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Genre: Simulator, Strategy, Indie

MMORPG Tycoon 2

Dev Blog: Dungeons Progress!

Hi everyone!

We wanted to post a small news update for you today to give everyone a first look at the progress we've made on dungeons so far. If you're already hanging out with us on Discord, you've seen the odd sneak peek here and there, but as we get closer to putting the first part of this feature on the Test build, we thought we'd show a little of where we're at right now.

First up, a couple of disclaimers! These definitely aren't done yet. What you'll see in the below screenshots are mostly representative of what we're aiming for, but they are not the final product and are very much subject to change. It also doesn't represent everything we have planned! But we also don't want to over-promise.

Let's start by taking a look at your experience with creating dungeons!





We want this to feel like the same robust and familiar building toolsets you have in the open world, but working to the confines that are required in creating a dungeon-type space, and we're feeling pretty good about where it's at!

Now, on to what your players will see.







So, that's where we're at with dungeons right now! It's coming along nicely, and we're still confident it'll be done and with you the first half of this year (with the test build getting it a bit sooner!)

If you have thoughts & feedback for us, head over to our Discord and let us know! The whole team is active on there and we try to be as available as we can! 🙂

--Leanne

Hotfix - v0.19.98

This is a hotfix for a couple major issues in yesterday's update.

We'd brought in an engine change which had fixed a number of minor minor texture-related bugs, but accidentally created a few major texture-related bugs.

These were:


  • Most notable was that text rendering was failing on many models of AMD graphic cards, as well as many (most?) models of Mac, and also on the Steam Deck.

  • Road rendering was somewhat broken, with roads appearing extremely pixelated, when compared against earlier builds of the game.

Both of these bugs were caused by the same engine change, and should now be entirely fixed. Apologies to everyone who was affected, and huge thanks to the players who brought them to our attention and helped confirm that our fixes worked for them!

-T

Bug Reporter Update

Hi folks! This is just a small update with some utilities to help simplify some of our debugging efforts, along with some small bug fixes.

New in this build:
  • Adds a "Bug Report" feature to the main game menu. Submitting a bug report automatically handles all of our standard data gathering when bugs are reported; it sends us (anonymous) information about your computer specs, your game log, the current game state, as well as a screenshot.
  • Revised game menu to make its behaviour more intuitive.
  • The major quality-of-life change: Made the game's "pause" border a soothing matte red instead of an eye-searing glowing electric orange. (I honestly don't know what I must have been thinking when I first set that up)
  • Implemented double-click-dragging within text edit widgets, to drag and select by words.
  • Fixed incorrect collisions vs. road intersections when placing scenery objects.
  • Fixed the placement of player names for very large character models.


...plus a few other minor bug fixes!

As a general rule, we'd now prefer bug reports to be reported via the in-game bug reporter, when that's possible, because that gets us more information more easily, and should make it much easier for us to see the issues in action and get fixes more quickly! (though of course we'll continue monitoring the discussion boards and our Discord, for issues reported there!)

As always, thanks so much for your time and enthusiasm, everyone!

-T

Festival Update hotfix 2 - v0.19.91

Over the past hour, we've received some reports of modular buildings going missing from save files when loaded into the hotfix build from earlier today -- this update fixes that issue! If your modular buildings have vanished after loading a save, please try reloading from a slightly earlier save.

(MMORPG Tycoon 2 keeps periodic autosaves as well as separate saves at each new version release of your MMO -- you can access them from the 'Backups' tab in the in-game desktop interface.)

Apologies for the bother!
-T

Festival Update hotfix - v0.19.90

Hi folks!

This update is a hotfix for a bug that slipped through in v0.19.89, to do with using modular building edit controls around the newly added 'Festival' buildings; sorry we missed this one, and biggest of thanks to the folks who reported it!

