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jwwo0o0  [開発者] 3月29日 6時40分
2
2
[BETA] Version 2.0 - (BETA UPDATE 11th APRIL 2.0.180311)
Hi Everyone,

*******************************************************

Update 15th April:

I just wanted to update here to say that we are working on fixing the behaviour bugs that you're seeing in version 2. These bugs were introduced by some optimisations that happened! Unfortunately they are fairly complex and we really want to get it right - we are aiming to update the beta again next week :)

Thank you for your patience, and we're sorry this is taking so long!

*******************************************************

We're preparing for our first big (ish) update and we are now ready to put this build on to our beta branch. There are some bugs that we are still fixing and testing is on-going, but we wanted to give players the opportunity to try it out ahead of the full release.

To access the beta branch follow the steps below:
1. Right-click Two Point Museum in your game library and select Properties (if you have Steam running, you may need to log out and in again)
2. Select the BETAS tab.
3. Choose public_beta from the drop-down menu.
4. The build will start downloading (The build number is 2.0.179249)

Please note that saves created on the beta branch will not work on the current live build. We recommend you take a backup of your save files if you might want to switch back to the live build. As soon as we push this fix out to the live build, you will be able to come of the patch beta branch :)
There are instructions on how to back up saves in here: https://steamcommunity.com/app/2185060/discussions/1/594016102539903117/


Please let us know any feedback or problems that you come across :)

Thanks you so much,
Jo

Here are the patch notes:

Update: 2.0.179249

New!

  • New Floors and Walls!
  • Microwave (Staff Room)
  • Staff who use the microwave will feel fuller for longer, increasing the time it takes to become hungry again
  • Staff Desk (Staff Room)
  • Staff members gain a small amount of XP while interacting with it
  • 360° Security Camera (This camera can be placed anywhere and slowly rotates back and forth on a 360° turning circle)
  • Very large UI scaling now available (we're fixing some bugs with this!)

Staff Traits
  • Jammy - Immune to MIA events
  • Shatterproof - Immune to injuries
  • Antibacterial - Immune to illnesses
  • Child Friendly - Increases entertainment of nearby children
  • Child Unfriendly - Reduces entertainment of nearby children
  • Handy (Janitor) - Improves maintenance, workshop and perk installation speeds
  • Lard Lad/Lass - Eating doughnuts increases happiness!
  • Sunny - Increases Happiness (+5%)
  • Stormy - Decreases Happiness (-5%)
  • Dinner Lord/Lady - Cafeteria work increases happiness
  • Tunnel Vision (Security Guard) - Narrow field of view for security
  • Slacker - Takes longer breaks
  • Half-Wit - Impairs training speed (-25%)
  • Vomino - Sick at the sight of sick

Sandbox Improvements
  • All popup challenge locations are now available to be used in sandbox mode
  • Enable/disable Curator Class (this allows you to freely work in one museum without being encouraged to move to other locations)
  • Unlock/lock all Kudosh items
  • Unlock/lock all Enlightenment items
  • Unlock/lock Custom Contraption workshop projects

Updated

Security Improvements
  • Molar thieves will now always try to steal exhibits that are further away from their mole hill. They will only steal nearby exhibits if there are no other exhibits to steal.
  • Thieves no longer run away when spotted by a camera
  • Thieves now move slower when escaping with an exhibit or after vandalising an item
  • The “Thief Escaped” advisor message no longer appears if the criminal escapes without stealing or vandalising anything
  • Outdoor security camera can now be placed indoors

Exhibit Discovery Improvements
  • An exhibit’s stats tab and its stickerbook entry now display which POIs the exhibit has been found at
  • Significantly increased the chance of receiving a Pristine exhibit when the POI is at max Survey Level
  • Max Survey Level expeditions can now never receive an average quality exhibit
  • Increased the survey progress for Safe and Detailed expeditions from +5 to +10 and +15 to +20
  • Improved the drop rate weighting on particularly frustrating POIs

