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MMORPG Tycoon 2 News

Hotfix for v0.20.65

Hi folks!

This is a hotfix build for the commonly reported issues for the Travel build.

New in this build:


    - Fixed an assertion which got thrown if a subscriber wanted to form a PVP Duel area, but the game couldn't find a legal place anywhere in the region which wasn't already covered by another PVP Duel, non-traversible terrain, or other obstructions.
    - Fixed an issue which caused certain UI buttons to not work correctly. These were buttons which caused transient windows to open; primarily pop-up color pickers, icon pickers, and the "Adjust" windows in the character model editor. Now fixed!

Thanks for the reports, everyone; they make it so much easier for me to find and quickly squash anything that slips through the cracks during my own release testing!

-T

The Travel Update

Hi everybody! Today we have a content update, adding more variation to a bunch of travel buildings which have had fairly limited options up until now.

New in this update:
  • Three new flight point variants! That brings us up to 2 to 5!
  • Three new vehicle variants! Bringing us from 5 to 8!
  • Three new teleporter variants! Bringing us from 6 to 9!

Note, of course, that for each of these technologies (flight points, vehicle depots, and teleporters) you'll need to have unlocked those technologies in-game before you'll be able to access these new models and animations.

Also in this update:
  • Minor model fixes to a couple existing teleporter models (for example, one of them accidentally had visible interaction pads; that sort of thing)
  • Lots of improvements to make terrain editing more responsive.
  • Fixed an issue with the 'Icy' terrain type, which was causing its terrain shape to be randomised each time it was loaded. This could result in carefully arranged scenery objects in these areas being jostled vertically after each load, and monsters being briefly floating or sunken under the ground (they'd fix themselves within a minute or so, though). These things shouldn't happen any more after this build!

...and also a frankly astonishing number of minor bug fixes and general polish improvements to various editing tools!

As always, thanks so much to everybody who has provided feedback and bug reports! Next up on my list: a revamp to how game progression and technology unlocking works! More words soon. :)

-T

Hotfix v0.20.57

Bugfixes for v0.20.57:


  • Fixed "icy" terrain types to generate reliable ground shapes each time; previously they generated a different shape each time you loaded a save, which could cause complex scenery placements to become vertically unaligned. That should no longer happen after this build!
  • Fixed an issue where the monster zone placement tool could become confused about its state if you started using it in an illegal location (such as inside an unowned region). It's now much better-behaved in those situations!

Plus other miscellaneous small fixes and improvements!

-T

Hotfix v0.20.56

Another quick hotfix with a couple fixes for issues raised overnight!

Changes in this build:


  • Fixed an issue with buildings not following the terrain as they should have.
  • Fixed an issue with destroying dungeons.

As always, huge thanks to everyone who has submitted reports!

-T

Hotfix v0.20.55

Hi folks!

Over the last couple hours since releasing the Undo update, we've had a couple of issue reports mostly around the monster zone tool; I think I've fixed up the worst of the issues there!

This patch fixes the following bugs from the original Undo update:


  • If you completely destroyed a zone using a painting tool (instead of using a 'destroy' tool), then "undo" would fail to bring that zone back.
  • If you resized an existing monster zone using a painting tool, any monsters added or removed would not be correctly updated during an undo/redo.
  • If you aborted out of painting a zone by pressing 'escape' while the mouse button was still down, or if you dragged the painting tool outside of the game window and released the mouse button out over the desktop or another program, then the tool could get confused. In bad situations, this could eventually lead to a crash.
  • If you destroyed a dungeon, this could eventually (much later) lead to a crash.

I believe all of the above issues are fixed now in 0.20.55, but I'll keep monitoring issue reports and will add more fixes as required. Thanks so much for the reports of issues as they come up, everyone!

-T