CHANGE LOG 2020 1/7/2020 (day 1 - ground 0) * Updated wiznet show command to also accept list, status, and options arguments. * Widened identify spell output so items with long names wouldn't break the frame. * Created backwards compatability with old 1990's DIKU area files via the "deprecation" variable (this is sort of a big deal). * Added several stock areas, began updating mobs within to fit the game. * Lowered costs of healing at a healer about 30-40% across the board. * Cleaned up "heal" command, it is now properly aligned and more newbie friendly. * Update MOTD, after 9 years I'd say it needed it. * Added Crustacean, Yochlol, and Ettin NPC races for OLC building. 1/13/2020 * put code behind the commune with nature spell. * teleport can now be used on other people (and yourself). * ripped out the rest of the custom quest code for now, hopefully that makes us a bit more stable. * put code behind the deafness spell. can still hear people talk, but it does affect sound damage spells and other stuff of the sort. * fixed resonating echo, which was doing some funky things. * fixing that led me to look at bards, and I noticed.... instruments were missing. 3 hours later, they are back in, and a little less buggy to boot. * fixed a very minor bug during account login that wouldn't let you get back to the create or log screen if you type an invalid/non existant account name. * cleaned up creation quite a bit, less clunky now, more directions for people not familiar with muds, highlighted key commands. * added a tiny bit of flair to the who list (--+ +--) * adjusted levels of immortal commands and MAN am I glad I looked at those BEFORE bringing anyone on. * i thought ostat/statobj was missing, turns out I had just made a more intuitive command to cover obj/mobs/etc... STAT is still in. 1/14/2020 * slowed down skill improvement quite a bit. I had several skills at 100% within an hour on a test char. Maybe tweak more later... * found a bug where multiclassed people would skill slower than others, fixed that. * dwarves/duergar have a natural 20% chance to see people affected by stone meld. * previously you could move around and keep stone meld active, this has been changed to what was originally intended. * previously you could stone meld anywhere you damn well pleased. only mountains/caves now. * MOST IMPORTANT: got our server set up! mudhaven.net is the connection. * fixed a bug that was crashing us when you moved rooms. * fixed any broken/recursive exits in existing areas and matched item levels to a ton of mobs. boot up is so clean now. * created a way for me to be able to set people's factions. * changed the fountain in town to milk. * you can now save against a farsight spell, and there is a small chance of the victim being notified on failure. * all instrument skills implemented. * new characters now start with first aid. * every class now gets first aid at level 1 (instead of 5). * increased starting gold quite a bit since there already seems to be money issues. * added a way for me to add psionic talent / adjust psionic points in game. 1/15/2020 * added random_loot flag to any bipedal creature in the arena to alleviate lack of low level gear. * added a bleed option (%b) for prompt. * added options for imms to see which OLC they are in, and which vnum they are editting. * added time / obj carried / max obj carried / sector as options for prompt. * cleaned up and updated help prompt. * new players now start with auto_loot enabled. * new players now start with bleed info in their prompts. * realized there's no real benefit to playing a human. they now get lore for free. * add hawks/eagles/penguins/owls/chickens/turkeys/ducks/geese/sparrow/rocs to OLC today after realizing the only birds we had were song bird and water fowl :/ * made the potions in the alchemist shop in Renfall quite a bit cheaper (specifically the flight ones) * prompt will show you green/yellow/red hit points/mana/moves based on percentages now (COLORIZED 2020). 1/16/2020 * bandage no longer sends screwy characters to others in the room when used. * amount of items you can carry has been updated, it was very low before. * found a few sectors missing from the automap (jungle/oceanfloor/ruins). fixed. * you now void out after 99 ticks instead of 12 or whatever it was. i don't care about idling. * skills and spells will now be highlighted in their respective lists when their % increases. * cure light now has chance to help bleeding like all other healing spells alread did * added Aarakocra race, along with new "fly" command, and appropriate helpfiles * fixed a bug where monsters that are bleeding who flee from you die and give you no XP * created bag of holding quest object. * containers now have a differentiater from other items. 1/17/2020 * new characters start with first aid at 75% now. * fixed bug where builders could not set a shovel's digging bonus/penalty. * prompt all and prompt default now set prompt to (%h/%H %m/%M %v/%V) ({Y%g{xg {D%s{xs) (%t / %b) * added racial stat modifiers to each race's helpfile respectively. * values coming up on random armor were pretty low, adjusted SLIGHTLY and will readjust accordingly if need be. * added stat requirements for classes to each respective helpfile. * fixed a bug where randomly created pouches could only be held, not worn on waist. * minotaurs can no longer be good aligned, this also fixed a bug which would allow you to make a lawful good minotaur paladin (you can still be a lawful evil minotaur paladin however) * fixed a bug where being a paladin would skip boon selection during creation. * fixed a bug where waking others would just wake yourself. * fixed a bug where logging out and back in would remove your bleeding status (tricky tricky!) * fixed a bug which was reading encumbrance wrong, causing movement from room to room to cost way more than it should. * weaken / web now makes moving rooms cost more (similar to slow) * treasure chests will no longer populate in water sectors (except OCEANFLOOR), lava sectors, air sectors, void sectors * casting enlarge person on someone else would not give the caster a success message, it does now. * added crows and ravens to OLC for builders * increased experience from monsters over level 7. i don't want it taking 6 months to get to level 40. * fixed a bug where low level characters could get a 0 hour sanc. * took a look at attacks, fighters were getting screwed. upped their attacks. non multiclassed fighters get one extra attack at level 40. * web now causes 1 less attack per round for the victim of the spell. * people with wands at 40% or greater, can now see the charges of said wands/figurines/staves in their inventory. * fixed a bug in kick where it was doing less damage when multiclassed. 1/18/2020 * lowered palm strike cool down from 7 mins to 2. * changed whisky to whiskey in the liquid table. * creation now tells you that boons take 3 of your starting trains. * coded the peek skill. * immortals can now see (without typing resets) if there are resets in a room. this will save builders (and me) a ton of time. * repair skill now takes 6 movement. * coded in mercy command. * haste / quicken tempo now adds an extra backstab. * updated stat helpfiles to reflect what each stat affects. * lore had no skill improve check, fixed. * lore just worked 100% of the time, now it has a skill check and can fail. * you can no longer gain less than 1 movement during the regen update, no matter what. * table command in, shows your character's res/vulns/immunities. 1/19/2020 * Added a bunch of clans, and clan objects. * fixed a bug where tailoring would never go up. * fixed a bug where jewelcrafting would never go up. * fixed a bug in dual wield where it would almost never go up * fixed a bug in dual wield that would never check against skill %, so it would hit 100% of the time. * fixed a huge bug in expertise that reared it's ugly head after messing with the clan table. this caused some gear loss, fixed, reimbursed players affected. * skills can no longer improve past 100% * completely re-coded the "who" function to not be a messy cluttered garbage heap. now it's modular and easier to update in the future. * flying no longer reduces movement needed in water rooms (as you are swimming). 