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Hi folks! This is a stepping-stone build toward our upcoming Factions major update. The big changes here are the new combat logic subscribers are following, making them smarter, faster, and deadlier at wielding their abilities. As a warning, do expect to see your subscribers having substantially more success against your monsters with this update; you'll probably find that you need to beef up your monster designs to compensate for the smarter players!
Here's the full list of changes.
Subscribers are now much smarter tactically in combat. You may find that you need to toughen up your monster designs to compensate!
Parties will now try to pull enemies one at a time, instead of barreling straight into combat.
During combat, subscribers now issue emoji "combat shouts", so what they're doing is more visible. (These can be hidden from the View Options menu near the top right of the screen)
Parties now can choose to do the party leader's quests. (If the party leader has the 'friendly' tag, the party will do other party members' quests, too!)
Subscribers are now aware of AoE effects on attacks and will be more likely to use abilities that would hit multiple enemies, and less likely to use abilities that would aggro new monsters into the fight.
Combat abilities which are likely to be used to "pull" monsters at the start of combat are now labelled as "Pull" or "Group Pull" abilities, in the ability list. (Ranged taunts can also be used as "pull" attacks, but will still show up as "Taunt" abilities)
Finally (finally!) found and fixed what I believe was the last way that players could squeeze through dungeon walls.
Slightly increased the size of obstructions around scenery items, to prevent some party members from appearing to walk through them.
Updated combat logic for individual subscribers and parties to use the new combat systems so they're ready for factions and world PVP, where they may not always be fighting only monsters any more!
Several updates ago we updated the game simulation to have 7 days per 'month' instead of 5, and this meant that when loading an old save, very few subscribers would play on days 6 and 7 ("Saturday" and "Sunday"), since their typical play schedules had all been set back when there were only five days. Now the game notices that situation and rebuilds subscriber play schedules during the load to use all seven days, with a slight bias toward playing on weekends. Now weekends will likely be your *busiest* days, instead of the quietest ones!
You can no longer select a monster zone unless you're in the NPCs tab (this was often a problem when trying to select an object that was inside a monster zone or ran through a monster zone, especially roads)
Subscribers now have an approximately 10 minute timer for grinding and doing hunt quests. The timer begins when they reach the intended combat location; if it runs out, they'll give up on grinding or hunting, and will choose to do something else instead.
Made improvements to single-click selection logic to make it easier to select moving objects.
Fixed visible model preview during placement of NPCs.
Fixed subscriber behaviour when starting a new pathfinding request when already halfway out of a building. (Previously, if we were halfway out and then recalculated a new behaviour, the subscriber would first walk back to the middle of the building they had been leaving, and then start leaving again. Now they instead just continue leaving!)
Fixed desktop icons going invisible while being dragged, on the second and later visits to the in-game desktop interface.
Fixed incorrect character scaling inside dungeons.
Game logging has been moved into a background thread. None of you care about this but it's a huge deal for me! :D
Thanks for your patience, everyone; getting all of this combat logic working well took me a *lot* longer than I expected, especially around coordinating parties to fight well as a group! -T
Hi everyone!
Every once in a while we do a major tech update which doesn't change the game, but changes the game's underlying systems to improve performance. That's what we have today.
In this Slimline Update, we have a number of big tech improvements, plus a few bug fixes and quality of life improvements. But first, the most important change to highlight:
If you quit the game by pressing Alt+F4 (Command+Q on Mac) or by clicking on the 'Stop' button in Steam or by killing the game in Task Manager (Activity Monitor on the Mac), or by clicking on the window close box in a Windowed video mode, the game no longer performs an autosave before closing; it now just closes as quickly as possible.
This seems to be the way that the vast majority of Steam games work, and so I've changed our behavior to match everybody else. (but I still thought I should highlight it, since we used to autosave here!)
We do still perform periodic autosaves automatically (unless you disable them in the game options), and we do still perform a normal autosave if you quit the game using the in-game UI, and of course you can initiate a manual save any time you like. It's only if you stop the game from outside that we skip the autosave in order to close faster.
New "Slider" UI widgets are now in use throughout the game; these now display precise values and also let you simply type the exact value you want into them.
New "Precise Duplicate" functionality; if you hold 'shift' while using the Duplicate function on scenery items, buildings, or groups, (either via hotkey or by clicking the button), then the duplicated objects will begin exactly on top of the originals so you can use the "precise" tools to move them precisely from there. This can be useful for making straight lines or patterns of objects!
Better saved game lists that show more information about each save.
Fixed the activation of the "Apply" and "Cancel" buttons in the combat ability editor, which sometimes wouldn't enable when editing an ability's costs or a few other values.
Changed game dates to be "Day, Month, Year", instead of just "Day, Month", so now we have "January, Year 2" instead of "Month 13".
Updated our whole rendering system to be friendlier toward older OpenGL drivers and video game overlays. (the game now works using a single OpenGL context instead of a pair of them in an uncommon configuration) I don't expect this change to make rendering faster for most people, but it should work better on old video drivers or pretty much anything that's trying to hook into our game rendering code.
Loading saved games is now about three times faster than before.
Writing out saved games is now multi-threaded and about twice as fast as before.
Saved games are now slightly smaller, while also still being compatible with both newer and older builds of the game!
Quitting back out to the in-game desktop interface is now substantially faster than before.
Huge speed improvements to placing additional solid scenery objects into regions which already contain silly amounts of solid scenery (it used to be that if you had hundreds of thousands of navigation-blocking scenery in a region already, that the whole game could seize up for half a second or longer each each time you added another or moved an existing one; that's now vastly improved!)
Fixed a lot of frame rate stutters as you open and close different UI elements in-game, and in particular the game's character model editor interface.
Running a large game now uses about one third as much RAM as it did before. (One of my test cases of huge player saves has dropped from using 15 gigabytes of RAM down to under 5 gigabytes, for example)
The game now starts up much faster. (on my dev machine it now opens the game window within about half a second, instead of taking several seconds).
