RPG Tycoon Version 1.2 Now Available

1_2patch

Hello, I’m happy to announce that RPG Tycoon has just been updated to v1.2.

Although there isn’t a huge number of content additions, this version of the game brings a number of bug fixes and improvements to the way that saving and loading of data is handled in RPG Tycoon. I was originally planning on releasing these features as part of a planned larger update later, however I became aware of several issues that needed addressing thanks to a number of reports and felt that it would be worth implementing this as a standalone update instead.

Upon loading the new build of the game your old .SOL files will be backed up, converted and moved to the new Saves folder in the main RPG Tycoon folder of your Documents directory, and updated to the new .rpgt save format. This new save system removes the three slot limit and now players can create and manage an unlimited number of Kingdoms using the new in-game manager. Players can also create back-ups of their Kingdoms throughout stages of play by using the new “Save As” button located in the Options/Escape menu, should they wish to return to an earlier version of their Kingdom later.

Additionally, the new manager will allow you to share your saved Kingdoms to the workshop for the rest of the RPG Tycoon community to download and play by simply using the “Share” button located in the Load Game menu when connected to Steam. A couple of example Kingdoms are already available over on the Steam workshop community hub, feel free to subscribe to these and try them out yourself or check out the preview video below for more information on how to upload your Kingdom.

There are also a number of bugs that have been fixed and various other optimisations. The full patch notes are below.

New Features / Improvements

  • Removed Save Slots and Unlimited Saves Are Now Available
  • Added Save Game Manager
  • New Saves folder added to documents directory
  • Players can now share/download Kingdoms on the Steam Workshop
  • Previous Saves will now convert to new RPGT format on load.
  • Improved Screenshot Caller to create a better capture of the kingdom upon Saving.
  • Added an overlay to show when the game is being autosaved.
  • Epic Quest Rolls will now auto-proceed upon meeting the threshold.
  • Sandstone Wall Added
  • Brick Wall Added
  • Sandstone Rode Added
  • Added failure state / timeout to Mod Uploader.

Bug Fixes

  • Optimised code for world-drawing upon loading to reduce errors.
  • Fixed a tip-box alignment issue.
  • Fixed terrain type not resetting properly when starting a new game after loading a previous save
  • Fixed happiness from overflowing.
  • Fixed attractiveness from overflowing.
  • Fixed a bug where walking states wouldn’t get queued to animator properly.
  • Fixed a bug with Autosave Frequency being ignored
  • Fixed bespoke bug causing game to default to Sandbox mode after starting a new game and not selecting a difficulty after loading a Sandbox game.
  • Fixed check for buying items in the Marketplace.
  • Fixed a bug with the Options/Escape window not being treated by the game as an open menu and allowing navigation.
  • Bounties will now display unlocked Quest Types properly.
  • Fixed a library book duplication bug upon load.
  • Fixed a bug that would cause published mods to show in uninstalled list if switched between windows while syncing.
  • Fixed a bug that would allow players to continue without entering any information in the mod-compiler wizard.
  • Mod Upload screen now closes properly after a successful or failed upload.
  • Objects outside of playable space can no longer be selected.
  • Pause screen now removes correctly if Escape Key is to be hit while paused.
  • Various other minor bug fixes.

 

Although previous saves should still work. As always, it’s recommended to start a new save-game between versions. If you experience any issues and really want to work with a previous version for whatever reason a “rollback” build has been created via the Betas tab on Steam to the last working build.

I still have a few things planned for the game that I’d like to get working and were the main motivation for implementing the new save-system, so now that it’s in place I’m going to experiment with the ideas I have for the next update.  Until then, I look forward to seeing your Kingdoms shared on the workshop!

Cheers,

Matt

 

 

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