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Genre: Simulator, Strategy, Indie

MMORPG Tycoon 2

v0.19.28 Periodic Update

Hi folks!

It's been a long time since one of these periodic updates, in part because most of my energy has been going into the dungeons update, but also in part because we've made some pretty major system updates even for these regular builds and I wanted to give them a lot of time on the public 'test' branch to make sure we'd caught the worst of the misbehaviours!

New in this build:

  • Vastly improved terrain flattening under buildings to better match the building's footprint on the ground, and also to result in fewer conflicts between multiple buildings trying to modify the shape of the same patch of ground.
  • The "Prefabs" tab of the character model editor now shows visual previews of every available costume prefab, instead of giving a drop-down combat box list.
  • Re-fixes voluntary PVP duels to
  • not* generate "I'm dying too often!" complaints. (This has been fixed once before, but it was still happening occasionally)
  • Stage One of a change to modular building limits. Previously, modular buildings were limited to having 64 faces visible (walls, ceilings, floors). This was
  • totally* non-intuitive, and was a technical limitation. I've now removed the technical limitation, and in this build we instead limit how many individual blocks can be placed, regardless of how many 'faces' are exposed. In this build, the limit is 15 blocks per modular building (because with 15 blocks you
  • can't* end up with more than 64 visible faces, so saves remain compatible with our older builds), but I'm going to boost that limit way upward as part of the next update! (that's probably already happened in our public 'test' build by the time you read this message; go try it out if you like!)
  • Fixed a bug where a PVP duel could fail to start, even once both participants had arrived.
  • Players who are in a duel or getting ready to get into a duel now display more, better 'status' messages explaining what they're doing; whether they're travelling to a duel or waiting or trying to find someone to fight, and when a duel is active, it tells you who they're fighting.
  • AI adjustments for players who have outlevelled their current region: Players will no longer engage in PVP duels in regions that are below their level (we were finding that players would often just do PVP rather than ever spend the time to migrate to a better level). Similarly, overlevelled players will no longer start or join social circles in lower-level regions. (Exception: socialiser-type players will still both start new social circles and invite overlevelled players into their social circles, even in low-level regions)
  • Fixes players delaying for several seconds when respawning as a ghost; now they become active immediately.
  • Fixed a pathfinding bug involving chained flight paths.
  • Fixed another pathfinding bug involving multiple flight points or multiple teleporters or multiple vehicle depots which were placed closely enough together that their entrances were inside the same navmesh triangle.
  • Fixed gamepad inputs overriding keyboard/mouse inputs for camera zoom. This was causing it to be impossible for players to zoom in the camera if they had a gamepad plugged into their computer if that gamepad had input drift.
  • "Unpowered" building visual effect no longer scales with the simulation speed. This both makes it look better and also makes it less of a photosensitive seizure hazard! (it's weird how often those two things go hand in hand)
  • Fixes integration between the game and Steam in OSX builds, including the steam overlay.
  • Fixed a bug which could cause player-controlled characters to go invisible if you took a really long hike with them.
  • Untangled a whole bunch of code where we were loading textures upside down and then drawing the upside down textures upside down to kind of cancel it all out. Now we load textures right-side-up! (If you spot any remaining places in the game where textures are vertically flipped from what they should be, please let me know! But I
  • think* I've now caught them all)
  • Fixed an issue where players could fail to migrate into a heavily concave region, but then act as if they'd succeeded.
  • Fixed a crash which could occur while editing a combat ability if you set a combat ability cost to 0 and then (without first clicking away from the text box) clicked the 'destroy' button.
  • Fixed scenery being generated
  • beneath* the terrain when lifting regions out of the sea. (this was fixed after a save/load cycle, but now that's no longer required!)
  • Fixed a major bug in the game engine when loading non-square textures.
  • Vastly improved our polygon simplification routines, which means we now generate substantially better navigation meshes, which saves both RAM and performance, while also yielding better AI behaviour around obstacles!
  • Fixed a bug which could cause a crash if you entered particular characters into text edit fields. (I call this the "Little Bobby Tables" bug)
  • Player-controlled characters are now restricted to the navigation mesh; they are no longer allowed to walk through walls or other solid structures.
  • Fixed a potential crash if a player somehow left the entire game map and while there decided to try to go home.
  • Plus a whole host of miscellaneous bug fixes!


