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MMORPG Tycoon 2 News

Update notes for v0.19.123

Hi folks!

This is a very small patch that fixes a few save file compatibility issues with our next big feature update.

There should be no visible changes at all in this build, but I do hope to be posting a much more lengthy and exciting set of patch notes in the next few weeks. It's all finally coming together! :)

-T

Hotfix v0.19.120

This is a very small hotfix which fixes a crash bug which occurred in the previous build if you loaded a save, quit back to the title screen, loaded into a save again, and then a new subscriber joined that game.

Apologies for missing that one, and big thanks to everyone who reported it!

Best,
-T

Dev Update - v0.19.119

Hi folks! This is a small general update with some performance improvements and some placement tool improvements. These include:

  • Improved the wall placement tool to make it easier to join walls together.
  • Walls now do a much better job at reliably building obstructions into the navigation mesh. (previously they would sometimes be truncated or have small gaps in tight corners)
  • Vast speedups to navmesh generation, especially in regions containing a lot of walls.
  • Fixes an issue with pasting multi-line text into a single-line text edit box.
  • Fixed a lot of activities which weren't testing the 'island' system to validate themselves, which could result in subscribers getting stuck in a pathfinding loop, which would then hog pathfinding threads and cause other subscribers to spend a lot of time standing around and waiting for legitimate paths to generate.


Big thanks to everyone who submitted saves to demonstrate these issues! They made it a lot easier to track down the problems!

-T

Hotfix - v0.19.112

This is a very small update which contains bugfixes to address issues reported by the community, mostly to do with destroying cross-region teleporters and vehicle paths.

Hotfix - v0.19.107

We've had a few reports of crashes-on-load in the update from a couple hours ago; they pointed to trouble in one of our debug visualisations (which are all disabled by default, but were being generated whether or not they were visible). In this build I've temporarily disabled those visuals while I figure out and fix the issue. Sorry for the inconvenience!

This change has no effect on the game except for temporarily removing one of the debug visualisation options while I figure out the underlying issue.

-T