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MMORPG Tycoon 2 News

Patch v0.22.24

Hi folks! A small bugfix/quality of life patch today:


  • Weapon sizes for a character can now be adjusted in the costume editor. (use the 'Weapon Scale' slider while adjusting the character's right arm to change the weapon's scale). We also now do some better placement of weapons if you change the model used for the character's right arm!
  • Fixed an issue which could cause the character type buttons in the class, NPC, and Monster design lists to occasionally flicker for a frame if you had more than 9 of one type of character and scrolled down in the window.
  • Prevent the user from setting a buggy building as 'online' while a developer is trying to debug it (naughty naughty!) :D
  • A few other miscellaneous fixes to the behavior of certain UI widgets inside grid widgets.

As always, big thanks to folks who've reported bugs and issues! Next up is a new 'Performance Update' (official name yet to be determined), which will soon enter public testing and should come to the live build in a few weeks!

Talk more soon,
-T

Small patch - 0.22.22

Hi folks! This is just a small patch with a couple fixes and improvements.

Changes in this patch:
  • Fixed already-placed monsters and NPCs not being given or updating their weapons when their character type's assigned weapon types are changed. (This was working in the initial release of the Weaponry Update, but was accidentally broken as part of a bugfix in Hotfix 1)
  • The character model editor preview now shows the character with a randomly selected one of the weapon types assigned to the class. If you'd like to change it, you can set the preview weapon to be used over on the model editor's "Settings" tab, and also change the ilvl of the weapon being previewed.
  • If you feel like a character's greatsword just isn't 'great' enough, or its dagger just isn't stealthy enough, you can now adjust the scaling of a character type's weapons, as an additional slider on the "Adjust" interface for the character type's right arm. (I need to find a better, easier-to-find place to put this, but it's functional over here for now!)


...also localisation updates and a couple other small bug fixes!

Talk again soon,
-T

Hotfix #2: 0.22.19

Hi folks, this is a second hotfix build that fixes two more extremely rare crash bugs that the hotfix from a few hours ago didn't fully catch.

I believe we should be good now! Thanks so much to everyone who reported issues!

Talk again soon,
-T

Hotfix build - v0.22.18

Hi folks! This is a hotfix build for the Weaponry Update from a couple days ago.

This update should be mostly unnoticeable; it's just fixes for miscellaneous bugs reported to us from that build.

These include:
  • Release trailers which include new player classes now show those new player classes using the weapons they're supposed to be using, instead of showing them all carrying swords. (oops!)
  • Fixed a crash which could happen when you unpaused the game, if you had destroyed and then replaced a player character class while the game was both online and paused.
  • Fixed single-frame animation glitches visible in the Ability preview window if you changed the character's model while viewing the ability preview.
  • Set up an archery target in the ability preview window, replacing the Giant Ominous Sphere Of Darkness™ as the target of previewed attacks.
  • Fixed an issue where pooled checkbox widgets were not being properly reset before being reused elsewhere in the UI. I
  • think* this was entirely benign, but it put some scary-looking messages in the game logs so I've fixed it!
  • Fixed a few small (once per run only) memory leaks; about 10-15kb of RAM was being leaked in total, and was reclaimed when the game exited. Not a big deal for anyone, but it makes my dev tools happier!

As always, huge thanks to everybody who filed bug reports or otherwise contacted us with issues; it makes such a huge difference to finding and fixing issues to have several different reports of each!

Talk again soon.
-T

The Weaponry Update

Hi everybody! It's time for our latest new content drop, which this time is actually kind of a hybrid content/feature drop.

[h2]New in this update:[/h2]

    New weapon models! Our limited old weapon models have been removed, and are now replaced by literally 200 new weapon models, spread across 14 categories, and mapped to increasing quality levels so that higher item-level (ilvl) weapons look cooler and more dangerous than lower ilvl weapons!

    Selectable weapon types per player class! For each player class, you can set none, one, or multiple weapon types for that class to use, so there's no more mages carrying axes or barbarians with wands (unless that's what you want!)

    For the first time, you can now also specify weapon types for your monsters and NPC characters to use!

    Since we now have visual differences between high-quality and low-quality weapons, we no longer hide low-quality weapons when their wielder outlevels them! So if you have a level 20 paladin who is still carrying around that flimsy old broomstick that he bought as a practice weapon when he was level 1, you'll see him carrying it around while you're looking at him and mocking his life choices.

    New combat animations! We've boosted way up from 4 combat animations to 20, across our two stances ("humanoid" and "quadruped"). You can now specify for each combat ability which animation it should use, and whether it should use a bow/crossbow/gun animation when one of those weapons is equipped. So if you want a healer class who fires off their heals using a crossbow when one is available, that's now possible!

    The complete list of weapon categories is now "Axes", "Bone Weapons", "Bows", "Crossbows", "Curved Swords", "Daggers", "Greatswords", "Guns", "Hammers", "Maces", "Spears", "Staves", "Swords", and "Wands", each of which contain between 10 and 20 weapon models tied to different ranges of weapon item-level (ilvl).

    By default you'll start with the "swords", "axes", and "wands" weapon categories available, and the other categories are available via development projects. (Or if you just want everything all at once, there's a Custom Rule you can apply to your save for that!)

    Note that only humanoids who have a humanoid right arm/hand can be given visible weapons. (Sorry about that, we just never figured out a way to attach a sword to a chicken's wing without it looking silly!)

    Also note that there was a minor issue with the old 'golem' costume which caused bow/crossbow/gun animations to play a little weirdly on that specific costume. If you're in an old save and have issues with a golem and those weapons, you may wish to reapply the new 'golem' costume preset to get the fix!


    ....and of course, there's also a whole bunch of bug fixes and other minor improvements that come alongside this update.

    In terms of "what's next", I've actually got another under-the-hood performance patch in testing just behind this one, which reduces VRAM usage and should deliver notable CPU performance improvements for folks with really large games. Expect to see that one within a week or two!

    Until then, big thanks to everybody who's been sending in feedback and bug reports; they're always huge helps!

    -T