Renamed our "Fullscreen Window" video mode to "Borderless"; that hill is not worth dying on! :D
"Borderless" video mode now lets you explicitly set which display you want to use.
"Fullscreen" video mode now lets you explicitly set which display to use, as well as what resolution and what refresh rate you want to use. (caveat: this probably won't fully work on Linux builds until next week as we wait for the Steam Runtime containers to upgrade to the latest release of SDL3, which fixed an important bug about the handling of fullscreen refresh rates)
Alt+enter now explicitly toggles between windowed mode and borderless mode on whatever display the game is currently on. (previously it separately remembered which display it had been on in windowed mode and which in a fullscreen mode, and swapped between those, so the window could actually jump around quite a lot, before. That doesn't happen any more!)
On Linux, the game now runs natively within the Linux Steam Runtime 3 (sniper), where previously we had been on Runtime 1 (scout). (we will be updating to Runtime 4 in the near future; we found an issue with Runtime 4 which we've reported to Valve; as soon as their fix gets promoted into the stable build of Runtime 4, we'll upgrade to it! Big thanks to them for their help with diagnosis and fixing the issue!)
Also on Linux, we no longer make a 32-bit build at all; we now only have a 64-bit Linux build. (In practice, nobody has made a 32-bit computer in decades, and Steam itself doesn't support 32-bit computers any more, so.. no reason to keep making those 32-bit game builds, right? The 64-bit builds are always going to run faster and more efficiently. We'll probably deprecate the 32-bit Windows build at some point in the near future for the same reason, but we haven't actually done that yet; there's still a 32-bit Windows build for this Slimline Update, but I'll be shocked if anybody ever actually runs it!)
Integrated professional localization for our five officially supported languages. (and over the next couple of hours these will also roll out to our achievements and presence messages within the Steam interface itself)
This build also contains the first half of the AI changes which will be required to support the upcoming Factions update. I'm super excited for that! Most notably, players can now think about fighting other players as well as NPCs, and monsters can think about fighting NPCs. (although right now we're taking pains to try to ensure that it doesn't happen, but if you're feeling mischievous you can now take control of one subscriber's toon and force them to fight another subscriber's toon, and the AI will cope with it and continue the fight once you release control!)
..and geez, there's been like an infinite number of tiny bug fixes, too!
As always, I want to send huge thanks to everyone who's been testing all of this on our public 'test' build for the last six weeks or so! It's been a huge set of changes to the code and I'm super proud of where we've gotten to!
And now, onward to finish up Factions! Talk again soon.
(edit: I applied a hotfix patch to this update about three hours after it went up, after realising that we'd accidentally shipped a copy of SDL3.4.8 with the Windows builds instead of SDL3.4.10 as intended. This resulted in some minor bugs around how fullscreen exclusive video modes handle monitor refresh rates, but otherwise shouldn't be a noticeable change at all!)
-T
Hi folks! This is just a very small hotfix build.
This update contains two very small fixes:
Overnight we received a crash report from a player whose save failed to load because it contained a broken, non-functional network fiber placement which I had thought couldn't have been saved. This hotfix fixes things so that that the broken fiber placement now gets repaired during the load and the player's save runs successfully again!
Fixes the displayed date of the Eldritch Update, which had been showing the 17th instead of the 20th. (The 17th is when the built went up on our public test build)
Big thanks to whoever it was who submitted that crash report so I could replicate and then fix the issue!
-T
Hi everyone!
At the end of last year we ran a poll amongst players in our Discord server to pick a future art theme. The "Eldritch" theme won with a commanding showing, and our artist has been working ever since to interpret it in our art style.
This has now arrived in the form of the new Eldritch exotic art pack! This new art pack contains:
A new complete set of functional buildings.
A new wall style.
A new air vehicle (requires also having the Vehicles tech developed).
Five new character costume presets.
More than a dozen new scenery items.
Also in this update:
About a dozen more new scenery items, mostly focused on bones and skeletons (these are accessible alongside most of the other bone-themed scenery items, in the "Earthworks" scenery tool)
Fixed a bug which caused players to slip off vehicles they were standing on if they sent an IM to a friend while the vehicle was in motion.
Fixed a bug which caused players to sometimes not go to certain destinations if the only way to get there was a dock positioned so that it was jutting far out over the water. (they'd still use the docks if there was another way to get to the destination, but not if the docks were the only path)
Fixed splitting of network pipes that cross region boundaries.
Fixed NPCs, elite monsters, and dungeon monsters auto-leveling to keep them at an appropriate level relative to their region even when you change the region level range.
...and a bunch of other small bug fixes!
Big thanks to everyone who has sent in feedback and bug reports!
In other news, I'm still spending most of my time making progress on the upcoming Factions update; watch this space for progress reports in the near future!
-T
Hi everyone!
I wanted to take a moment to talk a bit about what's coming in the Factions Update. It's still a little ways off, but hopefully this little taste will give you some insight into what's coming!
This update is divided into several different parts. Let's talk about them one by one.
To support different factions, you'll want to be able to set different locations for different factions to spawn; or even different locations for each specific class in each faction!
I've been upgrading our starting points to allow that. Here's some work-in-progress on an interface to specify what can spawn at each starting point:
In the future, this same interface could allow you to add and remove services from other types of buildings! I expect that in the initial Factions Update it will just be starting points, but I definitely want to enable this sort of thing for potion shops, blacksmiths, and other buildings!
Here's one that people have been requesting forever, and it's finally happening to support Factions; once you develop the technology for it, you're going to be able to create variants of player classes, monster types, and NPCs. Variants inherit all the attributes and combat abilities of their base class, but can be given a different name and a different appearance. And of course can be part of a different Faction!
Apart from not taking up a character type slot, they are otherwise treated as if they are a completely normal character type; here's a shot showing three Spider variants with separate monster zones placed next to each other:
My current plan is to have Factions be handled similarly to character types; you'll get access to a certain number (probably two) when you first unlock the Factions tech, and then will be able to add more. There will be no limit to the number of Factions you can have (although there will probably be a cost)
Each Faction will get a name, a space for lore, and a customizable banner, which will work a little like our current costume editor to let you make unique banners to visually identify your different Factions!
