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Hi everybody! This is arguably the biggest update we've ever done. I know I said "no more huge updates" after the Dungeons Update, but.. here we are? So let's talk about what's new!
Hi everyone! It's been a couple weeks, so it's time to update you all on where we're at with the Progression Update! Last time we talked, I'd decided that the way I'd implemented our "New Release" mechanics didn't feel true to the game, and I'd made the hard decision to delay releasing the Progression Update until I could figure out how to make that system feel good. It took me quite a while to figure out exactly why it felt wrong and how to fix it, but I'm now extremely happy with where we've landed, and there's an updated Preview build for anyone interested! So, some questions and answers:
Hi folks! Last time we talked I was just about ready to roll the Progression Update out to everyone. I said that it just needed to go through a phase of player testing, expecting that there would just be a few bugs to fix and then it'd be ready to go. Welp. While overall tester feedback for the Progression Update was extremely positive, several testers felt that the new requirements specifically around making new game releases were too rigid and could even become difficult to satisfy at all, later in the game. And after giving it some thought and further testing, I had to agree with them. But worse, I realized that the system I had designed was running counter to what I wanted MMORPG Tycoon 2 to feel like to play; instead of empowering players to run their game as they like and to feel like they were engaging with and exciting (or enraging!) their subscriber base, I had set up what was effectively just a series of hoops for them to mechanically jump through every time. I didn't want to release the update with that small but important part of the game feeling like that. So instead, I've spent the last week cooking up a new - better! - design for how new game releases could be planned and deployed. I'm now most of the way through patching a first implementation of this new design into the Progression Update. Once this implementation is complete, we'll be putting it up for another round of public player testing and feedback. (It will show up as Preview 4 on our public "test" beta branch, once it's ready for testing) I'm hoping that I've nailed the design for the "New Game Release" portion of the update, and that the next time we talk I'll be announcing the full finished Progression Update release. But if not, I'll be back here in two weeks to give another development update to let you all know where we stand at that point! Talk more soon, -T
Hi folks! First, I want to apologise for the recent radio silence; work on the Progression Update has been going on for a lot longer than I expected, as I kept finding more adjustments I wanted to make to the basic game structure, and time just got away from me. This update has taken far longer and includes far more changes than I originally predicted, and I should have been posting updates here in the interim to let people know! Sorry I promise I'll be better about communicating what's going on with development from now on! So, with that said, I'm now working on the final few bits and pieces of the Progression Update, and I'm fully expecting it to land into the default Steam build within the next week or two; I have only two tasks left to finish up (both UI-related), and then it just needs to go through testing. So.. we're really close, now! Anyhow, those were the most important things I wanted to say in this announcement. But if you'd like to know more about what's coming in this update, I've prepared a little sneak peek below, so do read on! (On the other hand, if you'd rather be surprised, then it's safe to stop reading now and I hope you'll enjoy discovering everything I've been working on when the update drops in the near future!) -T
Hi folks! Short one today with various bugfixes that I didn't want to delay until the upcoming "Progression" update:
Hi folks, this is a small hotfix for issues reported after the Feudal Update from a few days ago. New in this build:
Hi folks! This is another content update with even more new models for decorating and customising your game worlds! We have a relatively short list of code changes and bug fixes this time, as nearly all my own time is going into the upcoming Progression Update, so you can think of this one as an "Oops, All Art!" update. New in this update:
