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  3. Scenery Update

Scenery Update

Hi folks! This is the final update in our current Creativity Spike series of updates; there will be more Creativity Spikes in the future, but after this update we're moving our attention back entirely onto core game features and mechanics!

Here's what's new in this build:
  • Adds more than 60 new placeable scenery items!
  • In simple placement mode, you can now place scenery items on top of or against other objects in the game world, and can optionally orient them to match the surface they're placed against.
  • In "precise" placement mode you can now freely rotate scenery items along any axis, and can lift them up into the air or sink them down into the ground.
  • Scenery items can now be drastically scaled up and down.
  • Fixed the default scales of several older human-scale scenery items to actually be closer to human scale. (Note: This only affects newly placed instances of those items; already-placed ones will retain their previous size, so that folks who have been making sculptures from scenery items won't have those sculptures broken when loading the save into this new update!)
  • Modular building themes now support special wall models at ground level. For themes which use them (right now these are the arid, fortress, elegant, and village themes), existing modular buildings placed in a save will be converted to use these new ground-level walls during the load.


Notable bug fixes:
  • Fixes a bug with modular buildings which resulted in underhangs never being removed even when they were no longer needed.
  • Fixes the centering of modular buildings. (The calculated center point was previously being offset by about 6 meters)
  • Fixes a tutorial non-progression bug which allowed the instantaneous destruction of the last respawn point in a region, even though the UI was indicating that it couldn't be done at all.


...and a bunch of other smaller miscellaneous bug fixes and improvements!

As I mentioned above, this is the last commit in our current Creativity Spike; from here we're
moving back onto adding a few more core game features and mechanics, and then
will be launching straight into development on the long-anticipated Dungeon Update!

Thanks so much for all your patience and feedback and ideas, everyone!

All the best, -T