1/20/2020 * skills no longer show as improved everytime you log in. * halved the chance for weapons to get damage during combat. * scrolls would only improve if you failed, this is fixed. * fixed a bug where slipping in the rain would cancel the rest of your attacks for the round. * completely redid attacks per round. monks now get severe penalties for wielding anything but a staff. * redid kick skill/command, it was just always working, would never fail. * fixed a potentially game crashing bug in the engage command. * fixed a potentially game crashing bug in the gouge command. * you could palmstrike with weapons/shields in your hands, you can't now. * anyone could use stun fist before, without having the skill. fixed. * fixed bug in new who command that did not terminate colors at the end of a title. * clan vaults are in, enjoy! 1/21/2020 * clan channel colors work appropriately now. * memory command now shows linked areas. * container capacities now reflect pounds (along with everything else in game) rather than kilograms. * dual wielding wasn't improving, and was also doign incorrect damage type, fixed. * counter wasn't firing off, should be now... test soon. * sizes simply ran off your stock size, never taking into account spells/etc. fixed. * you had to stand up to scribe, now you can be resting. * fixed a bug in bounties that would take money from your bank not your person. * cleaned up all warnings when compiling our code. i estimate this will make us about 10-15% more stable. * factions were saving in pfiles incorrectly, fixed. * plants can no longer populate in wasteland/lava/void/desert sectors. * you couldn't zap with staves before, now you can. * power grip would never improve, it does now. * power grip gets a bonus from high strength. * disarm would never improve, it does now. * disarm gets a bonus from high dexterity. * fixed bug in elemental protection, dimensional anchor, confusion, battlecry, paralyzation, web, shocking web, and deafness that would cause you to have random effects (blindness, detect good, etc.) * retribution was doing damage based on your secondary weapon, fixed. * parrying never damaged your weapon before, now it does. * fixed counter for good. * changed dual wield around... instead of just one extra attack, you now split your attacks between main/secondary weapons. (it still gives you the extra attack). * fixed a bug that created (null) pouches. * only pouches and belt pouches will now load wearable on the waist. * scroll length set to 100 by default. * fixed a bug where NPCs could riposte/counter * alist now show which areas are linked. * missing a kick will now start a fight. * bags can load with up to 4 gems in them now. * bags can now load with up to 2 scrolls in them now. * the random object code is much more robust overall. more descriptive words, etc. 1/22/2020 * scribe would not put keywords on the scrolls you make, now it does. * scribe would work 100% of the time without fail, now it checks against the spell you are scribing and your scribe skill. * scribe would improve almost every time you used it, reduced to match other skills in game. * lowered guild rank level point requirements * introducing.... wrist containers! * random containers now load as follows: wrist pouch = wrist, backpack/pack/satchel = about, pouch/belt pouch = waist, everything else held * random containers now show the material they are in the description. * recite had 2 fail checks, removed one. * recite would never go up from a fail, it does now. * random scrolls have an adjective now, and a 50% chance to have a smell to them. * you couldn't envenom SHARP or VORPAL weapons before, you can now. * poison did 0 to strength before, now it does a bit more. * birthdays / aging / age-death are in. * counter never went up on a fail, it does now. * the brilliance boon wasn't adding mana every level, it is now (see me if you have it). * NON multiclassed fighters now get 1 extra HP per level. (come see me Zargo) * wizards now _on average_ get 1 more mana/level. * paladins now get 1-2 more hp/level. * chances to get more moves per level... (stat based) * some channels would skip two lines afterwords for recipients. fixed. * successfully learning a spell from a scroll would never improve scrolls. fixed. * failing to learn a spell has an increased chance of improving scrolls. * sneaking would never improve on a fail. fixed! * random lights will last a lil longer.... 1/23/2020 * cleaned up random object code a bit more, less clunky now. * bags don't sell for NEARLY as much now. people could get rich farming low level bags. * bags don't ALWAYS drop with money in them anymore. * everybody gets lore at level 5 now. * bleeding isn't nearly as awful anymore. * added exit down from academy to recall. 1/24/2020 * accounts are now fully operational (more or less). this was mostly yesterday but i tweaked some this morning. ultimately this fixes the biggest bug that you probably didn't know about. you could log in as anyone once in your account, even if they were already online. * sockets command is fixed. * lore/identify should show wear slot now. * eqcondition / beeptells. 1/25/2020 * updated harpy mob in academy to not be a "unique" race. * added Bugbear, Aasimar, and Revenant playable races. 1/26/2020 * started list of spells that will never randomly load on potions/figurines (overpowering throw / non-casting classes) * fixed a bug where going back and choosing a boon over and over would give you negative starting trains. * fixed a bug where neutral characters couldn't choose a god. * updated our MSSP game info. * added our game to https://grapevine.haus I will add to mudconnect/topmudsites when we get a bit more stable. * fixed a bug in account creation that was crashing us. * made prying doors take movement to use. * changed a sign in the academy that incorrectly said you could train charisma. * you can now train your stats beyond level 15. not sure why I had that hard requirement to begin with. 1/27/2020 * balance would never improve, it can now. * balance was firing 100% of the time, fixed. * added helpfiles for: list, dig, kidney punch, revenant, bugbear, aasimar, mage, martial arts, stats, ambidexterity, attribute, beeptell hapkido, zap, magic_missile, achievements, table, hitroll, pretitle, sex/gender * counter / riposte both changed to level 26 so that only non-multi class can get it. * fixed a bug that would overwrite the first char on your account when you make a new char. * you couldn't view your materials list while sleeping. you can now. * fixed a bug where you could see what languages anyone spoke, not just yourself. * a fail on mining would never check for improvement of the skill. it does now. * barkskin did not lower damage taken, it does now. * new helpfiles: detect_magic, identify, power_grip, shop, stone skin, barkskin * blacksmith hammers were only partially implemented, they are fully in now. * added a nocount flag for containers, this will make it possible for some containers to hold items, but not count them toward your total carry amount. * randomly generated armor weight values are now also dependant on bulk. * new quality of life command: spellup * cooking didn't have a check to improve on failure, it does now. * fixed a bug where saying 'no' to a new char name would take you back into account creation. (this really sucked as most people never bothered to make another character.) * you can no longer sell/sacrifice quest items. * titles can no longer bleed colors. * took out old password command since characters themselves no longer have passwords. 