Hi folks! This is a hotfix for yesterday's update which was resulting in crashes when people tried to save their game, if they (presumably accidentally) had the ancient "Slow saves" debugging option enabled. In this hotfix build, I have both fixed the bug and also entirely removed that option; nobody should be using that old "slow saves" algorithm any more! It's old and slow and used a silly amount of RAM during saves; the new system (which has been in the game for well over a year at this point) is just categorically better in every way. Otherwise, there is no difference between this build and the previous one. Apologies to anybody who was affected by that bug, but also, prepare to enjoy much zippier saves from now on in this new build! -T
Hi folks! Every once in a while we release an update containing only "under-the-hood" changes, and this is one of those. A lot of people don't really care about the back-end technical stuff, and that's totally fine; please feel free to skip down to the 'Also in this build' bugfix section at the bottom of this post if that's you! But for me, the most exciting parts of this update are up here at the top, and maybe you'll like them too! New in this build:
Hi again, everyone! I'm excited to present our latest content update, containing our new "Sinister" theme of buildings and scenery items, and also incorporating some other new features! New in this update:
Hi folks! This is just a quick hotfix build for bugs reported during the rollout of the scenery brush update. In this update:
Hi everybody! Today we have a much-requested feature, a brush interface for placing down groups of scenery objects! New in this update:
Hey folks, this is a very quick update with a critical fix that snuck past us during the Travel update! Each time you launched MT2, the first save you loaded would work normally, but if you then exited back to the ingame desktop interface and loaded into a second save (or the same one again), the map wouldn't build correctly and buildings would be unplaceable and subscribers would have many pathfinding issues -- especially when they're in a party. This build fixes that issue; you should now be able to load into saves as many times as you like and have them work every time -- apologies to everybody affected! The programmer responsible (me) has been scolded and sent to bed without dessert so that he can think about what he did. This update also contains the following unrelated fixes:
Hi folks! This is a hotfix build for the commonly reported issues for the Travel build. New in this build:
Hi everybody! Today we have a content update, adding more variation to a bunch of travel buildings which have had fairly limited options up until now. New in this update:
Bugfixes for v0.20.57:
Another quick hotfix with a couple fixes for issues raised overnight! Changes in this build:
Hi folks! Over the last couple hours since releasing the Undo update, we've had a couple of issue reports mostly around the monster zone tool; I think I've fixed up the worst of the issues there! This patch fixes the following bugs from the original Undo update:
Hi folks! It's another big update, closing out our Creativity Spike #2. This one went a little longer than expected as it ran into some unexpected roadblocks, but we got there in the end! This time, there's just one feature in the update, but it's a huge one, once again touching most of the game.
This is just a small update to maintain forwards-compatibility with the new feature builds that are about to start rolling out to our public 'test' branch on Steam, but there are also a few notable changes and bugfixes too. These are:
Hi, folks! I didn't *quite* get the next feature build ready to go through testing before the weekend (next week for sure!), so I'm consoling myself by putting up this bugfix build instead, which contains fixes for various issues reported over the last week. The biggest fix is that there was a rendering bug in the last build which caused certain dungeon models to be drawn facing backwards; this affected pretty much every animated object that can be placed inside a dungeon, but was most noticeable with chests, where parties would walk to the *back* of them to open them (because that was actually supposed to be the front!). Now fixed! There are also a number of smaller bug fixes for things that we've had reported over the past week; it's mostly odds and ends around weird edge cases, but we've got a couple of shutdown crash fixes and things like that in here. Thanks so much to folks sending in crash reports and in-game bug reports! They really do help us to track down weird cases where things go wrong! -T
