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.

May 29, 2013

  • Building added to workforce chores. NPCs build using empire inventory, not resources on the ground.
  • Herd no longer works on anything except animals.
  • Reduced the time on harvest by 25%.
  • Order of operations tweak in forest spread to improve efficiency when there is more field on the map.
  • Added farming to workforce. NPCs will now tend crops.
  • Fixed desert and forest display icons for large structures.
  • Changed the level on mute, show, and file.
  • Split the output on the “show terrain” command into columns.
  • Sneaked in 3 more new crops. Also, apples are green instead of red now. Corn now displays as !!!!

May 28, 2013

  • Moved workforce/chore controls to the “workforce” command and added an empire privilege for it. All members can view the workforce.
  • Changed road color to white on all terrain and adjusted road tiles to connect slightly better at angles.
  • Added scraping chore to workforce.
  • Fixed a bug in empire merging that was causing an infinite loop.
  • Furniture can no longer be stored.
  • Updated the policy.
  • Fixed a bug where unclaimable land could be excavated, among other things.

May 27, 2013

  • Execute may now be used on NPCs, and now correctly checks fight permissions.
  • Added the “fillin” command to reverse-excavate a trench.
  • Added throne object.
  • All territory for an empire is read in and processed.
  • Fixed extra linebreaks in designate’s room message.
  • Added reclaim, for taking back territory from another empire. You must be at war, and the territory must be touching 4 of your own acres. The process takes 5 minutes and can be interrupted by combat. This will allow you to take back land enemies have claimed in your own region.
  • The first empire chore is in — CHOPPING. Empire citizens will chop if told to do so (in the empire editor), if they live within 20 tiles of the chop site. They will only chop claimed land. Workforce is required for this.
  • Claimed land will now regrow forests again. Set your workforce to chop it if you like it clear.
  • Silver mine chance raised to 7.7%, matching classic EmpireMUD. 4% was too low.

May 26, 2013

  • Added more help files on new features.
  • Adjusted the skill gain on Rare Metals to “guarantee” since it only triggers if you actually find one, and they total less than a 3% chance to find.
  • Adjusted the skill levels on all Survival abilities and added rare skillups for Navigation, By Moonlight, and Night Sight.
  • Fixed bug where invisible people could be seen moving.
  • Added skill level graph to the website.
  • Added personal chests in the bedrooms of any building that you make a private house (using “home set”). Existing bedrooms must be re-designated to get this.
  • Fixed stake and bite to end combat on success.
  • Added Stealth skill data as a sneak preview.
  • Adjusted the fight messages so OBLITERATE requires 21 damage instead of 8.
  • The skill list is now paginated.
  • Autoexecute now applies to both players and npcs.
  • Fixed great walls, which weren’t able to skillup because they were nearly identical to regular walls.
  • Characters will now start with mappc and autoexecute toggled on.
  • Added inspire.
  • Fixed mob spawns in private houses.

May 25, 2013

  • Raised the skill gain on Prospect from “low” to “medium” as mountains are punishingly slow to move around on.
  • Fixed double-message when someone in the room with you finishes chopping a tree.
  • Added Tavern, Secret Cache, and Great Walls.
  • Pottery skillup is now on fire, not mold.
  • Armored mounts no longer wander.
  • Fixed a bug where completed buildings weren’t setting up correctly.
  • Immortals can now log on invisible, even if they aren’t invis-start and were visible when they logged out, by pressing ‘i’ instead of ‘e’ at the main menu.
  • Can no longer walk through closed doors.
  • Fixed a bug in building that was preventing skillups.
  • Raised the skill gain rate on Deep Mines, which is a bit slow considering how hard it is to move on mountain.
  • Bite and Stake both now require that the victim be vulnerable or low on health.
  • Added empire npcs to interior rooms of buildings.
  • Added bribe command. Use it to get your first point of Stealth.