1/31/2020 * blacksmith hammers were loading improperly causing a report in the logs. fixed. * fixed a bug where using the "logout" command would try to force a player to stop following nobody, thus causing issues. * added tabaxi / lizardmen playable races. * gnomes get +1 mana per level now. * lizardmen get +1 hp per level. * new hook in creation, allowing you to skip appearance customization of your character. * all accounts begin verified now, this was creating issues with testers. * added playable races loxodon and tiefling. * players now start with 12 practices instead of 6. * new characters now are set with Renfall as their hometown (for now, until the world expands). * score will no longer show (Null) as a hometown. * gameinfo now shows how many linked rooms/areas are in the game. 2/1/2020 * added gore skill. * minotaur, loxodon, and bugbears get the gore skill for free now. * fixed a bug where who would not show the last class, race, OR clan. fixed. * new players now start with AUTOSPLIT and AUTOSACRIFICE set. * new accounts show a new player flag for a little while now. * automap can now be turned off by typing map (automap still works). * rangers start with autotrack enabled. * found an old area that was in one of our backups, added to the game world. (Urugka Swamp). * grat channel now actually says congratulate(s). * herbalism would never go up before, it does now. * helpfiles for grouptalk/gtalk are in. 2/6/2020 * group command now has a subtle way of showing if youre teammates are bleeding. * you can now see if someone is bleeding by looking at them. * typing aedit <#> automagically puts you into AEDIT for the number of area you input. * fleeing from combat as group leader will pass aggro to next person up now. * enlarge person was putting a weird affect on people. fixed. * found a bug where character walk descriptions were not getting freed upon logout/quit, causing a memory leak. fixed. * walk descriptions now won't say "from the above", or "from the below". * people can no longer logout and retain group. * fixed a bug that gave everyone an extra attack. * fixed dual wield (it was giving you exactly 2 attacks). * logging out will pass aggro to the next person up in the group now. * failing repair now has a chance to damage the item further. * failing repair now has a chance to improve the skill. * repair gives a message to the room on success/fail now. * no more scrolls of enchant weapon/armor or any spell that adds a weapon flag. * thieves have the "hide" affect stripped when they are attacked/attack now. * weapon expertise was ignoring certain weapon types, fixed. * critical hits don't make you bleed _as bad_ anymore. * mobs could kill you twice, making two corpses, fixed! * you can now bless/curse water and turn it into holy water/unholy water. * removed bless water spell as it is spurious now. * raise dead spell finished and in. * added info command (duplicate of help). * imbue skill is now implemented and working. * removed ADD_SPELL_EFFECT from code, this was something I wanted to do back in the day, but wasn't prepared for the complications it added, will perhaps implement in another manner another time. * added cow/bison npc races. * hide skill now affected by time of day and what size you are. * fixed a bug where recall could still "improve" even though it's technically not a "skill" anymore. * you now lose more experience when you recall from combat. * foraging will no longer improve when there is no herb in the room to forage. * having a higher skill with your weapon will now help you parry. * added reduce person spell. * enlarge person/reduce person cancel each other out now. * unarmed lizardmen and aarakocra do slash damage now. * there are now variant damage messages for all damage types, not just for monks, enjoy! * new chars start with 5 each of the healing potions and bandages instead of 3. * the alist command for immortals got a HUGE facelift. I'm welcome ;) 2/10/2020 * fixed a bug where new chars would not save to your account sometimes. * fixed a bug where aggro mobs only checked primary level (rather than total levels). * added double gold and double skill (to compliment double xp). * timestamps for OOC/tells channels now. * spec_cast_psion is in, get ready for psionic mobs. 2/11/2020 * new race, centaur. * new earring slot * earring and sheath item types added, just need to make some in game now. * added clanhall flag for areas, this will come in handy later. * found another bug that was still allowing mobs to kill you twice, fixed. * created an issue with slots when i added 2ndary legs for centaurs, should be fixed. * converted all resistances/vulnerabilities over to a table, for more flexibility. now there can be varying degrees of resistance/vulnerability to different types of damage. You can type vuln/resist to see your personal list (this used to be the table command). * fixed a bug that would allow you to endlessly kill yourself for unlimited pkills/pdeaths. 2/13/2020 * typing area will now show you what area you are in as well. * you must master cure/cause light/serious before moving up to the next tier. * area age was not saving before, it is now. * added different planes that each area can be set to (material, astral, ethereal, earth, fire, water, air, hell, heaven), this will have other effects and such later on. * gain command without an argument did not show 'revert' as an argument option, fixed. * you can no longer teleport into clanhalls. 2/14/2020 * thanks to the new resist table, i've been able to make globe of invulnerability work as it should have all along, making you immune to pierce/bash/slash, so long as you don't cast any other spells. (solo wizard only). 2/15/2020 * first damage over time spell in: immolation. * had some issues with damage messages not displaying the new stuff properly. that's all fixed now. * fixed a bug that would show borken color codes in the who list on the account screen. * backstab will no longer give more than 3 backstabs. 2/17/2020 * added the nymph playable race * added a couple signs around the world, hopefully this well help newplayers. * earrings can now be randomly created, be on the lookout! * rings and earrings can no longer have bulk, or AC values. * greatly reduced the chance for ability stats to appear on random equipment. * your accounts now keep track of how long you have played them, so new players flags and stuff will go away (among other future additions). * fixed some rooms in Hell with weird room descriptions. * converged db2.c with db.c, start of a massive clean up effort for optimization and bug finding efficiency. * fixed an issue where trust was only looking at primary level. * changed the unread command, this is the first step to eliminating the board system and moving over to just notes. * took out typo/bug commands as we don't need them due to having a note system. * updated the way "note list" works, looks better, and is more efficient. 2/19/2020 * incorrectly typing a god's name in creation was crashing us, not anymore. * converted eye color, hair color, and facial hair from flag types to straight integers. what this means: i coded these features early on and i'm not sure why they were flags, but it caused them to be saved/read in incorrectly by the game. fixed. * more general clean up and reorganization of creation, more indicators and spaces between messages. * converted every single skill and spell in the game over from the old SLOT method (circa 1995) to global skill numbers. this will allow a great deal of versatility with skills/spells moving forward. * added a signal handler to the mud, which will help me track down things that crash us, and also help keep us from crashing to some extent. * made a new code macro named SKILL_CHECK. This performs a check to see if a char knows the skill, can use it, is successful in using it (based on the base_stat of skill/ch/%/etc), and does an % improvement check as well. this will help me in the future to reduce errors when introducing new skills. this will also make the code much more compact. 