Hi folks, another quick update with bugfixes for issues reported in the last couple days. The biggest fixes are these:
Hi folks! Quick hotfix here for the "Editing 2.0" build from two days ago. New in this build:
Hi folks! This update took up a lot more of our "Creativity Spike" time than I'd expected, but I really think it's been worth it! New in this build:
Hi folks! This is the first build in our "Creativity Spike #2" series of patches. It contains both some new features as well as a lot of bug fixes. New feature up-front:
Hi folks! Apologies for the delay on this update; we've been in the midst of a big office move over the last week, and I'm only just now finally coming up for air! Here's what's new in this update:
Hi folks! The update today is either really big or barely worth mentioning depending on your point of view. This build is almost identical to the last one, except that we've addressed the "multiple steam accounts on one computer login account" issue that I was talking about earlier in the week. We do this by putting each steam account's save files into separate directories, so that Cloud Sync won't get confused about which saves belong to which account. The first time you launch the game after getting this update, we now split your save files out into a separate subdirectory linked to your Steam account, and then launch the game normally. This should be entirely invisible to you; you likely wouldn't even notice if I hadn't told you about it in these patch notes. But doing it should make Steam Cloud Sync a lot happier in that "multiple-account" scenario. Thanks so much for your patience with this update, everyone! Even though it's a relatively small change, it involved moving everybody's save data around and so we wanted to take a little extra time to put it through a lot (*a lot*) of extra internal testing before rolling it out to everyone! Note for Mac users: Also in this build, we've raised our Mac minimum requirements from OSX 10.10 to OSX 10.15. OSX 10.15 is about five years old (and no longer supported by Apple), and it gave us access to the more modern C++ filesystem APIs which we've already been using on Windows and Linux, and which make moving the save files around easier and safer. We don't believe we actually have any players on OSX versions older than 10.15 anyway, so hopefully this doesn't cause issues for anyone, but it definitely simplified making this update! I'll be back again soon to talk about Creativity Spike updates, now that I can turn my focus back to those! -T
Hi folks! This is a very small update which is getting us ready for a more important update that's coming later this week. A player reported to us about an issue which can result in Steam deleting a game's saves when logging out of one Steam account and into a different one on a single computer account, if both accounts have access to MMORPG Tycoon 2. This issue isn't just us; this affects any game which saves into a single file path per computer login. (often this happens through Family Sharing, and similar features). I mentioned this in the last update, but I've been working on a workaround to stop Steam from doing this when switching accounts, and that change is being tested by the team right now. But I wanted to put up a build with a warning message on the desktop interface, to encourage people make backups of their own saves in the meantime, just for extra safety and so that even folks who don't read patch notes will see it the next time they run the game! As I said above, this really only affects people who are logging out of their steam account and into a different one on the same computer and same computer login account, and I *think* (but can't absolutely confirm) that it probably only affects people who turn *off* Cloud Sync for the game. I *have* reported the issue to Valve, and am hoping they'll fix it because I'm pretty sure it'll be affecting a lot more games than just us! Also in this update:
Hi folks! This is another little bundle of bugfixes for the recent Dungeons Update. Bugs fixed:
Hi folks! This is just a quick hotfix addressing a couple of issues we've been seeing reported from the Dungeons Update. Changes:
Wow, it's been a long time coming, but we're finally here! This is by far the largest update we've ever done, with major rewrites to the entire game engine to support the new features and nearly tacking a whole extra game onto the game, but we made it!
I'm going to talk more about the process that brought us to this point and the development plan ahead, but first let's do the changelog, along with some screenshots taken by our intrepid testers!