Everything Else:
  • Upgraded Unity Engine
  • Exhibit Analysis has been rebalanced so that it now rewards XP based on the quality and not the time-taken. It will also reward an XP boost at the end of the analysis. This change is intended to boost Analysis traits and qualifications, as they were previously reducing the amount of XP staff could gain from analysis.
  • Significant pass on all exhibit and item bound boxes and colliders
  • All perks now appear in the perk installation list and are greyed out with additional information if they aren’t applicable to the current item
  • The exhibit reveal screen now also shows the exhibit’s traits
  • A staff member’s current action, their traits and XP are now visible in the training menu
  • Added a new “Security” filter to the items tab to help navigation to security-specific items
  • Removed white background for decoration visualisation mode
  • Added a MIA inbox message which provides details on where and how the staff member went MIA
  • Improved job selection for when an item goes on fire
  • Experts who spawn from the Frozen Fridge are now given a frozen-related trait
  • Fixed issues where certain exhibits were only getting one trait (e.g the Boa Conductor was only ever receiving the “Boring” trait)
  • Added a larger button to the edit building inspector to improve messaging
  • Improved the messaging for Fish and Spirit Buzz Bonuses so that it’s clearer what they do/don’t like in their aquarium or room
  • Added a trait to the Lagoonean Creature to message that it can’t be bred
  • Increased the amount of XP gained from workshop projects
  • Rebalanced the Mayor’s final inspection in Momento Mile so that you can never fail if she’s provided no cons
  • Increased the amount of decoration that can be used in the Cafe and Gift Shop
  • Improved colour consistency of font in text boxes and inspectors
  • Panoptic Pillar is now much less likely to be stolen
  • Added a “Museum Utilities” filter to the aquarium item’s list to improve messaging
  • Fixed bright lights occasionally seen on maps
  • Fixed bug where deleting part of a partition wall causes issues with wall papering
  • Mac: Fixed Steam overlay not working on Mac
  • Double prestige of the golden toilet
  • Fixed cases of Curator objectives becoming out of sync
  • Updated objective in Coastal level Act 3 to be a cumulative goal "Guests (25) with 750 Buzz"
  • Swapping the Spectral Rift Event for a Cursed event and changed the counter from Analysis to Ghost Whisperer. This is as Unique spirits should always be pristine and Spectral rift event gives -1 Exhibit quality.
  • Fixed issue where exiting to Museum Map from a sandbox save causes camera to snap to the center of the Museum Map
  • Ceiling and wall decoration items are now allowed in the Cafe
  • Fixed procedural walls not selling when removing parts of buildings they're on.
  • Fixed bug where sometimes it was possible for MIA to happen on staff who have the MIA immunity trait
  • All Café food options are now available in Sandbox
  • Updated "Globetrotter" to provide happiness boost after doing an expedition
  • Sticker Book - Save/Load appears to re-count sticker book objectives based on what's in the level
  • Fixed bug where marketing campaigns were not being tallied properly in the finance screen
  • Increased prestige given by Golden hand dryer and sink
  • Fix some bugs around staff behaviour
  • Fixed visible seamlines around the edges of grass terrain
  • Fixed Hanging Info Stands not being rewarded (it now unlocks after reaching Curator
  • Class V. Players who are passed this point should be rewarded it immediately.
  • Fixed XP balance of Idol Grab and Sonic Claw Grab
  • Removed non functional hotkey in HUD controls
  • Fixed Modded items disappearing entirely from a save game after the mod in uninstalled. Now it will replace the modded item with the base item that the mod was based off
  • Increase career backup save count
  • Fixed guests becoming stuck at the subway in one of the entrances in Momento Mile
  • Fixed a case of stuck expeditions
  • Fixed some cases of staff becoming stuck and not satisfying needs
  • Reduced buzz requirements in some of the late game objectives (based on player feedback)
  • Fixed some bugs with extra large UI


UPDATE 5th April

2.0.1179923

  • Behaviour improvements for some instances of stuck guests and staff
  • Fix bug that was causing guests to occasionally get stuck in the giftshop
  • Fixed hang info stand not being rewarded (it should now be available for everyone who has unlocked Kudosh items in the tutorial)
  • Fixed the Rotating Wall Cog item being difficult to place against a wall
  • Increase the chances of finding the Cave Ghosts in Withering Way
  • Ancient Altar now only changes name to Ancient Anatomic Fabricator once activated
  • Fixed a bug which meant that security guards weren't received XP when removing thieves
  • Fixed a bug where the tooltips in the sticker book objectives were not updating
  • Fixed cases of wall items becoming invalid in 2.0

Let us know how you get on!
最近の変更はjwwo0o0が行いました; 4月15日 1時28分
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76-90 / 205 のコメントを表示
Just to add to everyone else's reports that I also have not received the hanging info stands, despite being Curator Class VII.
I still have visitors standing still, just staring nothing, in memento mile's entrance.
最近の変更はBuniが行いました; 4月3日 5時42分
TwoPoint_Piotr  [開発者] 4月3日 6時03分 
Buni の投稿を引用:
I still have visitors standing still, just staring nothing, in memento mile's entrance.

