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MMORPG Tycoon 2 News

Oops! The Undo Update is here!

Hi folks! It's another big update, closing out our Creativity Spike #2. This one went a little longer than expected as it ran into some unexpected roadblocks, but we got there in the end!

This time, there's just one feature in the update, but it's a huge one, once again touching most of the game.

[h2]What's new:[/h2]
  • [h3]Undo![/h3] Editing actions in the game are now nearly all undoable. Placing objects, destroying them, moving them around, painting terrain, splitting roads, etc; nearly every placement-related action can now be undone and then redone, using the "Undo" and "Redo" buttons (or control-Z and control-Y, respectively).

    There's now a small window in the top right corner of the screen which shows the next items in the undo and redo stack, so you can always be sure what will happen when you hit 'undo'.


Thanks so much to everybody who's sent in bug and crash reports, feedback, general enthusiasm, and especially to all the folks who've been testing this feature early while it's been in development on our public 'test' branch! If you'd like to know more about that or just want to chat with us and other players during development, the easiest way to do that is on our Discord!

So this marks the end of "Creativity Spike #2"; from tomorrow I'm moving onto "Progression & Technology", and am hoping to have stuff to show for that, soon! Additionally, we have our next content drop happening probably next week, so keep your eyes on this space!

-T

Update notes for v0.20.40

This is just a small update to maintain forwards-compatibility with the new feature builds that are about to start rolling out to our public 'test' branch on Steam, but there are also a few notable changes and bugfixes too.

These are:


  • Changed the default "move" hotkey to "z" from "m". This moves it close to all our other placement hotkeys. Note that this only changes the default; if you've already played MT2, your hotkey will remain the same ("m") until/unless you reset your keybindings to default from the options window, but new players will have "z" as their move hotkey. And you can always change the hotkey to whatever else you'd like it to be, also in the 'options' window, if you'd prefer it was something else!
  • Fixed large characters often getting stuck around corners inside dungeons.
  • Fixed a pathfinding bug which could cause incorrect pathfinding failures in dungeons containing a lot of doors. (in bad cases this could also result in parties appearing to become stuck, often with glitchy animations as they'd start to move and then fail)
  • Fixed the "Boss Rewards" tab in the monster information window to only show up when a dungeon boss is selected. Previously it was incorrectly showing up for all monsters, which understandably caused a lot of player confusion since its buttons and settings didn't actually do anything for anything but dungeon bosses.
  • Fixed UI refresh issues around changing the sync of building prices.

More words soon!

-T

Bugfix - v0.20.38

Hi, folks! I didn't *quite* get the next feature build ready to go through testing before the weekend (next week for sure!), so I'm consoling myself by putting up this bugfix build instead, which contains fixes for various issues reported over the last week.

The biggest fix is that there was a rendering bug in the last build which caused certain dungeon models to be drawn facing backwards; this affected pretty much every animated object that can be placed inside a dungeon, but was most noticeable with chests, where parties would walk to the *back* of them to open them (because that was actually supposed to be the front!). Now fixed!

There are also a number of smaller bug fixes for things that we've had reported over the past week; it's mostly odds and ends around weird edge cases, but we've got a couple of shutdown crash fixes and things like that in here. Thanks so much to folks sending in crash reports and in-game bug reports! They really do help us to track down weird cases where things go wrong!

-T

Hotfix - v0.20.35

Hi folks, another quick update with bugfixes for issues reported in the last couple days.

The biggest fixes are these:


  • Fixed some animated objects being drawn at the wrong scale (or not at all!) inside dungeons, dungeon instances, and dungeon UI elements. (this was mostly things like chests and doors).
  • Fixed a small handful of specific scenery items which were getting bigger every time you performed a "move" action on them. There were 26 of these; all other scenery items were unaffected and worked properly.
  • Fixed ungrouping scenery items to correctly reinitialise all their placement data. Previously, a scenery item which was grouped, moved with the group, and then ungrouped could wind up moving vertically in surprising ways the next time the terrain changed or during save/loads. Now fixed!


And there are a few other minor bugfixes as well. Thanks so much for all the bug reports and feedback, everyone!

-T

Hotfix - v0.20.32

Hi folks! Quick hotfix here for the "Editing 2.0" build from two days ago.

New in this build:


  • Monsters, NPCs, and players can once again be manually moved around, this time using the same "Move" and "Precise Move" functions we use for everything else, including now being able to select a group of them and moving them all at once. Note that if you move an elite monster or a boss monster, the 'move' will also update their respawn position (whereas regular monsters from a monster zone will keep their respawn point inside their home monster zone even if you move them)
  • The hotkeys for 'move' and 'precise move' can now be changed in the Options window.
  • Fixed the character names of new subscribers not being displayed until after a save/load cycle, which was a bug introduced in the last build.

...plus of course a couple other less-visible bug fixes!

Thanks for your patience with this, and especially thanks to everyone who pointed out that I'd forgotten to provide a way to move characters around in the new editing system! It should all be good, now!

-T