Hi, folks, I'm back from my long-overdue break and eager to get back to work on MT2! While I was gone, our artist Liam's been hard at work adding new content, and that's what this update contains! New in this build:
Hi, folks! Gosh it's been a while since we've posted an update; apologies for that, but we've been super busy behind the scenes and I think you'll be excited for what we've got coming! First, we've added a new set of "magical city" buildings and scenery items for sprucing up wherever your civilisation of magic-users call home! Second, we've got a big new set of fifteen new character costumes usable for player characters, monsters, or whatever else you have in mind! So that's the first thing. The second thing is that as some of you clever folks may have already noticed, we've quietly put up a preview of the Dungeons feature that I've been working on for geez at least the last year! This has required a major restructuring of most of the game engine in order to support instanced dungeon spaces, realistic monster aggro, taunts, party combat roles, AoE combat effects, and all the other new features that are in the dungeons preview build! That dungeons preview branch is accessible from the eponymous dungeons_preview beta branch, which you can find by right-clicking on the game in your steam library, choosing 'Game Properties' from the context menu, and then selecting the dungeons_preview branch on the 'Betas' tab. Doing that and letting Steam apply the patch will give you access to try out the upcoming features around placing and designing dungeons, boss encounters, and watching your subscribers play them! All of the above new assets (the "magical city" buildings and new character models) have also been added to the dungeons_preview build, so you can play with those in whichever branch you prefer! I suspect that we're still at least a month or two away from integrating the Dungeons feature back into the main game branch, but I feel like it's now more than ready to have an even larger group of people's eyes on it providing feedback and bug reports as we put together the finishing touches! You can use an existing save with the dungeons preview build if you wish, or can start a new one. I've been working super hard to keep saved games compatible between our default build and dungeon preview builds, but obviously it'll be safest if you use a dedicated save for the dungeons preview build and don't try to reload it in the default build after it's had dungeons added to it! And I should also note that if you're checking out the dungeon preview, you'll find a comprehensive set of FAQS about the dungeon preview build over on our Discord server (at https://discord.mmorpgtycoon.com/), as well as plenty of knowledgeable players sharing tips and ideas over there! So that's all from me today. Once again thank you to everyone for your patience and support, and we'll talk again soon! -T [EDIT]: Whoops! I originally put the wrong version number in this announcement -- this update is actually version 0.19.125. So if steam has updated your build to 0.19.125 then you've got the new buildings and assets discussed in this changelog! (and the version number for the dungeons_preview build is 0.1.15-dungeons) Big thanks to everybody who pointed out that mistake!
Hi folks! This is a very small patch that fixes a few save file compatibility issues with our next big feature update. There should be no visible changes at all in this build, but I do hope to be posting a much more lengthy and exciting set of patch notes in the next few weeks. It's all finally coming together! :) -T
This is a very small hotfix which fixes a crash bug which occurred in the previous build if you loaded a save, quit back to the title screen, loaded into a save again, and then a new subscriber joined that game. Apologies for missing that one, and big thanks to everyone who reported it! Best, -T
Hi folks! This is a small general update with some performance improvements and some placement tool improvements. These include:
This is a very small update which contains bugfixes to address issues reported by the community, mostly to do with destroying cross-region teleporters and vehicle paths.
We've had a few reports of crashes-on-load in the update from a couple hours ago; they pointed to trouble in one of our debug visualisations (which are all disabled by default, but were being generated whether or not they were visible). In this build I've temporarily disabled those visuals while I figure out and fix the issue. Sorry for the inconvenience! This change has no effect on the game except for temporarily removing one of the debug visualisation options while I figure out the underlying issue. -T
Small update this time, mostly focused around character movement. It gives us better behaviour in general, improves our "worst case" scenarios, and even slightly improves performance, too! There's actually a *big* new system under the hood powering these changes; it was developed for use in the upcoming Dungeons update, but it gives us enough benefits on the main map that I thought I should backport it into our live build so you can see the benefits now! New in this build:
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
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:
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:
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
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
```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!
Hi, folks! Today's update is a content update; new buildings, new scenery items, new walls, and more:
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!
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
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
Just a small update today, with a couple UI fixes! Updated in this build:
Hi folks! This small update is a collection of patches for issues reported over the past few days. These fixes include:
Whoops! A bug which made it difficult to place network gear was introduced in the previous hotfix; this tiny update fixes that bug! -T
Hi folks! This is a quick hotfix build for a performance regression which slipped through in the recent v0.19.55 build. The performance regression mostly affected players with really large games or low-spec GPUs, and who had the Dynamic Batching video option enabled. This fix should bring performance back under control for the folks affected! Best, -T
Hi folks! So, it's time for another big tech update! New in this build:
Here's a further hotfix for a couple issues reported in the recent performance update. This fixes a couple of AI issues which could result in two problems: 1. Monsters sometimes clustering around players and getting stuck while not in-view (this typically occurred only when players and monsters had only melee-ranged attacks). 2. When the above didn't happen, monsters could become overpowered and players become underpowered when not being watched, which meant that monsters won most of the off-screen combats. (again, this only happened while not being watched). Both these issues should now be resolved in this update! Thanks so much for the reports of the issue! -T
Hi folks! This is a small hotfox update for the recent "Go-Faster Stripes" update with the following fixes: [olist]
Hi everyone! It's been a little while since our last update as I've mostly been soldiering away on the big upcoming Dungeons feature, but I wanted to roll out the various bug fixes and improvements which have been accumulating over in our public 'test' build, because there have been some pretty good 'quality of life' ones!
