1. MMORPG Tycoon 2
  2. News

MMORPG Tycoon 2 News

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

Creativity Spike: Editing 2.0

Hi folks! This update took up a lot more of our "Creativity Spike" time than I'd expected, but I really think it's been worth it!

New in this build:

    [h3]
  • Multiselect[/h3] Don't waste your time editing each blade of grass separately; grab a whole forest and manipulate it all at once! Want to grab a bunch of scenery along with the nearby buildings and move or destroy them all at once? Now you can! This works for scenery, for buildings, for loot items inside dungeons, and more!
    [h3]
  • Scenery groups[/h3] If you select multiple scenery items, you can now group them together! Grouped scenery items act as if they were a single scenery item. So if you've carefully built a whole stack of scenery objects, you can now group them together and move them as if they were a single object!
    [h3]
  • Duplicate[/h3] You can now make duplicates of most types of object, including all those mentioned above. Multiselect a building and the scenery around it and just duplicate the whole lot in a single go, to make it easier to set up new areas! Unlike regular 'move' commands, 'Duplicate' lets you place the duplicated objects into new regions!
    [h3]
  • Selection filtering[/h3] Accidentally grabbed more things than you intended? Use the toggle buttons in the multi info window to quickly trim your selection down to just the types of objects you'd intended to select.
    [h3]
  • Magic select[/h3] Okay, this one is kind of a secret, but since we're all friends here I'll tell you about it if you promise not to tell anybody else -- if you hold 'control' while clicking on a scenery object, magic select will automatically select all other scenery objects of the same type that are currently on-screen. Often very useful when you really just want to move the trees without moving the rocks!
    [h3]
  • Did somebody say 'performance'?[/h3] This build also contains some notable performance boosts for larger games! (which is
  • awfully* convenient, considering how much easier it is to place thousands upon thousands of scenery objects now!)


And of course, this build also includes a bunch of other unrelated bug fixes!

Now, it's worth noting that features like this which make it possible to quickly and easily create tens of thousands of objects are an absolute recipe for "Doctor, it hurts when I do this" performance issues, so it's only fair that I warn you that the amount of scenery you've placed into each region is going to become important during the next part of our development roadmap where your subscribers will start having to contend with your game's performance, so maybe don't go *too* far overboard with the prop placement? But hey, we're all friends here and if you want to make an MMO that requires a monster rig to run, then more power to you!

I have one more major feature I'm working on as part of this Creativity Spike, and I'm hoping to have it ready to go relatively soon, so with any luck we'll be back here talking again very soon!

In the meantime, if you want sneak peaks at what's up next or if you just want to chat and see what folks are creating, come join us on our Discord.

Thanks so much for your enthusiasm and support and especially for all of the feedback and bug reports, everyone; it really makes a big difference for us! Talk again soon.

-T

v0.20.14

Hi folks!

This is the first build in our "Creativity Spike #2" series of patches. It contains both some new features as well as a lot of bug fixes. New feature up-front:

[h3]New region environmental/weather effects![/h3] This adds half a dozen weather effects, complete with color customisation. You can choose from these effects by selecting a region and going to the 'FX' tab in its info window. Note that this is still early days for this system, but I feel like it's ready for real players to start playing with it. Note that some of these effects may stress your GPU's fill rate more than our default rendering does, and so maybe aren't recommended for those running on older Intel graphics chipsets! In this build, these new weather effects are all *off* by default. (We'd love to see feedback about what you think of these, using the 'Feedback' feature in-game!)

And bugs fixed in this build:
  • Fixed window dropshadow rendering when UI scale is set to any value other than 100%.
  • Fixed a crash if you changed UI scaling while an object was selected.
  • Fixed a small memory leak that could happen during game shutdown. (this showed up as a "Not all instances returned to the pool" error message while quitting the game)
  • Fixed a crash if you destroyed popular player classes and then created new ones all while the game was paused.
  • Fixed a crash which could occur when a party entered a dungeon if that dungeon was the smallest dungeon possible and was oriented precisely in an east-west or north-south direction.


Over on our discord server, we've just started a competition for folks to create the most compelling boss monster. If you'd like to enter one of your creations in that or just take inspiration from other folks' entries then hit that link to take a look! That contest runs until March 25th.

As for myself, I'm continuing with some more intensive new features over this weekend, and hopefully will have more fun stuff to show off really soon! Thanks so much for all the feedback and bug reports everyone, and we'll talk again soon!

-T

v0.20.11

Hi folks! Apologies for the delay on this update; we've been in the midst of a big office move over the last week, and I'm only just now finally coming up for air!

Here's what's new in this update:


  • Fixed the "Party wasn't in the expected party manager?" error.

    This was occurring if a party was trying to travel from one part of a region to another, but the fastest path it could find involved traveling through another region using a teleporter, and if that other region was outside the party's normal level range. When the party teleported into that other region, it was disbanding because the region was the wrong level for the party, and the game was getting confused about where the party was being stored since it was changing region and disbanding at exactly the same moment. This whole thing is all now fixed; parties no longer disband due to traveling through wrong-level regions on their way to a right-level region, and even if they do disband instantly for some other reason, the game doesn't get confused and generate this error any more! Huge huge thanks to everyone♥ who submitted saves demonstrating this issue; it would have been an absolute nightmare to track down this bug without them!
  • Fixed a rendering bug which caused dynamic point lights to not draw correctly until after you had viewed the inside of a dungeon at least once, each time you loaded into the game.
  • Fixed a rendering bug which caused a player's weapons to stop being rendered once a player died. This was only a visual bug; the game knew they still had their weapons, they just weren't being drawn until the next time you loaded into a save.


... plus the usual assortment of small bugfixes and improvements!

I'm hoping to finish up the bulk of our office move tomorrow (we finally got internet up and working at the new office this afternoon!) Big thanks to everyone for their patience through the move, and I'm hoping to be back and showing off some new Creativity Spike #2 features in the very near future!

-T

v0.20.9 - Profile Directories

Hi folks! The update today is either really big or barely worth mentioning depending on your point of view.

This build is almost identical to the last one, except that we've addressed the "multiple steam accounts on one computer login account" issue that I was talking about earlier in the week. We do this by putting each steam account's save files into separate directories, so that Cloud Sync won't get confused about which saves belong to which account.

The first time you launch the game after getting this update, we now split your save files out into a separate subdirectory linked to your Steam account, and then launch the game normally. This should be entirely invisible to you; you likely wouldn't even notice if I hadn't told you about it in these patch notes. But doing it should make Steam Cloud Sync a lot happier in that "multiple-account" scenario.

Thanks so much for your patience with this update, everyone! Even though it's a relatively small change, it involved moving everybody's save data around and so we wanted to take a little extra time to put it through a lot (*a lot*) of extra internal testing before rolling it out to everyone!

Note for Mac users: Also in this build, we've raised our Mac minimum requirements from OSX 10.10 to OSX 10.15. OSX 10.15 is about five years old (and no longer supported by Apple), and it gave us access to the more modern C++ filesystem APIs which we've already been using on Windows and Linux, and which make moving the save files around easier and safer. We don't believe we actually have any players on OSX versions older than 10.15 anyway, so hopefully this doesn't cause issues for anyone, but it definitely simplified making this update!

I'll be back again soon to talk about Creativity Spike updates, now that I can turn my focus back to those!

-T