in the ability editor UI whenever you edited an ability.
  • Fixed an important data initialisation error which could sometimes cause problems during a load, for some folks with computers of a very specific speed and whose computers were under a very specific amount of load. (multithreaded timing bugs are the
  • best*!)
  • Fixed z̵͝a̷͊l̴͂g̸͒o̶̒ text in the crash reporter.
  • New log file format, and the logging starts earlier during game startup so that we don't lose some critical log lines that were being lost before.
  • Adds a simple profanity filter, which screens the procedurally-generated names used by newly created players. Note that this filter only runs at the time that a new character is created; any already-generated names in saves or names manually edited by the player are
  • not* currently being checked against it.


And with that.. I'm back onto working on dungeons! :D

I'm hoping to talk to you all a lot more about that soon!
-T

Update notes for v0.19.9

Hi folks, it's another relatively small patch dealing with miscellaneous small issues reported over the past few days, plus a couple small bits of new content!

New in this build:
  • Owl flight points have been added! For when you'd rather swoop on silent wings rather than ride on the back of a giant crow! (requires 'Flight Paths' tech to be unlocked)
  • Fixed the crediting of hunt quest kills. Previously, players only received credit for quest kills if they were standing inside the appropriate monster zone at the time they killed the monster. This meant that long-range players sniping into the monster zone from outside weren't getting quest credit for their kills! Now fixed; killing a monster which is from a particular monster zone now always awards quest credit, regardless of where the monster or the player are currently located.
  • Some moderate speed and memory improvements during the load of large saved games.
  • Fixed the visible title of the "Design" window when it's opened again after last having been closed while in a character-edit mode.
  • Improved the data sent to us in crash reports on Windows.


...and miscellaneous other minor fixes and improvements! Thanks so much for your comments and feedback everyone!

-T

Update notes for v0.19.6

Hi everyone! This is another small set of hotfixes for recent updates, while most of my effort is still going into dungeons.

New in this update:
  • Fixes crash reporting on Windows (one of two crash reporting mechanisms was failing!)
  • Fixes fallback code for moving files. (in the event of errors while saving files, we have multiple fallbacks, and the
  • third* fallback case had a bug in it which caused it to always fail. I've heard from just
  • one* player who I think was hitting this situation!)
  • Adds an "enable gamepads" checkbox to the game options, defaults to enabled. If you're having trouble with a drifting gamepad causing the game's camera to move around, you can turn this checkbox off and the game will disable all gamepad functionality. (previously, we always recommended people to unplug those gamepads, but now you can just make the game ignore them instead)


..plus some other miscellaneous bug fixes and localisation updates!

Thanks for all the bug reports and feedback, everyone!
-T