Hi everyone! This is a content drop of new character art, plus various bugfixes and other minor enhancements. New in this build:
Hi folks! The update that went up yesterday had a bug in it which had gone completely undetected in our public 'test' branch for a full month; it had quite a lot of terrain details flipped between north and south, which could cause many sorts of intricate scenery builds to break. This build fixes that bug; apologies for missing it during 'test'! New in this build:
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:
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:
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:
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:
Hi folks! This is a very small patch with a couple hotfixes for the content update which went up a couple days ago.
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!
New in this build:
Hi folks! This is just a small hotfix patch for a few issues present in the recent sound update. Most notably:
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:
New in this build:
Hi everyone! This is a hotfix for an important bug that accidentally got introduced yesterday in 0.18.86, which resulted in NPC badges not being displayed, which made it harder to visually identify NPCs such as guards and quest-givers. That's now fixed! Apologies for the inconvenience! Will talk again soon with a proper content update! -T
Hi folks! About a week ago we put up build 0.18.82 in which we (amongst other things) updated our FMOD library to their latest release, version 2.2.05. Pretty quickly after that we started receiving crash reports which our crash logs seemed to show happening deep inside FMOD. FMOD has now removed that version from their website while they investigate issues with it, and so in this build we've reverted to FMOD 2.2.04, which we hope will resolve the troubles that some players have been having. If you had FMOD troubles in the previous build, I'd be really grateful if you could try again with this update, and let us know whether the troubles are still there! I'm contemplating pulling us all the way back to an FMOD 2.1-era build; that's probably my next step if this downgrade doesn't do the trick! Also in this build, there are a couple of very small performance improvements, a fix for a tiny memory leak (7kb per time restoring from a saved game), and miscellaneous improvements for M1 Mac users. Thanks so much for your patience with this one, folks! It took a long time to track down what could possibly be going wrong! -T
Hi folks! This is just a very small update which fixes a crash that some players were having when loading certain older saved games; it was a crash which could occur if a normal or elite monster had chased a subscriber all the way into a different region, and was then returning to their spawn point at the time of the save. We now handle that situation properly and can successfully load those saves again; apologies for the inconvenience to everyone who ran into that bug, and many thanks for reporting it so that it could be tracked down and fixed! -T
Hi folks! This is a very small update which is mostly dealing with under-the-hood technical debt, while I'm still working away on the upcoming Dungeons Update in the background. New in this build:
Hi folks! It may still be the middle of summer down here in Australia, but it's winter in MMORPG Tycoon 2! So while we're still working away at the upcoming Dungeons feature update, we took a little time out to provide some new content themed around the colder months!
Hi folks! This is another little patch with bug fixes while we work on the upcoming major Dungeons update. Fixed in this build:
Hi everyone! This is a small bugfix/quality of life patch. Here's what's changed:
Happy spooky season, everyone; we're back with another big Spooky content update!
