Two Point Museum

Two Point Museum

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jwwo0o0  [dév.] 29 mars à 6h40
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[OUT NOW] Version 2.0
Hi Everyone,

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Update 29th April:

I've updated the beta branch with some updates that we hope will fix the behaviour issues that some of you were reporting! Please let us know any feedback :)

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

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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 ♥♥♥♥
  • 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!
Dernière modification de jwwo0o0; 30 avr. à 4h36
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Affichage des commentaires 121 à 135 sur 220
After beta 2.0, play in old version of the game NOT interesting. Really. How to be? When 2.0 exit from beta stage?
So excited for all these changes, and for the expedition ones in particular! Finding pristine exhibits was so tedious that it was reducing my love for the game.
Jaggid Edje a écrit :
SilentPsycho a écrit :
Are there specific requirements for staff to use the new desks? I've yet to see any staff ever use them, even when their needs are completely full and they're down as 'Available'.
No, they will use them on their own when they feel like it if they have no needs (hunger, tired, drink, etc) when they are on a break or have idle time.

I've seen staff use it a few times now. If your staff are all so busy that they always have tasks to do and only get break when they have needs to fill you will probably not see it very often.

That's the issue, they're not using the desks in my game, even if they have full needs and nothing else to do. They just stand around in the corridors as 'Available'.
jwwo0o0 a écrit :
Hi Rell - there isn't anything that is intentionally Sandbox only, but it's possible there are other items that have slipped through! Were these all outdoor items? If you know the item name I can check :)

To add further to this along with some other peoples comments, I have done some experimenting and have found the following still appear to only exist in sandbox mode and not campaign.

For reference i'm at Curator Class IX with all museums on 6 stars except space at 4

Museum Utilities
  • Botanical Heater
  • Botanical Mister
  • Metal Bench
  • Grave Bench
  • Wooden Corner Bench

Decorations
  • Pruned Oak
  • Waxy Weed
  • Spiky Weed
  • Lamp Post
  • Wild Corner Hedge
  • Garden Fence
  • Firefly Jar
  • Hanging Candy Flower

Aquarium Items
  • Aquarium Coral Cluster

Polterguest Room
  • Pirate Port Hole

This is by no means an exhaustive list and there is a chance I missed something
Dernière modification de Impactvolly; 9 avr. à 5h52
Impactvolly a écrit :
jwwo0o0 a écrit :
Hi Rell - there isn't anything that is intentionally Sandbox only, but it's possible there are other items that have slipped through! Were these all outdoor items? If you know the item name I can check :)

To add further to this along with some other peoples comments, I have done some experimenting and have found the following still appear to only exist in sandbox mode and not campaign.

For reference i'm at Curator Class IX with all museums on 6 stars except space at 4

This is by no means an exhaustive list and there is a chance I missed something
Heya, thanks so much for taking the time to do this! We're sorry about the item mix ups

The designers are discussing changes/fixes for this currently; we appreciate your patience in the mean time
Dernière modification de Two Point Abby; 9 avr. à 6h07
I don't think adding another six negative staff traits is a fun thing at all. I find looking for staff without negative traits not fun in the first place. Not looking forward to this at all. Please add a game play setting to turn off all negative staff traits. I already find it time consuming rejecting all the staff with negative traits while looking for staff with the right combination of training & positive traits. You might need to add more staff to look at instead of just three. I've really been enjoying this game & am worried that adding extra negative traits in this update is going to change things for the worse.
I keep getting visitors stuck in place. They are easy to notice because eventually they get all the penalties so the bubbles pop up. Its mostly in the cafeteria but it happens in other places as well. Its almost always groups. Seems you guys made some kind of update to visitor group AI? It is breaking them.
Hello, do you have a date for this release on the main branch ? 😁
I am also getting stuck peeps still. Always family's of 3 or more. They just stop in an area and don't leave it. Their info still shows they are on their way to somewhere. It seems to be very random, by exhibits, vending machines, out in the open areas. It's not a matter of being 'stuck' there is plenty of space to move around.
Playing the current public beta build and started a new museum in sandbox mode. Guest get stuck or at least there are some "black guest holes" were people get sucked in from time to time. Their happiness etc. is decreased and they are leaving at a point in time - but it is pretty anoying - leaving and loading the game solves the issue temporarily. Staff members also get sucked in from time to time.

Is there a way to provide screenshots and saves to you guys?
Dernière modification de Chris; 10 avr. à 12h45
Hi,

I've been experiencing a lot of stuttering, lag, big jumps, hitching, whatever you want to call it, ever since I continued my 60 – 70 hour campaign in the beta.

It was immediately noticeable right from the start and don’t go away, even when switching to another museum.

Unfortunaly the Save game filesize is to large to be send as an attachment. Google doesnt't like it. I shared a link to my google drive storage in the E-Mail to the support team.

Thank you!
Dernière modification de Taragashi; 10 avr. à 14h11
Has anyone else noticed that exhibit animations for classic contraptions no longer function when placed from the inventory?
Jinian a écrit :
I am also getting stuck peeps still. Always family's of 3 or more. They just stop in an area and don't leave it. Their info still shows they are on their way to somewhere. It seems to be very random, by exhibits, vending machines, out in the open areas. It's not a matter of being 'stuck' there is plenty of space to move around.
Happens to me too Families bugging out most time at vending machines or my cafe and only replacing the room or vending machine and reloading/restarting fixes it for me
Let me also add that I really dislike the hiring selection process and am spending way too much time trying to get the staff I want.

Please add some way to either target hire staff with specific traits, or allow us to create staff completely. Of course with a balancing cost to it.
Dernière modification de DutchFurnace; 11 avr. à 4h19
Let me also add that I really dislike the hiring selection process and am spending way too much time trying to get the staff I want.

Please add some way to either target hire staff with specific traits, or allow us to create staff completely. Of course with a balancing cost to it.

I agree, it adds nothing to gameplay. Just a waste of time, refreshing staff until you get something you want.
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