...whew! That was actually quite a lot of bug fixes, along with the improvements! I should have brought those over to our main 'default' branch a whole bunch earlier; apologies for how long they've been exclusively on the 'test' branch!

In terms of future updates, we have a new art content drop coming really soon (likely later this week), and I've been making some exciting progress on Dungeons that I can't wait to show off to everyone, so that'll be coming a little later.

Thanks so much for all the feedback and ideas and bug reports, and especially with your patience as I've worked my way through everything! You're all the best. <3

Until next time,
-T

Update notes for v0.18.14

Hi folks! This is a small update which is mostly for the Mac side; someone noticed that although our store page said that we require OS X 10.9 in our Mac build, our game actually required OS X 11.0 (which is a much bigger difference than it sounds like; the equivalent on Windows would be like us saying on the store page that we require Windows 98 but actually requiring Windows 10).

That's now been fixed! On Mac we now require OS X 10.10 (which is what's required by Steam); store page update is incoming!

Other updates:

New in this update:

  • While editing combat abilities, we now simplify the combat ability after every edit. If you reduce a damage effect amount to '0', we remove that damage effect entirely. (You can add it back if you wish, though!) This fixes some issues we had with ability classification, where an ability with a 'damage' effect set to zero would still be classified as an 'attack' and by used and evaluated that way by the AI.
  • When adding an ability effect to a character, healing ability effects now default to a heal amount of '1' (previous default was '0', which caused problems for the change above)
  • Fixed a single-frame visual flicker in the game's "grid view" UI widget, which was most notable in the ability editor UI whenever you edited an ability.
  • Fixed an important data initialisation error which could sometimes cause problems during a load, for some folks with computers of a very specific speed and whose computers were under a very specific amount of load. (multithreaded timing bugs are the
  • best*!)
  • Fixed z̵͝a̷͊l̴͂g̸͒o̶̒ text in the crash reporter.
  • New log file format, and the logging starts earlier during game startup so that we don't lose some critical log lines that were being lost before.
  • Adds a simple profanity filter, which screens the procedurally-generated names used by newly created players. Note that this filter only runs at the time that a new character is created; any already-generated names in saves or names manually edited by the player are
  • not* currently being checked against it.


And with that.. I'm back onto working on dungeons! :D

I'm hoping to talk to you all a lot more about that soon!
-T

Update notes for v0.19.9

Hi folks, it's another relatively small patch dealing with miscellaneous small issues reported over the past few days, plus a couple small bits of new content!

New in this build:

  • Owl flight points have been added! For when you'd rather swoop on silent wings rather than ride on the back of a giant crow! (requires 'Flight Paths' tech to be unlocked)
  • Fixed the crediting of hunt quest kills. Previously, players only received credit for quest kills if they were standing inside the appropriate monster zone at the time they killed the monster. This meant that long-range players sniping into the monster zone from outside weren't getting quest credit for their kills! Now fixed; killing a monster which is from a particular monster zone now always awards quest credit, regardless of where the monster or the player are currently located.
  • Some moderate speed and memory improvements during the load of large saved games.
  • Fixed the visible title of the "Design" window when it's opened again after last having been closed while in a character-edit mode.
  • Improved the data sent to us in crash reports on Windows.


...and miscellaneous other minor fixes and improvements! Thanks so much for your comments and feedback everyone!

-T

Update notes for v0.19.6

Hi everyone! This is another small set of hotfixes for recent updates, while most of my effort is still going into dungeons.

New in this update:

  • Fixes crash reporting on Windows (one of two crash reporting mechanisms was failing!)
  • Fixes fallback code for moving files. (in the event of errors while saving files, we have multiple fallbacks, and the
  • third* fallback case had a bug in it which caused it to always fail. I've heard from just
  • one* player who I think was hitting this situation!)
  • Adds an "enable gamepads" checkbox to the game options, defaults to enabled. If you're having trouble with a drifting gamepad causing the game's camera to move around, you can turn this checkbox off and the game will disable all gamepad functionality. (previously, we always recommended people to unplug those gamepads, but now you can just make the game ignore them instead)


..plus some other miscellaneous bug fixes and localisation updates!