Hi folks! This is a very small patch with a couple hotfixes for the Travel Update which went up yesterday. These are:
Hi everybody! Thanks for your patience with this build that took a bit longer than I'd really intended! But we got here in the end! :D
Hi folks! This is just a hotfix update. Updates in this build:
Hi folks! This is the final update in our current Creativity Spike series of updates; there will be more Creativity Spikes in the future, but after this update we're moving our attention back entirely onto core game features and mechanics! Here's what's new in this build:
Arid Update: v0.18.25 Hi folks! This quick update isn't canonically part of the Creativity Spike, but is just adding a new theme of buildings to the game, the 'arid' set. Major changes in this build:
Hi folks, just a very small one today! New in this build: - Fixes bad behaviour of the wall placement tool, if you deactivated the tool in the middle of placing a wall which was snapped to another wall. - Added some more logging to try to track down the cause of a few rare bugs. That's all! And with that, I'm back to work on feature updates again. :D
Hi folks! This is our traditional post-update 'hotfix' build after a regular update to catch stuff that wasn't caught during testing. This time we have:
Hi folks! This is part two of our "Creativity Spike" updates, this time focused on the long-neglected "Set Dressing Buildings", now renamed to "Modular Buildings". Major updates:
Hi folks! This is a further patch for a series of relatively rare crash bugs that have been reported over the past few days, involving the placement of walls. There should be no big obvious changes in this build! We've also tweaked some error messaging, as we've seen a surprising number of people getting errors when the game tries to access their saved games, due to permission errors; as though the OS had set their saved games so that they didn't have read access to them. (I honestly don't know how that could happen; maybe 'Run as Administrator', and then trying to load the saves from a non-Administrator account?) Thanks for your patience with these teething issues, everyone! -T
Hi folks! This is a hotfix patch for the 'walls' update, containing these fixes:
Hi folks! With this build we're starting our "Creativity Spike" series of small updates which update the game's placement and creation tools. First, up, walls! Headline features in this build:
Hi everyone! I'm now well and truly working on our next major update (the "Creativity Update", which will be followed by the Dungeon update); this one is a smaller update with various fixes and quality of life improvements in the meantime! New in this build:
One of the crash fixes in the patch earlier today accidentally made it impossible to change the rewards on individual quests. This hotfix restores that ability! Sorry for the inconvenience!
Fixes in this build:
New in v0.17.233:
This update fixes a loading screen crash experienced by a couple of users when loading older saved games.
Hi folks! This is a quick update which addresses a few bugs folks found in the Combat 2.0 update. New in this build:
Hi folks! This update was a lot bigger than I'd expected it to be, but it's finally ready for prime time! Thanks heaps to all the testers sending feedback and bug reports over on the Discord server! Here's what's new:
Hi folks! This is a compatibility update with a bunch of small bug fixes, but mostly containing just compatibility fixes so that Combat 2.0 saves can be loaded and played in this version. Early testing of Combat 2.0 is now rolling out to our 'test' branch; feel free to switch over to the 'test' branch if you'd like an early peek at the new ability editing systems! (Right-click on the game in Steam and choose 'Preferences...' from the context menu, then switch to the 'Betas' page and choose to take part in the 'test' beta build, then let Steam update your game!) But in terms of what's changed in build 0.17.199:
Hi folks! This is another bugfix update, while most of my development effort is going into the upcoming "Combat 2.0" update. Newly fixed in this build:
This is another little hotfix, mostly just addressing issues reported from the last build. New in this build:
Hi folks! This is a quick hotfix to address a common issue reported in yesterday's update. New in this build:
New in this build:
Just a small update with hotfixes, today!
Hi everybody, I hope you've all had a lovely holiday period! We're back today with a somewhat larger than usual update! Without too much ado, here's what's new:
Hi folks! New in this update:
Hi everyone! This is a small update with some new buildings and quality of life feature updates:
Hi, folks! Since we released the 'Party' update a couple weeks ago, we're starting another short period of smaller changes and "quality of life" features before we start work on Combat 2.0, the next major new feature update. Over the coming week or two, expect to see a bunch of quality of life improvements, plus we'll continue adding new models to the game. New in this build:
Hey everyone, the long-awaited Party Update is now here! Here's what's new!
