Hi again, everyone! I'm excited to present our latest content update, containing our new "Sinister" theme of buildings and scenery items, and also incorporating some other new features!
New in this update:
Sinister assets! Up first, in this update you'll find a new set of "sinister" functional buildings, a new dungeon entrance, a new wall style, and several new scenery items to use to decorate all your most ominous regions.
Lighting on the world map! We've brought over tech from our dungeon rendering, and scenery items which look like they should be casting light into the world (lanterns, campfires, etc) now actually do so on the main world map, the same way they do inside dungeons! This means you can now make super thematic 'nighttime' regions and illuminate them using lanterns and other set dressing, instead of always requiring sunlight everywhere!
General scenery cleanup! In this build we've also updated more than 80 of our old scenery items, fixing many minor issues (tables which were missing triangles when viewed from underneath, a cleaver which accidentally was embedded into a table by its handle instead of by its blade, etc). In general, we've worked quite hard to make sure these changes are subtle enough that you probably won't notice them and they shouldn't break any builds which had been using the old scenery items.
This update also has a whole bunch of other quality-of-life improvements and bug fixes:
Fixed players on flight paths or on vehicles falling down to the ground after a save+load cycle. Additionally, players waiting for a vehicle at a dock at the time of a save will now continue waiting for the vehicle after the load occurs, instead of choosing to go do something else instead.
Fixed a very rare crash bug which could occur if you started to change the destination of a quest but aborted out of doing so by clicking on a scenery placement tool that you had never used before.
Fixed a bug which caused map generation to not be entirely repeatable when regenerated from the same seed. (this should make it possible for us to debug some extremely rare map generation bugs in future!)
Fixed a bug which could result in a (non-functional) selection-box being drawn in the desktop interface.
Mac and Linux builds no longer treat receiving a "SIGTERM" signal as if it was a crash (because it isn't one! It was just a polite way for one program or the OS itself to request another program close itself)
...as well as a bunch of other minor bug fixes, and updated localisation data!
As I mentioned with the last update, the next big thing I'm personally working on is a major revamp to game progression; how your game's version number goes up, how you unlock new technologies, and how you unlock character type slots; I'm very excited to write more about that in the next big feature update! And we have a couple more, smaller feature releases that will come out between now and then.
More details soon. And once again, huge thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It all makes such a big difference to me and everyone else on the development team! :)
Talk again soon,
-T
Hotfix - v0.20.85
Hi folks! This is just a quick hotfix build for bugs reported during the rollout of the scenery brush update.
In this update:
Fixed a floating point imprecision issue which could very rarely cause a piece of scenery to treated as both *inside* and also *outside* of a brush stroke at the same time, which resulted in that single scenery item being placed and then removed again within a single editing action, which *really* confused the game's undo system!
Fixed a very rare placement issue with flight paths, teleporters, and vehicle depots, which could occur if you were playing in a window and clicked and dragged the mouse cursor out of the game window in the middle of placing the *second* flight point, teleporter, or vehicle depot on a travel path.
Fixed cursor briefly appearing to teleport across the screen when tapping the 'z' key during an object placement.
It's a really small hotfix this time! Big thanks to the folks who reported the issues above! Will talk again soon.
-T
Scenery Brushes
Hi everybody! Today we have a much-requested feature, a brush interface for placing down groups of scenery objects!
New in this update:
Scenery brushes! Each scenery placement tool can now be put into a "brush" mode, where you can scatter scenery items across an area with just the sweep of the mouse. There are several different patterns available, with customisable densities, brush sizes, scale and angle randomisations, and more! Individual placements are of course still available, and scenery items placed using a brush can be further adjusted the same as any other scenery items!
Additionally, this update has a whole bunch of other minor quality-of-life fixes and improvements:
All dropdown menus all now have a downward-pointing triangle on their right side, to indicate that they can be clicked upon
Disabled 'undo' and 'redo' functionality during the initial game tutorial to prevent a possible soft-lock.
Changed the MegaTooltip window so it won't place itself partially off the bottom of the screen.
Added some missing description strings for the new vehicles from the last travel update.
Fixed mouse movements affecting camera rotation if you were holding a keyboard "rotate camera" button (default-bound to 'q' and 'e')
Moved the Wall/Path placement help messages to smaller, dark-background windows in the bottom right of the screen to match the appearance and positioning of other help text windows. (previously these had been larger blue windows in the top left)
Vastly improved the handling of in-progress pathfinding queries when map edits happen, especially edits which touch multiple regions simultaneously (destroying mountain passes, multi-region flight paths, etc)
Fixed issues with deleting a travel building while in a placement tool that had been trying to use that travel building as part of a new path placement.
Fixed dungeon fog settings sometimes temporarily being applied to the main world map view, immediately after leaving a dungeon interior view.
Fixed several issues caused by the use of keyboard hotkeys to switch between editing tools while in the middle of drag operations.
...as well as a bunch of other minor bug fixes, and updated localisation data!
