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MMORPG Tycoon 2 News

Community Survey Results!

[p]Hi folks![/p][p]It’s been a minute since I was last here saying hi, so allow me to reintroduce myself! I'm Leanne and I handle all things communications related here at VectorStorm and today I'm here to present you with the results of our first ever player survey![/p][p]Here are a few of the insights we've taken from the surveys:[/p]
  • [p]In total, there were 1,729 responses![/p]
  • [p]49% of those responding also play World of Warcraft, which definitely tracks with some of the amazing builds we've seen players share in Discord.[/p]
  • [p]64% of responders say they basically no-life the game. Nice! [/p]
  • [p]Number of names I had to delete from the name suggestion list: so so many. This is why we can’t have nice things.[/p]
  • [p]The top requested features were; Guilds, Raids and Crafting/Gathering. [/p]
  • [p]Factions & World PVP is the most anticipated roadmap milestone (honestly, we didn’t need a survey to tell us that!)[/p]
[p]And now, for the thing you really want. We asked for suggestions for future building item themes and you really delivered. So many awesome submissions, it took a while to cut the list down to a few. Without further ado, your options are;[/p]
  • [p]High Elves[/p]
  • [p]Druid[/p]
  • [p]Eldritch[/p]
  • [p]Jungle[/p]
  • [p]Log Cabin[/p]
  • [p]Atlantis[/p]
[p]We’ll have a poll posted shortly on our Discord, so make sure you come join us there so you can get your vote submitted. We’ll also have some reference images of the types of things we’re thinking about, based on other games, to give you an idea of what we’re aiming for. Please note that whilst ‘Atlantis’ would thematically be as if it were under water, actual underwater zones aren’t in the game and aren’t planned. [/p][p]That about wraps it up for me for now, so as always come find us on Discord! We’re very active there, with regular test build updates and insights into development, so come say hi.[/p][p]Thanks,[/p][p]-Leanne[/p]

Exotic Art Themes

[p]Hi everyone![/p][p]In this big content update, we've gone outside our usual box and have two new art packs with styles outside of our usual high fantasy genre![/p][h2]New themes:[/h2][h3]Wild West[/h3]
  • [p]A full set of functional buildings in an old west style![/p]
  • [p]A new modular building type, perfect for making frontier settlements![/p]
  • [p]A mine cart bridge type![/p]
  • [p]Two new customisable character costumes - the cunning Desperado and the implacable Gunslinger.[/p]
  • [p]Almost a dozen new western-style scenery items![/p]
[h3]Pulp Sci-Fi[/h3]
  • [p]A full set of functional buildings made from repurposed rockets and spaceships![/p]
  • [p]A sci-fi laser wall![/p]
  • [p]Two more new customisable character costumes - the Astronaut and, of course, we couldn't do pulp sci-fi without providing a green-skinned alien![/p]
  • [p]Almost two dozen new pulp sci-fi era scenery items, including even more spaceships! (we might have gotten a little carried away with these)[/p]
  • [p]Did somebody ask for ray guns? This art pack also contains a full "ray guns" weapon category with about twenty ray gun models which progressively upgrade as your players gain levels![/p]
[p]Both these new art packs are being classed as "exotic", and are available to be developed from the usual development projects menu; the same place where you start work on normal art packs.[/p][p]And of course, there's also the usual collection of bug fixes and small UI improvements. We hope you'll enjoy this little diversion from our usual world look and feel, and we'll definitely be adding more exotic art packs in future updates! (We'll have a poll about this and other things in the near future, as well as finally delivering the long-awaited results of the last user poll!)[/p][p][/p][p]On a personal note, I want to give a huge "thank you" to my fantastic producer and artist pair of Liam and Liam (respectively), who managed to pull this whole content update together almost entirely on their own while I've been away from home, helping out my father after the sudden death of my mother earlier this month. Liams, you two are the best.