-T

The Festival Update

```Hi, everyone! We're back from the holidays and right back into development! Today's update is a content update; more than two dozen new buildings and scenery items, a new type of shop, and more!

New stuff:


  • New "Festival" buildings and scenery!

    This adds a new category of "scenery buildings", which don't actually sell anything, but can help boost an area's "Beauty" statistic in the same way that regular scenery does.
  • Sell trinkets to your subscribers, using the new Trinket Shop building!

    Subscribers love buying trinkets (for some reason?) They don't actually do anything, but they help fulfill your subscribers' psychological need to "get loot" in a safe way, and they give them something to talk about in social circles, too! Subscribers may purchase up to one trinket per day. You can see how many trinkets a player has on the 'Inventory' tab of their information window.
  • Vendor trash?

    In addition to normal loot and gold, dead monsters now also drop "vendor trash" - basically worthless items that clog up a player's inventory. Players can sell vendor trash to shops for 1/10 a gold each (rounding down). You can see how much vendor trash a player is carrying also on the 'Inventory' tab of their information window.
  • Jester?

    How have we gone so long in early access without ever making a jester model available? This was a terrible oversight on my behalf but we're fixing that problem now!


Changes:


  • Weapon Item Levels

    Previously, player weapons were categorized as either "not good" or "acceptable", and when a player out-leveled their weapon, they would have to buy a new one. Now, weapons have levels the same way that players do. As a general rule, weapon levels are about ten times the matching character level. So a level 1 character would generally use an item level 10 weapon, but may buy a slightly better one so they don't have to upgrade it as often. Item level shows up as "ilvl" in the player information window.
  • How much have I earned from that subscriber?

    We now track how much real-world money you have earned from each subscriber, and you can see that information on the new "Money" tab in the subscriber information window. (caveat: we weren't tracking this data before this build, so your older subscribers will be starting from '0'; sorry about that!)


Miscellaneous Fixes:


  • Fixed "focus" behaviour when invoked on a monster zone.
  • Fixed a crash bug during load if you had saved a string longer than 1kb in length (typically these were lore descriptions of things, or else ability tooltip messages)
  • Big improvements to the UI for dragging the "precise" movement mode axis widgets, especially for objects which are above the camera.
  • Vastly improved "precise" rotation mode when rotating objects which are close to the camera.
  • Fixed cursor collision tests vs. vehicle routes; makes it much easier to use the 'destroy' tool on vehicle routes, rather than having to destroy the depots!
  • Big big fixes to wall placement, especially for short walls.
  • Fixed various text editing issues, particularly the widget getting confused if you inserted a carriage return after a word wrap had happened.
  • Fixed absurd extra CPU usage while the mouse hovered over an editable text box on a sharable character prefab card.


Plus of course, fixes for a whole swathe of more minor bugs and glitches.

And now I'm fully refocused on Dungeons, which we're expecting to be the next major update. We do have some minor updates planned between now and then, so hold tight for now, but Dungeons is going to be by far the biggest update we have ever done, and I'm just as excited for it as you are :D

Thanks so much to everyone for your ongoing enthusiasm and support and we'll talk again really soon!

-T```

Robust Architecture - v0.19.80

Hi, folks! Today's update is a content update; new buildings, new scenery items, new walls, and more:

New stuff:


  • Adds a full new line of "Sturdy" buildings!

    Does one of your game's groups build its buildings out of particularly robust stone and metal? Try using the "Sturdy" building set! Guaranteed to look as if they're heavier and more robust than other, lesser buildings! Contains a full set of standard functional buildings, plus a teleporter, plus a robust modular building set!
  • Adds more than a dozen new scenery models for decorating your worlds!

    From sarcophagi to spider webs, we've got you covered! (and there's even a very rickety new tower, for those who aren't fans of "sturdy" buildings)
  • Adds six new types of wall!

    Perfect for railroading your players into going where you want them to go!


Changes:


  • Improved Drag&Drop support on Windows!

    Character prefab cards can now be dragged directly into the Character Prefab interface from most other applications, without needing to save them to disk first! (Discord, etc)
  • Character prefab cards now get exported at screen scale

    This makes character prefab cards much less likely to be re-encoded when shared on Twitter (as re-encoding the images destroys the embedded prefab data inside them)


Miscellaneous Fixes:


  • Fixed a crash bug when importing a character prefab if it was using custom icons for its abilities and you didn't have those icons on your computer.
  • Fixed a crash bug if you opened the prefab list, alt-tabbed into Explorer and deleted one of your prefab files and then returned to the game and tried to import that deleted file before the game managed to refresh its file list. ("Doctor, it hurts when I do this")