Hi, sorry about this issue, would it be possible for you to email us your save folder to support@twopointstudios.com

I'd like to take a look and see if I can figure out what's happening with those visitors.

If you are using windows, you can find it here; C:\Users\[Username]\AppData\LocalLow\Two Point Studios\ (type %APPDATA% in to file explorer and press enter)

If you zip it up and email with a short description of the bug and a link to this thread, we should have everything we need.

Many thanks,

Piotr
twopointjo の投稿を引用:
twopointjo の投稿を引用:

Thank you so much for the feedback - would it be possible to send your saves to support@twopointstudios.com ? (Or the whole Two Point Museum folder)

….it might also be useful to send screenshots of videos as well if possible, we think these bugs are quite dependent on situation!

https://gyazo.com/4e1bc91389e4bb99ac2c6fd28a69b303

This isn't a backlog of people simply queuing for the vending machine, the front guest is stuck causing the backlog. Once i soaked them in water, they actually did get a drink ironically and the group left, queue cleared up within 10 seconds.
最近の変更は-Digital¹が行いました; 4月3日 8時27分
Hello :) Do you have a date for the official update ? I want to create a new game with the new contents :) Thanks !
I've got a school stuck, too. They got stuck in the cafeteria, and when I moved the tables, expanded the room, and then moved it away and back, they got booted out of the room, but they stand around it without moving, and the mission is stuck at 17% and gives no new destination.

I also get docked on inspections for "litter" that doesn't exist (because I followed him around to make sure) and after 5 inspections for "enough bins" I add another bin (and no new rooms/food things) and then I get docked points for "not enough bins."
After an hour or two in version 2, I've noticed that guests are more likely to be stuck at something but also that staff seem more likely to interact with the chest from Explorer's Edition. Was an intended change made with the chest in this build?
TwoPoint_Piotr  [開発者] 4月4日 2時38分 
-Digital¹ の投稿を引用:
twopointjo の投稿を引用:

….it might also be useful to send screenshots of videos as well if possible, we think these bugs are quite dependent on situation!

https://gyazo.com/4e1bc91389e4bb99ac2c6fd28a69b303

This isn't a backlog of people simply queuing for the vending machine, the front guest is stuck causing the backlog. Once i soaked them in water, they actually did get a drink ironically and the group left, queue cleared up within 10 seconds.

Hello! Sorry that you came across this bug. I'd love to investigate this further but for that I will require your save where the issue was happening. Would you be able to email us your save folder at support@twopointstudios.com

If you are using windows, you can find it here; C:\Users\[Username]\AppData\LocalLow\Two Point Studios\ (type %APPDATA% in to file explorer and press enter)

If you zip it up and email with a short description of the bug and a link to this thread, we should have everything we need.

Many thanks,

Piotr
Buni の投稿を引用:
I still have visitors standing still, just staring nothing, in memento mile's entrance.
Same bug, people waiting in front of vending machines, until i remove them manually...
I'm in the desert area and when my security catch a criminal at the main door, they pepper spray them, and "follow" them only for the thief to disappear from the doorway and appear at the far corner outside a separate building, far from anything else. They'll "perp walk" for a bit before the game realizes there's no guard near them and they take off running. Even when I place a different guard by the criminal outside the second building, they'll shake their fist, run for a second, "prep walk" the criminal, and then repeat... until they just stop walking the criminal, at which point the criminal runs away and I get a "got away" notice.

This has happened every time the criminal gets caught by the door. They haven't taken anything (yet) but if they were to take my pristine stuff and then just vanish never to be caught, I'd be a bit upset. I might even say "dang."
when "Max Level over 100" put to live build?
jwwo0o0  [開発者] 4月5日 4時15分 
coolfunfunhk の投稿を引用:
when "Max Level over 100" put to live build?

We're hoping to release this update to live build within the next week :)
jwwo0o0  [開発者] 4月5日 4時16分 
Hi everyone - I just wanted to update that there has been an update! We've hopefully improved behaviour - please let us know any feedback that you have!
Why not make it possible to reassign staff to work in a certain zone in one of his own tabs?
It's obvious. Instead, I need to go to the zone menu, select a tab with a certain class of staff, scroll through a long list, click on a certain employee and then reassign him. The way assignment to marked zones is done now, it is extremely inconvenient, slow, and very annoying during a long game session.
最近の変更はKhaytovHitが行いました; 4月5日 4時20分
Please improve performance.
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投稿日: 3月29日 6時40分
投稿数: 205