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Multi-Level Regions

Hi folks!

New in this update:

  • It's once again possible to have regions support multiple levels of player. How this works is that buildings will all support the whole range of players supported by the region itself, and monster zones and elite monsters can have a level set on them when they're placed. (They can also have their level modified after being placed by selecting the elite monster or the zone and using the controls in their Info window)
  • Updated player AI so that they'll find a correct region for their level, even if there isn't a directly accessible region of the right level. So your newly level 3 player needs to travel out of their level 2 region, through a level 1 region, then through a level 8 region, in order to finally reach a level 3 region, they'll now find that and do that (they might not be happy about the long journey, though!)
  • Quests now are assigned a level range based upon their destination. A quest which sends people to a level 1-3 weapon shop will be a level 1-3 quest, while one that sends you to fight a level 3 elite monster will be a level 3 quest. Players will not attempt to do quests which are higher level than them, but they
  • will* collect the quests and hold on to them until they've gained enough levels to do them.
  • Monster zones now paint on with the left mouse button, and erase with the right mouse button, instead of having UI buttons to click to swap between "place" and "erase" modes.
  • Adds 11 new achievements to the game. (yay!)
  • ...plus a bunch of bug fixes!


And with this, I'm moving on to the combat system revamp that I've been talking about for a while, which should deliver improved combat editing, plus improved combat visuals and AI, as well as improved performance for games with a lot of logged in players. I'm really excited to get stuck into it!

Plus we have some new and revamped artwork coming within a few days, which I'm super excited to show off as well! :D