
0.6 is one of the largest MMOS updates so far. It gives adventurers new companions to fight beside, lets races enter the world through distinct starting areas, and adds a stack of new tools for shaping the world they play in. If you are continuing a 0.5.x world, MMOS will ask before upgrading it and keep a backup copy of the original save.
Classes can now field up to three permanent companions at once. Pets follow their owner through the world, join their fights, take damage, and show up beside the class in the Races & Classes preview.
Build your own pets. The new Pets tab includes eight bodies — wolf, bear, boar, cat, hawk, spider, imp, and fiend — with editable colour, size, movement speed, health, damage, attack style, and range.
Give them a role. Damage companions add teeth to a class; tank companions generate extra threat and can take the pressure off their owner.
Give them abilities. A pet can carry up to four authored abilities. Friendly casts can heal or support its owner and nearby party members, so companions can fill a genuine support niche too.
Summon temporary allies. Summons use their own slot, so a caster's battle pet can fight alongside their permanent class companions instead of replacing one.
Pet movement and pathfinding received a substantial pass as well: companions keep up more reliably, recover when separated, and navigate around the world as companions rather than decorative followers.
Create playable races of your own, assign them to a faction or leave them neutral, choose their look and racial bonuses, and decide which classes are available to them. Faction spawn points can now be limited to particular races, and a faction can have several of them. That means a faction no longer needs to pour every new adventurer into the same place:
Dwarves can begin in a mountain settlement while elves wake in the forest.
Different starting areas can introduce races to different scenery, settlements, and nearby content.
Neutral races can keep their own identity instead of being folded into a faction's main starting point.
New adventurers respect the race filters when choosing where to enter the world.
Together with race-specific looks, bonuses, and class availability, starting areas make each population feel much more like a people with a place in your world.
An authored ability can now have several levels: Fireball I, II, III, and onward. Each level has its own learn requirement, targeting, effects, cost, cast time, and cooldown. Adventurers automatically use the strongest level they qualify for, as do their pets.
The MMO window now gives you direct control over progression. Set one global XP Rate, tune the base XP needed per level and its growth, then give professions a curve of their own. Every curve opens as a bar chart, and clicking a bar lets you set the exact requirement for that level. Adventurer profiles now show progress toward the next profession level, so you can inspect the effect of those decisions on an actual player rather than tuning by feel alone.
Research Titles, author name prefixes and suffixes such as "Sir" or "the Brave," and award them through quests. Titles give a burst of fun when earned, and adventurers display the rarest one they own. A difficult quest can now leave a visible mark on everyone who conquered it.
Quests can send adventurers into your instanced content. Ask them to clear a dungeon or raid, kill a specific mob or boss inside it, or collect an instance drop. Quest holders will seek out and queue for the target on their own. Combine an objective with a repeatable seven-day cooldown to create a weekly.
Every quest now records how many times it has been offered and completed, how many adventurers are carrying it right now, and how much gold it has paid over its lifetime. A new Limited to filter can reserve a quest for selected classes, races, or professions.
Zoom in and adventurers now carry the weapons and shields they equip. One-handed weapons, off-hands, shields, and two-handed gear follow the character's movement and facing, with distinct silhouettes for different weapon types. The feature can be switched off in Settings if you prefer a cleaner or lighter view.
The Research window is wider and clearer, with larger nodes and fewer clipped technology names.
The tutorial more thoroughly walks through the windows it opens and gives players time to look around each editor.
Large-world rendering and simulation received several performance passes.
Pet following, combat positioning, and recovery from blocked paths were improved.
The Auction House, crafting economy, vendor pricing, and Economy panel received an extensive bug-fixing and readability pass.
Item pickers, profession crafting, draggable windows, and several editor workflows received fixes and readability improvements.
0.6 makes the individual systems of MMOS talk to one another more clearly: classes bring pets, races have homes, quests drive dungeon demand, progression follows the curves you set, and the equipment adventurers chase is visible in their hands. Thank you to everyone testing, reporting bugs, and sharing worlds. Keep the feedback coming, I am especially curious to see the races, companions, and starting areas you build in 0.6.