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MMORPG Tycoon 2 News

Hotfix - v0.19.98

This is a hotfix for a couple major issues in yesterday's update.

We'd brought in an engine change which had fixed a number of minor minor texture-related bugs, but accidentally created a few major texture-related bugs.

These were:


  • Most notable was that text rendering was failing on many models of AMD graphic cards, as well as many (most?) models of Mac, and also on the Steam Deck.

  • Road rendering was somewhat broken, with roads appearing extremely pixelated, when compared against earlier builds of the game.

Both of these bugs were caused by the same engine change, and should now be entirely fixed. Apologies to everyone who was affected, and huge thanks to the players who brought them to our attention and helped confirm that our fixes worked for them!

-T

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```