Adventurers & AI
Groups & Social
Grouping is opportunistic. When two compatible adventurers pass close by, there's a chance they band together into a party. Parties move as a unit behind a leader, take on tougher content, and dissolve naturally as members peel off.
- Max party
- 5
- Form chance
- 10%
- Scan radius
- 3 tiles
Forming a party
Group formation is rolled opportunistically as adventurers move:
| Rule | Value |
|---|---|
| Trigger chance | 10% when an eligible neighbour is in range |
| Scan radius | 3 tiles |
| Formation cooldown | 2 seconds per adventurer |
| Eligibility | same faction, neither already grouped |
| Max party size | 5 |
| Gate | requires the parties feature unlocked |
Identity & colour
On forming, a party is tinted one of ten distinct colours picked at random — red, blue, green, yellow, magenta, cyan, orange, purple, and two pastels. Members wear the party colour over their faction tint for as long as they're grouped, so you can read group structure at a glance on a busy server. When an adventurer leaves, its faction colour returns.
Following the leader
Members don't think for themselves while grouped — they mirror the leader's current intent:
- Over 15 tiles from the leader — break off and path back to catch up.
- Within 2 tiles and the leader idle — mill around inside a 2-tile radius.
- In between — copy the leader's intent (kill, travel, explore).
Followers copy whatever intent the leader holds, even a stale one — a faithful quirk carried over from the original sim.
Leadership & disbanding
- Leave chance — 5% per completed goal a member rolls to wander off.
- Forced leave — logging out or despawning always leaves the group.
- Promotion — if the leader leaves, the first remaining member takes over.
- Disband — a party folds once it drops to a single member.
Chat & fun
Grouped or passing adventurers chat on a 2–30 second cooldown. Each exchange grants +1 fun, capped at 5 per session — small, but it adds up to stickier players. Simply being in a group also drips +0.1 fun per tick, also capped at 5 per session.
This article documents MMOS v0.1 behaviour. Systems, numbers, and formulas are pulled from the current simulation and will be updated as the game evolves.