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MMORPG Tycoon 2 News

Snow Day

Hi folks! It may still be the middle of summer down here in Australia, but it's winter in MMORPG Tycoon 2! So while we're still working away at the upcoming Dungeons feature update, we took a little time out to provide some new content themed around the colder months!

[h2]Here's what's new:[/h2]
  • [h3]A new functional building theme[/h3] We've added a new "Fearless" building theme, for all your most energetic warrior factions!
  • [h3]Two new modular building sets[/h3] We've added a modular building set matching the new functional building set, “Fearless”, as well as “Snowtown”, for towns blanketed in snow!
  • [h3]Did somebody say 'snow'?[/h3] We've added 'Snow' as a new environmental particle effect, now available from the still-in-progress region information window!
  • [h3]There must have been some magic in that[/h3] We've added a new character model preset, for all your frostiest classes and monsters!
  • [h3]Winter Props![/h3] We've added 13 frosty new scenery objects to the scenery lists, including snow-topped structures and rocks, sleds, icicles, firepits, and more!
  • [h3]Also walls![/h3] Added a new “Frozen Fortress” wall variant.
  • [h3]But what about people who like ships[/h3] Ship your subscribers between islands in style using this new “Longship” vehicle! (available when vehicle paths are unlocked).
  • [h3]But what about people who like fast travel[/h3] Adds a new woodland “Sylvan” teleporter variant (available when teleporters are unlocked).
  • [h3]But what about people who like fast travel and also watched Stargate[/h3] We hear you! We've finally managed to get our lead artist @jarjarguy to watch Stargate, and got him to convert the old Arid Starting Point into an Arid Teleporter, the way that we've all said it should have been from the start, yay! Also, we've added a new Arid Starting Point model to replace the old one; it fits into the same footprint so the model swap shouldn't cause any trouble for old saves which were using it!.
  • [h3]Dragging our castles kicking and screaming into the modern era[/h3]We've remodeled our old "Palace" modular building set into an exciting new, fully-featured "Palace2" set. During load, any “Palace” modular buildings will automatically be upgraded to “Palace2”.


...and of course a whole slew of other little bug fixes!

Additionally, we're running another little screenshot competition alongside this update, over on our Discord server. Check over there for more details!

As always, huge thanks to everyone for your enthusiasm, feedback, and ideas! I'm hoping to be back here soon with another fun changelog. -T

Update Notes For v0.18.72

Hi folks! This is another little patch with bug fixes while we work on the upcoming major Dungeons update.

Fixed in this build:
  • No longer kill a player immediately when they're dragged over an unowned map region; instead, only kill them if they actually get dropped inside an unowned region. This means you can now safely drag a player over water and into another region across the sea (previously the player automatically died once they were over the ocean without being on a boat or similar)
  • Related to the above, fixed a whole bunch of bugs which occurred when someone died due to entering an unowned region for any reason. These bugs could have various effects, ranging from outright crashes to the character acting as though they were using a speed hack (without the game realising that they were using a speed hack)
  • Fixed an extremely rare save file corruption problem which could occur if two or more saves were occurring simultaneously. (this could happen if a periodic autosave triggered at nearly the same moment as a manual save, for example)
  • Fixes vehicle and teleporter path placement tools to work more reliably when placing paths that end at vehicle depots and teleporters that already existed on the map (rather than ending at new ones)
  • Fixed a crash which could occur if you destroyed a vehicle depot just as a player was trying to enter it.
  • Further work on triangulation code to make it even more robust for strangely shaped polygons containing complicated holes (these are used to draw monster zones and other draw-onto-the-terrain objects)
  • Improved debuggability of std::bad_alloc exceptions (which we get reports of maybe once every few months, and which previously didn't tell us enough information to figure out what had gone wrong. Next time one gets reported, we should finally be able to figure out the cause, I hope!)
  • Miscellaneous localisation updates.


Thanks so much for all the feedback and bug reporting, everyone!

-T

Update notes for v0.18.69

Hi everyone! This is a small bugfix/quality of life patch.