Thanks for all the bug reports and feedback, everyone!
-T

Update notes for v0.19.3

Hi folks! This is a very small patch with a couple hotfixes for the content update which went up a couple days ago.

New in this build:


  • Fixes a bug which caused some scenery items placed during builds 0.18.99 or earlier (basalt columns being one major instance) to convert into a different scenery item during load. Loading save files from 0.18.99 and earlier now correctly preserves those scenery items! (note that if you load a save which had already converted the scenery items into different types, that conversion will remain. To fix, you either need to re-place the intended scenery types or load an older save from before the conversion happened. Apologies for this trouble!)
  • Players can now survive moving entirely off the map if they're on a flight path or on board a vehicle. (this still isn't great; there are problems calculating whether they're visible while they're over there, so they may unpredictably pop in and out of being drawn, but at least it's sort-of working now!)
  • Fixed a crash bug which would happen while loading a saved game containing a dead player who was off the edge of the map.
  • Players who die off the edge of the map no longer get stuck there; now, they respawn at the nearest owned region containing a functional respawn point.
  • Fixed displayed version number in-game (which was showing the back-end build identifier instead of the public-facing one)


Thanks for your patience, everyone! I'm embarrassed that the 'changing scenery props' bug made it through testing without being caught, but at least I've got a good solve for it live now! Thanks so much to everybody who reported these and other issues, and submitted saves demonstrating them!

All the best,
-T

The Nature Update

Hi folks! It's been a while since our last big content update, and we're making up for lost time by adding this drop of more than sixty new scenery objects for decorating your worlds, plus miscellaneous bugfixes and other game improvements!

Here's what's new:


  • All the plants!

    Did you want mangrove trees? Savannah trees? Mighty redwoods? Flowering vines? Venus flytraps? We've got something for everyone in this update with more than sixty new scenery objects added to the roster!
  • New costumes!

    We've added a new "Fungoid" costume prefab and a new "Mantis" costume prefab, each of which works great either as player models or as monsters on their own, or (even better) mixing and matching them with other costume pieces to make your own unique chimeras.
  • Better speed hacks!

    Speed hackers were inconsistent in the game before; now their speed hacks are always active, whether they're new players or old players, and whether they're on ground or on a flight path. This make speed hackers a lot easier to see without using any special tools!


And here's what's changed:


  • Players now complain about dying less frequently. Previously, they would lodge a "I'm dying too often" complaint if they died even once ever for any reason. Now, they only complain if they're killed in PvE multiple times in a row, and never complain about deaths within PvP duels.
  • I've made under the hood modifications to our 'addiction' system which I'm going to be all coy about and not explain except to say that I'm happy with the adjustment and it should make it a little easier to wind up with players who are both happy with the game and also addicted to it at the same time.
  • Finally found and fixed the longstanding bug which could result in repeat streamers sometimes logging out of the game immediately after logging in at the start of their stream. (this would only happen for streamers who were streaming the game for their second time, and mostly only happened for streamers with a negative addiction level)
  • Fixed some audio issues with the terrain editing and monster zone editing tools.
  • Made some small improvements to our save process which should make saving slightly faster and use slightly less memory during the save. (there's still a lot more work to be done here, but this was a good first step!)
  • Fixed crash reporting on the OSX build.

...and all that plus a whole heap of smaller bug fixes!

Just as an update on us; our development's been a little slower than normal over the past couple months because we've been in the middle of a big office move (which hopefully should complete next week!) and so we've all been working from home on really weird schedules. But we're still making progress on the big Dungeons feature update, and I expect we'll begin to show some preview screenshots of that over the next couple of days; it's by far the biggest new feature I've ever added to the game, and it's requiring a major restructure to all the rest of the game just to accomodate it! I'm so excited to be able to show you all what I've been working on!

