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MMORPG Tycoon 2 News

Patch v0.26.24

[p]Hi folks![/p][p]This is just a small patch with a couple very targeted fixes:[/p]
  • [p]In the last patch, I accidentally broke our map seeds system, so a seed from an earlier build was now building different maps than it did before; this commit fixes that, and we're back to our traditional map seeds![/p]
  • [p]Also in the last patch, sometimes (although rarely) a map would be generated containing one or more empty spaces (they appeared as large grey areas on the map), and all sorts of bad things would happen if you tried to interact with those empty spaces, sometimes including just moving your cursor over them. We've now fixed that to stop it from happening any more, and for saves which have already been generated containing those empty spaces, we now fill them in with ocean during the load, so those saves should all be good now![/p]
  • [p]There's also a fix for an issue that could happen if a subscriber who isn't in a party but is inside a dungeon gets so angry that they decide they want to grief other subscribers, and starts to try to figure out whether there's a monster they can lure into a starting area. Now fixed![/p]
[p]Most of my time is still going into the upcoming Factions feature build. I'll have more details on that once I have things to show off![/p][p]-T[/p]

Patch v0.26.20

[p]Hi folks, this is just a very small maintenance patch to address a few stability issues we've seen reported over the past week or so.[/p][p]Changes:[/p]
  • [p]After continuing to see (admittedly very rare) triangulation failures reported by a few players, we're switching to a new triangulation system which hasn't yet had a single failure reported after a week in our 'test' branch, so.. hopefully this time we've cracked it! (this system is responsible for taking painted shapes and turning them into geometry we can render in the world; monster zones, districts, things like that)[/p]
  • [p]Fixed a new crash bug if you tried to paint a dungeon floor without first selecting the color you wanted to paint it (oops! This one snuck in while I was consolidating all of our painting tools to use a single set of logic instead of having big chunks of duplicated code everywhere)[/p]
  • [p]Improved the performance of entering/leaving the character costume editor screen, so the stutter is now much less bad. (it's still worse than it should be, but I'm saving further improvements for a larger patch with a longer testing period!)[/p]
  • [p]Updated our (very!) old version of GLEW from 1.11 (1.10 on Linux!) to version 2.3.1), which slightly simplifies the game startup process and works better with modern OpenGL drivers, and just is slightly less embarrassingly old now. (version 1.11 was released almost 12 years ago! I feel so old...)[/p]
[p]Big thanks to everybody who has reported issues! I'm hoping that this addresses all the critical ones.[/p][p]We'll talk again soon, once Factions gets to a stage where I'm ready to start showing it off![/p][p]-T[/p]

