Once per day, your MMORPG might be given an award by a media outlet. Awards can be positive or negative, and will affect the rate at which you gain subscribers. You can view your awards on the “Advertising” tab of the MMORPG Overview dialog.
- Adds advertising campaigns
Want more users? You can spend money to launch an advertising campaign, which will result in more users joining your game. Advertising campaigns currently all last for seven days, and you can have up to four active at once.
Caution: The amount of users you receive with each of these campaigns probably isn’t right. The “Free Game Voucher” one, in particular, gives so many that your game will probably collapse under them (or at least, mine always did); you probably want to have multiple starting areas to lighten the load, if you want to experiment with it. If you do try it, I’d be really interested to know how it works out for you!
- Adds an overall MMORPG Rating to the MMORPG Overview window.
This is a value out of 1,000, with higher numbers being better. This number should generally go up as your game gets bigger, and as your players are happier.
- The algorithm controlling when new subscribers join the game has been completely rebuilt.
In general, you should now receive new users at a substantially faster (though less reliable) rate than before. This is primarily based upon the MMORPG’s current rating, any current awards, and any advertising campaigns you have active, along with a whole bunch of other bits and pieces.
- When unsure of what to do, players can now consult an online guide to your game.
Players will show “AFK” above their head when they’re doing this, but when they return to the game they will have learned about all the buildings and monster zones in their current region. In the vast majority of cases, this lets them continue to play normally.
Note, though, that having too many players doing this can harm your MMORPG’s rating. You’re much better off placing quest-givers to usher your players around from within the game, rather than relying on them alt-tabbing out into a browser to figure out where things are.
- Players are now able to see Landmark buildings from anywhere in a region, no matter how far away they are.
The old, standard way to help new players get from a region entrance to a distant town was to put a Quest Giver near the region entrance, with a quest that sends players to the town.
As an alternative, you can now just put a landmark in or near the town, and players are likely to explore to it on their own, without needing a quest to make them go.
(In general, quests will work best for players who want to gain levels or get loot, while landmarks will work best for players who want to explore. Doing both isn’t a completely terrible idea, but either one on their own should work for the majority of players)
- Inns can now hold 1,000 residents each, up from 100.
This was necessary because we’re now getting more subscribers more quickly.
- Fixed a rare, multithreading-related crash bug involving quests, while loading a saved game.
- Increased render command buffer size. I had one crash report where someone apparently managed to overflow it, so this doubles its size from 1 megabyte to 2. Nobody will notice an extra 1 megabyte of RAM being used, right?
- Rebuilt all the game’s fonts; smoooooth.
- Fixed a flicker problem in the game’s various meters, visible mostly in the main header and the info window for things which have been selected.
- A whole bunch of optimisations when the game is paused.
- Fixed an issue with pathfinding running out of path nodes, if you have too many players logged in at once.
- Building ratings are now recalculated every 30 seconds. Previously was every 15 seconds.
- Main header now uses specified meter colors, instead of changing as their level changes.
- Fixed savegame support for strings with explicit newlines in them.
- Various font rendering and sizing fixes.