MMOS v0.5.1: Playable Races, Zone Ratings and a Big Fix Sweep
Create your own playable races, let adventurers pick the roles they actually want, and see how every zone really plays.
0.5.1 hands you the character-create screen. Design playable races with their own look, bonuses and class list, then watch new subscribers roll a role first and a class that serves it, so your server fills with real tanks and healers instead of a wall of damage dealers. A new Zones tab scores every zone out of 100 from actual play, the economy got a serious balance pass, and a long list of fixes landed. Your 0.5 saves load unchanged.
Playable races
A rebuilt Races & Classes window with a live 3D preview lets you design races: a head cosmetic from the mob head set, racial stat bonuses, a faction (or Neutral), an allow-list of classes they may play, and release control so a race only appears once you say it is live. Released races reach new subscribers only, nobody is retroactively reassigned.
Desire-first character creation
New adventurers now roll an intended role from their drive vector first, then a class that offers it, then a race whose bonuses serve it. The result is a believable role spread: tank-inclined and healer-inclined players finally pick tank and healer classes.
Zone stats and zone ratings
A new Zones tab scores every zone out of 100 from what you built inside it and how it actually plays. A persisted per-zone counter store fed by deaths, kills, XP, gold and fun (plus a foot-traffic sampler) drives the readout, with a deadliest-mob breakdown and chips calling out zones that are overtuned or mostly empty.
Gathered materials can finally be sold
Ore, lumber, fibres and herbs used to have no sell outlet at all, so they sat in bags forever while crafters bid an auction house that structurally could not have supply. Gatherables now reach the auction house, and prices decay back to equilibrium instead of ratcheting to the cap.
Adventurers react to their gear
Four new thoughts fire the moment an adventurer equips something: whether it looks good, whether it suits their class, whether it hits noticeably harder than what it replaced, and a bad-mood thought when their gear has fallen behind their level.
Feed rows that tell you what to do about it
Nine bad-mood feed rows now carry an advice line naming the cause and the lever that fixes it. Two of them carry buttons that take you straight there: open the Gear Report for stale gear, or review the subscription price when the sub feels expensive for the fun on offer.
Steamworks is live
Achievements, Steam Cloud saves, rich presence and store-page buttons that open the Steam overlay, plus layouts that fit a 1280x800 Steam Deck screen. Full Steam Deck support is still a work in progress.
Mounts look like mounts
Mount drops now pop the mount's own model over the looter instead of a generic loot glyph, and mount rows in spawner drop tables and collection lists show a baked icon of the actual mount.
Also in v0.5.1
- Race is surfaced everywhere: in the adventurer info window, as a filter and column in the Players panel, and as a third distribution donut in Stats.
- Kill XP by zone: a third column in the XP tab, with map pins that fly the camera straight to the zone.
- Item editor: filter your catalogue by minimum level range, so you can see what a level-20 player can actually equip.
- Gear Report: gap hints now name the armour type as well as the slot, and the report opens in its own window instead of riding inside the item editor.
- Dungeon editor: a loot hint reads out the run's gold haul against a fair-haul reference.
- Crafters buy inputs for skill-up crafts, not just profitable ones, so low-level crafters exert real buying pressure.
- Low-level adventurers no longer get marooned in high-level auction cities, thanks to a fight-starved exit boost, a cooldown after a fruitless auction trip, a destination band based on what they can actually fight, and a flight-path zone gate.
- Generous gold loot no longer lowers a dungeon's Fun rating, and mount drop rows are valued at 25% of the stable price when the sim reasons about loot worth.
Fixes & Improvements
- Tanks lost roughly a third of their max HP every time you loaded a save, because the gear pass ran before the role pass.
- Quest progress survived despawn and landed on whoever recycled that entity slot next.
- Mob aggro was never cleared on logout or despawn, so offline bodies that could not fight back were killed while their owner was away.
- Adventurers could log out inside a live dungeon run while still holding the slot, or linger as a phantom party member while committed to a group.
- Deleting a dungeon had no cascade at all: live runs were stranded, sometimes on water, and testers leaked.
- Bosses wandered out of their rooms, occasionally far enough to walk into lava and kill themselves. Wander is now anchored to the spawn point.
- Mobs could spawn inside wall masonry, invisible and immobile. Placement now requires walkable ground, with a new blocked-or-unreachable spawner warning.
- Demolishing a dock stranded its queued passengers, and demolishing a faction's last spawner stranded that faction's entire auction house. Renaming a faction did the same, because the price book was keyed by name.
- Crafting with a full bag produced nothing while still consuming a trip, and sellers could win their own auction listings.
- Saves from older builds load again behind an explicit upgrade confirmation that writes a backup first, save rows show a version badge, and quitting the desktop app waits for the autosave to finish.