EmpireMUD promo codes

The latest patch for EmpireMUD 2.0, b1.2, added a new promo code feature. By asking for a promo code during character creation and giving a small reward for using one, we will be able to tell where our new players are coming from, and this will let us know if advertising on other sites is working.

Don’t worry if you created without a promo code. The bonuses aren’t huge. But next time you’re making a new character, try this code: countdemonet

We’re Hiring!

Hi everybody. EmpireMUD 2.0 is looking to hire one or two more people to be Watcher immortals. What does this entail? We need people with attention to detail who can be responsive to player concerns regarding policy enforcement.

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April 2015 Changelog

EmpireMUD 2.0 alpha Change Log

April 28, 2015

  • Logs: Added log rotation to the reboot code; previously logs only rebooted on a shutdown or crash.
  • Finalized code for beta.

April 27, 2015

  • OLC: Fixed a bug in .obj search that was not checking craft-requires-object.
  • Playerdump util: Added a tool for output of all players, to use for alpha player rewards in beta.
  • Tomb: Fixed an extremely rare bug where a person crashes the game trying to log in when their death location is invalid.
  • Show account: Fixed a bug in show account where players on no account were showing as not on their own account. Also added level and class.
  • Stun immunity: Allowed stun immunity to re-trigger while it’s still active, in case stun abilities are already stacked.
  • War: War start and finish now log to immortals and are stored for reference.
  • Logging: Updated logging system.

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How Far We’ve Come

When I started EmpireMUD 2.0 two years ago, I had no idea how far it would come. I’ve added more features than I ever thought I would get to, met more players, and overcome more challenges. There are many things in life you can’t quantify; this isn’t one of them. Here’s EmpireMUD by the numbers:

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March 2015 Changelog

EmpireMUD 2.0 alpha Change Log

March 31, 2015

  • Item scaling: Fixed a bug where low-level items could scale to zero points.
  • Mount: You can now mount indoors, even if you couldn’t ride into the location, in order to allow players to pick up or swap mounts in places they otherwise couldn’t.
  • Death: Players will now automatically dismount when they die.
  • Slay: The immortal slay command will now tag the mob before killing it.
  • Death: Fixed bad “reverts” message on death — this was showing on all player deaths.
  • Auto-kill: Added more code to avoid being able to keep hitting an incapacitated victim when auto-kill is off, which has been exploited to level combat abilities.
  • Block: Fixed a color leak.
  • Slay: Added level restriction.
  • Wizutil: Added stricter level restriction.
  • Set: Applied level check to players who are online (previously it only checked on offline players for some reason).
  • Whois: Fixed a bug where offline players were not showing lore.
  • Ancient Blood: Vampires with this ability now get twice as much blood per tick while biting, and twice as much total blood from each victim.
  • Improved Identify: Removed this ability; all players can now get full identify information on items.
  • Slash-channels: Muted slash channel join messages when a player uses “alternate”.
  • Stunned: This AFF flag no longer prevents commands whose minimum position is less than “sleeping”.
  • Staked: Now allows commands whose minimum position is less than “sleeping”, and immortals are also not prevented from acting.
  • Death tracking: Added death time/count tracker ahead of adding death penalties.

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The Beta Announcement

After more than a year of work on EmpireMUD 2.0, we are finally ready to end alpha and begin the beta phase. This is an exciting announcement after all the work and planning that has gone into the game. The official date for the start of beta is May 2, 2015.

More about EmpireMUD 2.0 beta:

  • There will be a full player wipe.
  • There will be a new, bigger map (see a sample).
  • Core features are considered complete.
  • Code changes will focus on game balance and stabilization.
  • You can still expect to see new abilities, and changes to existing abilities.
  • Alpha players will receive a starting bonus.

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Item Scaling

Now that craftable items are scalable, and adventure zones are giving you scaled gear, it’s time to reveal how scaling works in order to help players provide feedback on how the scaling is working out. Any of the numbers given below could be tweaked to help with balance.

Part 1: Scaling Craftables

When you craft a weapon or piece of armor, it will be scaled based on the ability you used. If the ability was in the 1-49 skill range, it uses your Trade (or High Sorcery, for staves) skill’s level, up to 50, to scale the item. For abilities in the 50-74 range, the Trade skill’s level is used and capped at 75. For abilities in the 75-100 range, it uses the Trade skill’s level, capped at 100. For future craftables that come from items you got in adventures (like an armor pattern), it uses your character’s total computed level.

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February 2015 Changelog

EmpireMUD 2.0 alpha Change Log

February 28, 2015

  • Newbie gear: Redid the data structure for newbie gear slightly, and made newbie gear scale if it’s scalable.

February 27, 2015

  • Item scaling: Fixed a rounding error that caused items to sometimes get way too many points.
  • Crafting: The crafting system can now scale objects based on the levels of the crafter. The old craft mastery system is gone; superior crafted items will now rely on the scaling system to recognize their superior flag and give them more stats.
  • Combat speed: Lowered the speed on all attacks by 1 second to make combat less spammy. Existing weapons will do less damage as a result. The scaling system scales new items based on target DPS, so newly-acquired scalable weapons will have higher per-hit damage than before.

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