Hi, folks! For the people currently testing MMORPG Tycoon 2, this is a changelog of the latest changes to the Steam version of the game. For those not testing, this is just a snapshot into development, so you can see what I’ve been working on on a day-to-day basis.
(Testers: Please note that the latest changes are on the “test” branch, and the main branch doesn’t get updated often at all. To get the latest build of the game, right-click on the game in your Steam library and choose “properties”. Switch to the “Betas” tab, and select the “test - Absolute latest codebase” option from the drop-down menu.)
When you run the game, the version number of the build you’re running is displayed in the top right corner of the main menu (inside the “Visit the forums!” box); check that version number to make sure you’re running the latest build of the game!
If you’d like to receive an e-mail about the new features of each new release, choose to watch this thread, using the ‘Watch’ box, below.
- First testing version since passing Greenlight!
- New “view modes” system; Map mode, Edit mode, Grid mode, each of which has a different set of abilities available, and a different view of the world.
- New visual effects for the main menu & loading screen.
- New building themes and building editing.
- New models for lots of building types.
- New models for trees, and models for a few other scenery types.
- Players and monsters now flash when taking damage.
- Players and monsters which have hands now carry randomly selected weapons. (TODO: these probably shouldn’t be randomly selected. Also, they should probably be sheathed when not in use)
- LOD system, so objects which are very small on screen will no longer be drawn.
- Buildings and other props now take on the general tint of the region they’re in.
- Players can now cheat. At present, there are item dupers and speed hackers. Item dupers get much less benefit from activities which get them loot, since they pretty much can make whatever loot they want. Speed hackers travel much faster than normal. Both types of cheat are visible in the ‘Info’ panel for a player.
- There is also a “cheat detection” tool available in the Analysis tab of Map mode which will show which players are cheating (gold farmers highlight in red, speed hackers in green, everyone else in white). Note that the “cheat detection” tool is very short-range, and is centered around the cursor. But it’s good for checking popular socialising areas.
- When interacting with another player, cheaters sometimes “spread” their cheats to the player they’re interacting with. This can turn a small cheating problem into a large one. Note that people are much more likely to start cheating in this way if they’re feeling frustrated with the game.
- New method of placing monster zones.
- utf8 font rendering support.
- New method of placing towns (this is still WIP in this build; only half-functional).
- Players of wildly diverging sizes now place themselves more intelligently, when forming conversation circles.
- Placeable ‘Dragon’ boss monster. (Don’t actually place it yet; it doesn’t really attack anybody yet. Also, it’s really distracting to your players, who will likely all go and try to fight it, even though it’s immortal. This model was dropped in earlier than planned, just to fill out the trailer video, but most of its functionality hasn’t been implemented yet. Once killed, a boss respawns after about ten minutes.)
- The game is now using FMOD for sound. So far, only user interface sounds have been implemented.
- Off-grid game-masters now only send one game-master to help when a trouble ticket is received. Previously, every off-grid game-master would go.
- Adds volume controls to the options window.
- Adds antialiasing option to the options window.
escapenow disables the currently-active tool (if any), or else closes the frontmost window, or else opens the system menu.
- Adds ‘kill’ command which works on living PCs and monsters. Adds ‘revive’ command which works on dead PCs.
- Initial implementation of “story” and “puzzle” zones. PCs will visit these areas to fulfill their “scenery” and “advancement” needs, respectively. However, each subscriber will only visit them once, voluntarily, no matter how many characters they create.