Category Archives: changelog

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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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┬áto 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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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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January 2015 Changelog

EmpireMUD 2.0 alpha Change Log

January 31, 2015

  • OLC: Fixed a bug where negative applies did not work on objects.
  • OLC: Changed the trigger default values.
  • OLC: Relaxed the limits on food objects.
  • Scripting: Added the %regionecho% command to echo to a large map region.
  • Scripting: Added more room variables.
  • Ride: Flying mounts now require the All-Terrain Riding ability.
  • Liquids: Added coffee, green tea, red wine, and white wine.

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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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