Give your players something to compete over.
MMOS 0.8 Beta is out now!
This update gives your MMO more reasons for players to come together: a ranked team chasing its next win, a guild preparing for raid night, a faction taking somebody else's territory, or a server racing for a Realm First.
Arenas, battlegrounds and ranked seasons
Build your own PvP maps, choose where adventurers sign up and organise casual or ranked competitions. Arenas support formats from one-on-one to five per side, with maps supporting up to eight sides. Battlegrounds bring larger team fights with four modes: Team Deathmatch, King of the Hill, Capture the Flag and Area Control. Match teams randomly, by faction or by guild, with shared respawn waves keeping battleground reinforcements together.
Schedule seasons on the Calendar and watch persistent arena teams climb the ladder. Author reward tiers with gold, gear, titles, achievements and mounts, then keep the finished standings in the season archive. Coordinated play sessions help teammates find time to compete, and a team representative can handle signup without making every member walk to the queue giver.
The new PvP War Table brings maps, playlists, seasons, queues and records together. Watch live scoreboards, inspect match history and spot maps that keep producing one-sided fights. The HUD's Spectate menu also lets you jump into active dungeons and raids.

Territory, loot drop on death and Hardcore
Make a zone contested and place a capture point. Factions fight to take it, and victory changes who owns the zone and its services.
For a riskier world, research Full Loot and decide how many of a defeated adventurer's most valuable carried items they keep. Set that number to zero to put all eligible carried gear and bag items at risk in World PvP. Adventurers take that risk into account, including banking valuables. Arena and battleground deaths do not trigger full-loot losses.
Hardcore is a separate research unlock. Leave it off, allow willing newcomers to opt in, or require it for everyone. A gameplay death means a fresh level-one character, with friends retained but character progression and guild membership lost. This includes deaths in arenas and battlegrounds.

Guilds with ambitions, rivals and a history
Guilds now choose shared gathering, dungeon and raid goals. Raid nights follow your weekly reset, and the Guild Chronicle records their successes and setbacks.
Renown makes their achievements visible in sortable standings. Realm Firsts, clears, completed goals and competitive results help establish a guild's reputation. Ambitious adventurers look for a guild that suits them, elite guilds become more selective, and unhappy members can move on or form a rival. Recent accomplishments matter, so a guild cannot sit at the top forever on old victories alone.

Achievements and reputation
Author achievements with requirements such as kills, levels, dungeon clears, mount ownership or gold earned. Combine conditions, offer rewards and achievement points, or limit the number of holders to create a Realm First.
Create Reputation Groups and award standing through quests and mob kills. Adventurers climb from Friendly to Exalted, earn titles you assign to each rank, and show their standing in their profiles.
Gear worth chasing, quests worth following
Class-specific gear lets classes sharing an armour type have distinct equipment.
Gear sets can reward 2, 3 and 4 equipped pieces with stat bonuses, combat effects and additional abilities. Sets can be renamed, and adventurers consider their bonuses when choosing equipment.
Level-scaling items can grow with their wearer. Player abilities can scale from equipped weapon damage, while mob abilities can scale with level.
Main quests give your central quest lines extra appeal without forcing every adventurer to follow them.
PvP quests can ask for hostile adventurer kills, match participation or victories, with activity and playlist filters where applicable.
Profession Work Orders can award profession XP on completion.
Your community has opinions
Open the new Official Forum inside your MMO to read what your adventurers are saying. They post about content, argue in replies, react to each other and celebrate major accomplishments under their own names.
The world you build also influences the audience it attracts. The MMO window's Audience report shows what your content appeals to and who is joining. Calendar events can target interests such as exploration, competition or collecting.
You can now set your simulated MMO's base-game price alongside its subscription, track sales revenue and see adventurers' reactions to the price.

Build it, colour it, share it
Terrain gains stepped heights, slopes and cliffs, with downhill water and lava visuals. Tint terrain and decorations, save favourite colours in a shared palette, change race body sizes, and add new head and back accessories, chairs and tables.
Content Packs can now carry mainland world maps for starting a new MMO, including terrain, zones, placed content and the definitions they need. They share your world design; the recipient starts their own population and history. Arenas and battleground maps can travel in packs too, and the pack library has a new presentation.
An expanded symbol library and a custom symbol editor give classes and abilities more identity. Custom symbols travel with their content through local Content Packs.
Less friction, more information
Combatants reposition according to their roles, and adventurers and pets respect walls when fighting.
Order dungeon and raid bosses yourself, inspect lockouts without entering edit mode, and use weekly-reset lockouts.
Start a sandbox with standard, selected or fully unlocked available research, and choose the length of an in-game day.
Type exact slider values, author drop rates below 1%, and use longer ability effects or shields that last until depleted.
See player thoughts and wants from the retention rail, follow research progress on the HUD, and optionally pause when research completes.
Use the rebuilt searchable Guide, rename adventurers, and read role explanations from their tooltips.
Interface size now defaults to 110%, with improved layouts at larger sizes. The concurrent-instance setting supports up to 64 slots in the standard pool.
Place fishing spots in shallow water. Longer journeys also leave adventurers more time to enjoy their destination.
Fixes and performance
Mob ability assignments and living mobs' combat kits survive loading a save.
Linear quest chains enforce their predecessor requirement, and quest-earned titles also reach adventurers who already completed the quest.
Pet previews respect casting times, cooldowns and eligible ability ranks. Combat previews correctly show damage-over-time Leech.
Ranged adventurers stop attacking immune, resetting mobs and approach short-leash encounters more sensibly.
Dungeon spawners can be moved. Paused test runs render immediately, and failing parties have a limit on repeated deaths within a run.
Typing in content fields no longer triggers camera or game shortcuts. Numeric fields and range controls are more reliable.
One-handed staves work with the appropriate off-hand and dual-wield rules.
Online counts remain correct after replacing faction spawns, and changing zone level bands refreshes affected mob camps.
Large item catalogues, busy worlds and high-speed simulation benefit from performance work. Instance admission limits reduce crowds waiting at full portals.
The previous AI-generated music has been replaced with paid, human-made tracks. I'm happy to support the people making the music you hear while building your worlds. This update marks the end of using AI generated creative content in MMOS.
Thank you to everyone reporting bugs, asking for better tools and sharing their MMOs. Your feedback shaped a lot of 0.8, and I look forward to seeing the rivalries, raid races and worlds you create with it. This is the last BIG update available as a Demo (there may be minor revisions as we lead up to Next Fest); I'll now lock myself away and finalise the last remaining landmark features - Expansions, Real World Trading Store, GMs, Bots and Scenarios.
Please pop by the Discord if you have any ideas, recommendations, bugs or just fancy a chat with other MMOS players - we're a friendly bunch and I am incredibly honoured to have such a warm group of people root for MMOS.