New Map Options - 0.23.11

[p]Hi folks! This small update contains a few new requested features, along with performance and quality of life improvements.[/p][p]What's new in this update:[/p]
  • [p]Adds a new customization which lets you choose to have larger or smaller regions, when creating a new game map. (Note that the overall size of the map is unchanged; you'll have slightly fewer regions if you request they be large, and slightly more if you request they be small). Related to that, the map layout interface has been revamped to look nicer![/p]
  • [p]Disabled the flashing red visual effect on objects which aren't receiving enough bandwidth; it could actually result in a surprisingly large performance hit if you had a lot of buildings which were outside of bandwidth areas! Now buildings which aren't receiving network bandwidth get darker and get a flashing lighting bolt icon that should hopefully be more intuitive for players to understand, and also it'll render just as quickly as fully functional buildings![/p]
  • [p]District titles are now hidden during cutscenes; either the intro cutscene or release teaser cutscenes.[/p]
  • [p]Removed the apply/cancel buttons when configuring a region's sky; those settings now take effect instantly![/p]
  • [p]Fixed region fills and outlines not being drawn in the "Grid" view.[/p]
  • [p]Fixed duplicate, unnecessary redraws of scenery items within the model selection UI when opening scenery placement tools. (Previously, each model image was being pointlessly redrawn three times; now they only get drawn once!)[/p]
  • [p]Fixed the appearance of doors in the door placement UI inside Dungeons. (They had been drawing in "Unlocked" state, now they are drawing in "Locked" state, as intended)[/p]
  • [p]Changed the visible "IM" icon representing sent/received instant messages to one that hopefully is more intuitive to people![/p]
[p]Thanks so much for your all comments and feedback, everybody! We're now pushing toward our next big content update which should arrive in a few weeks time, as well the big Factions feature update which will likely hit early next year![/p][p]-T[/p]

Update v0.23.6

[p]Hi folks! A small update today:[/p]
  • [p]Improved district title customization; you can now set three different colors (both ends of the title gradient as well as the title outline color), and can also set exactly where you want the title to appear within the district.[/p]
  • [p]Fixed recoloring of water during initial lake district placement, if you had configured that.[/p]
  • [p]Fixed a rare case where non-walkable terrain (mountains, chasms, etc) could sometimes incorrectly override flattened districts which were drawn over that terrain and set as walkable.[/p]
  • [p]Fixed a rare assertion failure involving terrain painting tools and opening and closing the "Design", "Reports", or "System" menus.[/p]
  • [p]Fixes to the new "spinner" UI widget's drag-to-edit functionality, which fixed some awkward UI issues during combat ability editing.[/p]
  • [p]Applied the new "spinner" UI widget's changes to the related "integer spinner" widget. This improves several UI elements throughout the game.[/p]
  • [p]Fixed the map layout preview during the New Game UI flow to look much nicer and less garish.[/p]
  • [p]Quest chains now have their level set based only upon their hunt quests (if there are any hunt quests in the chain). This really only matters for multi-level regions; if you have a region which has (for example) players of level 1-10 and you have a quest chain which consists of five "Fight those level 1 monsters" quests and one "Go talk to that other quest-giver" quest, previously the quest chain was considered to be level 1-10, because the "go to" quest on the end wasn't combat and was considered appropriate for any level. Now the quest chain is instead treated as level 1, so you won't have level 10 players trying to do the quest chain just to get to the later quest in it.[/p]
  • [p]High-level players no longer ignore low-level monsters. They don't seek them out and they don't feel particularly happy about winning the fight, but if they end up in combat with them they will kill them instead of just walking away.[/p]
  • [p]The "What's New" window no longer appears for first-time players -- leave them alone and let them get on with starting their first game![/p]
  • [p]For non first-time players, if we're going to show them the What's New window (because there has been a new major update since their last run of the game), then open the window after their MMO launcher window, so the new update information appears on top and they can actually read it![/p]
[p]Thanks so much for your feedback and issue reports, everyone![/p][p][/p][p]-T[/p]

Hotfix v0.23.1

[p]Hi folks! This update contains fixes for two issues which were found pretty quickly after the most recent update went out:[/p]
  • [p]Fixed the game failing to launch on SteamDeck, regardless of whether it was trying to run the native Linux build or the Windows build via Proton -- It didn't like one of our shaders! I've now placated it, and seems to be happy again.[/p]
  • [p]Fixed being unable to enter the 'Character Design' interface for players, monsters, or NPCs past the first eight. I'd done something which subtly broke how scrolling worked and never noticed! Now fixed.[/p]
[p]So that's all for this little hotfix update. [/p][p]But hey, while I have you here, it's been pointed out to me that I didn't mention all the new things in the Rivers&Bridges update. I completely forgot to mention that we added four new water-themed character costumes (including a diver, a fisherman, a narwhal, and a platypus!). [/p][p]We also added a bunch of new water-themed scenery items including buoys, lanterns, lily pads, a fishing boat, and more! So.. please enjoy those bonus additions as well, and we'll talk again soon![/p][p]-T[/p]