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.

Naga Map Information

Naga world map

Map nickname: Naga
Land: 3 continents, 52 islands
Description: Naga has a massive long, thin continent, called Xanadutres, which has a large desert in the northwest, followed by a band of jungle, then 75% of the continent is temperate, snaking southeast into a tilted U-shape. Near this mega-continent is a small continent named Vyrdentia, which has all 3 climates. The third continent is Orycheia, which is medium-sized and is predominantly desert and mountain, with a band of jungle and temperate southern tips. The rest of the map has many small and medium islands. Most of the center of the map is ocean, with the continents forming a massive U shape across the map, and the islands are clustered in the northwest, southwest, southeast, and the north center.


Islands:

Island 1
The island has 7379 map tiles and is 53% Overgrown Forest, 18% Crop, 10%
Mountain, 7% Light Forest, 5% Shallow Sea, 1% Frozen Lake.

Xanadutres (continent)
The island has 145288 map tiles and is 36% Overgrown Forest, 15% Mountain,
12% Crop, 10% Desert, 5% River, 3% Jungle, 3% Grove, 2% Shallow Sea, 2% Light
Forest, 1% Forest.

Island 3
The island has 3159 map tiles and is 44% Overgrown Forest, 13% Crop, 8%
Light Forest, 8% Shallow Sea, 7% Mountain, 6% River, 5% Forest, 1% Frozen Lake,
1% Lake, 1% Cliffs.

Island 4
The island has 2687 map tiles and is 40% Overgrown Forest, 14% Crop, 10%
Light Forest, 9% Mountain, 9% Shallow Sea, 4% Forest, 4% River, 1% Frozen Lake,
1% Cliffs, 1% Estuary.

Island 5
The island has 1856 map tiles and is 35% Overgrown Forest, 13% Mountain, 12%
Light Forest, 11% Shallow Sea, 11% Crop, 3% Forest, 3% River, 2% Frozen Lake,
2% Cliffs, 1% Lake.

Island 6
The island has 3625 map tiles and is 35% Overgrown Forest, 16% Mountain, 11%
Light Forest, 11% Crop, 10% Shallow Sea, 4% River, 4% Forest, 1% Cliffs, 1%
Lake.

Island 7
The island has 3429 map tiles and is 37% Overgrown Forest, 12% Crop, 9%
Mountain, 9% Light Forest, 9% Shallow Sea, 7% River, 6% Forest, 2% Lake, 2%
Frozen Lake, 1% Cliffs.

Island 8
The island has 971 map tiles and is 38% Overgrown Forest, 14% Light Forest,
13% Shallow Sea, 12% Mountain, 10% Crop, 2% River, 2% Forest, 1% Cliffs, 1%
Frozen Lake.

Island 9
The island has 1170 map tiles and is 43% Overgrown Forest, 16% Crop, 14%
Mountain, 13% Light Forest, 11% Shallow Sea, 1% Cliffs.

Island 10
The island has 1019 map tiles and is 47% Overgrown Forest, 14% Light Forest,
13% Crop, 12% Mountain, 11% Shallow Sea, 1% Cliffs.

Island 11
The island has 710 map tiles and is 38% Overgrown Forest, 15% Mountain, 15%
Light Forest, 14% Shallow Sea, 13% Crop, 2% Cliffs.

Island 12
The island has 5882 map tiles and is 42% Overgrown Forest, 16% Mountain, 14%
Crop, 8% Light Forest, 7% Shallow Sea, 4% River, 1% Flooded Forest, 1% Cliffs,
1% Lake.

Island 13
The island has 790 map tiles and is 32% Overgrown Forest, 13% Light Forest,
12% Shallow Sea, 12% Mountain, 10% Crop, 4% River, 2% Lake, 2% Flooded Forest,
2% Forest, 2% Foothills.

Island 14
The island has 1730 map tiles and is 40% Overgrown Forest, 15% Mountain, 14%
Crop, 12% Light Forest, 10% Shallow Sea, 2% Cliffs, 1% Lake.

Island 15
The island has 606 map tiles and is 25% Overgrown Forest, 16% Mountain, 15%
Shallow Sea, 14% Light Forest, 7% Crop, 4% Lake, 3% River, 2% Cliffs, 2%
Foothills, 2% Flooded Forest.

