Author Archives: Paul

About Paul

I began EmpireMUD in late 2000 as an experiment in making a mud that was focused around an ascii map. This is the first time in more than a decade that I've run an EmpireMUD myself.

Empire scores

After I built the new coinage and trade engine recently, some of us got to talking about how the import system prefers empires that are higher on the empire list. The problem was that the list was sorted, but it wasn’t really ranked. So now we’ve begun to rank empires by several criteria, and the result is a set of scores you can see.

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December 2014 Changelog

EmpireMUD 2.0 alpha Change Log

December 31, 2014

  • Import/Export: You can now see a list of what you can import from a trading partner using “import list <empire>” or export to a trading partner using “export list <empire>”. Also fixed a typo in the import/export lists.
  • Empire detail: Changed how coins are displayed on the empire detail.
  • Costs: Updated costs to [hopefully] be able to understand on the import/export screens.
  • strip_color: Fixed a potential buffer overrun in this function (although no known bug was occurring due to this).

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November 2014 Changelog

EmpireMUD 2.0 alpha Change Log

November 30, 2014

  • Sectors and Crops: Created new data structures and importers so that I’ll be able to make them both editable in OLC soon. Wrote database functions for these.
  • Disconnect crash: Fixed (hopefully) a crash bug caused by a player disconnecting in a certain way.
  • Spawns: Created OLC-editable spawn data for rooms and buildings, and moved the existing data over to that. Also converted terrain and crop spawn data to use the new system, although it’s not OLC-editable yet.
  • Log-out location: Fixed a bug where the mud might crash if the room you logged out in no longer exists.
  • DB: Changed some of the file format for saved data to reflect recent data changes. In particular, mob flags now all save for mobs saved on the map. Mobs should also now remember what cart they were pulling through reboots. However, mobs that were tied up before have been liberated by this change. Future tied mobs will still save as tied.
  • Harness: Animals that are pulling carts will now be displayed as such when you look at the room.

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October 2014 Changelog

EmpireMUD 2.0 alpha Change Log

October ends early because there were several weeks where the only work I did for the mud was porting DG Scripts, and was otherwise very busy.

October 12, 2014

  • Circle: Fixed an issue with diagonal circle.
  • Walls: Changed how walls are displayed so that they don’t appear attached to open buildings.
  • Mines: Fixed what appears to be a long-standing bug, where building a non-mine building on a mined tile would reset the mine data.
  • Building: Changed how terrain is updated when you start a building.

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September 2014 Changelog

EmpireMUD 2.0 Alpha Change Log

September 30, 2014

  • Fountains and Wells: Converted these from map sectors to building types, and adding the DRINK building flag that allows a building to provide drinkable water.
  • Build: All build recipes have been moved into the craft recipe system.
  • Craft OLC: Updated to allow buildings as craft recipes.
  • Upgrade: Reworked the upgrade command to read from building data and recipe data instead of needing a hard-coded upgrade for each building.
  • Shrines: Fixed a bug from Sunday’s building change, where shrines were causing data corruption and game crashes in some rare occasions, due to their building ID being set wrong.

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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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