Hi, folks! This is mostly a small update, just dealing with a few critical issues in the most recent update, and one big change (which I couldn't really separate from the bug fixes; I felt like a few of the bug fixes were important enough to push this update out to Steam early!). Big change:
Hi, folks! This is a fairly small update as most of my time is still going into the Party Update. Here's what's new!
Hi everybody! This update is a big rendering tech update, with some new features thrown in as well.
Hi, folks! Today's update wasn't a big one; it's just some miscellaneous fixes for bugs which have been reported over the past few days. The new stuff is all happening over on the 'test' branch, and will be migrated into the main default branch just as soon as I'm sure there aren't any major new bugs caused by the updates (but feel free to take a look if you're curious!) Thanks so much for your patience as I add the new functionality! :)
Hi, everyone! This is a small update that's coming in now just to address a bug I've finally tracked down. Some changes made recently had resulted in combat abilities having their level changed unexpectedly. And.. this was causing a bunch of problems; subscribers who couldn't attack and so were becoming frustrated in combat, things of that sort. Worse, if a frustrated player was trying to grief other players by kiting a dangerous monster into a low-level area, the game wasn't checking whether that player actually had any combat abilities, and the whole game crashed when they tried to attack the monster with a non-existing ability. Oops! So here are the things that I've changed to fix that whole AI bug: [olist]
Hi, everyone! This update is really big to me and possibly small to you, unless you're excited for one of the (spoiler) newly supported languages!
Hi, everyone! It's been a long time coming, but we're finally rolling out proper support for game localisation, with our first drop of language support covering German, French, and Brazilian Portuguese. Also in the build are work-in-progress translations for Italian and Spanish, but we're not yet confident enough in the translations for me to feel comfortable ticking the boxes on Steam saying that they're officially supported, yet. If you're fluent in Italian or Spanish (or other languages!), you can contribute to the translation effort by visiting our site on Localizor!. Those languages can be selected from the 'Language' tab in the Options window. I'm also working on integrating some new font rendering tech which will allow us to localise into languages which aren't using Latin scripts; Chinese, Russian, etc. (Additionally, it'll make our text sharper even for English text!) Expect to see those new translations being added really soon! But for the moment, let's talk about what's new in this build that went up maybe twelve hours ago (as of the time I'm writing this)!
Hi everybody! It's been a little longer than usual between updates to the main Steam build; I've been working on localisation support and it's taken longer than expected! the base systems are now *mostly* in place (I'm aware of a couple things which still won't get translated, but the vast majority of the game is now ready for translations). Ordinarily I'd wait for the feature to be fully complete, but there were a couple important new features and bug fixes I wanted to push to the default branch, so.. as a bonus, you're also getting a preview taste of translations!
Apologies for the lack of new features over the past week! I've been working really hard toward localisation support and I'll have another announcement about that probably later today! But I've just updated the default steam build to 0.17.78 with some bug fixes, and wanted to talk about those a little! New in this build:
Hi, everyone! I argued with myself for a long time about whether to categorise this update as a "regular update" or as a "small patch". From a programmer point of view, this is a pretty big change! But.. from a player's point of view, maybe less so? Here's what's changed:
This is just a few small fixes and updates. Nothing tremendously exciting, but I'll tell you all about it anyway! :D New in this build:
Hi everyone! It's been a couple weeks since the last feature update, and I've been hard at work! Here's what's new in this new build:
This build is mostly minor bug fixes, and trying to improve stability for folks who were having trouble! New in this build:
Hi, everyone! It's been a little over a week to get here, but the long-awaited 'Abilities' update has finally landed!
