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Patch NotesBeta

MMOS v0.9.0: Game Masters, Bots and the Combat Lab

Your players need looking after: support tickets, hired Game Masters, bots farming your camps and gold buyers to ban. Plus a Combat Lab for tuning fights, a bigger Item Editor, difficulty tiers, content pack updates and a long list of fixes.

0.9 is about running the game, not just building it. A Support page fills with tickets, Game Masters in crimson-and-gold fezzes teleport in to fix them, and bots farm your richest camps and sell gold through rigged auctions until you catch them. On the building side, the Item Editor grew up for worlds with hundreds of items, the Combat Lab fights any mob, item or class on repeat before your players meet it, dungeons and raids gain difficulty tiers for the level cap, installed content packs can be updated and abilities can target the caster. The demo is back with everything in it. Every older save loads.

Support tickets

Research Support Tickets and a Support page opens beside the Official Forum. Players who are stuck, dispute a charge, report a bot or a rude name, appeal a ban or beg for free gold file tickets. Answer quickly and players thank you on the forum; let tickets rot and the complaints start. Every profile carries a Ban button from day one, an innocent player appeals the next day, and you have seven days to set it right.

Game Masters

Research GM Training and hire up to six: $150 to hire, then a weekly wage from $30 for a Beginner to $120 for a Master. Each works a Day or Night shift, teleports in beside players who need help wearing the crimson-and-gold Game Master fez, fixes the problem and vanishes. GMs investigate the players you flag, sweep for bots and climb the ranks with every finished job.

Bots and gold buyers

Once your economy is worth farming, bots move in with ordinary names, endless hours, no friends and rigged Auction House sales. Flag suspects for your GMs, ban the guilty and the buyers too. Bot Detection research estimates how many you have and what they cost you.

Combat Lab

Press Test in Combat Lab on any mob, item, class, ability or camp and it fights on repeat in a private arena with damage and healing meters, an ability breakdown, a graph, 100-fight runs and pinned results to compare. Nothing in the Lab touches your live world.

A bigger Item Editor

Sorting, tabs, an As carried preview, sensible defaults for new items, recipes and drop tables edited in place, bulk edits, level variants, and six cosmetic effects (Ember, Frost, Arcane, Venom, Radiant, Storm) that never change stats.

Difficulty tiers

Up to five harder versions of any dungeon or raid for the level cap, with your own names and colours, presets or hand-set multipliers, tiered gear and a gear score at the door with a readout of who qualifies.

Also in v0.9.0

  • Content pack updates: installed packs show Update when a newer revision arrives, with a review of what changed and what you edited yourself. The four starter packs have their first update waiting.
  • Self, Ally and Enemy abilities: targets are Enemy, Self, Ally only and Ally & self, so a sprint, a stone skin or a personal heal is finally possible. Existing worlds are migrated.
  • See a fighter's rotation under a selected adventurer's token, with cooldowns.
  • Gear score is visible everywhere it matters, any dungeon can require one at the door, and the Gear Report's new Players tab charts the median gear score per level.
  • Flying mounts need the Flying Mounts research before anyone rides them.
  • Walls can be Masonry, Trees, Rock or Wood, floors can be Wood, and the Water brush takes a tint.
  • Every camp has a Stats editor with Toughness presets and a time-to-kill readout.
  • Deleting a dungeon or raid asks first and says what goes with it.
  • Multi-select pickers on drop tables and vendors.
  • The main menu arrives instead of popping in, with a busier scene behind it.
  • Twelve Steam achievements on the Steam builds.

Fixes & Improvements

  • Vendor prices no longer run away. A crafting loop, where an item makes a material that makes the item again, multiplied automatic vendor prices with every edit, and vendors paid those prices, so one 0.8.2 world's players were instantly rich. A loop-closing recipe no longer sets a price, an automatic price caps at 1,000,000 gold, and an inflated save heals when it loads.
  • No more kit flip-flopping between a two-hander and a better off-hand piece.
  • Item Editor fixes, item statistics that count vendor and quest units, a Faction column in Guilds, solid ladder headers, a live Official Forum, scrolling boss names, a world-like Ability editor preview and custom symbols in previews.
  • Loading a save no longer opens on a false Nothing to do alarm.
  • Two performance passes with no change to how the game looks or plays.