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Blog Informs, posted on Sun Jul 12 11:58:20 2009
Posted by: Drakkos
Category: Mudlib
There is now an inform that you can opt-into for the blog postings. Again

Cunning, posted on Sat May 23 22:41:02 2009
Posted by: Dasquian
Category: Mudlib
Your known languages and language skills can now be check with the "languages" command. They didn't quite make it with the rest of the people skills, but fear not - they still work exactly like they did before!

An Adventure For Other People, posted on Sat May 23 20:12:44 2009
Posted by: Dasquian
Category: Mudlib
The "other" tree has been split into "people" and "adventuring". This is in order to advance our agenda of making skills better categorized and defined!

The only practical effect of this should be that the points and teaching skills have been cloned, but there will be more to come int he future!

We Need More Stats, Stat!, posted on Wed May 20 00:44:59 2009
Posted by: Dasquian
Category: Mudlib
Picking your rearrange is one of the more permanent and important decisions on the MUD, and requires thinking about a number of factors. A large number of these are how your choice of rearrange will affect important skills. It seems bizarre, therefore, that there is no easy-access information telling you how each skill is mapped to your stats.

Well, now there is. "skills <skill> stats" will tell you the stats composition of each skill, as there is really no reason why this information should...

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Hitting Too Much Harder Now That You're No Longer Hitting Less Harder Than You Should Be, posted on Mon May 18 13:16:35 2009
Posted by: Drakkos
Category: Mudlib
The recent fix to the combat code had the side-effect of making almost everyone hit like a truck filled with other trucks. As such, I reduced the damage bonus that exceptional hits will do.

This is still very much a buff from the state before the fix (because you were doing less damage than a normal hit), but brings the damage back into line. I am still monitoring the situation - more adjustments may be forthcoming.

Struggling Along, posted on Sun May 17 09:49:45 2009
Posted by: Drakkos
Category: Mudlib
I have changed the way the 'struggle to hold' informs work, on the grounds that they were somewhat inconsistent and did not give meaningful feedback. The message was designed to show you when you were using a weapon (or a pair of weapons) that were going to give you combat penalties.

I have broken the message away from the wielding code (because it didn't actually reflect how the combat code worked), and moved it into combat. If you want periodic warnings about your weapon weight, you can s...

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Combat, Briefly, posted on Sun May 10 15:43:00 2009
Posted by: Drakkos
Category: Mudlib
Combat brief no longer suppresses the mention of NPCs moving aggressively towards you, since that's information you Need To Know

Generally Concise, posted on Sun May 10 15:29:32 2009
Posted by: Drakkos
Category: Mudlib
General shops now have a 'list brief' option that gives a more compact notation for the contents of their inventory

Go On, Don't 'ave A Drink Wif Me, posted on Sun May 3 10:25:15 2009
Posted by: Drakkos
Category: Mudlib
Ignore will now be honoured when people attempt to buy drinks for you. Additionally, you can no longer be bought a drink if you have switched off your autoaccept give option.

Edible Crayons, posted on Mon Apr 6 21:41:05 2009
Posted by: Runtime
Category: Mudlib
Many people thought it would be a good idea to be able to eat their coloured crayons. So now you can.

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