Hi, everyone! I've just rolled out one more set of hotfixes for various bug reports ("bugs report"?) since the last build! New features in this build:
This is just a little update which fixes a persistent problem experienced mostly by players using Macs with AMD graphics cards. This update fixes terrain rendering for those players! Changes in this build:
Hi everyone! This is another maintenance update, just generally working toward full stability! In previous builds, we were accidentally not submitting some crash reports. We now catch those! As a result, if you've ever had the game spontaneously close without a message, it'll probably try to upload that report the next time you launch the game. Thanks for your patience! The other big thing in this build is that I believe I've identified the cause of brief stuttering (and occasionally even hard lockups) some people were reporting in medium/large games, when playing at the fastest speed setting, in Windows build. It seems the issue was coming from the audio middleware we're using. We'd been sending every audio event in the game to FMOD, and at our fastest speed setting that often seemed to be overloading FMOD. Now we're no longer sending every event to FMOD; only the ones we think might actually be audible. Net result: no more lockups on fastest speed settings! Also, there were a few more pathfinding performance boosts in this build, particularly for games which include a lot of walls! That's pretty much all that's new in this update; next plan is to arrange a publicly viewable development roadmap, and then I'll be onto adding more combat abilities and making them more configurable! Thanks to everyone for all your feedback and patience!
Hi everybody! This update contains basically zero new features, but I still find it extremely exciting! The biggest thing in this new update is actually quite small indeed; the game now uses about 80% less RAM than it used to, especially on big games with lots of subscribers! This means that folks should have a *lot* fewer problems with autosaves and general memory swapping than in previous builds! The biggest saved game I've seen so far was about 60 megabytes in size, and with this change it came down to about 18 megabytes. When loaded into memory, it was taking nearly 10 gigabytes of RAM, and now it's down to 1.5 gigabytes. This is a *huge* improvement, especially for folks (like me!) who don't have 32 gigabytes of RAM in their computers! Here's the full changelog:
Hi everyone! v0.17.21 combines a bunch of different unrelated bugfixes into one new update. Here's the combined changelog: New in this build:
By far the most common piece of feedback we received on our original Early Access release was this; people wanted to be able to create more monster types! Just five monster types to populate a whole MMORPG world was, of course, far, far too few types of monsters. So in this build, we've shaken things up! Now, you only get two player classes and three monster types to start. But! As soon as one of your subscribers reaches level two, you unlock another player class and two more monster types. This continues, with another new player class unlocking for every two subscriber levels (maximum 8), and two more monster types unlocking for every subscriber level (maximum 30). If you're loading an older save file, you'll keep everything you had already unlocked, and further unlocks will happen once any of your subscribers reach the required subscriber levels. Check the 'Design' window in-game for unlock details. I'm very interested in people's reactions to this design change! Is it too few player classes to start with? Are things unlocking too quickly or too slowly? Drop us feedback in the discussion forums! Also in this build: We now send alerts when someone reaches a new level that no subscriber had reached before in your game, so you know it's time to look for new class unlocks! And of course, the usual potpourri of general stability bug fixes!
Hi, everyone! This is another patch mostly containing bug fixes, but also fixes the performance degradation that came in as part of 0.17.6's changes to pathfinding. Here's the complete Changelog:
Another very small update, but I wanted to push this one up to Steam absolutely as quickly as possible, once I found it! New in this build:
Hi, everyone! v0.17.11 has just reached the default branch on Steam. This is a very minor patch but with one very important fix in it.
Hi everybody! Apologies for how long it's taken me to figure out how to post these news updates, so this one is going to be pretty long while I clear out the backlog; here's what changed in each of the ten updates we've had since launching into Early Access three days ago! Our Early Access build was our "Milestone 17" build, version number 0.17.0. I've been organising development into "milestones", where the milestones are anything from a month apart to sometimes six months or more. But all of them are major milestones along the path to full release! Most of the patches that have been applied so far during Early Access have just been addressing bug reports that have come in from folks in the discussion boards here, or from our discord (link available inside the game itself), or via the game's built-in bug reporter, and most of them were relatively small. So with that said, let's talk about all of the patches so far! Note that you can see the version number of the build you're running in the bottom right corner of the screen for the first few seconds after you launch the game, and it's also visible inside the "About" application on the game desktop. So if you're curious whether you actually have the most recent build version, that's how to tell!
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