1. MMORPG Tycoon 2
  2. News

MMORPG Tycoon 2 News

Bugfixes - v0.20.104

Hi folks!

Short one today with various bugfixes that I didn't want to delay until the upcoming "Progression" update:
  • Fixed the 'undo' of destroying elite monsters or monster zones to correctly also restore any quests targeting them that were automatically destroyed.
  • Fixed the crash reporter ignoring presses of the "Don't Report" button. (I'm facepalming
  • so* hard over this one! Big apologies, everyone!)
  • Fixed scenery items not being placeable on dungeon walls.
  • Fixed a possible crash if you used keyboard hotkeys to switch between editing tools while in the middle of using an editing tool with the mouse.
  • Fixed some extremely rare issues which could very rarely occur during new map generation, resulting in invalid map layouts.
  • Fixed a subtle bug which could result in structures inside a dungeon instance trying to modify pathfinding data when they shouldn't be doing that.
  • Fixed several multithreading-related race conditions during the game loading process.
  • Fixed a missing name string for the "Sinister Dungeon Entrance" model. Whoops!

...and of course, there's a whole bunch of other, smaller bugfixes in here, too.

And with that, I'm diving back into the Progression Update, which is turning into a larger (and more exciting!) change than I'd initially expected; more details soon!

-T

Hotfix - v0.20.100

Hi folks, this is a small hotfix for issues reported after the Feudal Update from a few days ago.

New in this build:


  • Fixed a bug which caused a crash when loading certain very old save files if a whole series of criteria all happened to line up in exactly the wrong way. If you had an old save that was failing to load, they should now work correctly again!
  • Fixed a bug which could sometimes result in a crash if you paused the game and destroyed a player class while a player of that class was in combat and an enemy had a ranged attack projectile already in flight and which was
  • just about* to hit the player, AND you then created a new player class to replace the old one before unpausing the game. Now fixed!
  • Fixed a crash bug that would happen if you were shown a crash report and chose not to submit it.

Big thanks to everybody who's sent feedback and bug reports, especially those who provided example save files for tracking down that first bug in the list! I've been trying to figure out what was causing that one for *months*, and it's only those user-provided saves which finally helped me locate and fix the issue!

-T

Feudal Update

Hi folks! This is another content update with even more new models for decorating and customising your game worlds!

We have a relatively short list of code changes and bug fixes this time, as nearly all my own time is going into the upcoming Progression Update, so you can think of this one as an "Oops, All Art!" update.

New in this update:
  • A complete new set of functional buildings, and a new matching modular building set!
  • A new wall style!
  • Several new scenery items!

Bug fixes:
  • Fixed an assertion which could be triggered if you unluckily quit the game during the exact moment when we were capturing a screenshot.
  • If the game crashes while loading a save, the game will now submit the save file as part of the crash report. We've very rarely received reports of failures to load and upgrade particular extremely old saves, and this should help me to track that down and fix it!

And that's it! Next up is the Progression Update, which changes how version upgrades, character slot unlocks, and technology unlocks all happen. I'm really excited for that next update!

More details to follow.

As always, you're very welcome to join us at our official Discord server, where you can come hang out with us and other players, compare builds, and even test updates (like this one!) a few days in advance of them going live on Steam. We'd love to see you over there!

-T

Hotfix v0.20.93

Hi folks! This is a hotfix for yesterday's update which was resulting in crashes when people tried to save their game, if they (presumably accidentally) had the ancient "Slow saves" debugging option enabled.

In this hotfix build, I have both fixed the bug and also entirely removed that option; nobody should be using that old "slow saves" algorithm any more! It's old and slow and used a silly amount of RAM during saves; the new system (which has been in the game for well over a year at this point) is just categorically better in every way.

Otherwise, there is no difference between this build and the previous one. Apologies to anybody who was affected by that bug, but also, prepare to enjoy much zippier saves from now on in this new build!

-T

Monosaves

Hi folks! Every once in a while we release an update containing only "under-the-hood" changes, and this is one of those. A lot of people don't really care about the back-end technical stuff, and that's totally fine; please feel free to skip down to the 'Also in this build' bugfix section at the bottom of this post if that's you!

But for me, the most exciting parts of this update are up here at the top, and maybe you'll like them too!

New in this build:
  • New save file format!

    Previously, when saving a game we saved out three separate files; the save itself, a tiny "meta" file which contained information
  • about* the save, to be used in the desktop interface and elsewhere (this is how the desktop knows how many subscribers you have in every save file without actually loading them all), and a screenshot of the save to be used in the desktop launcher interface. Now we save all of those three things into a single file. A "monosave", if you will. This dramatically simplifies backing up saves and submitting them in bug reports and etc; there's only one file to copy and sync, now!

    The most exciting part of this is that the new "monosave" file format is forwards compatible with old versions of the game; saves from this build
  • can* still be loaded in older builds! (I'm downright
  • smug* over figuring out how to make that work!)

    Side-note: we are still saving out a separate 'meta' file when we save, just in case somebody does want to jump back to an old build of the game which would prefer to have those meta files, but starting from this version of the game we only read 'meta' files when loading really old saves which aren't in the new monosave format.


  • Better handling of file system errors!

    If you run out of disk space while saving the game, we now tell you about it and let the game keep running, so you can alt-tab out and maybe clear up some room then try again!

  • Better handling of file errors!

    Previously, if you tried to load a corrupted or truncated save file, the game would do its best to load as much data as it could from the file, but would then leave the rest of the data empty; in a worst-case scenario, it could act as if it had successfully loaded your save but leave you with a brand new and completely empty game! Now we'll instead pop up an error message to let you know that the file was corrupt or unreadable, and return you to the in-game desktop interface so you can try loading one of its periodic backups instead.

  • Running low on disk space?

    We now check for low available disk space while you're in the in-game desktop interface, and we'll display a warning message if your disk is almost full, just as a gentle reminder that you might want to clear up some space before starting or loading into a game.

  • Saved pathing

    Wait, what's this one doing way down here? This totally belongs right up at the top, certainly above the boring back-end technical stuff like "new save format"!

    In this build, we now save and restore the paths that players were following at the time of the save. This fixes an
  • old* old bug which caused players who were on flight paths or on board vehicles when a save happened to fall off of them after a load. (which could often wind up with those players drowning in the sea or ending up in inactive or high-level regions and then re-spawning somewhere super inconvenient).

    Similarly, players who were waiting at a vehicle depot when the save happened will continue waiting there after the save is re-loaded, instead of changing their minds and wandering off to do something different!


Also in this build:
  • Fixed a bug in the previous update which had the "alchemy_desk_a" scenery item displaying the "alchemy_desk_b" model. Oops!
  • Fixed a bug which was causing gravity to not be applied to certain combat effect sub-particles (water droplets, little bits of gravel falling off of larger rocks, etc); this has actually been broken since the Dungeons update and nobody had mentioned it to me!
  • Fixed tab colors for second-level tabbed window interfaces (for example, in the ability editor and in the character model editor); unselected tabs were being drawn in the same color as selected tabs, which could make it tricky to see which tab was selected! Now fixed.


Thanks so much to everybody who did early testing of this update!

Will talk again soon!

-T