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MMORPG Tycoon 2 News

Bug fixes - v0.17.240

Fixes in this build:

  • Fixes a crash that was extremely rare on Windows and common on Linux, during or shortly after creating a new combat ability.
  • Fixes a crash if you're looking at an NPC's quest list while destroying the places that those quests were sending players to.
  • Fixes a crash if you select the last thing in a region's "Contents" list and then destroy it and then click on something else in the "Contents" list quickly enough.
  • Fixes a crash if you start editing an ability prefab and then delete the ability prefab with the editor still open and then try to save your changes to the ability prefab.
  • Improvements to animation logic.
  • Adds an explanatory note to the level selector widget when setting region levels, to explain how to select multiple levels.
  • Vastly improves the "Optimal DPS" calculation for classes to match the combat mechanics of Combat 2.0.


...and miscellaneous small adjustments here and there.

Thanks for your patience, folks! :D

Bugfix patch - v0.17.234

  • Fixes a potential game lockup if subscribers try to form a social circle somewhere where there isn't enough free space to form a social circle. (This was most common in tightly compressed towns with tight walls around them built right in a corner of a region. Many thanks to several folks who submitted save files demonstrating this problem!)

  • Removes two errant 'giant mushroom' models which were sitting on their side. They were accidentally added to the game during our recent rebuild of the scenery systems in preparation for Workshop support). If you've actually used either of those models, it'll be automatically replaced with a correct giant mushroom model the next time you load your save.

  • Fixed some misbehaviour that could happen if you tried to save a "Fireball" ability prefab and then also save a "fireball" ability prefab on a computer which uses a case-insensitive filenames.

...and a bunch of other smaller bug fixes!

Big thanks to everybody who has submitted bug reports and save files exhibiting problems; they make it much easier to track down and fix these sorts of problems!

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!