I know progress on EmpireMUD 2.0 has been slow or non-existent over the past 6 months. If you read my post from late September, you already know I’ve been fighting leukemia. Cancer treatment isn’t known for being easy, and it has kept me from giving the mud the attention I wanted to, and has delayed a lot of awesome features.
Well, I’m back. I’ve been going down the bug list and fixing a bunch of little issues (and some big ones). EmpireMUD is mostly stable, so the bug list isn’t very long and soon I’ll be back in the swing of things and working on real features.
Here’s what’s coming up:
- Auto-scaling mobs: The software will determine the stats of mobs on-the-fly in order to provide a good experience to players at different levels, rather than needing stats assigned by a builder and a new mob for every difficulty level.
- Mob scripting: My thought is to port DG Scripts (a powerful CircleMUD addon) to EmpireMUD and use it to give mobs more customized behaviors.
- Mob abilities: Right now, virtually all abilities are restricted to players. Giving mobs access to them will make for better encounters.
- Instanced adventure zones: A templated dungeon system where the mud creates copies (instances) of various adventure zones and links those copies around the world.
- More loot tables: Right now, only a couple of mobs drop loot.
- Ability scaling and balancing: Right now, most of the abilities are still in their prototype state — they need to do more damage, or more healing, or cost less mana, or any number of other changes. Additionally, they need to be scaled differently depending on whether you have the parent skill at 50, 75, or 100.
- Class abilities: unique powers for each of the classes.
As always, you can follow changes on the Change Log.