Monumental Structures

by Spetterino

0.0.4

NEW
- Bank with a strongroom: Beaux-Arts corner bank, banking hall under a coffered dome with eight round windows, galleries all round, a closed security line of armoured counters, board room, offices, strongroom level, cash lift; furnished, with curtains, rugs and paintings in the state rooms.
- Staff keycard in the bank: lies on a counter in the hall; opens the staff-only doors from the public side.
- Strongroom door for your own builds: four wheels with letters or digits, bolts, a slow heavy leaf; day gate and safe-deposit units.
- Bank security screen as modular pieces for your own builds: armoured glass to 2.60, speaking grille, money slot, brass bars, posts and a heavy staff door.
- Bank furniture and office machines of the 1980s: counters with brass grilles, writing desks, wall clock, alarm bell, banknote counter, teller's terminal, desk telephone, printing calculator, cash carts with ATM cassettes.
- Locks and master keys: front doors and security points locked (public buildings keep their front door open), always open from inside; a key box by the main entrance gives the master key (with a wait), guard posts a key ring for their site; in Game Master.
- Breakable doors: every wooden door, glazed doors included, the prison's steel and barred doors, the embassy's steel service doors, the manor's arched doors, the police yard gate and the bank's bronze doors. Shots at the lock take the lock out (the first rounds leave bullet holes while it holds); a charge at the handle blows the door open; on a panel it blows that panel out, at the hinges it tears the leaf out, a demolition charge blows the middle out. Wood breaks along its grain, steel tears into petals, bars bend and snap, bronze bends; soot, splinters, metal fragments.
- A blown hole is open: rounds pass it, a hand reaches the handle inside. A cell whose lock is shot or blown opens even when locked from the guard post. A charge breaks only the door it lies against. The same for every player in multiplayer.
- CCTV rebuilt: the picture on the station's monitor (right mouse: up close, Alt: look round) or full screen, a settings panel (O), soldiers near far cameras streamed in, IR night vision, SIGNAL LOST on a dead camera.
- All doors and windows for your own builds in one folder, Prefabs/MST/Shared/MST_Joinery_01: 100 door sets, 97 leaves, 41 windows by style, kind, hand and wall thickness; JOINERY.md lists their sizes and how to place them.
- Apartment house in stucco: the same house in white render; in Game Master (brick and stucco, furnished or not).
- Chairs pushed in under every desk and table; a computer and a telephone on every office desk.
- The town hall's grand stair: a runner with brass stair rods, finer stone newels.
- The residence: locked doors with a key box by the front door; dormer cornices closed, heavier corner posts on the iron railings.
- Real tiled roofs on the gate lodge, the garden shed and the prison guard house: ridge and hip tiles, gutters on brackets, down pipes. Round zinc rolls on the row houses' mansards.
- Rainwater pipes with hopper heads, swan necks and wall straps on the guest house, gate lodge, orangery and shed.
- Window and door set 09: fan lights, locks on the doors' edges, hinge bolts.

CHANGED
- Furniture of the residence, police station and bank re-arranged room by room.
- Indoor light set per building (bank, manor, town hall, row houses, residence, embassy): brighter where the rooms read too dark.
- With many lamps on, the lamps of the room you are in light first: a long hall is lit to its far end.
- Every window shows the seams round its sashes; doors have locks, strike plates and edge bolts on their edges, heavy outer doors hinge bolts.
- A light switch at every door of a room, in every building.
- Window glass is the game's own window glass in every building; windows read as glass from afar (no pale plates).
- Brass and gilt fittings in textured metal instead of a flat colour; nothing mirrors the sky any more.
- Corinthian capitals: fuller acanthus leaves.
- Manor: one wide pedestal over each shallow break of the roof balustrade; cornices in the podium storey's rooms.
- Paving, walls, fences, gardens, rooftop plant and small buildings stay visible to 8 km.
- The lift rides quietly.
- New interior pictures (manor, council chamber, prison cell hall).

FIXED
- Debris from a broken door no longer blocks it from opening.
- Broken outer doors keep the size of their leaf (they jumped to a larger door after the first shot).
- The vault's combination wheels show the letter the action names.
- Guest house: ridge and hip tiles lie on the roof, finials on the ridge.
- Police station: its front door lets bullets through like every wooden door.
- No bright hairlines indoors where two light zones met (row houses, apartments, police station).
- Prison: the workshop roof's valleys tidied.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 10:31:12 GMT
Last Modified
Fri, 06 Nov 2026 10:39:15 GMT

0.0.3

NEW
- Apartment house: contemporary new-classical block with a cafe, concierge's lodge, bicycle store, eight furnished flats and roof terraces.
- Working lift in the apartment house: call it from any floor and ride along; doors open only where the car stands.
- Lift kit for your own builds (S / M / L): place the lift and a landing door per floor, it finds its floors.
- Modern furniture: kitchens with stone worktops, cafe bar, bistro tables and chairs, bicycles and rack, mailboxes, wall coat rack, French balconies; a contemporary set of windows and doors.
- Solar panels on a frame (town hall, apartment house).
- Ruins for the manor, the row houses and the prison.
- Rainwater pipes on the town hall, the row houses and the guard house; copper rolls on the temple dome.
- Clocks keep the game's time; brass name plaques and an intercom at the embassy entrance.

CHANGED
- Ruins: walls break along their courses and keep their windows, sills and rustication; charred rafters, joist ends, hanging floors, old room paint.
- Roofs aged like the game's own: lichen and grime in one pattern over every roof; dull zinc and lead; even verdigris on copper.
- Softer, rounded forms on every window, door, piece of furniture, lamp and railing.
- Quoins wrap each corner as one stone; trims end inside the casings.
- Windows seen from afar are glass, not black; indoor daylight a little nearer the base game.
- Police station and prison: plain institutional fittings in cells and washrooms; the police flag reads GENDARMERIE only.
- Prison: crawl ducts wide enough to turn; one floor hatch per pit that a player fits through; clear glass in the guard towers.
- Shot CCTV cameras drop small pieces of their own dome; bullets pass through the town hall's belfry louvres.
- Grand Gate opens slowly (12 s); railings meet on shared newels.

FIXED
- Multiplayer: late joiners see the Grand Gate's right action.
- No door opens over its light switch.
- Roofs without light and dark fields; shared materials no longer mixed between buildings.
- Ruins show their broken walls; a bare party wall shows old brick and soot.
- Row houses: full headroom to the attic, every room counts as indoors.
- Apartment house: brick, far windows, lift doors and shaft, stair landings.
- Embassy: stair shaft slab edges, sills and railings against the pilasters.
- Prison: the portal and postern doors show from afar; small flickering seams gone.
- Small fixes on the manor, guest house, town hall and guard house.
Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 17:00:15 GMT
Last Modified
Fri, 30 Oct 2026 17:03:10 GMT

0.0.2

Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 16:49:40 GMT
Last Modified
Sun, 18 Oct 2026 16:52:44 GMT

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