2/23/2020 * Each one of our 193 races has now been assigned one of 17 different creature types, including: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, devil, giant, humanoid, monstrosity, ooze, plant, undead, insect, magical beast. What does this do? Right this second, absolutely nothing, but it does open up some interesting options for me code wise later on. 2/24/2020 * quests are 95% in now. builders can make them, i can see a list of them, you can take them, complete them, and turn them in. they are just not saving (more accurately not loading) correctly on the pfile. i'm done pulling my hair out for now so I'll work on that later... * created transport command, if you're in the room with the transfer mob (giant clockwork dude south of recall), you can type transport, and see a list of places he can take you. right now he will be for extra-planar transport, and later will include intercontinental transport. * in creating the above, i found out that stock ROM has portal charges for no reason (there was no code to make them decrement after usage, AND everytime you used one, it would actually set it to be infinite use, wtf). This has been fixed and temporary portals are now actually temporary. * new wall of force spell for wizards. use it to block off exits with doors. knock spell can negate it. pass door has a chance to bypass. * planar binding, contagion, and elemental vulnerability spells added. * the disintegrate spell can now target objects as well. * copy spell now has code behind it. need parchment to do it. * Margo down in Tanradtan will now handle your parchment and pen needs. * You can now buy empty alchemy flasks in Tanradtan as well. * groupmates follow you through portals now...... (not sure why i didn't do this like 10 years ago). * mobs have a very basic "hate" system set up to remember those they have fought. * most classes could gain the racial skill 'gore', fixed. * bards get the 'dirge of dischord' spell at level 26 now (makes it only for solo bards) * erase spell added to game, enjoy pissing off wizards and clerics haha. * digging into the weird EQ bug, found that weapon weight meant nothing as everyone was capable of weilding weapons 100s of pounds. This has been drastically reduced. * that being said, those who cannot wield their main weapon now (perhaps due to poisoning, etc), will no longer just drop it on the ground, instead they will unequip it and try to equip their secondary weapon (if it exists). 2/25/2020 * randomly generated neck gear will weigh a bit less now. * randomly generated weapons got recalibrated, and should now weigh more, and fit more accordingly to the new strength/wielding modifier changes. * the new scatter/mscatter commands were hanging (searching for planes that aren't set yet), fixed! 2/26/2020 * found a bug where the xp/gold/skill bonuses wouldn't reset when they hit 0 ticks, which was also bypassing the rest of the updates in game until the next tick, fixed! * logging out will make other people stop following you now as well as removing you from group. * found a bug where builders weren't able to set herb types in OLC, fixed! * fixed a bug in brewing that wouldn't create keywords for your freshly brewed potion. * equipping/unequipping will no longer FUBAR your character's stats. (sort of a big deal). * lore now requires 10 movement to operate. * added congrats command (same as grats, just makes our commands more versatile/universal to newbies). * updated a bunch of stock objects to not be quite so useless. * found a bug in level advancement that was giving multi/single classed characters different gains. this has been resolved. * dissonant chord, for bards, was not working! it is now :) * scan command will no longer show stupid things about up/down exits :P * more code refactoring, tidying, and organizing (mostly involving function declarations, and replacing functions with macros). 2/27/2020 * finally got a very basic version of the website going, working on a web client for it, not finished yet. find it at: www.mudhaven.net/~drew 2/29/2020 * 2nd layer of Hell is in. * fixed a bug where Immortals could show up on the game info list. * took another look at backstab, should be fully fixed this time. 3/1/2020 * lizardmen get swimming for free now. * fixed a bug that was keeping you from gaining hp/mana/move every level up. * new command: autodam, use this to turn off/on damage/healing numbers. * neutered elementals, zombies, and animated weapons. they were WAY over powered. * fixed the way charmies work a little bit, should correctly stop following when you log out. * charmies will now actually stop following you after a while, instead of just endlessly doing so forever. 3/2/2020 * the new damage message system still had a few quirks in it, these should be resolved now, and all hand 2 hand stuff, (specifically races with special damage types), should work now. * the random object code will no longer produce null string bags (or any item for that matter). * being blinded only affected the attacker before, now it affects the defender as well. * wizards were the only casters enjoying spell damage bonuses, this has been fixed. * damage roll was being applied to ALL attacks, not just melee ones. fixed. * thaco/armor class/hitroll has been tweaked to... mean more... it basically did nothing before. * paladins/monks/bards cast at lower levels now, otherwise why make wizards/clerics? * hair and eye colors were showing incorrectly when chosen in creation, fixed. * made deities show up on one line in creation, trying to streamline and make creation look better. * highlighted more commands in creation for more visual cues. * hand parrying flails hurts, hand parrying axes hurts and causes bleeding. * the brief command now also works with maps turned on. * dynamic room descriptions are in, if you enter a room with no set description, the game will automagically create one based on time of day, sector type, weather, wind, precipitation, and more. * weather can now no longer occur outside of the material plane, i might modify this for some specific planes in the future (plane of air or hell might have interesting weather), but for now this will serve. * traps have been fixed, so watch what you open! :) (Any old objects with traps on them will not fire). * fixed a bug where the "nofollow" command would not reset your charm count. * the "blind" command actually does something now. currently it turns off/on your automap and brief room descriptions, stay tuned for more additions. * new spell: acidic touch. 3/3/2020 * area alignments are now saving properly. * cleaned up aedit a little bit, added some user friendliness, separated some things for ease of reading. * scrolls will no longer say "reserved" for blank spells, they just won't say anything now. * there's a link on the website now to see who all is playing. * cleaned up mlist/olist/rlist commands for builders a little. * we now have a moon! with phases! you can see where it's at in it's phases using the time command. NOTE: if you have the blind command set, you cannot see the moon itself (it breaks screen readers). Currently this does NOTHING, but there will be tides coming soon, as well as were-creatures (possible playable race as well). 3/4/2020 * tides can now be high or low, based on the time in game. this will soon mean awesome things! * skills can no longer improve from 1%, you must expend at least one practice on them. * having blind mode on will show the player a text only variation of the score command. * removing your main weapon while dual wielding will now move your secondary weapon to your main hand. * found a bug where double_gold was only double mob gold, and _adding_ 2 to silver, rather than multiplying by 2, fixed. * found a bug where Immortals could void, fixed. * mortals now void after 99 ticks and disconnect after 109. i had attempted to do this before but failed to change in _both_ places needed to be effective. * you could previously buy 99 of any item from a shop, which would pretty much overload your inventory, and could in some instances crash us, so i've reduced it to 50. * scanning takes a few movement now. * you can no longer scan through closed doors. * herbalism/foraging completely overhauled. herbs now actually populate in the room rather than being imaginary until you forage them. herbs now only show up in logical areas (no more lava/city herbs). every single room in the mud will no longer show that there's an herb in it, even if there isn't. you will now gain experience for successfully foraging. 3/5/2020 * the wither spell has been updated for the new herb stuff. It also can affect trees now, not just herbs. And last, but not least, it shows the rest of the room what's going on now :P * the wearing shields/held items/weapons should be a little more intuitive now. (less annoying) * setting a character's security will now give both a message. * fixed a bug in the trust command that allowed NPCs to dole out trust. * trust command now gives both parties a message on success. * aedit climate command has been revisited. for builders, this will require the actual name of the climate now, rather than having to know the corresponding number. you can also type "?" as an argument to see syntax/climates. 