And of course, there will be a selection of scenery items that let you place these customized banners around your world. Here's some early models, as an example:
Individual regions and districts will each be able to set the Faction which owns that part of the map. Buildings inside those owned areas will (by default) not serve players of opposing Factions.
Everything I've talked about above is at least partly implemented now, but the stuff below is just my current plans for the update. Obviously, it may change wildly before the update comes out! So.. watch for future Dev Blog updates to stay up to date! :)
The idea is that you'll be able to specify where PVP is allowed to happen; you'll be able to enable or disable it globally, per-region, and per-district, so that you can restrict PVP to exactly the spots where you think it should be allowed for your particular game.
In addition to the above, where particular areas can be set as statically 'owned' by a particular Faction, they can instead be set as "Contested", in which case ownership can change hands between Factions based upon holding particular control points you've placed within those areas. If one Faction can take control of enough of the control points and hold them for a long enough duration, they'll take over ownership of the zone, which will also transfer ownership of all the buildings within that zone!
So that's what I've been up to! There's a bit more to it, but those are the broad brushstrokes that show approximately where we're aiming! I'll be back in a couple weeks to talk about how I'm tracking on the implementation!
We do also have some other stuff going on in the background, including some awesome work on the Eldritch art theme as voted upon by our player survey, and some further performance improvements especially around load times and memory usage. I'm very much looking forward to getting to share some of that with you in the coming weeks!
-T
Hi everyone!
This is another small update with bugfixes for various issues reported by players:
Fixed a bug which could cause a small percentage of potential new subscribers to decide that they couldn't afford to pay your game's purchase price when they actually could.
Fixed some misplaced graphics sometimes visible in the grid map view.
Fixed the selection highlight remaining on an object after deselection, if you made a particular sequence of UI actions quickly enough.
Fixed parties managing to squeeze their way through the walls of dungeon layouts and going for a wander in the negative space elsewhere on the dungeon map.
Fixed an issue in map generation which caused New Map seeds to generate differently on Mac builds than on Windows or Linux builds.
Fixed a crash which would happen if you deleted a dungeon while your view was inside that dungeon.
As noted before, most of my time at the moment is going into the upcoming Factions update; I'll be posting a preview announcement later today or tomorrow (depending on your time zone), showing off some of what will be coming with that!
-T
Hi folks!
This is just a small patch with a couple very targeted fixes:
In the last patch, I accidentally broke our map seeds system, so a seed from an earlier build was now building different maps than it did before; this commit fixes that, and we're back to our traditional map seeds!
Also in the last patch, sometimes (although rarely) a map would be generated containing one or more empty spaces (they appeared as large grey areas on the map), and all sorts of bad things would happen if you tried to interact with those empty spaces, sometimes including just moving your cursor over them. We've now fixed that to stop it from happening any more, and for saves which have already been generated containing those empty spaces, we now fill them in with ocean during the load, so those saves should all be good now!
There's also a fix for an issue that could happen if a subscriber who isn't in a party but is inside a dungeon gets so angry that they decide they want to grief other subscribers, and starts to try to figure out whether there's a monster they can lure into a starting area. Now fixed!
Most of my time is still going into the upcoming Factions feature build. I'll have more details on that once I have things to show off!
-T
Hi folks, this is just a very small maintenance patch to address a few stability issues we've seen reported over the past week or so.
Changes:
After continuing to see (admittedly very rare) triangulation failures reported by a few players, we're switching to a new triangulation system which hasn't yet had a single failure reported after a week in our 'test' branch, so.. hopefully this time we've cracked it! (this system is responsible for taking painted shapes and turning them into geometry we can render in the world; monster zones, districts, things like that)
Fixed a new crash bug if you tried to paint a dungeon floor without first selecting the color you wanted to paint it (oops! This one snuck in while I was consolidating all of our painting tools to use a single set of logic instead of having big chunks of duplicated code everywhere)
Improved the performance of entering/leaving the character costume editor screen, so the stutter is now much less bad. (it's still worse than it should be, but I'm saving further improvements for a larger patch with a longer testing period!)
Updated our (very!) old version of GLEW from 1.11 (1.10 on Linux!) to version 2.3.1), which slightly simplifies the game startup process and works better with modern OpenGL drivers, and just is slightly less embarrassingly old now. (version 1.11 was released almost 12 years ago! I feel so old...)
Big thanks to everybody who has reported issues! I'm hoping that this addresses all the critical ones.
We'll talk again soon, once Factions gets to a stage where I'm ready to start showing it off!
-T
Hi everyone!
Ordinarily I'd put this information down below the changelog, but it's important enough to put it up top; we've had multiple reports from players that Discord's latest overlay seems to be causing severe performance problems for MT2, even when the Discord overlay is disabled for the game.
It doesn't appear to be affecting everybody -- we're still trying too figure out the common factors between the people experiencing the problem -- but if you think it's affecting you, a temporary workaround is to turn Discord's overlay feature entirely off. In Discord's settings, in the "Game Overlay" tab down near the bottom of the list, turn off both "Enable Overlay" and "Enable Legacy Overlay". Alternately, I'm told that some players have had success by putting MT2 into either regular "Windowed" or a true "Fullscreen" video mode, in its video options.
If this issue has affected you, we'd be very interested to hear about it! Even if the above fixed it for you, it'd be super helpful if you could send us a bug report in-game from the computer which showed the problem -- those bug reports tell us some details about your hardware and drivers that might help us figure out the common factors to who is being affected!
Anyhow, enough about that; you're here to hear about what's changed in the patch! So here we go:
Changes/fixes in this patch:
Placement tools now work correctly when the camera is rotated or moved while the placement is happening. (so for example, you can now make a ring of scenery items by rotating the camera around a point while holding down the left mouse button in the scenery painting mode)
Improved the speed of middle-click camera movement, which previously was far too fast!