May 24, 2013

  • Fixed a bug in sail where you could sail on land.
  • First parts of empire npc spawning are done. Your buildings should start adding to the population today.
  • Portals are now listed on your own empire info page (but not other empires).
  • Glassblowing, Apiaries, and Seaport tech are now available, although they aren’t functional yet. They’ll still add 10 to your territory cap.
  • Clarified the messages on herd.
  • Reduced spawn rate on rare mobs.
  • Fixed a new bug in deleting empires.
  • Wars now require both sides online in order to declare war.
  • Wars now automatically end if one side has logged off and the war has gone on for over an hour.
  • Buildings can now only be burnt if their owner is at war with the arsonist (or if they are not owned).
  • Added the “home” command, which allows you to set a private home. Only the leader of your empire can enter your home without permission (or by following you).
  • Added the hestian trinket, which allows you to teleport home once an hour via the new “use” command.

May 23, 2013

  • Fixed bridges, which have just been cyan roads since the map changes.
  • Corrected the spelling of “expel”.
  • Created a strip_color() function and installed this where the political map coloring is done.
  • Applied strip_color() to rank names to fix the promote-to-rank bug.
  • Inventory will no longer show storage in incomplete buildings.
  • Finished rearranging empire.c file.
  • Replaced CAN_USE_ROOM() function with can_use_room() and changed its final magic-numbered parameter to use consts.
  • Replaced magic numbers in the vault code with #defines.
  • Fixed earrings to give charisma instead of move regen.
  • Added territory scanning so the empire data now has a complete list of the empire’s territory for easy iteration.

May 22, 2013

  • Rearranging lots of the empire code into two new code files: eedit.c and empiredata.c
  • Fixed a bug in combat where both armor soak and Undead Fortitude were applying to your opponent instead of yourself.
  • Gold dust no longer drops from silver mines — only iron.

May 21, 2013

  • Greatness added to empire list.
  • Wealth only adds territory if your empire has the Commerce tech.
  • Empire territory is now based on this formula: (25 x Greatness) + (Wealth / 10) + (10 x Tech)
  • (Previously Wealth/25)
  • Skill deadends: If you have only green abilities and no points left to spend in a skill, you will now get your next ability point early. It is now only possible to hit a deadend if you have all 14 abilities.
  • Lowered the gain rate on passive abilities from “low” to “rarely”.
  • Empire list change: Only empires with Prominence now show on the default list. The -m flag shows more empires, -a shows all empires, and -# shows a minimum number of members. Empires that haven’t logged on in the last month will only show on -a.
  • Added Radiance to replace the Greatness ability. Radiance is activated to increase your Greatness attribute, but gains passively.
  • Added City Lights ability: light up your cities.
  • Rearranged building data into a handy structure.
  • Allowed riding in more buildings. Most notably, storage buildings.
  • Fixed a bug where leading an NPC was sending a strange message to people in the room you were leaving.

May 20, 2013

  • Fixed bug where mob max-health drops to 50 when they gain any affect.
  • Mounted movement is no longer free. Instead, the cost of movement is reduced by 75% with a minimum of 1 move point per tile (same as flying).
  • Toned down the power on vampire morphs slightly. This whole set of morphs need some redesign, but was overpowered in the meantime.
  • Fixed “pick” timer, which was too low when combined with Finder. It’s now 4 without finder, 2 finder, cut in half if you have heightened senses.
  • Got empire greatness and tech detection working.
  • Removed the Greatness ability; will replace it with something similar.
  • Fixed the golden crown object; it now gives +1 greatness instead of +1 move regen.

May 19, 2013

  • Added new horses and armored war animals.
  • Warhorses no longer randomly spawn.
  • Added the barde skill to armor your mounts in a stable. Sorry, it works on everything except the donkey. Wardonkey is not a thing.
  • Mounts now save when you quit.

May 18, 2013

  • Added coordinates to the map viewer.
  • Changed the long description for players to reflect the action they’re engaged in.
  • Fix to By Moonlight. It no longer lights up the whole map, but does increase your light radius.
  • People who aren’t members of the empire can no longer even enter a space that has a wall on it.
  • You can no longer circle from a completed wall tile.
  • Added political map to the map viewer, and made the grid optional.
  • Created new data structures and functions for mining, and fixed a bug where mountain roads could reset mines.
  • Added Prospect, Deep Mines, Rare Metals.
  • Fixed mountain buildings which could not be built facing mountain paths.
  • Added Customize Building: you can now set your own room names and descriptions.
  • Added an empire privilege for customize.