3/6/2020 * added frogs/toads for npc races. * looked over entire race list, removed about 50 "biped" flags from creatures that aren't in fact bipeds. now i can tie the random loot code to this flag, rather than the hack I had before ;) * did the same exact thing for the undead flag. makes it easier to tell who's undead or not (for me anyway, won't really affect you). * went through all of our nearly 200 races, adjusting form/parts flags to make actual sense based on what the creature were... it seems the creators of ROM really liked their creatures to have tusks. this took FOREVER, but was well worth it as it just adds that much more immersion. * all this led me to find a bug in the mob editor, which would compound immunities/vulns/resistances/form flags and body part flags each time you changed the mob's race. it would all just stack and stack. i've fixed to where each time you change the race, it reset all the above values, THEN grabs the new values from the race table. * new item type: pipes. You can pack/unpack your pipes with whatever herb you choose. Be wary, some herbs are poisonous if smoked, and others can cause even more strange effects, enjoy! If you're a tabaxi, catnip can make you feel gooood. * new item type: seed / plant. You can bury seeds to improve your agriculture skill. * you can now see seasons and the year when you use the time command. the year will also show at the bottom of the who list. * Plants now grow from seeds, which have different sprout and harvest times, based on what type of plant/herb it is. * guild points/guild ranks were handled... just very inefficiently overall. this was one of the first additions I ever made, so that is not surprising. I've eliminate the guildrank variable altogether and streamlined the guildpoints code to be more efficient with less lines of code. * plants can no longer grow unless on the ground, seeds will no longer grow, unless underground. 3/7/2020 * inventory now shows you how many pounds of coins you're carrying as well. * the mud now has 6 more colors to use, u, U, a, A, o, O, enjoy :) 3/9/2020 * found a bug that was crashing us upon logout, sometimes. it was trying to free memory that had already been freed, fixed. * gate/portal/nexus spells now only work on the material plane. * planar door spell now has code behind it, and can go to any of the currently 3 available planes (material, hell, astral). * antimagic shell has code behind it now, similar to globe of invulnerability, but for magic instead of physical attacks. * counterspell now has code behind it, feel free to toy with it, it's fun :) 3/13/2020 * You can no longer see the time while in a cave/underground/void sector. Nor while off the material plane. * the days of the week now are called Monday/Tuesday, etc... should make it a little easier to keep track of passing time. * you can no longer get around spell prerequisites by learning from scrolls. 3/14/2020 * Added single character n/e/s/w/u/d commands to the top of the OLC redit so we don't have to type all the exits out (inspired by BASEMud) * Mobs that are hating/remember you will no longer attack if they cannot see you. * You couldn't pick Jopha in creation before as your god, you can now. * new helpfiles: cast, armor, tiefling, nymph, loxodon, lizardman, centaur * anti-goblin, anti-giant, anti-undead, and anti-dragon weapon flags added, these will do an extra 10% damage to their respective anti-creatures * added 14 new languages. * removed the old language specific commands, streamlined everything under the "speak" command. * languages now actually save and load on your character now. * each race has certain languages they get upon creation, and many have chances to begin with other related languages. * drunken speech was broken, but is now fixed. * our in character channels (say, yell, and gossip) are now affected by what language you're speaking. people who don't speak that language will not understand your message. * fixed a bug where you would try to lore an item if you hadn't reached the level to use it yet. fixed! 3/15/2020 * Found a bug that I introduced in the new language code that was crashing us when NPCs would speak to you, fixed! * characters now have a max amount of languages they can learn dictated by intelligence. * characters can now learn new languages at the halfling fisherman in Tanradtan. * mobs can now be set with the ACT2_POLYGLOT flag to deem them linguistic teachers. * updated list of spells that are "too powerful" to show up on random scrolls. * dirge of dischord works properly now. * non casting class immortals can now cast spells (this will help with testing) * removed race_language from player race table today as it is handled differently now. * wearing instruments now officially gives bard spells bonuses and certain spells can require specific instruments. * fires can now burn out over time. create fire spell updated to reflect this. precipitation can speed up non magical fires going out. * updated the trainer in the academy to be able to teach new skills/spells as well as train stats. * trainer/practice guys in the academy will now give some direction as you enter. * updated help train to give reference to help gain. 3/16/2020 * the 'name' function in medit is now also covered by the 'keyword' function (which does exactly the same thing, but is more clear in it's intent.) The old name function has been left in as well. * medit_show will now show "keywords" rather than "name" for mobiles, more clear in it's intent. * helpfiles for all mprog related stuff in, just add mp in front of the helpfile you wish to look for. * added helpfiles for all oprog and rprog related commands. immortal only. * medit_show will now show "keywords" rather than "name" for mobiles, more clear in it's intent. * the 'name' function in oedit is now also covered by the 'keyword' function (which does exactly the same thing, but is more clear in it's intent.) The old name function has been left in as well. * oedit will now automagically assign keywords based on short descriptions. * medit will now automagically assign keywords based on race + short descriptions. * dimensional mine has code behind it now. * detect magic will show dimensional mines to those who have it cast on them. * remove curse can remove dimensional mines from portals. * first 2 world events are in. these have a 2.5% chance to fire every 2 minutes, so you shouldn't see them very often. how it works: when they fire, one of 2 things can happen, 50-100 angry ogres are instantly teleported either across the world, or in renfall, or 50-100 steam vents can pop up all over the world, and so long as they exist, people have a chance of being poisoned by gas in the air from these vents. these events will get more and more complex as we move forward. * cure light/cure serious/cure critical reworked as they did not take into account whether they were targeting undead creatures or not. * FINALLY found the bug causing incorrect damage types from various weapons. This one was a big one and was rather frustrating and hard to find. Enjoy! * skill ups were giving a ridiculously low amount of experience, and weren't even notifying you that you got any. this has been corrected. * experience given from moving around has been doubled, to make it have some effect :P * halved modifier to how quickly meditation/fast healing improves... it was insane. * you cannot improve meditation/fast healing unless asleep/resting now. * when your charmies die, it will free up a charmie slot now. 3/17/2020 * you can no longer use say, yell, or gossip when silenced. * doubled value of MAX_INPUT_LENGTH, pretty sure servers in 2020 can handle it. * doubled value of MAX_STRING_LENGTH, pretty sure servers in 2020 can handle it. * our immortal command alist had become too much for the system to output in one shot, showing us a blank screen (which promptly freaked me out). alist now sends data in chunks so this won't happen no matter how many areas we have. * did the same thing for the mortal "areas" command out of an abundance of caution. also moved the function from db.c to act_info.c for clarity sake. * fixed a bug in mprogs where they would simply stop firing after a few went off. * memory command will now show prog "level", this will help me when debugging mprog/oprog/rprog stuff in the future. * added gender command to medit, (sex command remains). * sockets command totally redone, and will no longer crash us when people are in weird states (certain places in creation, account screen, etc.) * explored and experience commands merged. * moved explored/experience commands above expertise command for ease of use. * noexp command merged with experience command and made more elegant. * found a bug in do_cast where non casting classes could see what others were casting due to it only checking the primary class. this has been fixed. * learning a new language gives quite a bit of experience up front. * gaining skills now gives you some experience as well. * the time command will no longer work for you when blinded. 