The next big thing I'm working on is going to be a major revamp to game progression; how your game's version number goes up, how you unlock new technologies, and how you unlock character type slots; I have plans to improve all of these! I'm very excited to write more about this in the next big feature update! And of course, we also have at least one big content update planned between now and then!
More details soon. And once again, I have to give so many thanks to everyone for your enthusiasm, support, feedback and bug reports throughout development! It makes such a big difference to me and everyone on the development team! :)
-T
Hotfix v0.20.66
Hey folks, this is a very quick update with a critical fix that snuck past us during the Travel update!
Each time you launched MT2, the first save you loaded would work normally, but if you then exited back to the ingame desktop interface and loaded into a second save (or the same one again), the map wouldn't build correctly and buildings would be unplaceable and subscribers would have many pathfinding issues -- especially when they're in a party.
This build fixes that issue; you should now be able to load into saves as many times as you like and have them work every time -- apologies to everybody affected! The programmer responsible (me) has been scolded and sent to bed without dessert so that he can think about what he did.
This update also contains the following unrelated fixes:
If you try to place a building somewhere where players can't travel (on top of buildings, etc), the error message for that has changed from "Off map" to "Unwalkable terrain", which I feel is more understandable.
Fixed the "Undo" hud element to adjust its positioning on screen if the game window is resized or the fullscreen resolution is changed.
When sending a screenshot is enabled, bug reports now send us the screenshots at your window's native resolution, instead of always cropping/scaling to 1920x1080.
-T
Hotfix for v0.20.65
Hi folks!
This is a hotfix build for the commonly reported issues for the Travel build.
New in this build:
- Fixed an assertion which got thrown if a subscriber wanted to form a PVP Duel area, but the game couldn't find a legal place anywhere in the region which wasn't already covered by another PVP Duel, non-traversible terrain, or other obstructions. - Fixed an issue which caused certain UI buttons to not work correctly. These were buttons which caused transient windows to open; primarily pop-up color pickers, icon pickers, and the "Adjust" windows in the character model editor. Now fixed!
Thanks for the reports, everyone; they make it so much easier for me to find and quickly squash anything that slips through the cracks during my own release testing!
-T
The Travel Update
Hi everybody! Today we have a content update, adding more variation to a bunch of travel buildings which have had fairly limited options up until now.
New in this update:
Three new flight point variants! That brings us up to 2 to 5!
Three new vehicle variants! Bringing us from 5 to 8!
Three new teleporter variants! Bringing us from 6 to 9!
Note, of course, that for each of these technologies (flight points, vehicle depots, and teleporters) you'll need to have unlocked those technologies in-game before you'll be able to access these new models and animations.
Also in this update:
Minor model fixes to a couple existing teleporter models (for example, one of them accidentally had visible interaction pads; that sort of thing)
Lots of improvements to make terrain editing more responsive.
Fixed an issue with the 'Icy' terrain type, which was causing its terrain shape to be randomised each time it was loaded. This could result in carefully arranged scenery objects in these areas being jostled vertically after each load, and monsters being briefly floating or sunken under the ground (they'd fix themselves within a minute or so, though). These things shouldn't happen any more after this build!
...and also a frankly astonishing number of minor bug fixes and general polish improvements to various editing tools!
As always, thanks so much to everybody who has provided feedback and bug reports! Next up on my list: a revamp to how game progression and technology unlocking works! More words soon. :)
-T
Hotfix v0.20.57
Bugfixes for v0.20.57:
Fixed "icy" terrain types to generate reliable ground shapes each time; previously they generated a different shape each time you loaded a save, which could cause complex scenery placements to become vertically unaligned. That should no longer happen after this build!
Fixed an issue where the monster zone placement tool could become confused about its state if you started using it in an illegal location (such as inside an unowned region). It's now much better-behaved in those situations!
Plus other miscellaneous small fixes and improvements!
-T
Hotfix v0.20.56
Another quick hotfix with a couple fixes for issues raised overnight!
Changes in this build:
Fixed an issue with buildings not following the terrain as they should have.
Fixed an issue with destroying dungeons.
As always, huge thanks to everyone who has submitted reports!
-T
Hotfix v0.20.55
Hi folks!
Over the last couple hours since releasing the Undo update, we've had a couple of issue reports mostly around the monster zone tool; I think I've fixed up the worst of the issues there!
This patch fixes the following bugs from the original Undo update:
If you completely destroyed a zone using a painting tool (instead of using a 'destroy' tool), then "undo" would fail to bring that zone back.
If you resized an existing monster zone using a painting tool, any monsters added or removed would not be correctly updated during an undo/redo.
If you aborted out of painting a zone by pressing 'escape' while the mouse button was still down, or if you dragged the painting tool outside of the game window and released the mouse button out over the desktop or another program, then the tool could get confused. In bad situations, this could eventually lead to a crash.
If you destroyed a dungeon, this could eventually (much later) lead to a crash.
I believe all of the above issues are fixed now in 0.20.55, but I'll keep monitoring issue reports and will add more fixes as required. Thanks so much for the reports of issues as they come up, everyone!
-T
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.
What's new:
Undo!
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!