Category Archives: changelog

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.

Continue reading

April 2014 Changelog

EmpireMUD 2.0 alpha Change Log

April 30, 2014

  • Avoid no longer works on NPCs; this was not its intended function.
  • Scrape is now boosted by haste and Speed of Undeath, like saw.
  • Adjusted the level of hunger/thirst required for those conditions to show up on the “affects” list; they now match the prompt and score, rather than showing up early.
  • Added vampire starvation to the affects list.
  • Added a missing CRLF to the end of the “designate” room list, to the “show site” list, and to the end of the build list in certain cases.
  • Removed a double-CRLF on dismantle.
  • Spearhead now stores at the arsenal/armory.
  • The inside of a mine (and some other special buildings) can no longer count as being sunny if the building is incomplete or being dismantled.

Continue reading

February 2014 Changelog

EmpireMUD 2.0 alpha Change Log

February 28, 2014

  • Fixed the commands list on the baker.
  • Fixed a broken message in the “skills” command which would cause unusual output and, in some cases, a crash.

September 2013 Changelog

EmpireMUD 2.0 alpha Change Log

September was a slow month as I spent most of it quite sick, but here’s its changelog:

September 30, 2013

  • Fixed the screen reader mode to show dark tiles as dark, and fixed how it computes mapsize.
  • Added season info to the “weather” and “time” commands.
  • Fixed a ruins icon that had the wrong color.

September 29, 2013

  • Improved screen reader support.

September 28, 2013

  • Added the start of screen reader support for visually-impaired players.

Continue reading

August 2013 Change Log

EmpireMUD 2.0 alpha Change Log

August 31, 2013

  • You can now get an extra skill at level 75 if you keep two skills at 0. HELP SKILL CAPS has more information.
  • Updated High Sorcery, Natural Magic, Stealth, and Vampire so that you can no longer acquire the first point for them if you have too many specialized skills.
  • Raised the skill requirement on Tunnel to 80.
  • Fixed a bug where the craft time on pottery was not being reduced by the Potter’s Hut.
  • Updated some help files.

Continue reading

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.

Continue reading