MMORPG Tycoon 2
Steam News 6 March 20262mo ago

Dev Blog: Factions Progress!

Hi everyone! I wanted to take a moment to talk a bit about what's coming in the Factions Update. It's still a little ways off, but hopefully this little taste will give you some insight into what's coming! This update i…

Update log

Full MMORPG Tycoon 2 update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Store
  • Maps
changedStarting points for specific groups or classesTo support different factions, you'll want to be able to set different locations for different factions to spawn; or even different locations for each specific class in each faction!
changedStarting points for specific groups or classesI've been upgrading our starting points to allow that. Here's some work-in-progress on an interface to specify what can spawn at each starting point:
addedStarting points for specific groups or classesIn the future, this same interface could allow you to add and remove services from other types of buildings! I expect that in the initial Factions Update it will just be starting points, but I definitely want to enable this sort of thing for potion shops, blacksmiths, and other buildings!
addedFactionsMy current plan is to have Factions be handled similarly to character types; you'll get access to a certain number (probably two) when you first unlock the Factions tech, and then will be able to add more. There will be no limit to the number of Factions you can have (although there will probably be a cost)
changedFactionsAnd of course, there will be a selection of scenery items that let you place these customized banners around your world. Here's some early models, as an example:
changedFactionsIndividual regions and districts will each be able to set the Faction which owns that part of the map. Buildings inside those owned areas will (by default) not serve players of opposing Factions.

Hi everyone!

I wanted to take a moment to talk a bit about what's coming in the Factions Update. It's still a little ways off, but hopefully this little taste will give you some insight into what's coming!

This update is divided into several different parts. Let's talk about them one by one.

Starting points for specific groups or classes

To support different factions, you'll want to be able to set different locations for different factions to spawn; or even different locations for each specific class in each faction!

I've been upgrading our starting points to allow that. Here's some work-in-progress on an interface to specify what can spawn at each starting point:

In the future, this same interface could allow you to add and remove services from other types of buildings! I expect that in the initial Factions Update it will just be starting points, but I definitely want to enable this sort of thing for potion shops, blacksmiths, and other buildings!

Character Variants

Here's one that people have been requesting forever, and it's finally happening to support Factions; once you develop the technology for it, you're going to be able to create variants of player classes, monster types, and NPCs. Variants inherit all the attributes and combat abilities of their base class, but can be given a different name and a different appearance. And of course can be part of a different Faction!

Apart from not taking up a character type slot, they are otherwise treated as if they are a completely normal character type; here's a shot showing three Spider variants with separate monster zones placed next to each other:

Factions

My current plan is to have Factions be handled similarly to character types; you'll get access to a certain number (probably two) when you first unlock the Factions tech, and then will be able to add more. There will be no limit to the number of Factions you can have (although there will probably be a cost)

Each Faction will get a name, a space for lore, and a customizable banner, which will work a little like our current costume editor to let you make unique banners to visually identify your different Factions!

And of course, there will be a selection of scenery items that let you place these customized banners around your world. Here's some early models, as an example:

Individual regions and districts will each be able to set the Faction which owns that part of the map. Buildings inside those owned areas will (by default) not serve players of opposing Factions.

World PVP

Everything I've talked about above is at least partly implemented now, but the stuff below is just my current plans for the update. Obviously, it may change wildly before the update comes out! So.. watch for future Dev Blog updates to stay up to date! :)

The idea is that you'll be able to specify where PVP is allowed to happen; you'll be able to enable or disable it globally, per-region, and per-district, so that you can restrict PVP to exactly the spots where you think it should be allowed for your particular game.

Contested Zones

In addition to the above, where particular areas can be set as statically 'owned' by a particular Faction, they can instead be set as "Contested", in which case ownership can change hands between Factions based upon holding particular control points you've placed within those areas. If one Faction can take control of enough of the control points and hold them for a long enough

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Steam News / 6 March 2026

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