Island 16
The island has 711 map tiles and is 32% Overgrown Forest, 14% Light Forest,
13% Shallow Sea, 12% Mountain, 10% Crop, 6% Lake, 2% River, 2% Foothills, 1%
Cliffs, 1% Flooded Forest.

Island 17
The island has 1058 map tiles and is 39% Overgrown Forest, 13% Crop, 13%
Light Forest, 12% Shallow Sea, 7% Mountain, 3% Lake, 3% River, 2% Cliffs, 1%
Flooded Forest, 1% Forest.

Island 18
The island has 2271 map tiles and is 47% Overgrown Forest, 16% Crop, 11%
Mountain, 10% Light Forest, 8% Shallow Sea, 1% Lake, 1% River.

Orycheia (continent)
The island has 54917 map tiles and is 28% Desert, 17% Mountain, 15% Jungle,
9% Grove, 6% River, 5% Overgrown Forest, 2% Forest, 2% Shallow Sea, 1% Crop, 1%
Beach.

Island 20
The island has 1056 map tiles and is 44% Overgrown Forest, 13% Mountain, 13%
Light Forest, 12% Shallow Sea, 11% Crop, 1% Partial Jungle, 1% Cliffs, 1%
Jungle.

Island 21
The island has 3924 map tiles and is 58% Jungle, 7% Shallow Sea, 7% Partial
Jungle, 5% Overgrown Forest, 4% Swamp, 3% Jungle Crop, 2% River, 2% Lake, 2%
Light Forest, 2% Marsh.

Island 22
The island has 2225 map tiles and is 53% Jungle, 9% Shallow Sea, 8% Partial
Jungle, 8% Mountain, 4% Swamp, 2% Jungle Crop, 2% Light Forest, 2% River, 2%
Overgrown Forest, 2% Lake.

Island 23
The island has 2416 map tiles and is 39% Jungle, 13% Mountain, 9% Shallow
Sea, 9% Swamp, 8% Partial Jungle, 6% River, 4% Lake, 2% Marsh, 1% Jungle Crop,
1% Foothills.

Island 24
The island has 4654 map tiles and is 51% Jungle, 10% Partial Jungle, 9%
Shallow Sea, 7% Mountain, 5% Swamp, 3% River, 2% Jungle Crop, 1% Lake, 1%
Marsh, 1% Desert.

Island 25
The island has 1927 map tiles and is 37% Desert, 20% Mountain, 13% Beach,
12% Grove, 11% Shallow Sea, 2% Cliffs, 1% Desert Crop.

Island 26
The island has 1818 map tiles and is 34% Desert, 17% Mountain, 12% Grove,
10% Beach, 9% Shallow Sea, 4% River, 3% Overgrown Forest, 2% Forest, 1% Desert
Crop, 1% Lake.

Island 27
The island has 911 map tiles and is 40% Desert, 15% Grove, 15% Beach, 12%
Shallow Sea, 9% Mountain, 2% Desert Crop, 2% Cliffs, 1% Oasis.

Island 28
The island has 971 map tiles and is 38% Desert, 17% Mountain, 14% Beach, 13%
Grove, 12% Shallow Sea, 1% Desert Crop, 1% Cliffs.

Island 29
The island has 955 map tiles and is 39% Desert, 15% Mountain, 14% Grove, 13%
Beach, 12% Shallow Sea, 1% Desert Crop, 1% Cliffs.

Island 30
The island has 1165 map tiles and is 38% Desert, 12% Beach, 12% Grove, 10%
Shallow Sea, 6% Mountain, 4% Overgrown Forest, 3% Lake, 2% River, 2% Crop, 2%
Forest.

Island 31
The island has 2692 map tiles and is 40% Desert, 13% Grove, 12% Mountain,
10% Beach, 9% Shallow Sea, 2% Desert Crop, 2% River, 2% Overgrown Forest, 2%
Forest, 1% Cliffs.

Island 32
The island has 4384 map tiles and is 44% Desert, 17% Mountain, 15% Grove, 7%
Shallow Sea, 6% Beach, 2% Jungle, 2% Desert Crop, 1% Cliffs, 1% Partial Jungle.

Island 33
The island has 4148 map tiles and is 42% Desert, 14% Grove, 10% Beach, 9%
Mountain, 9% Shallow Sea, 2% Desert Crop, 2% Overgrown Forest, 1% River, 1%
Forest, 1% Cliffs.