Improved selection outlines to improve the look of bridges and some other structures which descend below the ground, when selected.
Fixed the "Tech" list in the Development window to update immediately when dev projects become available or unavailable. (previously they only updated when you closed the window and then reopened it)
Fixed a crash bug if the user destroyed a district (using the 'backspace' hotkey) while in the middle of an interactive drag changing the district's height or spread.
Fixed camera jitter when focused on parties.
Fixed the descriptive string shown when an ability has no effects assigned to it.
Fixed a crash bug if a player tried to enter (or exit) a modular building which had no entrances.
More aggressive polygon simplification of dungeon floor paints.
Fixed the display of entrances on modular buildings during placement and movement.
Fixed a bug with the 'Custom XP Amount' spinner widget in the boss monster information window, which wasn't responding to clicks correctly or allowing a value to be typed directly into it. Now fixed!
Switched NavMesh generation back to a newer, more advanced system which I think should now be working for everyone!
Improved wall-vs-wall obstruction detection during placement, and fixed a bug which could result in a newly placed wall being drawn in red instead of the correct colors.
Thanks so much to everyone for your patience and help while these fixes came together and while we figured out what was going on for some players re: performance!
I'm now well and truly onto faction development and I'm super excited to talk more about that in the near future!
-T
Edit: This note was originally published for version 0.26.13. I've since updated the build to 0.26.15, which contains a fix for a monster zone placement crash which snuck in when I unified all of our various painting tools into a single paint system as part of this patch. The crash occurred if you tried to place a new monster zone without first setting a monster type for it; we missed that in our testing! Apologies to any players who bumped into it!
Hi folks, this is a follow-up hotfix for further issues reported since yesterday's patch!
Fixes in this update:
Fixed another case where the game could potentially get stuck in an edit. (1 report)
Fixed a few 'grass' variants which were generating obstructions when they weren't supposed to.
Reverted to our old navmesh generation system, as the new system was occasionally failing in exciting ways. (this should fix the "Multiple triangles on an edge" error message reported by 4 players)
Fixed dungeons automatically turning themselves on as soon as they deemed themselves valid for subscribers to use, even if you were still editing them.
Fixed dungeons being turned off after being destroyed and then having the destruction undone.
Made some big improvements to navmesh lookup times for big saves, to improve performance when things end up slightly off the navmesh.
Thanks so much for your patience as we've ironed out these little glitches!
-T
Hi everybody!
This is just a quick hotfix build to address a few issues reported by players in yesterday's update.
Fixes:
Fixed region lift/lower sometimes happening at surprising speeds.
Fixed an issue which could be caused by scenery items being moved during terrain edits (this showed up as a "AddObstruction called when an edit isn't in progress??" error message)
Fixed an issue which could result in the game getting confused about when scenery edits were ongoing, which resulted in an assertion failure during game shutdown (this showed up as a "Stopping edit manager when we were in the middle of an edit?" error message)
Potential fix for an issue which could result in an assertion failure during quest creation, for quests which targetted buildings which had no entrances.
Huge thanks to everyone who reported issues!
Talk more soon,
-T
Hi everyone, happy new year!
Today, we have a tech update; largely due to the big performance improvements we achieved last year (and there are a few more in this build, too!), I've been able to turn on a feature that I never thought we'd be able to afford to do:
Players now avoid walking through large scenery objects! This is most notable around trees and various large structures. Note that we only do this for large, solid-looking objects on the ground. They'll still quite happily trample straight through your meticulously placed flower beds (sorry not sorry!)
There's a big change list this time, so let's dig into it!
Several performance boosts for large maps, especially when there are a lot of parties in combat on the main map, and double-especially when on the network view!
Monster zones, terrain type boundaries, obstructed ground markers, and other terrain markings are now much less visible in most view modes, which gives you a much cleaner view of what you're building!
Monster zones now remember their original painted shape. While they still reshape themselves around any obstacles within their boundaries, they now restore themselves to their original painted shape if those obstacles are later removed. (previously, holes in the monster zone were left behind where the obstacles used to be)
Fixed a bug which was sometimes allowing players and monsters to walk through walls or other obstructions, most commonly during combat while kiting or being kited by an enemy.
If a developer has put a building into maintenance mode to fix a bug, you can now overrule them and manually put the building back online, which will cancel the bugfix. (to allow the bug to be fixed later, either put the building back into maintenance mode or else schedule a fix for it from within the Development report's bug list)
Added the ability to customize the lighting direction in each region. (you could already set color and brightness; now direction is also customizable!)
Natural attribute changes (health and mana recovery, rage decay) now happens smoothly, instead of in periodic 'ticks'. This makes it much more visually distinct from Heal over Time or Damage over Time effects, to make it easier to see what's going on.
When placing or moving buildings, the tests for collisions between buildings and other obstructions are now substantially more precise.
When placing or moving buildings, we now show the building's entrance points, including whether they are obstructed or not.
If all of a building's entrances are obstructed (say, due to impassable scenery items being placed over them), then it now will go into "Maintenance" mode until at least one entrance becomes accessible again.
Social and PVP groups now try to avoid forming inside scenery objects.
Better navmesh obstructions around walls which have large end pieces (such as castle walls, arid walls, and others)
Untangled the Damage over Time and Heal over Time code to make them work much more immediately and reliably.
Fixed pathfinding systems sometimes using offline travel buildings when they shouldn't have (which would lead to players going to those buildings and then becoming annoyed that they weren't working)
Fixed handling of 'Maintenance' modes when multiple developers were fixing multiple bugs on a single object at the same time.
Fixed needs not appearing to decay while a player is in a party (and then that decay being applied all at once in a single hit as soon as they left the party).
Fixed a single-frame visual glitch which could happen when starting to move a scenery object.
Fixed a once-per-run frame rate stutter when opening a character placement or design tool for the first time.
Fixed buildings failing to remove grass underneath themselves.
