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MMORPG Tycoon 2 News

Community Survey

[p]Hi folks, Leanne here today![/p][p][/p][p]For those of you I haven’t met yet, I’m the community manager here at VectorStorm. I’ve been here almost 3 years now and if you’re in the Discord, we’ve definitely crossed paths![/p][p][/p][p]I have something a little different for you today, and hopefully also a little exciting? Today I bring you… our first ever player survey! [/p][p][/p][p]It's 21 questions, mostly multiple choice, with 3 fun ones at the end. This will give you a chance to let us know what’s important to you for the future of MMORPG Tycoon 2 and how to make sure we make a game you’re excited to play. I know, I know. Survey’s are boring and take too long and we’re all very busy. But please know that if you can take five minutes to fill it out, we’d be very grateful! We’ll be closing the form in 2 weeks so don’t take too long to think of your answers![/p][p][/p][p]Oh, and those last 3 questions? They involve telling us anything and everything you want for the game, pitching a name to go in the player name generator, and pitching a theme for a future decoration style update, we'll pick our faves and have a vote on Discord.[/p][p][/p][p][/p][p]And as always, don’t forget you can come hang out with us and talk about all things MMORPG Tycoon 2 on Discord. [/p][p][/p][p]Okay I’m done now I promise, have a good one![/p]
  • [p]Leanne[/p]

v0.22.89 & A Modest Teaser

[p]Hi folks! We have two things for you today. First, bugfix build 0.22.89 is now live![/p][p][/p][h2]Here's what's changed:[/h2]
  • [p]Fixed several combat bugs when assuming manual control of characters and triggering combat abilities using keyboard hotkeys.[/p]
  • [p]Fixed 'heal', 'protect', 'weaken', and 'slow' visual effects to better match the sizes of the affected characters. (they could get lost inside really large characters, before!)[/p]
  • [p]Monsters now try to move to get into range for their shortest-range ability which is currently available to use, whether or not that ability is the next one in their combat schedule. This makes it much less likely for monsters to repeatedly skip over melee attacks because they were out of position, while still allowing them to back off to missile range while a slow-recharge melee attack recharges.[/p]
  • [p]Fixed multi-stage dungeon boss health values for high-level bosses, as their health values were scaling more quickly than the configured level power scaling, making them much more difficult foes than they should have been![/p]
  • [p]Fixed an issue which could cause parties to get stuck in "forming" state.[/p]
  • [p]Tweaked tutorial messaging around assigning developers to projects, which had been causing confusion for some new players.[/p]
  • [p]Made a number of small fixes to using scenery painting tools inside dungeons.[/p]
  • [p]Fixed a crash if you tried to force-quit the game while it was saving.[/p]
  • [p]Fixed the New Game Summary page to show the correct statistics values.[/p]
  • [p]Fixed dungeon monsters respawning if you had configured monsters respawns to happen instantly. (dungeon monsters aren't supposed to respawn at all, even if no delay is set on respawns!)[/p]
  • [p]Fixed price sync on newly placed buildings.[/p]
  • [p]Fixed parties sometimes not gathering properly.[/p]
[p]That's live on the default branch on Steam right now![/p][p][/p][p]And for those of you who'd like a preview of what's coming next, here we go:[/p][p][/p][h2]A Sneak Preview of the Next Update:[/h2][p][/p][p]Now it's time to talk about the upcoming update that I've been working on for the last month or so! It's something I never thought I'd be able to put into MMORPG Tycoon 2 without exploding our save sizes, but our main artist said something that inspired me to think about terrain in a different way, and.. I had to do it![/p][p][/p]
Terraforming
[p][/p][p]New in the next update, you'll be able to edit your game's terrain in far more detail than ever before. You can now draw directly on the terrain to change its height:[/p][p][/p][p]This same system will let you flatten areas of the terrain, lift areas up or down, recolor it, create regions of lake or water, and do all sorts of other new stuff![/p][p][/p][p]As part of this, you can now label parts of your world![/p][p][/p][p]And of course, with the new ability to place bodies of water anywhere you want, you'll be needing[/p][h2]Bridges[/h2][p][/p][p]On launch, we'll have nine different bridge models available within the game, all of which can be made long or short, straight or curved, etc.[/p][p][/p][p][/p][p]So.. the question people always ask at this point is about when the release of these new features will be, and the disappointing answer I always have to give them is that I'm not entirely certain! I'm hoping that it'll only be a week or two more; I'm fixing bugs pretty much as quickly as we find them, and once it all seems fully stable, we'll be rolling it out on the main default channel![/p][p]But if you're feeling a bit adventurous, this update is accessible right now on our public 'test' build ; please come join us and try it out! From the Steam library just right-click on the game and go to 'Properties', switch over to the 'test' beta branch, and let Steam download the update! And you can use our discord server or the in-game bug report/feedback tool to let us know what you think![/p][p][/p][p]I'll be talking to you all again soon, when this gets rolled out to the main default build, and I begin work on one of our next big roadmap item: Factions. [/p][p]Thanks so much to everyone who's sent us ideas, feedback, bug reports, and everything else![/p][p]-T[/p]