Island 34
The island has 874 map tiles and is 39% Desert, 15% Mountain, 14% Beach, 12%
Grove, 12% Shallow Sea, 2% Desert Crop, 2% Cliffs.

Vyrdentia (continent)
The island has 24732 map tiles and is 31% Overgrown Forest, 16% Jungle, 13%
Mountain, 10% Crop, 7% Desert, 4% River, 3% Shallow Sea, 2% Grove, 2% Light
Forest, 1% Forest.

Island 36
The island has 6983 map tiles and is 35% Jungle, 12% Swamp, 10% Shallow Sea,
9% Partial Jungle, 7% River, 6% Mountain, 3% Lake, 2% Marsh, 2% Jungle Crop, 1%
Overgrown Forest.

Island 37
The island has 5066 map tiles and is 53% Jungle, 11% Mountain, 7% Shallow
Sea, 6% Partial Jungle, 5% Swamp, 3% Lake, 3% Jungle Crop, 2% Marsh, 2% River.

Island 38
The island has 875 map tiles and is 28% Overgrown Forest, 15% Mountain, 14%
Shallow Sea, 10% Light Forest, 9% Crop, 7% Jungle, 4% Partial Jungle, 2% Lake,
1% Foothills, 1% Cliffs.

Island 39
The island has 1377 map tiles and is 35% Overgrown Forest, 18% Mountain, 12%
Shallow Sea, 12% Light Forest, 11% Crop, 3% Cliffs, 2% Forest, 1% River, 1%
Lake.

Island 40
The island has 1253 map tiles and is 42% Overgrown Forest, 14% Crop, 14%
Light Forest, 13% Shallow Sea, 3% Mountain, 3% Forest, 2% River, 2% Lake, 1%
Estuary, 1% Cliffs.

Island 41
The island has 2217 map tiles and is 36% Overgrown Forest, 21% Mountain, 13%
Crop, 8% Light Forest, 8% Shallow Sea, 4% River, 3% Forest, 2% Lake, 1% Cliffs.

Island 42
The island has 930 map tiles and is 39% Overgrown Forest, 13% Light Forest,
12% Crop, 11% Shallow Sea, 10% Mountain, 3% Forest, 3% River, 2% Lake, 1%
Foothills, 1% Cliffs.

Island 43
The island has 893 map tiles and is 41% Overgrown Forest, 16% Mountain, 14%
Light Forest, 12% Shallow Sea, 12% Crop, 1% Cliffs.

Island 44
The island has 703 map tiles and is 40% Overgrown Forest, 16% Mountain, 14%
Shallow Sea, 13% Light Forest, 11% Crop, 3% Cliffs.

Island 45
The island has 893 map tiles and is 35% Overgrown Forest, 13% Mountain, 13%
Light Forest, 12% Crop, 12% Shallow Sea, 3% Lake, 3% Forest, 2% River, 1%
Cliffs.

Island 46
The island has 1347 map tiles and is 30% Overgrown Forest, 21% Mountain, 14%
Light Forest, 13% Shallow Sea, 9% Crop, 3% Cliffs, 2% Lake, 1% River.

Island 47
The island has 744 map tiles and is 34% Overgrown Forest, 14% Light Forest,
14% Shallow Sea, 13% Crop, 7% Mountain, 3% Forest, 3% River, 3% Lake, 2%
Estuary, 1% Cliffs.

Island 48
The island has 615 map tiles and is 39% Overgrown Forest, 18% Light Forest,
15% Shallow Sea, 15% Crop, 7% Mountain, 2% Cliffs.

Island 49
The island has 1402 map tiles and is 33% Overgrown Forest, 19% Mountain, 14%
Light Forest, 13% Shallow Sea, 10% Crop, 2% Cliffs, 1% Lake, 1% Forest, 1%
River.

Island 50
The island has 1174 map tiles and is 43% Overgrown Forest, 16% Crop, 12%
Light Forest, 10% Shallow Sea, 4% Forest, 4% River, 3% Mountain, 2% Lake, 1%
Cliffs.

Island 51
The island has 849 map tiles and is 38% Overgrown Forest, 14% Light Forest,
13% Shallow Sea, 13% Crop, 9% Mountain, 3% Lake, 2% River, 1% Foothills, 1%
Cliffs, 1% Forest.