All the best, and we'll talk again soon,
-T

Update notes for v0.18.96

New in this build:

  • Fixed parties sometimes getting stuck in 'Forming up' state (which was more common on fast time speeds).
  • Fixed monsters sometimes becoming unkillably undead. (I'm not sure how this happened and nobody's ever reported it to me, but I once saw a monster that had zero health remaining but was still alive and killing one player after another.. so I put in some fixes to prevent monsters from getting into that 'undead' state!)
  • Added the concept of "basic attacks" to the game, where a basic attack is any attack which has no cost. The game will now generate a warning if a player/npc/monster class has no level 1 basic attacks (since that class may not be able to engage in combat at all)
  • Fixed user-provided music tracks always playing at 100% volume when automatically triggered by the game.
  • Fixed text layout of the intro sequence's "login" window for certain localisations.
  • Fixed several bugs in the 'Features' tab of the Design window, so that Parties and PvP can correctly be enabled when you own the techs, even if you haven't unlocked both of them.
  • Fixed a whole bunch of issues around dragging ability prefabs into and out of the prefabs window.


-T

Update notes for 0.18.93

Hi folks! This is just a small hotfix patch for a few issues present in the recent sound update.

Most notably:

  • Fixes a crash bug if more than just a few custom music tracks were added to the game.
  • Fixes the ambient music player completely ignoring which tracks had been enabled and disabled within the UI, when picking a music track to play.
  • Fixed a potential lockup if every music track but one was disabled, and that one remaining track could not be played for some reason (for example, for being an invalid file).


It also has a number of minor unrelated bug fixes and updated localisation data!

Big thanks to everyone who reported those issues!

-T

Update Notes for 0.18.92

Hi folks! We discussed for a long time whether this should be consider a full update or a small update and in the end I decided to call it a small update because I honestly have no idea how you'd make branding images for an update that's all about sound!

New in this build:

  • Lots of sound updates! We've added an initial pass of tool sounds to almost every interactive tool in the game, and have categorised sounds into several different groups which can now all have their volumes set separately, in the 'options' window.
  • Ambient music tracks; every so often, the game will now sometimes play an ambient music track when the camera is brought down into a populated region. If you wish, you can add your own music tracks to this system by dropping audio files into a particular directory (the game will tell you where, in the "Ambient Music Tracks" interface in the audio options). We're expecting to add more tracks to the built-in list in the future!
  • Adjusted sound volume slider ranges, to make the full range of the volume sliders more useful.
  • Fixes a couple of situations which could result in players getting stuck forever while waiting for a PvP opponent to arrive, if that opponent changed their mind and decided to go do something else before arriving. (this would most commonly happen if they got attacked on the way to the PvP duel)
  • Improves the layout of the "Features" page of the Design window to make it much more obvious when features aren't available, and to explain what must be done to unlock them.
  • The game now notices if Steam tells us to quit, and acts as if the player had requested to quit. This performs an autosave and then quits.
  • Disabled some spammy log messages which accidentally got included in the last update.
  • In the 'intro' animation, the game now uses your Steam display name as the pretend 'login' name, instead of the hardcoded string 'admin'. (this is the first step toward some future plans)
  • Fixed save file submission to be more robust and handle large save files much more reliably! (previously, large save files were often being silently discarded by the server; that shouldn't happen any more!)


Thanks for your patience and feedback, everyone! We're going to have a content update coming really soon, and then hopefully the dungeons feature update won't be too far beyond that!

Also, there'll likely be an interim update just to get an updated copy of FMOD into the game, just as soon as they release their 2.02.06 version, which is supposed to fix a few audio issues that a small number of players have reported. I'm crossing my fingers over that one, and hopefully I'll be back with another set of patch notes really soon!

-T

Update Notes for v0.18.89

New in this build:

  • Fixes weapon models not being drawn (this bug was introduced in 0.18.85); the simulation was still working as intended; it was just that players who were carrying weapons didn't have those weapons actually visible in their hands.
  • Fixes a possible crash bug when placing teleporters very close to each other.
  • Migrated all of our image saving/loading from using SDL_Image to using stb_image (and stb_image_write). This turns out to be simpler, faster, and easier, and also removes one of our more troublesome dependencies. Also fixes a Mac bug where game thumbnails weren't successfully being saved by SDL_Image!
  • Worked around a "freeze on exit" issue which (to my knowledge) only affected the Steam Deck.


Hopefully this was the last of the rendering bugs I accidentally introduced in 0.18.85; apologies for the inconvenience! Assuming no more show-stoppers, the next update should be a small content update, and then after that, dungeons!

Thanks so much for your patience and for your bug reports! I'm super embarrassed that those rendering bugs slipped into the 'default' branch!
-T