3/18/2020 * fixed a typo in the 'aid' spell that said 'You're constitution returns to normal'. Thanks Anax for pointing this one out! * currently in the object editor, it will auto assign damage dice/ac values to weapons/armor when you change the level. it will also do this now when you change the item type to weapon/armor. these values are all based off the object's level. * upped the chance to improve the berserk skill, six fold. It seemed appropriate considering all the lag and mana required. * upped the chance to improve the bloodlust skill, eight fold. It seemed appropriate considering all the lag and mana required, plus the fact that you have to be berserking first. * energy blast never improved, it does now. * you could dirt kick in lava and void sectors before, you can no longer do so. * removed murder command as it is deprecated now. * attacking people in the city will result in them crying out for help now. * you can no longer rescue people if your are paralyzed/webbed/entangled. * fixed a bug in the kick skill that would prevent multiclassed fighters from being able to use it. * the automap now has a "fog of war" meaning you cannot see rooms on the map that you haven't yet explored. * creating a new mobile will autoset their gender to "male" (DISCLAIMER: not trying to be sexist, I figure this will be the most used gender overall, and most mobs aren't neutral gender, which is what it defaulted to before). * moved mobile vnum to the top of medit show for clarity sake. * maximum aliases changed from 15 to 40, enjoy! * alias command got a facelift. 3/27/2020 * mwhere now can accept a vnum and will spit out all instances of that vnum for you. very useful for the building team. * comprehend languages will now actually make you comprehend languages... instead of doing nothing. :P 3/28/2020 * builders can now set altitude on objects, giving them ability to make buried or floating objects. * At long last, I have found the stupid dying/crash bug. All good, resume dying haha. 3/29/2020 * You can now see the boon you picked in score, in next reboot. * new characters now start with a caught up status on all note boards. * erase spell has a helpfile now. * new command: unequip, works exactly like remove does. * halved lag for wands for people _without_ gunslinger. * fixed a bug in charm person where the charms would continue following after it wore off. * rehydrate now not only strips dehydration, but also helps your thirst. * revenants now drain life from their opponents when using hand to hand. * revenants can no lunger get hungry, thirsty, or drunk, but they can still eat/drink. * revenants now require 1/2 the movement for moving between rooms as they are undead and don't care about resting. * found and fixed a bug where new monks would not have the right damage type set until logging out and back in the first time. * the poison vents world event can no longer affect people under level 5. 3/30/2020 * Revenants now longer show hunger/thirst in score. * healers will no longer auto heal revenants * put code behind the animate dead spell, enjoy! * The commands command was bugged to all hell, so I ripped it and started fresh. Works like a charm now, and you'll notice that there's a whole new section for config commands that wasn't there before, as well as receiving a small facelift. 3/31/2020 * Anax found a bug in medit that would cause really weird stuff to start happening, and ultimately crash us. You can no longer set resets with bogus arguments/parameters. * You can no longer gossip while asleep. * You can no longer use any of the following names for characters: sysop admin root administrator test tester mudop opsys sudo su * Gain convert now requires gold, based on your level. * You can now see if players are idle in the who list. * Terrence the banker can now see invis/hidden people, no more stealing your silver if you're either of these. * medit and oedit can take no arguments now, and using them this way will now automagically place you in the first vnum of the area you are working on, unless no mobiles have been created in the area. * when charm person wears off, it will now properly reduce your charmie count. * revenants will no longer be able to stack hp through life draining. * the test port will now load a separate area list file, so that changes cannot "go live" unless we want them to. This also lets the builders test all manner of stuff without worry of crashing live playtesters. * the test port will now save logs to a separate folder, so that i can more easily track the crashes over there without having to sort through the main logs as well. * All clan helpfiles have been written. * You now autosave RIGHT before you die. * guards should now only attack opposite alignment people, and only if they're fighting someone of their alignment. let me know if there is issues. * Mobs should no longer remember you and aggro after they have killed you. 4/1/2020 * The world event "poison steam vents" will no longer poison NPCs. * You can now find seeds 8% of the time when packing your pipe, and 20% of the time when foraging herbs. * updated help mine with a hint, and added helpfile for material command. * New vendor who sells seeds/shovels, and buys sees/shovels/herbs * No longer any cooldown on backstab. * new helpfiles: vote, vocal shield, pvp, recite, guildpoints, give, flee, wimpy, emote, rank, bury * you can no longer sribe spells unless you have them to at least 75%. * scribe was limited to wizards? not sure why I did that, it has been expanded to clerics and druids as well. * You can now use the knock spell on containers as well as doors. * You will now autosave as often as your hp regens, which is quite often. * For some reason I had word of recall as a psion spell, fixed! 4/2/2020 * Brandish lag time halved. * Brandish now reflects having gunslinger. * bless was making your spell saves WORSE, fixed :P 4/3/2020 * racial skills and free class skills will no longer give you 0 experience when the skill improves. * Typing practice will now also show you how many practices you have. * You will now pick up any steaks created when using the butcher skill. * Immortals will now see if a room has scripting or not by the exits. * Gore no longer has a cooldown. * Burying seeds now results in a small amount of exp gain. * word of recall can now be used on others as well. * Fixed a bug where plants would not speed up growth when in the correct biome. * Added more descriptions to plants, to better determine what stage of growth they are in. * plants now have a "wetness" indicator, and can drown from being too wet, or die from dehydration. * rain now waters plants. * You can now only harvest plants that are at 80% readiness or higher. * You now must target the plant you want to harvest, this will allow players to select which plants they wish to harvest, in case some are not ready yet. * You can now harvest multiple herbs from a single plant depending on how mature it is when you do. * harvested herbs will now have a value based on their rarity. * You can now tell if plants are dry/waterlogged * fixed a bug in pour where it would never work no matter what. * added ability to water plants, using the pour command. * bags of holding will no longer make you go into the negatives of objects carried. * elementals will now match your alignment when you summon them. * disenchant spell is now MEMBER level not INITIATE, and costs 50 mana instead of 48 and also has a cooldown of 20 seconds. * The disenchant spell now removes ONE affect rather than all of them. * The disenchant spell now no longer removes all flags on an item, I'll amend this at some point to have a % to remove a flag. 4/4/2020 * found a bug where paladin would never show in creation even if you had the stats for it, fixed. * updated about section of website. * Charmies will no longer crash us when they die. * Bless works properly (had logic backwards). * Plants give messages when they sprout, wilt, wither, or are waterlogged. * Fixed bug in word of recall that was crashing us. * Elementals will no longer drop a corpse when they die. 4/6/2020 * Players couldn't attack multiclass players that were the same level, this was due to stock code checking only first class for level. Fixed! * Found a bug where quest items would crash us when they poof on the ground. Fixed! * Players with blind mode on will no longer see empty equipment slots, that way they don't have to hear "nothing" fifty times from a screen reader. 