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This is a blog for all the cool, but minor, things that your creators do for you.

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Special Scheduling, posted on Sun Mar 30 12:54:22 2014
Posted by: Pit
Category: Guilds
As part of an ongoing project to work the snags out of the combat code, the way "specials" are scheduled has seen some changes. This should not have a very noticeable effect; however, you may find that when multiple special attacks are queued, they will execute just a bit faster (but perhaps not in the order you queued them!), and you will no longer get mysterious unarmed rounds during armed combat.

(Yes, we are aware that there are some other problems with the way combat currently works, and w...

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Death's Overtime, posted on Mon Mar 3 19:45:37 2014
Posted by: Aristophanes
Category: Guilds
Death has noticed an alarming tendency for people to die their final deaths, and subsequently rely upon the Rite of AshKente to return - forcing him to work a considerable amount of overtime in the process.

Suffice it to say that he has become tired of all the extra unnecessary work, and has made Arrangements to ensure that his time is adequately compensated.

(Translation: As per the Frog post warning, the changes to the Rite of AshKente have now been implemented. The changes relate to conseq...

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Bursting The Bubble, posted on Thu Feb 13 16:52:28 2014
Posted by: Aristophanes
Category: Guilds
Death has recently noticed an alarming trend in the Discorporation and Soul-removals markets.

In order to stop a bubble developing, he has circulated a memo to the Conlegium Sicariorum, Ninja, Mano Rossa, and Hashishim guilds advising them to no longer charge a premium for their services on clients with limited lives remaining.

Unsurprisingly, his advice has been taken.

Fluffy Bunnies And Their Masters, posted on Tue Jan 21 17:59:11 2014
Posted by: Aristophanes
Category: Guilds
The spell Doctor Kelleflump's Deadly Demon used to give messages about "flesh" in its damage feedback messages even when it was being cast on trees, stone palms, or trolls.

This has now been fixed.

You will find that you get slightly different messages, depending upon what species you summon demons against.

You might also find that a demon biting into someone's face can have an additional effect.

More Attractive Than Ever Before, posted on Tue Jan 21 17:50:24 2014
Posted by: Aristophanes
Category: Guilds

For those among you who use the spells Nargl'frob's Empyrean Spear and Journey of the Heavenly Storm Dragon, be warned:

A greater number of metal materials than before are now considered "metallic" by these spells.

If you do happen to make a habit of holding something metallic while casting - but which didn't previously attract backfires - you might get a nasty surprise.

Absolutist Relativism In A Thaumotological Environment., posted on Thu Jan 16 21:15:32 2014
Posted by: Aristophanes
Category: Guilds
The wizard spells Narglfrob's Empyrean Spear, Journey of the Heavenly Storm Dragon, and Doctor Kelleflump's Deadly Demon have had their damage feedback changed.

Whereas previously they gave messages based upon absolute ranges of damage - 500-1000 HP, or 300-500 HP, for instance - they now give messages based upon the percentage of total HP the caster has removed from their victims.

This means that while you might manage to gain the highest damage message when casting NES on a rat (because that ...

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Communication History, posted on Sun Nov 17 20:51:13 2013
Posted by: Pit
Category: Am (domain pages), Cwc (domain pages), Developers, Fluffos (domain pages), Forn (domain pages), Guilds, Klatch (domain pages), Learning (domain pages), Liaison (domain pages), Playtesters (domain pages), Ram (domain pages), Special, Sur, Underworld and Waterways (domain pages)
Those whose memory fails them on occasion will be pleased to know that the functionality of the history commands "htell" and "hsoul" has been extended:

* hsoul now also includes emotes, and has an option to filter only player souls

* a new command hsay captures all says, saytos, whispers and so on

* a new command hcomm combines the communication from htell, hsoul and hsay


Prying With Precision, posted on Sun Nov 17 17:56:32 2013
Posted by: Tof
Category: Guilds
The scope and case commands have had an overhaul so that they will be much more accurate and useful when assessing the difficulty of a potential pilfering.

Experiment and have fun!

Debugging Divine Hand, posted on Wed Aug 21 21:07:42 2013
Posted by: Woom
Category: Guilds
A bug has been fixed in the ritual divine hand, which was making the ritual more difficult than it was set to be.

However, the bug was also making the ritual ignore how many passengers you were taking along, and the squashing of the bug thus means that the ritual will now be more difficult the more passengers you take, as originally intended.

Greased Up, posted on Tue Jun 25 14:14:45 2013
Posted by: Aristophanes
Category: Guilds

Following on from the tweaks to the difficulty, mindspace, and GP cost of the Witches' lard spell (Granny Lipintense's Layer of Lard), some extra functionality has now been added.

1) The spell will now dry you off as well as keep you dry, in most situations.

2) The line in your description will indicate how much lard you have left - the thicker the layer of lard, the longer you have until it runs out.

3) The maximum thickness (and therefore duration) is capped. Re-casting once yo...

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