Patch 0.26.15

[p]Hi everyone![/p][p]Ordinarily I'd put this information down below the changelog, but it's important enough to put it up top; we've had multiple reports from players that Discord's latest overlay seems to be causing severe performance problems for MT2, even when the Discord overlay is disabled for the game. [/p][p]It doesn't appear to be affecting everybody -- we're still trying too figure out the common factors between the people experiencing the problem -- but if you think it's affecting you, a temporary workaround is to turn Discord's overlay feature entirely off. In Discord's settings, in the "Game Overlay" tab down near the bottom of the list, turn off both "Enable Overlay" and "Enable Legacy Overlay". Alternately, I'm told that some players have had success by putting MT2 into either regular "Windowed" or a true "Fullscreen" video mode, in its video options.[/p][p]If this issue has affected you, we'd be very interested to hear about it! Even if the above fixed it for you, it'd be super helpful if you could send us a bug report in-game from the computer which showed the problem -- those bug reports tell us some details about your hardware and drivers that might help us figure out the common factors to who is being affected![/p][p][/p][p]Anyhow, enough about that; you're here to hear about what's changed in the patch! So here we go:[/p][p][/p][p]Changes/fixes in this patch:[/p]
  • [p]Placement tools now work correctly when the camera is rotated or moved while the placement is happening. (so for example, you can now make a ring of scenery items by rotating the camera around a point while holding down the left mouse button in the scenery painting mode)[/p]
  • [p]Improved the speed of middle-click camera movement, which previously was far too fast![/p]
  • [p]Improved selection outlines to improve the look of bridges and some other structures which descend below the ground, when selected.[/p]
  • [p]Fixed the "Tech" list in the Development window to update immediately when dev projects become available or unavailable. (previously they only updated when you closed the window and then reopened it)[/p]
  • [p]Fixed a crash bug if the user destroyed a district (using the 'backspace' hotkey) while in the middle of an interactive drag changing the district's height or spread.[/p]
  • [p]Fixed camera jitter when focused on parties.[/p]
  • [p]Fixed the descriptive string shown when an ability has no effects assigned to it.[/p]
  • [p]Fixed a crash bug if a player tried to enter (or exit) a modular building which had no entrances.[/p]
  • [p]More aggressive polygon simplification of dungeon floor paints.[/p]
  • [p]Fixed the display of entrances on modular buildings during placement and movement.[/p]
  • [p]Fixed a bug with the 'Custom XP Amount' spinner widget in the boss monster information window, which wasn't responding to clicks correctly or allowing a value to be typed directly into it. Now fixed![/p]
  • [p]Switched NavMesh generation back to a newer, more advanced system which I think should now be working for everyone![/p]
  • [p]Improved wall-vs-wall obstruction detection during placement, and fixed a bug which could result in a newly placed wall being drawn in red instead of the correct colors.[/p]
[p]Thanks so much to everyone for your patience and help while these fixes came together and while we figured out what was going on for some players re: performance! [/p][p]I'm now well and truly onto faction development and I'm super excited to talk more about that in the near future![/p][p][/p][p]-T[/p][p][/p][p]Edit: This note was originally published for version 0.26.13. I've since updated the build to 0.26.15, which contains a fix for a monster zone placement crash which snuck in when I unified all of our various painting tools into a single paint system as part of this patch. The crash occurred if you tried to place a new monster zone without first setting a monster type for it; we missed that in our testing! Apologies to any players who bumped into it![/p]

Hotfix v0.26.6

[p]Hi folks, this is a follow-up hotfix for further issues reported since yesterday's patch![/p][p][/p][p]Fixes in this update:[/p]
  • [p]Fixed another case where the game could potentially get stuck in an edit. (1 report)[/p]
  • [p]Fixed a few 'grass' variants which were generating obstructions when they weren't supposed to.[/p]
  • [p]Reverted to our old navmesh generation system, as the new system was occasionally failing in exciting ways. (this should fix the "Multiple triangles on an edge" error message reported by 4 players)[/p]
  • [p]Fixed dungeons automatically turning themselves on as soon as they deemed themselves valid for subscribers to use, even if you were still editing them.[/p]
  • [p]Fixed dungeons being turned off after being destroyed and then having the destruction undone.[/p]
  • [p]Made some big improvements to navmesh lookup times for big saves, to improve performance when things end up slightly off the navmesh.[/p]
[p]Thanks so much for your patience as we've ironed out these little glitches![/p][p]-T[/p]

Hotfix v0.26.3

[p]Hi everybody![/p][p]This is just a quick hotfix build to address a few issues reported by players in yesterday's update.[/p][p]Fixes:[/p]
  • [p]Fixed region lift/lower sometimes happening at surprising speeds.[/p]
  • [p]Fixed an issue which could be caused by scenery items being moved during terrain edits (this showed up as a "AddObstruction called when an edit isn't in progress??" error message)[/p]
  • [p]Fixed an issue which could result in the game getting confused about when scenery edits were ongoing, which resulted in an assertion failure during game shutdown (this showed up as a "Stopping edit manager when we were in the middle of an edit?" error message) [/p]
  • [p]Potential fix for an issue which could result in an assertion failure during quest creation, for quests which targetted buildings which had no entrances.[/p]
[p]Huge thanks to everyone who reported issues![/p][p]Talk more soon,[/p][p]-T[/p]