Monthly Archives: September 2014

August 2014 Changelog

EmpireMUD 2.0 alpha Change Log

August 30, 2014

  • Olives: New desert crop; counts as an orchard.
  • Peas: New field crop.
  • Gourds: New river crop.
  • Warehouse: New building, stores gourds and olive oil.
  • Mill: Can now mill olives into oil.
  • Show terrain: This command now also shows crop counts.
  • Map update: Built a new crop distribution system and re-distributed unclaimed crops.
  • Distance: Fixed a bug where the function that computes the distance between a room and a tile type (e.g. river) was incorrectly calculating diagonals.

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July 2014 Changelog

EmpireMUD 2.0 alpha Change Log

July 31, 2014

  • Workforce: Moved all of the code related to Workforce and its chores into a new source file, as they were talking up half of one of the empire files.
  • Burning buildings: Fixed the red map highlight for tiles that are on fire, and made sure it’s visible at night.
  • Trapper’s Post: A new luxury building.
  • Workforce: Added fire brigade, trapping (skilled labor), tanning, and shearing to Workforce.
  • Chores: Fixed a small memory leak in some of the workforce chores.
  • Territory back-end: Changed how/when territory data is stored in order to reduce lag from operations on very large empires.
  • Sector data: Combined chop/gather/dig info into a bitvector and added an option to indicate the sector has an associated chore.
  • Claim and Abandon: Centralized code that claims or abandons tiles, and updated other systems like siege warfare, which use it.
  • Player Lore: Fixed a bug where old death lore was not being removed as intended.
  • Dismantle: Partially-completed buildings should no longer show (0x) resources when you start to dismantle them.
  • Fillin: You will now be able to use “fillin” to remove rivers added by players. However, pre-existing rivers and trenches will not qualify because they are missing the necessary data.
  • Fields and Forests: These terrains may now change to desert and groves if surrounded by other desert.

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June 2014 Changelog

EmpireMUD 2.0 alpha Change Log

June 30, 2014

  • Battle and Combat: Many skillup chances were improved from 1/6 to 1/5 in combat. Also removed a double-skillup chance for Reflexes, which was in error.
  • Empire Creation: Your starting character archetype now determines the rank name when you create a new empire, replacing the old default “Leader”. The default ranks are now also colored the same as the random color chosen for the new empire.
  • Vampires: You can now choose to start as a vampire with Vampire 20 / Battle 10, city clothes, and a short sword. Character creation has been adjusted to ensure the vampire is set up correctly.
  • Archetypes: Character creation archetype choice is now stored permanently. A new PLR flag is now used to track players who need new-player-setup, instead of using the presence of a creation archetype.
  • Apiary: Now requires 8 beehives to build.
  • Info: Updated sewing information on the info command.
  • Woodworking: Updated the resource requirements on crafts to use lumber and nails rather than trees, ingots, and sticks.
  • Mount: Will no longer say that you clamber onto “someone’s” back in the dark.
  • Typos and help files: Various updates.

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