Fixed the character 'stun' animation to play correctly.
Small improvements to grass rendering (which should result in fewer cases of grass appearing to 'float' above steep slopes)
Fixed a rare crash around changing resolution or UI scale while on the desktop interface.
Fixed 0% 'Weaken' ability effects being displayed in the UI as if they were 0% 'Protect' ability effects.
Fixed a few bugs about the handling of regions which contained no walkable ground.
Fixed a bug which caused subscriber 'need' decay to be accumulated when in a party and then be applied all at once upon leaving the party, instead of applying it in real time while still in the party.
It's been a short creativity spike this time, as I'm eager to get moving on the upcoming major Factions feature -- I'll be sharing details about the design and implementation of that new feature soon!
In other news, the community art pack poll over on our Discord server has concluded with "Eldritch" being the big winner, so Liam has begun digging into interpreting what that'd look like in our art style! No immediate announcement about when it'll be completed, but it's coming! (And I imagine it's what Liam's going to be focused on while I power away on Factions!)
Anyway, as always I want to send huge thanks to everyone for your feedback, your bug reports, and your support! We'll talk again soon.
-T
Hi folks! This is just a quick hotfix build to address a couple of issues people have found in yesterday's "Confection" update.
Fixed a crash which could occur if a subscriber was interrupted while flying on a flight path and then changed their mind about what they wanted to do.
Fixed a few tools not working correctly; most notably the manual "warn" and "ban" tools, which weren't correctly detecting subscribers under the cursor.
Fixed some pathfinding issues related to subscribers being interrupted (typically by monsters) while walking on a road which they expected to be safe.
Huge thanks to everyone who reported those issues!
-T
Hi everyone!
This is a small holiday update for everyone, containing a new exotic art pack and a bunch of bug fixes and other minor improvements.
Exotic Art Theme: Confection. Contains a new functional building theme, modular gingerbread houses, scenery items, and a customisable gingerbread man costume for your players (or your monsters, if you prefer!)
Improved bounding box generation for flex objects. This should make it much easier to click on bridges and walls!
Restructured how status effects are processed which should make Damage Over Time effects far more reliable in terms of how much damage they do and how quickly the damage is applied!
Added a missing scenery item to the Wild West exotic art pack (an animal skull).
Fixed transitions into cutscenes when UIScale values are below 100.
Fixed spurious extra logo redraws when opening the logo editor UI. They seem to have been causing trouble for very old graphics cards/chipsets/drivers (>10 years old). Hopefully this fixes it, but even if it doesn't I've added a lot more logging around the trouble to hopefully help me debug it further if it happens to anyone again!
Improved player region migration, especially in the case where the destination region is carved into multiple disconnected walkable regions (for example, if a chasm splits the region into two halves). This still needs more work, but that situation is handled a lot better now than it was before!
Fixed a rare crash around combat ability editing.
Simplified pathfinding cleanup, speeding it up and slightly reducing memory usage during this cleanup process.
Fixed a single-frame white flash which could happen at the start of the intro cutscene.
Improved the game's handling of corrupted saves.
Fixed players sometimes spuriously changing weapons when the design window for their class was opened or closed.
So, looking forward. After being away for basically all of last month to spend time with my family after the sudden passing of my mother, I'm now back home and have been settling back into work on the long-awaited Factions update, and I'm looking forward to talking a bit more about that in the new year! But my first job on that is setting up full world PVP, so that everybody is able to fight everybody else (as currently players can really only attack monsters, and NPCs don't yet have a full aggro system, which means that taunts don't work against them and etc. All of that needs to be fixed to get proper world PVP working!)
Big thanks to everyone for their patience while I dealt with family dramas! The words of support have really helped, along with the usual comments, suggestions, and bug reports! I'm looking forward to showing of what I'm working on next sometime early in the new year. :)
-T
Hi folks!
It’s been a minute since I was last here saying hi, so allow me to reintroduce myself! I'm Leanne and I handle all things communications related here at VectorStorm and today I'm here to present you with the results of our first ever player survey!
Here are a few of the insights we've taken from the surveys:
In total, there were 1,729 responses!
49% of those responding also play World of Warcraft, which definitely tracks with some of the amazing builds we've seen players share in Discord.
64% of responders say they basically no-life the game. Nice!
Number of names I had to delete from the name suggestion list: so so many. This is why we can’t have nice things.
The top requested features were; Guilds, Raids and Crafting/Gathering.
Factions & World PVP is the most anticipated roadmap milestone (honestly, we didn’t need a survey to tell us that!)
And now, for the thing you really want. We asked for suggestions for future building item themes and you really delivered. So many awesome submissions, it took a while to cut the list down to a few. Without further ado, your options are;
High Elves
Druid
Eldritch
Jungle
Log Cabin
Atlantis
We’ll have a poll posted shortly on our Discord, so make sure you come join us there so you can get your vote submitted. We’ll also have some reference images of the types of things we’re thinking about, based on other games, to give you an idea of what we’re aiming for. Please note that whilst ‘Atlantis’ would thematically be as if it were under water, actual underwater zones aren’t in the game and aren’t planned.
That about wraps it up for me for now, so as always come find us on Discord! We’re very active there, with regular test build updates and insights into development, so come say hi.
Thanks,
-Leanne
Hi everyone!
In this big content update, we've gone outside our usual box and have two new art packs with styles outside of our usual high fantasy genre!
A full set of functional buildings in an old west style!
A new modular building type, perfect for making frontier settlements!
A mine cart bridge type!
Two new customisable character costumes - the cunning Desperado and the implacable Gunslinger.
Almost a dozen new western-style scenery items!
A full set of functional buildings made from repurposed rockets and spaceships!
A sci-fi laser wall!
Two more new customisable character costumes - the Astronaut and, of course, we couldn't do pulp sci-fi without providing a green-skinned alien!
