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MMORPG Tycoon 2 News

Bug fixes - v0.17.233

New in v0.17.233:

  • Replaces the old "Castle" set dressing building theme with a new "Castle2" theme. Any "Castle" buildings in your save will be upgraded to "Castle2" the first time they're loaded.

  • Fixed an AI bug which caused subscribers to occasionally accidentally attack themselves when they meant to attack an enemy.

  • Limit frame rate to the monitor's supported FPS, even if vsync is disabled. (Stops the game from rendering at thousands of frames per second in light scenes, like the main UI, needlessly stressing out the CPU preparing frames that will never be seen)

  • Fixes a crash which could happen when deleting the percentage from a Protect/Weaken ability effect and then dropping focus on the text box.

  • Fixes a rare crash which could happen if players somehow decided that they wanted to travel to a spot outside of a building which is located in an unowned, inactive region.

  • Fixes the blinking text cursor to appear at the correct height in text edit boxes when they're empty (previously it was drawn as much as half a line below where it ought to have been drawn)

  • Fixes a rare crash which could occur when creating a very, very tiny monster zone.


...and assorted other small updates!

One more hotfix - 0.17.229

This update fixes a loading screen crash experienced by a couple of users when loading older saved games.

Combat 2.0 Hotfixes - v0.17.228

Hi folks! This is a quick update which addresses a few bugs folks found in the Combat 2.0 update.

New in this build:


  • Fixes players sometimes applying buffs to the enemy they're fighting, when they meant to apply them to themselves.

  • Fixes monsters and NPCs using "self only" abilities on their targets. Note that apart from "self only" abilities, monsters and NPCs will use all of their combat abilities on their opponent. So if you don't want them to heal/buff their opponent, make sure to set any heal or buff abilities as "self only"!

  • Fixes a bunch of pathfinding issues if players manage to get themselves outside of walkable areas (too close to buildings, in the middle of mountains, etc). Players now correctly return to the nearest walkable area. NPCs also now stay in walkable areas, so that they won't tempt players to step out into places where they can't pathfind.

  • Melee attacks now apply their effects instantly when they're activated. Previously, there was a 0.5 second delay between the visuals and the attack applying its effects to the target, which made it often feel like the attacks weren't doing any damage.

  • Fixes players to actually face quest-givers when picking up quests (instead of turning to face them after picking up the quest)


...and a few other minor bug fixes!

Combat 2.0 Update

Hi folks! This update was a lot bigger than I'd expected it to be, but it's finally ready for prime time! Thanks heaps to all the testers sending feedback and bug reports over on the Discord server!

Here's what's new:
  • [h3]No more negative damage![/h3]We've entirely rebuilt the interface for editing combat abilities to make it simpler, easier, and more intuitive! In particular, it's now possible to just say that an ability does 5 damage, instead of needing to specify that an ability "adds -5 health".
  • [h3]Damage Over Time[/h3]Oft-requested support for damage over time effects has been implemented! A single ability may do both static, instantaneous damage, and also additionally inflict damage over time. In this build, each character may only be affected by a single Damage Over Time effect at once; further DoT effects will refresh or replace earlier ones.
  • [h3]Heals![/h3]Heals have been added to the above, and like damage, are available both as static heals and also as Heal-over-Time effects.
  • [h3]"Greed is good"[/h3]Adds a "Self Only" option for combat abilities. Useful if you want to give someone a powerful self-heal but don't want them to be able to use it on party members!
  • [h3]I never drink... wine[/h3]A new "siphon" ability effect type has been added, which lets characters drain health, mana, or rage from their opponent, and add it to their own health, mana, or rage supplies!
  • [h3]Buffs? Buffs![/h3]A selection of buffs and debuffs have been added, including "Protect", "Stun", "Root", and others.
  • [h3]Ability icons![/h3]Adds about 300 ability icons to select from, to represent your characters' combat abilities.
  • [h3]Auto-Rage[/h3]The "Rage" attribute has been reworked, and now works entirely automatically. Previously you had to manually create abilities which would increase its value; now it automatically goes up due to participating in combat without you needing to specially craft abilities to do that.
  • [h3]Why does my fighter have mana?[/h3]You can now set a class's maximum Mana or Rage value to zero, which will remove its mana or rage bar entirely.
  • [h3]Combat visuals![/h3]Brand new visual effects have been created for combat effects; these can be selected and configured from the new ability editing interface. There are seven effects and four movement options for their projectiles, plus configurable colors!
  • [h3]His power level is over 9000![/h3]Combat abilities can now be given a casting time, during which the user must "charge up" to prepare to use the ability.
  • [h3]For the writers out there (you know who you are)[/h3]The game now automatically writes a tooltip for your combat abilities, but if you really want to, you can write your own blurb to describe your new combat ability.
  • [h3]Combat ability prefabs[/h3]The game now provides an "Ability Prefabs" space where you can copy abilities you've created. Those abilities can then be imported into other saves! (I'm looking forward to doing this with other stuff in the near future too, but combat abilities is where we're testing the idea first!)
  • [h3]Combat AI Improvements![/h3]Players are now much better about using their best combat abilities, and also applying heals and buffs to party members, and debuffs to their foes!
  • [h3]Character Customisation[/h3]Adds another 13 character models to the game, bringing our set of customisable character models from 22 to 35!