4/7/2020 * Players with blind mode on will now see a more screen reader friendly shop list. * When builders set an object's type, if it isn't certain types (furniture, fountains, etc), it will automagically set the take flag. This should save tons of time both building, and doing final edits/fixes before putting an area in. * Typing a single letter at the deity selection screen should no longer crash us * People could type partial class names into creation and crash us, fixed! * Typing less than 3 characters during god selection will no longer crash us. * Characters who skip boon selection in creation will no longer see that they have chosen ambidexterity in score. * The alias helpfile was showing oddly, fixed. * Incorrectly typing a deity name in creation will no longer crash us. * You can no longer send tells to yourself. * Sleeping characters can no longer see what people are saying in the room. * The commands command has been expanded to show differently when in blind mode. * The commands command now takes arguments, type a ? after it to see the options. * Raro found a bug where undead weren't showing up as the correct type of creature. Fixed this bug, and probably a few others, since the names were out of order in tables.c * Players will no longer start in the greenrock barrows, rather inside of the academy. This was in place before as the barrows were supposed to be much more interactive, and a sort of starting tutorial. Instead I've opted to go back to the academy route, and beef it up with more interactivity and tutorial like aspects. More to come. * Added a sieve in Tanradtan for prospecting. * Completely redid score command for people with blind mode on. * Logic was off when setting recall point to clanhalls, this is fixed. * Updated recall helpfile. * Prompt show will no longer change your prompt to display "show". Feels like I should have done that a decade ago. * Gave the list command a face lift. * The list command will now show a stat depending on what item type it is showing. * elemental protection added to the spellup command. * form INSTANT_DECAY works now, apparently it never did in stock ROM, so no more making zombies from zombies :P * farsight was crashing us, but now is not. * all the cure spells would heal you, then if you were undead, harm you. fixed to do one or the other. * all the cause spells now hurt undead creatures. * heal/harm also updated to reflect both the last two above changes. * corpses with instant decay will spew out their contents. 4/8/2020 * Cancellation did not strip elemental protection/neg plane protection, it does now. * Dispel magic did not attempt to strip elemental protection/neg plane protection, it does now. * The alarm spell will now actually send an alarm to the person who set it. * Changed the canteens in renfall from level 3 to level 1. * Zombies will now respresent the race they were when they died. * Effective next reboot, world events have been stripped from the game. 4/9/2020 * Fixed a bug where you couldn't reconnect to your character after losing link, which would ultimately lead to a crash. * Tieflings and Revenants who became paladins would be lawful good, rather than evil, fixed. * Only characters in editors can go link dead now (builers, people writing notes), everyone else quits out when they lose link. 4/11/2020 * I've turned on the toughest, pickiest compiler flags and started combing through the results to see if I can squash not just the current crashing bug, but all of them, all at once. Today's changes, as a result, will all be related to this. * hunger/thirst were going above the MAX_CONDITIONS variable, by a lot, fixed, and you'll actually see when you're MORE than hungry/thirsty (starving/dehydrated) now. * Took another look at auto quitting when voided, hopefully fixed this time. 4/12/2020 * Spent about 14 hours converting our entire codebase (135k+ lines) into something that could compile to C++ (rather than C). There will most assuredly be bugs associated with this change, but the benefits will FAR outweigh the drawbacks. 4/13/2020 * Found a bug where typing single characters when picking a class would crash us, fixed. * The spellup command will no longer take into account the "invisibility" spell. 4/16/2020 * You could trigger your own alarm, fixed. * Removed deity selection for the time being as it is spamming Maelik 10k times and crashing us. * Split off the weather_update function into weather_update and time_update. This'll make it easier for me to implement some of the new weather/climate functionality. * You'll no longer see the time update while in a cave, or off of the material plane, as you wouldn't see a sunrise anywhere but on Aragond (prime material plane). * The alarm spell now affects rooms instead of whole areas. * Took a look at obscure object, it SHOULD be working, but will need further testing. * Fixed a bug where charmies would crash us when ordered to quaff a potion of word of recall. * Wearing a piece of equipment on your "worn about" will now hide certain other eq slots from people who look at you. * Wearing gloves will hide ring slots from those looking at you. 4/19/2020 * Fixed a bug where items were rusting way more often than they should have been. 4/20/2020 * Asave world was based on if you were a builder of an area, so a lot were being skipped, added a check for trust as well, so now level 47+ can asave world and it will actually save the whole game world. * Test port areas will no longer seem to bleed over into mainport. * The game will no longer overwrite areas if it finds two or more with the same file name. Hopefully this will preserve the builder's work better in the future. * Introducing the empty command, empty your bags/chests onto the ground, or, if you feel like it, empty it into another bag/chest of your choice. * Fighters no longer start with every single weapon skill in game, instead, it goes as follows: they all know short sword, then they have a chance (3-5 chances) to either improve in short sword, or learn a new weapon skill, or improve in a weapon skill they have learned (besides short sword). Beyond that, you then choose a weapon specialization (potentially adding another weapon skill), which starts at 75% (as per usual). 4/24/2020 * New act2 flag for builders, noequip, keep mobiles from auto-equipping stuff they load with, useful for mobs who use claw damage, etc. * Lay hands is now based on the paladin's max HP, rather than their level. 4/26/2020 * Reverted codebase to compile under C again, welcome back stability. ** Objects dropped in AIR sectors will now try to "fall" down, if there is a room down, if not, they'll drop as normal. * Being better at agriculture will speed up how quickly seeds germinate. * Pulled all of the size information from the PC race table and moved it into the standard race table, and filled in blanks for mobiles races. Now, when builders set the race of a mobile, it will automagically assign the size. More to come as I merge the Player/Mobile data structure for a more dynamic experience (for you), and easier to navigate code (for me). 4/27/2020 * The indestructible flag is now spelled correctly :P 5/4/2020 * Room programs now have entry triggers, not sure why this wasn't a thing before? * Mobs can now have classes, and will soon act accordingly (casting spells/performing skills based on this). Also fixed a bug in setting mob classes that was changing them to birdfolk on incorrect input. * Pracs are broken, so for now I've added a band-aid fix of simply adding one extra prac per level. Enjoy! 