v0.22.84

[p]Hi everyone! I'm still working on the next big feature update, but I wanted to release this side update which contains various bug fixes and small improvements I've made to the current build over the past few weeks.[/p][h3]Here's what's new:[/h3]
  • [p]Fixed subscribers in parties panicking and forgetting about their party each time they face-pulled a new monster when they were already in combat. (this would often lead to the subscriber abandoning the combat and running away toward the dungeon exit until they had a chance to calm down. If they actually reached the dungeon exit, they actually would leave and then get kicked from their party for desertion). [/p]
  • [p]Fixed a timing-related multi-threaded game crash which could rarely occur if the last member of a party left the party on the same frame when a save happened to begin. (the save would fail)[/p]
  • [p]Fixed a timing-related multi-threaded game lockup which could rarely occur if you were editing the map using a terrain painting tool on the same frame when a save began. (the save would still succeed, though)[/p]
  • [p]Fixed combat ability ranges to ignore height differences between characters, as intended. This fixes cases where a player would repeatedly move into a spot that they thought was in range for a combat attack to be legal, when it actually wasn't, if the combat was occurring on a steep slope.[/p]
  • [p]When using the 'Destroy' tool, if the cursor is over a road that runs through a monster zone, prioritize destroying the road, instead of the monster zone.[/p]
  • [p]Tweaked the game simulation scaling code for really large saves, just to give players and monsters in really packed regions a little extra time to think, This won't have any effect on most of the saves we've seen from players, but if you have a really big game with really densely packed regions, this adjustment might help for you![/p]
  • [p]Made a small rendering performance optimization to outline rendering.[/p]
  • [p]Fixed the game getting stuck in the load screen while loading a specific user save we've received. Somehow a NaN (which stands for "Not a Number") had gotten into a monster's aggro threat table and the code which was trying to fix it was getting trapped in an infinite loop trying to remove it. (Fun Computer Science reasons, NaN is defined as not equaling itself. So if you go looking for the NaN value by checking to see whether it equals NaN, you'll never find it!)

    Anyhow, If you're that user, thanks for sending the save to us and this fix was for you! :D[/p]
[p]As I mentioned above, I'm currently midway through work on the next big feature update, which is planned to include a some exciting new terrain editing features (because I finally figured out how I could implement them without exploding our save file sizes!), along with new placeable bridges, and a few other bits and pieces.[/p][p]There's no definite date for that update yet, but I'll be posting a 'Preview' announcement once it's ready for early testing; I'm very much looking forward to that![/p][p]Talk more soon,[/p][p]-T[/p]

Hotfix - v0.22.81

Just a few more small bug fixes for this week's main update:

  • Fixed undo and redo for edits which created two or more travel buildings in a single action.
  • Fixed dead players who got teleported into a graveyard sometimes sitting down there and trying to rest to recover health as if they were alive, instead of turning into a ghost as they were supposed to.
  • Fixed players who logged off while dead being brought back to life the next time they logged in - but still on zero health, so they just immediately re-died wherever they were standing.

-T

Hotfix v0.22.79

Hi folks, another small update fixing issues which have been noticed over the last 24 hours:

Fixes:
  • Fixed 'undo' to correctly restore building services and their pricing when undoing the destruction of a building.
  • Fixed ghost players occasionally getting stuck inside their graveyard.
  • Fixed a crash that could sometimes happen while destroying transit buildings.
  • Fixed a severe performance regression in yesterday's update, which mostly affected really large games with lots of heavily overloaded regions.
  • Fixed the 'active mods' window not showing up on the desktop interface unless you resized the screen first (or otherwise changed video format).

As always, big thanks to everyone for your feedback!

-T