Almost two dozen new pulp sci-fi era scenery items, including even more spaceships! (we might have gotten a little carried away with these)
Did somebody ask for ray guns? This art pack also contains a full "ray guns" weapon category with about twenty ray gun models which progressively upgrade as your players gain levels!
Both these new art packs are being classed as "exotic", and are available to be developed from the usual development projects menu; the same place where you start work on normal art packs.
And of course, there's also the usual collection of bug fixes and small UI improvements. We hope you'll enjoy this little diversion from our usual world look and feel, and we'll definitely be adding more exotic art packs in future updates! (We'll have a poll about this and other things in the near future, as well as finally delivering the long-awaited results of the last user poll!)
On a personal note, I want to give a huge "thank you" to my fantastic producer and artist pair of Liam and Liam (respectively), who managed to pull this whole content update together almost entirely on their own while I've been away from home, helping out my father after the sudden death of my mother earlier this month. Liams, you two are the best. <3
Anyhow, I'm expecting to be back home in my usual programmer chair in a little over a week, and will then be breaking ground on the upcoming Factions update. We've got some exciting plans for that and I'm very much looking forward to starting to implement them and showing them off!
Thanks so much, everyone, for all your comments, suggestions, and for your kind words! Until next time, I remain,
-T
Hi folks! This small update contains a few new requested features, along with performance and quality of life improvements.
What's new in this update:
Adds a new customization which lets you choose to have larger or smaller regions, when creating a new game map. (Note that the overall size of the map is unchanged; you'll have slightly fewer regions if you request they be large, and slightly more if you request they be small). Related to that, the map layout interface has been revamped to look nicer!
Disabled the flashing red visual effect on objects which aren't receiving enough bandwidth; it could actually result in a surprisingly large performance hit if you had a lot of buildings which were outside of bandwidth areas! Now buildings which aren't receiving network bandwidth get darker and get a flashing lighting bolt icon that should hopefully be more intuitive for players to understand, and also it'll render just as quickly as fully functional buildings!
District titles are now hidden during cutscenes; either the intro cutscene or release teaser cutscenes.
Removed the apply/cancel buttons when configuring a region's sky; those settings now take effect instantly!
Fixed region fills and outlines not being drawn in the "Grid" view.
Fixed duplicate, unnecessary redraws of scenery items within the model selection UI when opening scenery placement tools. (Previously, each model image was being pointlessly redrawn three times; now they only get drawn once!)
Fixed the appearance of doors in the door placement UI inside Dungeons. (They had been drawing in "Unlocked" state, now they are drawing in "Locked" state, as intended)
Changed the visible "IM" icon representing sent/received instant messages to one that hopefully is more intuitive to people!
Thanks so much for your all comments and feedback, everybody! We're now pushing toward our next big content update which should arrive in a few weeks time, as well the big Factions feature update which will likely hit early next year!
-T
Hi folks! A small update today:
Improved district title customization; you can now set three different colors (both ends of the title gradient as well as the title outline color), and can also set exactly where you want the title to appear within the district.
Fixed recoloring of water during initial lake district placement, if you had configured that.
Fixed a rare case where non-walkable terrain (mountains, chasms, etc) could sometimes incorrectly override flattened districts which were drawn over that terrain and set as walkable.
Fixed a rare assertion failure involving terrain painting tools and opening and closing the "Design", "Reports", or "System" menus.
Fixes to the new "spinner" UI widget's drag-to-edit functionality, which fixed some awkward UI issues during combat ability editing.
Applied the new "spinner" UI widget's changes to the related "integer spinner" widget. This improves several UI elements throughout the game.
Fixed the map layout preview during the New Game UI flow to look much nicer and less garish.
Quest chains now have their level set based only upon their hunt quests (if there are any hunt quests in the chain). This really only matters for multi-level regions; if you have a region which has (for example) players of level 1-10 and you have a quest chain which consists of five "Fight those level 1 monsters" quests and one "Go talk to that other quest-giver" quest, previously the quest chain was considered to be level 1-10, because the "go to" quest on the end wasn't combat and was considered appropriate for any level. Now the quest chain is instead treated as level 1, so you won't have level 10 players trying to do the quest chain just to get to the later quest in it.
High-level players no longer ignore low-level monsters. They don't seek them out and they don't feel particularly happy about winning the fight, but if they end up in combat with them they will kill them instead of just walking away.
The "What's New" window no longer appears for first-time players -- leave them alone and let them get on with starting their first game!
For non first-time players, if we're going to show them the What's New window (because there has been a new major update since their last run of the game), then open the window after their MMO launcher window, so the new update information appears on top and they can actually read it!
Thanks so much for your feedback and issue reports, everyone!
-T
Hi folks! This update contains fixes for two issues which were found pretty quickly after the most recent update went out:
Fixed the game failing to launch on SteamDeck, regardless of whether it was trying to run the native Linux build or the Windows build via Proton -- It didn't like one of our shaders! I've now placated it, and seems to be happy again.
Fixed being unable to enter the 'Character Design' interface for players, monsters, or NPCs past the first eight. I'd done something which subtly broke how scrolling worked and never noticed! Now fixed.
So that's all for this little hotfix update.
But hey, while I have you here, it's been pointed out to me that I didn't mention all the new things in the Rivers&Bridges update. I completely forgot to mention that we added four new water-themed character costumes (including a diver, a fisherman, a narwhal, and a platypus!).
We also added a bunch of new water-themed scenery items including buoys, lanterns, lily pads, a fishing boat, and more! So.. please enjoy those bonus additions as well, and we'll talk again soon!
-T
Hi folks!
This is another update that got a bit bigger than I expected! Let me tell you about it.
You can now place "districts" in your world. Districts let you create and define areas within your world.
Districts work a little like monster zones in that you paint them down onto the ground. Once painted, you can select them like any other object to modify them. Note that they are only selectable while the Terrain action bar tab is active; they're hidden (apart from their effects on the map) in all other modes.
Currently, there are three kinds of districts:
Normal districts are very simple. They let you mark down a region and give it a name, which optionally can be made visible on the map when you're looking at that part of the world. You can also give them a description, if you want!