Here's what's changed:

  • Global settings for monster respawning can now be set in the "Design" window's "Combat" tab. By default, monsters respawn 60 seconds after being killed, and do not check whether there are any players close to the spawn point before respawning, but either of these can be changed. The eventual goal is to make these settings customisable per monster zone, but making the global values editable is the first step toward that.
  • Fixed a weird edge-case which allowed you to add a block to a modular building in an illegal spot. This could result in the modular building getting into an invalid state which would prevent you from further editing of the building.
  • Adds the ability for players to explicitly try to pathfind to another region, rather than two a specific point in the other region. This fixes bugs which sometimes occurred when two regions were connected in more than one way where the player tried to enter the region via one entrance, but the pathfinder would return a path using the other entrance and then walk over to the entrance that the player had been expecting to use. Wow this is becoming a long explanation. I guess what I'm trying to say is that migration between regions is better now, yay!
  • Adds a status message which appears in the 'Info' window for a player when you select them, if they're migrating to a different region. This replaces the embarrassing "Traveling (Traveling)" message they used to have. (seriously, how has it been years of development and testing and I never noticed that until now?)
  • Removed some leftover old AI code which was making players believe that every other region was far more exciting and more beautifully decorated than the region they're currently inside, and so they could end up running back and forth between two adjacent regions instead of ever really playing the game. Just run back and forth forever!
  • Fixed another cause of AI appearing to "bounce" back and forth between regions, which happened while traveling from one region to another along a mountain pass, only when the player was traveling to the other region in order to grind for another level or to do a hunt quest; if a player was halfway between regions and somebody else killed the monster that the player had been planning to kill, then the player would select a
  • different* monster to attack, and back up to the start of the mountain pass, before turning around and resuming their path toward the new monster they'd selected. This could happen dozens of times, if the selected monsters kept being killed before the player managed to get all the way through the mountain pass! (this one was a surprisingly challenging bug to figure out!)
  • Fixed the rendering of point lighting, which had been inconsistent before.
  • Fixed the highlighting of widgets in "precise" placement mode for buildings and scenery objects. (they're supposed to highlight on mouse over and on click/drag, but sometimes it would take a second or more before the highlight was applied; now fixed!)
  • Vehicle, Flight Path, and Teleporter placements now use the same building placement system as regular building placement. This means that you can now use the 'Z' key to rotate the buildings, or can even use 'Precise' placement mode to put them exactly where you want.
  • Extra safety code to make sure that players won't remain in "resting" state if a monster is attacking them. (this shouldn't have been happening anyway, but there seems to be an edge case which is allowing it to happen sometimes; going to be keeping my eye on this one!)
  • Fixed an AI bug which caused players with long-range attacks to not kite their enemies during combat, which meant that missile attacks weren't as much of a tactical combat benefit as they ought to have been. Now fixed!
  • Improved the game's error messaging when trying to load corrupt/damaged save files.


...plus miscellaneous other small bug fixes and improvements!

Thanks for all the feedback and suggestions, everyone! :D

-T

The second annual Spooky Update

Happy spooky season, everyone; we're back with another big Spooky content update!

[h2]New stuff in this build:[/h2]
  • [h3]Two new modular building themes![/h3] We've added new "Gothic" and "Pillaged" modular building themes, for all your spooky village needs!
  • [h3]A new functional building set![/h3] We now have a new "Corrupted" functional building set, which contains corrupted variants of some of our favourite building models!
  • [h3]Set sail with sinister seagoing spectres![/h3] Adds a new 'ghost ship' vehicle to the unlockable Vehicles system!
  • [h3]Spooky scary scenery![/h3] Adds lucky number 13 spooky new scenery items, including candles, cauldrons, summoning circles, and more pieces of thematic set dressing!

[h2]Other Changes:[/h2]
  • Remodeled the "Civilised Tavern" model to better match the visual style of other "Civilised" buildings.
  • Fixed subscribers occasionally falling off depot platforms when they noticed a new quest giver nearby.
  • Fixed several bad edge cases while triangulating polygons, which occasionally was causing problems for terrain generation or navigation mesh generation.
  • Renamed "Shops" to "Market Stalls" and updated the tutorial messaging, to make that step of the tutorial less likely to cause confusion for new players.
  • Fixed "Bard" and "Knight" character model prefabs, which were missing data for where tails should go.
  • Fixed "Chicken" and "Tortoise" character model prefabs, which were missing data for where hats should go.

...and of course a whole slew of other little bug fixes!

Additionally, we're running a little screenshot competition alongside this update, over on our Discord server. Check over there for more details!

So now that we've had our treats and our tricks, it's time for us to set our sights back toward Dungeons!

As always, thank you to everyone for your continued enthusiasm, feedback, and ideas, and hopefully we'll be back with another update not too long in the future! -T

Update notes for v0.18.58

Hi folks! This is a very small patch with a couple hotfixes for the Travel Update which went up yesterday.

These are:
  • Fixed subscribers falling off vehicle depot platforms if they noticed a new quest giver NPC nearby.
  • Added some extra safety checks in pathfinding, to cope with the destruction of buildings while a pathfinding operation was ongoing in a background thread.
  • Converted a few minor errors from being treated as fatal to merely outputting a message to the game's log.
  • Updated the German localisation data.


Thanks so much for all the support and feedback, everyone! -T