[h3]Other fixes:[/h3]
  • Updated 14 building models with color improvements and lighting fixes.
  • Fixed the game sometimes overwriting quest names while you were in the middle of editing them.
  • Fixed players getting stuck at offline flight points.
  • Fixed players entering the "coastal inn" inn by charging straight through its wall instead of going through the door.
  • Action bar buttons now show the hotkey to activate them.
  • Vastly improved the camera and UI interface when controlling an in-game character.
  • Fixes elite monsters losing their size after a costume change.
  • Subscribers now sit down to heal faster, after combat.
  • Monsters now react much faster to being attacked.
  • Fixed a bug which could cause elite monsters to not be considered ready for combat immediately after loading a save.
  • Destroying a wall or road now refunds its purchase price, the same as happens with destroying other in-game objects.
  • Slightly nerfed the time until mana regeneration begins (3 seconds of no mana usage -> 5 seconds of no mana usage)
  • Changed automatic health regeneration to never occur while someone is in combat. (previously it would begin after 3 seconds of taking no damage, and this could allow someone to begin to heal when their opponent was stuck in a lengthy ability cast)
  • Added an error message to display in the ability editor if an ability is configured to require too much health/mana/rage for the class to ever actually be able to use it.



...and a whole bunch of other bits and pieces. This update was a whole *lot* bigger than I expected it to be, and I'm sorry it's taken so long! But I'm super happy with the changes, and I'm really looking forward to continuing on and moving into what I'm calling our "Creativity Spike". More details on that in the near future!

Update notes for 0.17.199

Hi folks! This is a compatibility update with a bunch of small bug fixes, but mostly containing just compatibility fixes so that Combat 2.0 saves can be loaded and played in this version.

Early testing of Combat 2.0 is now rolling out to our 'test' branch; feel free to switch over to the 'test' branch if you'd like an early peek at the new ability editing systems! (Right-click on the game in Steam and choose 'Preferences...' from the context menu, then switch to the 'Betas' page and choose to take part in the 'test' beta build, then let Steam update your game!)

But in terms of what's changed in build 0.17.199:


  • Fixes a black screen rendering bug on OSX, when the "bloom" visual effect was disabled.

  • Fixes an uncaught exception which could occur if you typed a number too big to be stored in a 32-bit integer into a text entry widget.

  • Fixes floating point number formatting to round numbers correctly. (When rounding to one decimal place, previously the value 1.79 was just truncated and displayed as 1.7, where now we round it correctly and display it as 1.8.)

  • Fixes a crash which could happen if a party was near the border of a concave region, next to an unowned region and one of the party members died in such a way that the midpoint in between every party member was inside that unowned neighboring region.

  • Fixes players ignoring obstructions while on their way to do a quest.

  • Fixes player respawn behaviour when in a region where there are no operational respawn points. (this is now treated as a 'bug', and affected players file trouble tickets so that gamemasters will come and respawn them)

  • Fixed a crash which could occur if you received and clicked on a "this class has no usable attacks" alert before you had ever clicked on the Design window (I believe this was only possible after loading a saved game)

  • Fixed a flight path corruption problem which could sometimes occur when undoing a path placement point by clicking the right mouse button.


...and a whole bunch of smaller bug fixes. No new features in this small update, as those are all happening over in the Combat 2.0 updates, in the "test" build! I'm hoping to bring those over here to the "default" build within a week or two, once they're fully tested and all of the new art assets are in!

Thanks for your patience everyone, the UI for the new Combat 2.0 editing systems took a *lot* longer to design and layout than I expected, but I'm really happy with what we have now and we're finally in the home stretch on it!