Island 52
The island has 2845 map tiles and is 51% Overgrown Forest, 18% Crop, 8%
Light Forest, 7% Shallow Sea, 5% Mountain, 2% River, 2% Forest, 1% Lake, 1%
Cliffs.

Island 53
The island has 2410 map tiles and is 33% Overgrown Forest, 22% Mountain, 12%
Crop, 8% Shallow Sea, 8% Light Forest, 3% Lake, 3% Forest, 3% River, 1% Cliffs,
1% Estuary.

Island 54
The island has 1808 map tiles and is 38% Overgrown Forest, 14% Crop, 10%
Mountain, 9% Light Forest, 9% Shallow Sea, 6% River, 5% Forest, 2% Lake, 1%
Cliffs.

Island 55
The island has 4133 map tiles and is 45% Overgrown Forest, 14% Crop, 13%
Mountain, 8% Light Forest, 7% Shallow Sea, 3% River, 3% Forest, 1% Cliffs, 1%
Lake.


Terrain:
5 Light Forest
125 Forest
19 Shady Forest
92451 Overgrown Forest
15199 River
31170 Crop
48953 Mountain
2987 Desert Crop
1598 Jungle Crop
38805 Desert
723 Oasis
15269 Grove
51 Partial Jungle
29859 Jungle
3651 Swamp
4803 Tundra
0 Adventure
3779 Lake
827 Frozen Lake
0 Damaged Jungle
815 Marsh
3105 Flooded Forest
4632 Forest
111 Shore
4689 Beach
2579 Cliffs
1073 Estuary
11876 Light Forest
3121 Partial Jungle
93 Shore
17284 Shallow Sea
1028 Foothills
Total: 341430

Crops:
2023 Wheat
4892 Corn
836 Hops
557 Cotton
5951 Barley
563 Peaches
3154 Cherries
822 Oranges
354 Rice
621 Olives
1309 Peas
731 Gourds
1577 Apples
405 Plantains
968 Tomatoes
152 Bananas
373 Coconuts
241 Grapes
614 Peppers
1271 Potatoes
225 Plums
2324 Strawberries
565 Mangoes
564 Blueberries
591 Coffee
3492 Oats
476 Watermelons
60 Lettuce
0 Saguaro cacti
Total: 35755

EmpireMUD promo codes

The latest patch for EmpireMUD 2.0, b1.2, added a new promo code feature. By asking for a promo code during character creation and giving a small reward for using one, we will be able to tell where our new players are coming from, and this will let us know if advertising on other sites is working.

Don’t worry if you created without a promo code. The bonuses aren’t huge. But next time you’re making a new character, try this code: countdemonet

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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How Far We’ve Come

When I started EmpireMUD 2.0 two years ago, I had no idea how far it would come. I’ve added more features than I ever thought I would get to, met more players, and overcome more challenges. There are many things in life you can’t quantify; this isn’t one of them. Here’s EmpireMUD by the numbers:

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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 to 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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The Beta Announcement

After more than a year of work on EmpireMUD 2.0, we are finally ready to end alpha and begin the beta phase. This is an exciting announcement after all the work and planning that has gone into the game. The official date for the start of beta is May 2, 2015.

More about EmpireMUD 2.0 beta:

  • There will be a full player wipe.
  • There will be a new, bigger map (see a sample).
  • Core features are considered complete.
  • Code changes will focus on game balance and stabilization.
  • You can still expect to see new abilities, and changes to existing abilities.
  • Alpha players will receive a starting bonus.

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Item Scaling

Now that craftable items are scalable, and adventure zones are giving you scaled gear, it’s time to reveal how scaling works in order to help players provide feedback on how the scaling is working out. Any of the numbers given below could be tweaked to help with balance.

Part 1: Scaling Craftables

When you craft a weapon or piece of armor, it will be scaled based on the ability you used. If the ability was in the 1-49 skill range, it uses your Trade (or High Sorcery, for staves) skill’s level, up to 50, to scale the item. For abilities in the 50-74 range, the Trade skill’s level is used and capped at 75. For abilities in the 75-100 range, it uses the Trade skill’s level, capped at 100. For future craftables that come from items you got in adventures (like an armor pattern), it uses your character’s total computed level.

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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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