Monthly Archives: August 2013

June 2013 Changelog

EmpireMUD 2.0 alpha changelog

June 30, 2013

  • Only arrows can be put into quivers; some players were circumventing inventory limits using quivers as generic containers.
  • High Sorcery should now trigger “mage” checks, like the one that puts mana in the default prompt.
  • Fixed a bug in “transport” where it was finding your own cemeteries instead of a ToS.
  • Added 1 citizen to each of the havens. This will also allow you to set them as a home.
  • Moved craft to a new file called trade.c for trade skills (skills.c is very full of stuff).
  • Moved all the pottery items to the “craft” command. They now require any fire (kitchen, touch of flame, etc) but will take much less time in a Potter building.
  • Hestian trinket now requires a seashell and a crystalized flower.
  • Shields now require 2 clay + skin.
  • Clay can now be found near ocean and digging will result in clay 4/5 of the time when adjacent to water.

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May 2013 Changelog

EmpireMUD 2.0 alpha changelog

May 30, 2013

  • Fixed minor crop issues.
  • Added 4 alcoholic beverages.
  • Added the brew command to pick what kind of alcohol your tavern makes.
  • Fixed a bug where you could dismantle from designate rooms and cause a wicked crash.
  • Building on a tile now safely clears the room subtype.
  • New mapsize command allows you to set your view size.
  • “Fill” can now be done without specifying the source if you’re filling from the room (well, fountain, river, tavern). Also you can now fill up in the tavern.
  • Added information to the room view for mines and taverns.
  • Idle players no longer delay reboots. Out of consideration for other players, if you’re using a keep-alive trigger to keep your character from idling out, set it for every 10 minutes.
  • Drunkenness now results in getting very, very turned around.
  • Taverns require 5 each of the ingredients for their brews, roughly every every other mud day. When you choose a new brew, it also takes this long to start brewing.
  • Cleanse now cures drunkenness.

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April 2013 Changelog

EmpireMUD 2.0 alpha changelog

April 30, 2013

  • Health, mana, movement and blood points have been overhauled and are now more variable (plus, mana didn’t exist before).
  • Base health for players is now 50, base mana is 50, base blood is still 10, base move is still 100.
  • Mob files now specify h/v/m/b for mobs. All mobs have new values for these.
  • Completely new health regeneration system.
  • Damage in combat is no longer rolled, it is flat-rate. Other combat changes coming soon.
  • New prompt codes and changes. Existing custom prompts may need to be updated.
  • Default prompt now adapts to your need for blood or mana.
  • Finally a HELP PROMPT file.
  • People without Navigation will now only get a new “confused direction” when they have logged out for at least an hour. It should no longer change when you exit to the menu to edit empire, or when the mud reboots.
  • Changed the “free restore when you’re logged out a long time” from 6 hours to 1. I guess I thought it was already 1 hour…
  • Tweaked many of the “wait periods” where your commands lag after certain abilities and commands. Standardized all vampire abilities to 4 seconds, reduced some other things to 2 seconds. There may still be things that don’t have wait periods but should.
  • Lowered the max gain level of Navigation, By moonlight, and Night sight, so that they don’t show yellow on the skill list when, in fact, they do not trigger skillups.

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