May 17, 2013

  • Heartstop now automatically targets your enemy in combat.
  • Added “vampire” option to the set command.
  • Fixed Finesse, which was incorrectly set as dependent upon itself.
  • Added a Finesse helpfile and corrected the Sparring helpfile, which incorrectly described Finesse.
  • Adjusted required levels for freeze and set.
  • Fixed time jumps at reboot.
  • Changed the display of deserts to help them look more alive and less sandy.
  • Fixed elephant long description.
  • Greatly broadened the range that abilities stay yellow but you can only gain skills from them 10 times.
  • Craft times are now pre-determined instead of algorithmically computed. Carts should no longer take 15 minutes.
  • If you interrupt crafting, it will now give back the full resources instead of half.
  • Rearranged data in store/retrieve/inventory. Items should no longer show twice on einventory. Simple axe now stores in the utility shed instead of the forged axe, which is with the other weapons. Granary items no longer also store at the mill.
  • Fixed bug where sometimes when chop repeats, the next chop is instant.
  • Tower of Souls is now much easier to see on the graphical map. It appears as a pinkish diamond.

May 16, 2013

  • Immortals can no longer eat non-food items. I’m not sure why this was in there, but it had hilariously disastrous side effects.
  • Reworded the messages on eat/taste when the food is fully consumed.
  • If an animal dies while tied up or harnessed, its corpse will now have your rope.
  • Can no longer lay road while performing timed actions such as digging.
  • Fixed bug where you can get starting gear/food twice in some cases.
  • Restoring an immortal now grants all skills and abilities.
  • Reviewed and tweaked the level requirements on immortal commands.
  • Halved the spawn rates on the rare animals.
  • Takedown of studies in redesignate.
  • Fixed empire delete to not corrupt the data of the following empire, which used to persist until a reboot.
  • Fixed bug where lights burning out would leave a room permanently bright.

May 15, 2013

  • Added a bunch of jungle animals. Careful, they bite.
  • Added a bunch of new desert animals.
  • Set all animals to travel on roads no matter what other map types they are set to walk on.
  • Fixed overzealous circle command that was going around spots that aren’t closed.
  • Lowered move costs on Battle abilities, and fixed a bug where kick misreported its cost.
  • Fixed a bunch of incorrect mob types.
  • Added new mobs to plains, mountains, and forest.
  • Lowered move cost for water terrain.

May 14, 2013

  • Added skill gain triggers to some Natural Magic powers that were missing them.
  • Fixed castle build bug.
  • Fixed circle messages and help file.
  • Fixed map icon for gate.
  • Fixed map icon color for shipyard and docks.
  • Map now lights up buildings that are on fire.
  • Added an empire log message to building fires and catapult sieges.
  • Fixed a bug in repeat-mining where you could mine forever.
  • Adjusted Battle skill level requirements.
  • Updated starting gear and added starting skills with 5 choices, for now.
  • Desert can now be irrigated into fields.
  • Corrected harvest result message, which was off by 1.

May 13, 2013

  • Minor map edits to free ocean tiles that are trapped by land.
  • Fixed build/dismantle, which could take or give an additional resource in some cases.
  • Fixed the “close” command, which was crashing on the map due to missing exits.
  • Finished Natural Magic help files.
  • Fixed message in “look <direction>” where monuments were labeled buildings.
  • Fixed bug where lighting a tree in your inventory would not put the resultant bonfire anywhere.
  • Set scrape timer to 6 ticks.
  • Website map viewer — https://empiremud.net/map-viewer.php — now updates every 15 minutes.
  • Fixed crash bug in dismantle for zero-resource buildings.
  • Arranged the map sector data into a new structure instead of a ton of little arrays and macros.
  • Daily skill cap is now 15.
  • Dig, chop, mine, pan, and scrape now automatically repeat.
  • Harvest now tells you what you get at the end.
  • Mobs will no longer despawn if they are pulling, being led, leading, or tied.
  • Added tailor building (TT). This is currently only used to store cotton.
  • Changed the color of fresh water to cyan. This was going to be temporary, but people seemed to like it.