You can also recolor the ground within the district, including adding or removing grass within that area.
These simple district types can often be useful for delineating small villages, for changing the ground color to make farms, or just for general organization.
As an "advanced" option, you can also mark a normal district as an obstruction, basically turning it into one large invisible wall which will prevent your players from entering! If you're showing the district's title you can also change the title's size, placement, and color from the advanced options page of its information window.
Flat districts are very much like normal districts, with one exception; the area inside the district has its ground completely flattened. This is great for making larger towns where you want the area to feel more urban, with all the buildings built precisely on the same level.
Once a flat district is created, you can then select it and raise it up or down (within limits!), as well as modify how smoothly it blends out into the naturally undulating terrain outside the district. Note that the game will try to keep things working approximately sensibly; if you use flat districts to make steep cliffs, the game will try to treat those cliffs as barriers and stop players from walking up and down them. If you want that to work differently for a particular flat district, you can overrule the game and tell it whether or not to allow players to walk on its sides or even on its top.
As with normal districts, flat districts can optionally have their ground recolored, and have grass added or removed, however you wish!
Moving on from flat districts, lake districts let you paint down areas of water. As with flat districts, lake districts are always approximately flat, but will build a small lip of land around the body of water, and will fill it with water.
If you wish to make rivers that flow downhill, you can connect multiple lake districts together at different altitudes, and the water will automatically connect up, even making waterfalls if the change in height between districts is high enough!
As with flat and normal districts, lake districts can optionally recolor their ground, and they can also change the color of water inside the lake district!
There are a lot of advanced options for lake districts; play around with those to see what else you can do!
By default, lake districts will mark their water areas as obstructions to players, and if their sides are steep then those will be marked as obstructions as well, but as above you can override both of those choices if you want it to work differently!
Since I feel that all these district types are so useful for organizing towns and customizing regions, we have them available for all players from the very start of the game; they don't need to be researched or developed; You'll find them over on the right side of your "Terrain" action bar right from the very start of the game.
So with all these new waterways, it's now particularly important to be able to let players get across them, and so we've added bridges to the game!
Bridges are a new technology you can now research from very early in the game. By default, there are four bridge types available, but there are many more of them hidden away in various art packs! Bridges work very much like roads, but can only be entered at either end, and can extend across un-walkable areas, like most rivers!
There's a bunch of other new stuff in this build! Here are some of the more interesting bits:
When you're in an editing mode, we now preview where there are obstructions that players won't be able to walk through. This can be handy when you're placing a building, so you can be sure that you're placing it somewhere where players will be able to reach it!
These visible obstruction layers are hidden when you're in "Inspect" mode or when you've hidden the UI to take a screenshot, and they also can be disabled globally from within the View Options window (accessible via the gear icon near the top right corner of the screen)
In previous builds, lighting was global; when the camera was inside one region, that region's lighting applied to the whole world, even different regions which were somehow visible (say, through a mountain pass).
Now, we can apply region lighting no matter where the camera is - bright regions are now always bright, and dark regions are always dark, regardless of where the camera is located.
Related to this, the controls for editing region lighting have been improved, and we've made it much simpler to select regions and tell when they're selected!
Ever since the Progression Update, we've offered a dozen or so "Custom Rules" which can be applied to individual games to change the way they play.
In this update, we're adding several new custom rule options for automatically unlocking more types of tech, most notably subscriber-facing game features (such as Instant Messaging, PVP Duels, etc), for unlocking debug aids (searchable server logs, anticheat software, etc), and for unlocking ingame bonuses (Increased Inn capacity, etc).
As always, these rules can be enabled or disabled at any time, for any save, so you can add them to old saves if you wish, or remove them if you change your mind. There's no need to start a new game to use them, unless you want to!
Improved the 'Spinner' UI widget (which is used for editing most numbers in our UI), to make it easier to use. You can now click+drag anywhere on the widget to easily change values, instead of repeatedly clicking on the up/down arrow buttons, or instead of using the keyboard to type in a new value.
Fixed some bugs around detecting wall-wall intersections.
Fixed possible incorrect awarding of 'Quest Master' achievement.
Fixed water to correctly be illuminated by point lights.
Fixed elite monsters in multi-level regions sometimes being given access to combat abilities which were higher-level than the monster.
Fixed mouse interactions with multi-region network fibers, in the network view.
Fixed an engine bug which was sometimes causing negative numbers with a decimal point to sometimes be displayed as positive numbers.
Fixed a whole bunch of small rendering glitches where various objects would sometimes briefly appear at the far southwest corner of the map.
Fixed a performance issue when making text selections inside extremely large text edit boxes.
Improved placement of player names over players on flight paths.
Improved placement of party members when the party is traveling together on a flight path.
So that's this update! I hope everybody enjoys all these new tools and features! We have two more big content updates planned for before the end of the year, and I'm turning my attention toward the next big feature updates. As always, huge thanks to everyone who tested this build while it was in the public test branch, as well as to everyone who has submitted bugs, feedback, and ideas!
Okay, two more pieces of administrative trivia to get through. First, huge thanks to everyone who filled in our community survey a few weeks ago. We got far more responses than we expected, and we'll deliver some results once we've finished tabulating numbers and figuring out what it all means! And second, Leanne tells me that I should encourage everyone to come visit our Discord if you want early looks at what's coming next, or if you just want to share your creations or see what other people have been making!
We'll talk more soon!
-T
Edit: Thanks so much for the huge response, everyone! This survey is now closed. We'll post an update with results and takeaways once we've run the numbers! -T
Hi folks, Leanne here today!
For those of you I haven’t met yet, I’m the community manager here at VectorStorm. I’ve been here almost 3 years now and if you’re in the Discord, we’ve definitely crossed paths!
I have something a little different for you today, and hopefully also a little exciting? Today I bring you… our first ever player survey!
