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MMORPG Tycoon 2 News

The Creativity Spike: Walls

Hi folks! With this build we're starting our "Creativity Spike" series of small updates which update the game's placement and creation tools.

First, up, walls!

Headline features in this build:
  • Walls now use real models! When selecting the wall placement tool, you're now given a palette of wall styles to select from, ranging from the old castle walls (now with battlements!) to fences and even giant walls of ice.
  • When placing walls, you can now optionally lock them to specific angles, and choose whether they should snap together.
  • Big improvements to the model palettes used for most model pickers, so far less scrolling is required to find things. (Exception is the Set Dressing buildings, which will receive the same fixups in the next update)


Other notable updates:
  • Nerfed the 'Social' MMO type's starting stats to bring it in line with other types:
    - Hugs 15->14
    - Gibs 2->1.
  • Quality of life improvements to the UI for changing quest destinations.
  • Fixed a bug where AI were repeatedly failing to do quests to kill elite monsters.
  • Dramatically reduced RAM usage while loading really large saved games.
  • Fixed a bug which was generating "These monsters are too easy" thoughts when players completed a quest which had been given a 0 XP reward.
  • In the "Player Info" window, we now show total logged in time using simulation time, not real-world clock time.
  • Adds a slider to the ability editor, which lets you display the ability's effects at different player/monster levels.
  • Improved comically bad "Optimal DPS" calculation for classes. (It's still not doing quite the right thing to estimate DoT attacks, but it's a whole bunch closer than before!)


...plus a bunch of other small improvements and bug fixes!

We should be back soon with set dressing building updates in the very near future, and then more exciting new stuff shortly after that!

-T

EDIT: Just pushed out 0.18.1, which contains a hotfix for a bug regression which made it difficult to change the name of combat abilities. That should be fixed now!

Patch notes - v0.17.247

Hi everyone! I'm now well and truly working on our next major update (the "Creativity Update", which will be followed by the Dungeon update); this one is a smaller update with various fixes and quality of life improvements in the meantime!

New in this build:
  • Streamers now revisit your game each time you release a new major version update.
  • Giant speedups to how long it takes to load big, complicated games.
  • Vastly improve the navigation mesh that's generated around buildings, so that players can actually walk much much closer to the visible walls of buildings! This fixes all sorts of annoyances like buildings placed close against one side of a path blocking the entrances of buildings placed close against the opposite side of the path, and similar. Old saves will have their navigation meshes automatically rebuilt during the load to get this benefit.
  • Fixes a broken title string on the save overwrite window.
  • Fixes a crash bug when you select a character class which has quotes in its name. And unrelated to that, you can no longer put quotes into character class names (because we're going to start using them as filenames within the Creativity Update, so no more non-filename-legal characters allowed!)
  • In preparation for the Creativity Update, hardened loading of scenery from saves so that we can better cope with save files that contain scenery models that aren't actually currently installed (perhaps due to having been saved in a version of the game which had different scenery models available).
  • Fixes another situation where a character could accidentally use abilities on themselves when they meant to use them on another character. (This time, it was if you converted an ability which used to be a self-only heal into an attack which was supposed to affect enemies. Fixed!)


Thanks so much for your feedback, everyone! It always makes a huge difference! :D

-T

Bugfix hotfix - 0.17.241

One of the crash fixes in the patch earlier today accidentally made it impossible to change the rewards on individual quests. This hotfix restores that ability!

Sorry for the inconvenience!

Bug fixes - v0.17.240

Fixes in this build:

  • Fixes a crash that was extremely rare on Windows and common on Linux, during or shortly after creating a new combat ability.
  • Fixes a crash if you're looking at an NPC's quest list while destroying the places that those quests were sending players to.
  • Fixes a crash if you select the last thing in a region's "Contents" list and then destroy it and then click on something else in the "Contents" list quickly enough.
  • Fixes a crash if you start editing an ability prefab and then delete the ability prefab with the editor still open and then try to save your changes to the ability prefab.
  • Improvements to animation logic.
  • Adds an explanatory note to the level selector widget when setting region levels, to explain how to select multiple levels.
  • Vastly improves the "Optimal DPS" calculation for classes to match the combat mechanics of Combat 2.0.


...and miscellaneous small adjustments here and there.

Thanks for your patience, folks! :D

Bugfix patch - v0.17.234

  • Fixes a potential game lockup if subscribers try to form a social circle somewhere where there isn't enough free space to form a social circle. (This was most common in tightly compressed towns with tight walls around them built right in a corner of a region. Many thanks to several folks who submitted save files demonstrating this problem!)

  • Removes two errant 'giant mushroom' models which were sitting on their side. They were accidentally added to the game during our recent rebuild of the scenery systems in preparation for Workshop support). If you've actually used either of those models, it'll be automatically replaced with a correct giant mushroom model the next time you load your save.

  • Fixed some misbehaviour that could happen if you tried to save a "Fireball" ability prefab and then also save a "fireball" ability prefab on a computer which uses a case-insensitive filenames.

...and a bunch of other smaller bug fixes!

Big thanks to everybody who has submitted bug reports and save files exhibiting problems; they make it much easier to track down and fix these sorts of problems!