May 12, 2013

  • MAP CHANGES ARE DONE AND A NEW 800×600 MAP IS IN
  • Fences no longer block player movement. They still block trees and animals.
  • Added circle command, which will let you circle around a building.
  • Added jungle terrain. Jungle will be getting some vicious animals. It can be chopped like forest, but you can’t build in it and it takes more movement points.
  • Changed Palm Tree to Desert Grove. They now can regrow on their own like forests, and chop in 1 action for 2 trees.
  • Fixed a bug in buildings burning down that was causing junk map data and leading to weird exits when you rebuild.
  • Designate should now only show what you can designate here, if you’re in a building. Elsewhere it will show all options.
  • Added gates for fences. Like the fence, they don’t stop people. Purely cosmetic.
  • Added cotton crop: desert only, no other functions yet.
  • Added hops crop. Also no functionality yet.
  • It now shows completion percentage on trenches.
  • Orchards can no longer be harvested, but you can pick them or chop them down.
  • Removed the “room weight capacity” system. I will look at a different limiter on objects in rooms when I do the same for player carrying capacity.
  • Item cleanup change: Items left on the ground will no longer vanish if they’re not storable and the land is claimed. Items left indoors will now store if possible.
  • Moved map-related constants from constants.c to world.c.
  • Rewrote “stat room” to work with the new map code.
  • Fixed display issues with gatehouses, shipyards, and docks — for players with maps rotated east or west.
  • Changed how unclaimable rooms (like the ones around a Tower of Souls) work, and added a note under the map to indicate the area is unclaimable.
  • Changed how public rooms work. The map will also indicate when a room is public now.
  • Removed the desert and forest versions of fences, walls and guard towers.
  • COMPLETE change to the room_data structure to reduce space and processing on rooms that are flat map and have no building on them.
  • Changed how the map rendering functions do color, to make color more consistent and easier to blend when things can be built on more than one type of terrain.
  • Created centralized functions for creating and destroying rooms, tearing down buildings, and changing map terrain.
  • Big changes to the building code, including its resources, processing, and saving to file. It now allows more than just the standard 4 resources.
  • Removed the last parts of the old Empire Haven system.
  • Fixed lots of places where the real_empire() and real_room() functions were called repeatedly instead of storing the result.
  • Big updates to the OLC support code including a new create-a-ToS function.
  • Destroying buildings no longer returns any building resources.
  • Tweaked the system that checks empire permissions.
  • Replaced the BUILDING_CAN_BURN() macro with a new config, and made lots more buildings burnable.
  • Reduced craft time by 60%.
  • Planting, growing, harvesting, chopping, and map re-growth all received overhauls to their code.
  • Added forage item for jungles.
  • Added sayhistory and empirehistory/ehistory.
  • Fixed command list on Carpenter to say “harness” instead of “tie”.

May 9, 2013

  • Removed language choices from the menu, removed the speak command, and turned off language-related code.
  • Added entangle: reduces dexterity and prevents movement or fleeing.
  • Affects can now enhance regeneration.
  • Added rejuvenate: a heal-over-time (HoT) spell.
  • Added summon animals.
  • Fixed bug in “advance” where autowiz triggers too early.
  • Removed the “spawn” command as mob spawning is now handled differently.
  • Replaced more than 1000 instances of world[] with new macros.
  • Restructured the room_data and all associated code. The new version stores much less data if there’s no building, so world RAM usage is smaller.
  • Fixed a bug in page_string() where the mud would crash if the string contained a %.

May 8, 2013

  • Combined nobite and nofeed into nobother, which will be used for general things that a player may wish to refuse.
  • Removed noteach.
  • Added purify spell: this currently only removes vampirism. Use nobother to prevent this.
  • Added cleanse spell, which removes negative spell and ability effects.
  • Added skybrand, a DoT spell.
  • Ported soulsight from the old vampire code. Will add more data to it later.
  • Fixed a bug in movement where some types of movement were causing unusual messages to be sent to people.
  • Added counterspell, which lasts 1 game hour and deflects the next offensive spell cast against you.
  • Made it so immortals can ride more things.
  • Changed Speed of Undeath from 20% to 10% combat speed boost.
  • Added Hasten spell: adds haste effect for 10% better combat speed. Castable on allies. Also, faster chores.
  • Added skillup hooks for Speed of Undeath, which wasn’t skilling up on combat.
  • Added Touch of Flame, which lets you light things on fire without a flint set.

