MMOS v0.8.2: Fights That Finish
Adventurers hunt in bouts, monsters stop resetting on the first hit, faction land refuses rivals, and the Items and Professions windows no longer freeze big worlds.
0.8.2 is a short patch about adventurers who finish what they start. Hunters stay on a camp until the job is done, fights end with a kill instead of a reset, chats and arena pops wait until the fighting is over, and followers keep busy while their leader runs errands. Measured on four real worlds, time spent progressing rose by 10 to 21 points and kills per hour went from 38 to 60. Every older save loads.
Hunting in bouts
A hunter stays on a camp until the quest is done, eight kills are in or the camp runs dry, instead of re-deciding after every kill. Gathering and crafting work the same way, and the first choice of a session becomes the theme of the evening.
Fights that finish
Monsters no longer reset on the first hit: the leash now covers the whole camp. On one tester's world 64% of fights ended in a reset; now 95% end with the kill.
Chat waits its turn
A chat never interrupts a fight or a walk, and arena pops and summons wait for the fight to end. Adventurers stop to chat only when Social is their most starved drive, or when they are a strongly social type.
Faction land means faction land
Vendors, trainers, quest givers, PvP queues, gathering nodes, craft stations and hang-outs in a faction's zones all refuse rivals, and adventurers prefer their own faction's dungeons.
See the plan
Click the Goal row on an adventurer to see Now, Likely next and Pending. Every bored chip says why the adventurer has nothing to do, and the dead, the just logged in and boat passengers no longer count as bored.
No more frozen windows
Opening Professions on a big world could take up to 30 seconds. It now takes under 40 ms, and the Items window is just as quick.
Also in v0.8.2
- Finished quests get turned in when their giver is nearby.
- Rest is a weekly errand instead of something adventurers do half a minute into every session. Existing saves are rescaled on load.
- Level 1 adventurers stop marching on PvP zones: contested zones and world PvP follow level and taste for destruction.
- Quest XP counts for nothing at the level cap, and wanted gear pulls an adventurer to the camp or dungeon that drops it.
- Followers act while the leader runs an errand instead of standing still, and leave the group when they want to log out.
- No more solo runs into a five-player dungeon: a run needs at least 60% of its recommended party.
- Adventurer names are unique across the whole world.
- "Too crowded" now means it: only an adventurer who tried to fight and found every monster claimed says so, naming the camp and the numbers.
- Gatherers stay in their level band, and fight-starved hunters move to a camp with room.
- Zones gains a Hunters per mob column, and the wants report says "overcamped" with numbers.
- "I'm unsubbing" forum threads publish within two days and never for someone who came back, and crafters complain about crafting rather than gathering.
- Goal lines are translated into every supported language.
Fixes & Improvements
- Painting floor into the void no longer lags the dungeon editor.
- Loot icons linger for 2.6 seconds and stack instead of overlapping.
- Casual arena finishers wait 120 seconds before queueing again, taking the median tick on a 760-online world from 17.2 ms to 14.0 ms.