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MMORPG Tycoon 2 News

Update notes for v0.19.3

Hi folks! This is a very small patch with a couple hotfixes for the content update which went up a couple days ago.

[h2]New in this build:[/h2]
  • Fixes a bug which caused some scenery items placed during builds 0.18.99 or earlier (basalt columns being one major instance) to convert into a different scenery item during load. Loading save files from 0.18.99 and earlier now correctly preserves those scenery items! (note that if you load a save which had already converted the scenery items into different types, that conversion will remain. To fix, you either need to re-place the intended scenery types or load an older save from before the conversion happened. Apologies for this trouble!)
  • Players can now survive moving entirely off the map if they're on a flight path or on board a vehicle. (this still isn't great; there are problems calculating whether they're visible while they're over there, so they may unpredictably pop in and out of being drawn, but at least it's sort-of working now!)
  • Fixed a crash bug which would happen while loading a saved game containing a dead player who was off the edge of the map.
  • Players who die off the edge of the map no longer get stuck there; now, they respawn at the nearest owned region containing a functional respawn point.
  • Fixed displayed version number in-game (which was showing the back-end build identifier instead of the public-facing one)


Thanks for your patience, everyone! I'm embarrassed that the 'changing scenery props' bug made it through testing without being caught, but at least I've got a good solve for it live now! Thanks so much to everybody who reported these and other issues, and submitted saves demonstrating them!

All the best,
-T

The Nature Update

Hi folks! It's been a while since our last big content update, and we're making up for lost time by adding this drop of more than sixty new scenery objects for decorating your worlds, plus miscellaneous bugfixes and other game improvements!

[h2]Here's what's new:[/h2]
  • [h3]All the plants![/h3] Did you want mangrove trees? Savannah trees? Mighty redwoods? Flowering vines? Venus flytraps? We've got something for everyone in this update with more than sixty new scenery objects added to the roster!
  • [h3]New costumes![/h3] We've added a new "Fungoid" costume prefab and a new "Mantis" costume prefab, each of which works great either as player models or as monsters on their own, or (even better) mixing and matching them with other costume pieces to make your own unique chimeras.
  • [h3]Better speed hacks![/h3] Speed hackers were inconsistent in the game before; now their speed hacks are always active, whether they're new players or old players, and whether they're on ground or on a flight path. This make speed hackers a lot easier to see without using any special tools!


[h2]And here's what's changed:[/h2]
  • Players now complain about dying less frequently. Previously, they would lodge a "I'm dying too often" complaint if they died even once ever for any reason. Now, they only complain if they're killed in PvE multiple times in a row, and never complain about deaths within PvP duels.
  • I've made under the hood modifications to our 'addiction' system which I'm going to be all coy about and not explain except to say that I'm happy with the adjustment and it should make it a little easier to wind up with players who are both happy with the game and also addicted to it at the same time.
  • Finally found and fixed the longstanding bug which could result in repeat streamers sometimes logging out of the game immediately after logging in at the start of their stream. (this would only happen for streamers who were streaming the game for their second time, and mostly only happened for streamers with a negative addiction level)
  • Fixed some audio issues with the terrain editing and monster zone editing tools.
  • Made some small improvements to our save process which should make saving slightly faster and use slightly less memory during the save. (there's still a lot more work to be done here, but this was a good first step!)
  • Fixed crash reporting on the OSX build.

...and all that plus a whole heap of smaller bug fixes!

Just as an update on us; our development's been a little slower than normal over the past couple months because we've been in the middle of a big office move (which hopefully should complete next week!) and so we've all been working from home on really weird schedules. But we're still making progress on the big Dungeons feature update, and I expect we'll begin to show some preview screenshots of that over the next couple of days; it's by far the biggest new feature I've ever added to the game, and it's requiring a major restructure to all the rest of the game just to accomodate it! I'm so excited to be able to show you all what I've been working on!

All the best, and we'll talk again soon,
-T

Update notes for v0.18.96

New in this build:
  • Fixed parties sometimes getting stuck in 'Forming up' state (which was more common on fast time speeds).
  • Fixed monsters sometimes becoming unkillably undead. (I'm not sure how this happened and nobody's ever reported it to me, but I once saw a monster that had zero health remaining but was still alive and killing one player after another.. so I put in some fixes to prevent monsters from getting into that 'undead' state!)
  • Added the concept of "basic attacks" to the game, where a basic attack is any attack which has no cost. The game will now generate a warning if a player/npc/monster class has no level 1 basic attacks (since that class may not be able to engage in combat at all)
  • Fixed user-provided music tracks always playing at 100% volume when automatically triggered by the game.
  • Fixed text layout of the intro sequence's "login" window for certain localisations.
  • Fixed several bugs in the 'Features' tab of the Design window, so that Parties and PvP can correctly be enabled when you own the techs, even if you haven't unlocked both of them.
  • Fixed a whole bunch of issues around dragging ability prefabs into and out of the prefabs window.


-T

Update notes for 0.18.93

Hi folks! This is just a small hotfix patch for a few issues present in the recent sound update.

Most notably:
  • Fixes a crash bug if more than just a few custom music tracks were added to the game.
  • Fixes the ambient music player completely ignoring which tracks had been enabled and disabled within the UI, when picking a music track to play.
  • Fixed a potential lockup if every music track but one was disabled, and that one remaining track could not be played for some reason (for example, for being an invalid file).


It also has a number of minor unrelated bug fixes and updated localisation data!

Big thanks to everyone who reported those issues!

-T

Update Notes for 0.18.92

Hi folks! We discussed for a long time whether this should be consider a full update or a small update and in the end I decided to call it a small update because I honestly have no idea how you'd make branding images for an update that's all about sound!

New in this build:
  • Lots of sound updates! We've added an initial pass of tool sounds to almost every interactive tool in the game, and have categorised sounds into several different groups which can now all have their volumes set separately, in the 'options' window.
  • Ambient music tracks; every so often, the game will now sometimes play an ambient music track when the camera is brought down into a populated region. If you wish, you can add your own music tracks to this system by dropping audio files into a particular directory (the game will tell you where, in the "Ambient Music Tracks" interface in the audio options). We're expecting to add more tracks to the built-in list in the future!
  • Adjusted sound volume slider ranges, to make the full range of the volume sliders more useful.
  • Fixes a couple of situations which could result in players getting stuck forever while waiting for a PvP opponent to arrive, if that opponent changed their mind and decided to go do something else before arriving. (this would most commonly happen if they got attacked on the way to the PvP duel)
  • Improves the layout of the "Features" page of the Design window to make it much more obvious when features aren't available, and to explain what must be done to unlock them.
  • The game now notices if Steam tells us to quit, and acts as if the player had requested to quit. This performs an autosave and then quits.
  • Disabled some spammy log messages which accidentally got included in the last update.
  • In the 'intro' animation, the game now uses your Steam display name as the pretend 'login' name, instead of the hardcoded string 'admin'. (this is the first step toward some future plans)
  • Fixed save file submission to be more robust and handle large save files much more reliably! (previously, large save files were often being silently discarded by the server; that shouldn't happen any more!)


Thanks for your patience and feedback, everyone! We're going to have a content update coming really soon, and then hopefully the dungeons feature update won't be too far beyond that!

Also, there'll likely be an interim update just to get an updated copy of FMOD into the game, just as soon as they release their 2.02.06 version, which is supposed to fix a few audio issues that a small number of players have reported. I'm crossing my fingers over that one, and hopefully I'll be back with another set of patch notes really soon!

-T