May 7, 2013

  • Added “spawned” flag to all the animals as they don’t seem to de-spawn after a reboot otherwise.
  • Charmed characters now auto-assist even if not in the party.
  • Added “champion” flag: champion mobs automatically rescue their master in combat.
  • Added the familiar spell and its mobs.
  • Lowered the de-spawn radius for mobs because spawned mobs were compounding when a player stayed in the same area for a long time.
  • Added generic damage-over-time (DoT) affect — residual damage.
  • Added lightningbolt spell.
  • Ported earthmeld from the old vampire code to natural magic.
  • Ported mastery of the earth from the old vampire code to the new worm ability.

May 6, 2013

  • Added the ready command for readying magical weapons, and implemented Ready Fireball for people who are aspiring natural mages.
  • Wrote new heal() function to handle complex side-effects of health gain, and replaced all current health gain with this.
  • Added the heal command and its 3 associated abilities.
  • Added parentheses in morph.c to ensure proper casting and math.
  • Fixed a bug in the new score command where long skill names at high percentages with lots of points available were cutting off color codes, resulting in game crashes.
  • Tweaked the skills section of the new score display.
  • Added color to the messages that you receive when you first learn Vampire and Natural Magic, so they are harder to miss.
  • Fixed bug where the creature you’re mounted on is listed twice in the room if it also stacks with another creature.
  • Added the fly spell.
  • Added eartharmor.
  • Flying now requires 1/4 the move points a move would normally cost, with a minimum of 1, instead of a flat cost of 1.
  • Can no longer mount while flying or vice versa.
  • Green abilities now continue to give skillups for an additional 25 levels, but at an extremely reduced rate. This helps prevent dead ends if your ability choices do not include abilities that are still yellow.

May 5, 2013

  • Updated the MOTD with a shorter, more concise set of information.
  • Rewrote the POLICY document with new rules.
  • Added some of the initial help files for Natural Magic.
  • Removed language purchasing from the main menu.
  • Added starving condition for vampires with low blood.
  • New score display.

May 4, 2013

  • Battle help files are done. Also added a Vampire skill help file and updated some other help files.
  • Fixed the Mummify ability, which was not requiring that you be a vampire or even have the power.
  • Added sun checks to active vampire powers so that they don’t function in direct sunlight.
  • Active vampire powers now wear off in direct sunlight.
  • Added Daywalking vampire power at level 100.
  • Revised the boost power to only boost attributes by 1 point each, sometimes proc’ing for 2 instead. Lowered its duration to 3 hours.
  • Added the Veintap vampire ability.
  • Fixed old bug where non-square maps would not calculate y-coordinates correctly.
  • Purged all mobs and added new code that dynamically spawns mobs around players, and de-spawns them when the players are not around. Stables will preserve spawned mobs.
  • Removed the animal reproduction code.
  • Added skill data for Natural Magic and code for some of its abilities.
  • Added multi-purpose chant command.
  • Removed the remains of the old skills, abilities and knowledges.
  • Removed the old stamina, appearance, perception, and manipulation attributes.
  • Added the greatness attribute.
  • Removed the old experience system.

May 3, 2013

  • Complete overhaul of the combat system. Combat now uses an asynchronous controller and is based on weapon speed instead of rounds.
  • The Battle skill is fully implemented.
  • All weapons, armor and shields have been updated with new values.
  • Shields now require the Shield Block ability to use.
  • Armors now require various armor skills to use.
  • Removed the old ATTACK_BONUS system that granted additional attacks each round.
  • Replaced the bashing/lethal/aggravated damage types with physical/magical/fire.
  • Added slow and fast flags for weapons.
  • Cleaned out more of the old vampire code which is no longer in use.
  • Changed dig speed to require a shovel and Finder both to get the fastest speed, instead of just Finder.
  • Renamed “Sewing” to “Sew” to match the command.
  • Changed the character affects to have durations based on 5-second intervals instead of 75-second mud hours, so that I can write short-acting effects.
  • Replaced some of the affect functions with easier-to-read ones.
  • Found and fixed an apparent memory leak in the CircleMUD affect code where affect_join() calls affect_to_char(), which duplicates the effect and the original is not freed. All other uses of affect_to_char() don’t do this.
  • Halved the speed that trees spread to other tiles from 1/250 per adjacent 4-forest per mud hour, to 1/500. Also changed the speed of growth within a forest tile to 1/250, from 1/100.