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.

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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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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