Coppervale feels like a place you could actually live in now — duck behind an inn and the building swallows you, the fountain splashes, and the noticeboards have things pinned to them worth stopping to read.
Depth sorting — characters, mobs, and props are now sorted by their position in the world; walk behind a building or a large tree and you disappear behind it naturally.
Animated tiles — water, fountains, and other tile animations play continuously in the world, bringing the environment to life.
Placed props — lampposts, noticeboards, and decorative objects are positioned as authored in the maps, each y-sorted with the rest of the scene.
Signs you can see — signposts and noticeboards appear in Coppervale as visible props, ready to be read as you explore.
Overhead deco layers — rooftops and canopies render above characters when appropriate, giving buildings a convincing sense of volume.