It's 21 questions, mostly multiple choice, with 3 fun ones at the end. This will give you a chance to let us know what’s important to you for the future of MMORPG Tycoon 2 and how to make sure we make a game you’re excited to play. I know, I know. Survey’s are boring and take too long and we’re all very busy. But please know that if you can take five minutes to fill it out, we’d be very grateful! We’ll be closing the form in 2 weeks so don’t take too long to think of your answers!
Oh, and those last 3 questions? They involve telling us anything and everything you want for the game, pitching a name to go in the player name generator, and pitching a theme for a future decoration style update, we'll pick our faves and have a vote on Discord.
And as always, don’t forget you can come hang out with us and talk about all things MMORPG Tycoon 2 on Discord.
Okay I’m done now I promise, have a good one!
Leanne
Hi folks! We have two things for you today. First, bugfix build 0.22.89 is now live!
Fixed several combat bugs when assuming manual control of characters and triggering combat abilities using keyboard hotkeys.
Fixed 'heal', 'protect', 'weaken', and 'slow' visual effects to better match the sizes of the affected characters. (they could get lost inside really large characters, before!)
Monsters now try to move to get into range for their shortest-range ability which is currently available to use, whether or not that ability is the next one in their combat schedule. This makes it much less likely for monsters to repeatedly skip over melee attacks because they were out of position, while still allowing them to back off to missile range while a slow-recharge melee attack recharges.
Fixed multi-stage dungeon boss health values for high-level bosses, as their health values were scaling more quickly than the configured level power scaling, making them much more difficult foes than they should have been!
Fixed an issue which could cause parties to get stuck in "forming" state.
Tweaked tutorial messaging around assigning developers to projects, which had been causing confusion for some new players.
Made a number of small fixes to using scenery painting tools inside dungeons.
Fixed a crash if you tried to force-quit the game while it was saving.
Fixed the New Game Summary page to show the correct statistics values.
Fixed dungeon monsters respawning if you had configured monsters respawns to happen instantly. (dungeon monsters aren't supposed to respawn at all, even if no delay is set on respawns!)
Fixed price sync on newly placed buildings.
Fixed parties sometimes not gathering properly.
That's live on the default branch on Steam right now!
And for those of you who'd like a preview of what's coming next, here we go:
Now it's time to talk about the upcoming update that I've been working on for the last month or so! It's something I never thought I'd be able to put into MMORPG Tycoon 2 without exploding our save sizes, but our main artist said something that inspired me to think about terrain in a different way, and.. I had to do it!
New in the next update, you'll be able to edit your game's terrain in far more detail than ever before. You can now draw directly on the terrain to change its height:
This same system will let you flatten areas of the terrain, lift areas up or down, recolor it, create regions of lake or water, and do all sorts of other new stuff!
As part of this, you can now label parts of your world!
And of course, with the new ability to place bodies of water anywhere you want, you'll be needing
On launch, we'll have nine different bridge models available within the game, all of which can be made long or short, straight or curved, etc.
So.. the question people always ask at this point is about when the release of these new features will be, and the disappointing answer I always have to give them is that I'm not entirely certain! I'm hoping that it'll only be a week or two more; I'm fixing bugs pretty much as quickly as we find them, and once it all seems fully stable, we'll be rolling it out on the main default channel!
But if you're feeling a bit adventurous, this update is accessible right now on our public 'test' build ; please come join us and try it out! From the Steam library just right-click on the game and go to 'Properties', switch over to the 'test' beta branch, and let Steam download the update! And you can use our discord server or the in-game bug report/feedback tool to let us know what you think!
I'll be talking to you all again soon, when this gets rolled out to the main default build, and I begin work on one of our next big roadmap item: Factions.
Thanks so much to everyone who's sent us ideas, feedback, bug reports, and everything else!
-T
Hi everyone! I'm still working on the next big feature update, but I wanted to release this side update which contains various bug fixes and small improvements I've made to the current build over the past few weeks.
Fixed subscribers in parties panicking and forgetting about their party each time they face-pulled a new monster when they were already in combat. (this would often lead to the subscriber abandoning the combat and running away toward the dungeon exit until they had a chance to calm down. If they actually reached the dungeon exit, they actually would leave and then get kicked from their party for desertion).
Fixed a timing-related multi-threaded game crash which could rarely occur if the last member of a party left the party on the same frame when a save happened to begin. (the save would fail)
Fixed a timing-related multi-threaded game lockup which could rarely occur if you were editing the map using a terrain painting tool on the same frame when a save began. (the save would still succeed, though)
Fixed combat ability ranges to ignore height differences between characters, as intended. This fixes cases where a player would repeatedly move into a spot that they thought was in range for a combat attack to be legal, when it actually wasn't, if the combat was occurring on a steep slope.
When using the 'Destroy' tool, if the cursor is over a road that runs through a monster zone, prioritize destroying the road, instead of the monster zone.
Tweaked the game simulation scaling code for really large saves, just to give players and monsters in really packed regions a little extra time to think, This won't have any effect on most of the saves we've seen from players, but if you have a really big game with really densely packed regions, this adjustment might help for you!
Made a small rendering performance optimization to outline rendering.
Fixed the game getting stuck in the load screen while loading a specific user save we've received. Somehow a NaN (which stands for "Not a Number") had gotten into a monster's aggro threat table and the code which was trying to fix it was getting trapped in an infinite loop trying to remove it. (Fun Computer Science reasons, NaN is defined as not equaling itself. So if you go looking for the NaN value by checking to see whether it equals NaN, you'll never find it!) Anyhow, If you're that user, thanks for sending the save to us and this fix was for you! :D
As I mentioned above, I'm currently midway through work on the next big feature update, which is planned to include a some exciting new terrain editing features (because I finally figured out how I could implement them without exploding our save file sizes!), along with new placeable bridges, and a few other bits and pieces.
There's no definite date for that update yet, but I'll be posting a 'Preview' announcement once it's ready for early testing; I'm very much looking forward to that!
Talk more soon,
-T
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MMORPG Tycoon 2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main MMORPG Tycoon 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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