  • Fixed the character prefabs list showing ten lines each saying "unset" instead of filenames, if have no character prefab cards saved.
  • Fixes random speeds being applied to the first five NPC Classes created in a new game.


Plus of course, fixes for a whole swathe of more minor bugs and glitches.

And finally, an update on the long-awaited upcoming Dungeons Update! I wrote last time about how we'd finally solved the worst of the technical challenges with making Dungeons function the way I want them to. This time, I'm here to tell you that we've started solving the visual challenges, and I'm *super* excited to show it all off in the near future. It's all been taking so much longer than I ever expected, but I hope you'll agree with me that the wait was worth it, once you see what we've built! :D

Once again, thanks so much to everyone for your enthusiasm and support and we'll talk again really soon!

-T

Character Sharing

Hi everyone, it's Trevor - the main designer and programmer of MMORPG Tycoon 2. Last week I took a short break from my work developing Dungeons to look at ways to allow you to more easily share your creations with other players, or even just between your own MMOs.

We've already had a taste of that with ability prefabs, but I was never really satisfied with that approach, and we're looking to do a lot more support for sharing stuff you've created next year, but I wanted to get some better systems in place for it now, and this is what we've come up with for a first step toward improved sharing and reuse!



New in this build:



  • Character cards!

    In the Design interface, every player class, NPC class, and monster class now gets a "character card" where you can write any descriptions or notes or lore you like, and you can export an image of that character card.

    Those images can then be shared with other players via any image hosting service; drop one of those files into your prefabs folder and you'll be able to import those characters into your game, complete with their name, model, combat abilities, and lore. As long as the host doesn't resize the image or perform a lossy re-encoding, they should retain all the data needed to import the characters into a new game!

    We hope you enjoy this new sharing feature, and to encourage people to try it out we're holding a costume design contest in our Discord community. See below for more details on that!


Other Changes



  • Vastly improved the behaviour of wall placement tools, especially when
    connecting small walls to big walls (and especially ice walls).

  • Redid the layout of the player info box, to make it smaller and easier to
    find stuff inside.

Fixes


  • ScenePanes now obey the UIScale option. (Previously, if you had a high UIScale value, you could wind up with very chunky low-resolution 3D scenes inside UI windows because they had guessed their on-screen size incorrectly)

  • Fixed the pathing behaviour of players as they exit the default starting point.

  • Fixed launcher images in the desktop interface sometimes being saved as flat black images instead of as game screenshots.

  • Fixed cursor placement within vertically-centered (or bottom-justified) text edit boxes.

  • Fixed the rendering of anti-aliased ScenePanes (technical details: they should have been set to composite using premultiplied alpha, but were actually using normal compositing, which often resulted in half-pixel-wide black outlines around objects)

  • Fixed texture animations in combat abilities, which were playing frames in the wrong order (and have been for months and nobody --including me-- noticed and mentioned it, and I am
  • *so cross** about that!)

  • Fixes tint on newly joined subscribers. (Previously they rezzed into the world as pure white characters, as if they were ghosts. Now fixed!)

  • Fixed a few very small memory leaks.


...plus the usual localisation updates and smaller bug fixes and improvements!

Our community manager Leanne wanted me to say some words here about the character contest that's starting today on our Discord server, so here those are:

Hi folks! Today we're announcing our Spooky Monster contest! With the new character import/export features in the latest update, and the Halloween season right around the corner, we wanted to encourage your creativity!

Head over to our Discord for more details on how to participate and maybe be crowned Monster Maker Champion 2022!



And that's all from me, today! I'm now back onto Dungeons full-time and am looking forward to being able to show them off again, while the art team is spending time on an upcoming content drop which should happen mid next month.

Talk to you again soon --

-T

v0.19.71 Hotfixes

This is a quick patch for a few issues caused by the last update, most notably a crash in the 'loans' dialog. Thanks to everyone who reported the issue!

-T

Maintenance patch

Hi, folks!

We've got a small new feature (not dungeons) that's about to go into test on our public 'test' branch; it required a change to our save data format, so this commit is rolling out to 'default' so that we keep save file compatibility between our 'test' and default branches.

(old saves will get converted into the new format when they're loaded for the first time -- you absolutely can continue to use your existing saves!)

Watch this space for details on the update within a few days!

-T