5/20/2020 * Mirror flags added for additional object interactivity. 6/1/2020 * The loot command is now in and active, enjoy! * The buried treasure chests that spawn all over the world have been increased in frequency, and now have a chance to actually hold items (most of the time, scrolls), and now can actually show up with gold and silver in them! * The beholder will no longer cast disintegrate until I fix that spell (thus no longer crashing us when people fight him). 6/10/2020 * asave world no longer takes 8 years to finish :P * leg slots will now swap out like they should have always. 6/25/2020 * fixed a bug where you couldn't go into water rooms even if you were flying. * fixed a bug where you can't cast spells in a water room even if you were flying. * fixed a bug in the consider command that would crash us. 6/27/2020 * Assigning a shop to a mobile will make them immune summon/charm * Removing a shop from a mobile will remove immunity to summon/charm * We are officially back to where we were code-wise before the server crash. 6/28/2020 * New command for redit/aedit to flag all rooms a with a specific flag, or remove it. * islawful / ischaotic checks added to progs for better script flexibility. * room progs can now alter a room's sector type, get ready for exciting new areas! * progs can now do a deity check on the character, adding more flavor to new areas. * weather can no longer be seen outside of the material plane. * hardstaff now protects from burning, acid, shocking, and from taking condition damage. * Gave note list command a facelift * hard enough hits now have a chance to remove confusion / dirge of discord. * earth ward was bugged and didn't actually do anything. works now. * account info added in, you can access it from the account screen by pressing 'i' * balefire, etherealness spells in game and tested, enjoy. 8/06/2020 * Questmaster added to game, standard item fetching and mob killing quests. Possibly more to come. 8/10/2020 * Quests were being given to unbeatable/unfightable mobs, fixed! 9/4/2020 * Three new playable races added: Githyanki, Githzerai, and Naga. Enjoy! * New subclass command. * Introducing our first subclass: Psions! Tweaks to be worked out this week. * New disciplines command shows psion disciplines learned. * Being specific races now add to your spellcasting level. * You can now see your spell casting level in spells/disciplines commands. * Disciplines will no longer show up in the spells command. * Subclassing requires 1500 quest points (lifetime, not current). * Barbarian sub-class added. * Endurance skill for barbarians added. (Halves movement needed to move) * Multi-classing now costs 500 gold. * Subclassing costs 1500 gold. * Barbarian skills added: danger sense, brutal instinct, and unarmored defense 9/5/2020 * Removed some spells that were going to either be strange to implement in a mud or we had a similar enough spell for a replacement. * Speak with dead spell completed. 09/06/2020 * Revenants now start with potions of cause light rather than cure light. * Sockets command now shows linked accounts. 09/07/2020 * Added a way for me to reset people's quest timers. * Added a way for immortals to set character's quest points. * Added group exp bonus % in group command * Fixed the you sure are BLEEDING command to actually only happen when you are bleeding. * Ponnet found a bug in quest request that would crash us, fixed (and you should see more item retrieval quests now). 09/08/2020 * Add %B to show builders of an area in prompt * Added "builder" argument for prompt command to set a default builder prompt (immortals only) * Fixed a bug that was crashing us when mobs reset due to them trying to "explore" the new room they are in (as though they were a PC). 09/09/2020 * Took out item rusting temporarily as it was crashing us. * Some quests would try to reference a non existent object, causing a crash. No more! * Creating a fighter was crashing us, fixed! * Deleting used to crash us, now it does not :D * The gate spell was bugged and would literally never work. Fixed! * The drop all command was crashing us due to falling item code. That code has been removed for now. 9/10/2020 * Builders could set areas to any plane of existence BESIDES the material... fixed! * Consider command text responses changed... expect more changes to this coming soon. * Voiding would previously net you some experience for exploring the void room, no more! 9/11/2020 * The immortal gweather command now takes arguments and has a helpfile. * Fixed a bug where you couldn't swap leg slots without removing the old one first. 9/12/2020 * Charmies who kill your quest target will no longer steal the credit. * I _think_ I have fixed the double kills bug... we'll see... * Fighters were not starting with the weapon that correlates with their specialization. Fixed! 9/13/2020 * Added a who list tag to show if an immortal is wizinvis, and at what level. * Fixed a bug where backing up in creation to before the race selection would not reset your racial stat modifiers. This also led me to adding them all as an array in the pc_race_table, which cleaned up the code immensely. This also makes it a little easier to add new races later on, since more information is gathered in one spot in the code. * The above bug led me to find the same bug only with languages. This has been fixed, and also resulted in some sleeker code updates. * Adjusted stats will show after race selection. * fixed a minor bug where backing up in creation from the class selection screen would take you through the entire appearance customization process again, even if you skipped it. * OLC will now tell you to hit enter to see settings upon editor entry (immortals). * Took out all the anti-class specific room flags as we never used them and I don't plan on it. This opens up many new spots for some exciting new room flags we will cook up in the future! * Added the DEVOTION room flag, which allows people to devote to deities. * Added the devote command, which allows people to devote to a deity of their choosing. You can only do this once. You will begin to build up favor, which you can see in the "worth" command. Different actions in the game can improve your faith. Faith will be used later to purchase "favors" from your patron deity. 9/15/2020 * fixed the bug showing incorrect gender when looking at people. 9/16/2020 * Ponnet found a bug that would cause passive skills to still fire off even if you aren't at the necessary level to use them. Fixed this for: counter, riposte, hand parry, shield block, presence of mind, parry, evasion, and iron will. * You could slip and fall in the rain/snow while underground and in some other areas that didn't make sense, fixed! * Quest list was all jacked up, fixed the formatting, enjoy! * Object retrieval quests were not increasing your career quest points, just your current. Fixed! * Most of the rooms were inside rather than cave... fixed! 9/17/2020 * Max level people can now quaff potions above their level (41+) * Quest retrieval objects will no longer disappear before you can collect them. * Halos Bane is not above unscrupulous behavior, and as such is now susceptible to bribing. * Added a new command: doublequest for immortals to set a double quest point bonus. 9/20/2020 * Questing now gives experience. * Which led me to find a bug in many ways that you could get experience, which do not take into account if double experience is on or not. Fixed! 9/21/2020 * The guild command is no more, instead replaced with the clan command. What of the old clan command, you say? It is now conveniently located in the ctell command. More to come! * Wield is now a separate command from wear. You can still wear weapons but you cannot wield non weapons any longer. This will hopefully help with some confusion with newer people. * Soulz found a bug in energy blast that would constantly try to target yourself, rendering it useless. Fixed! * Added a new prompt entry to show monks their stored chi. * Fixed a bug where kick would try to use an NPCs name (which is their keywords) in combat, rather than their short_description. All better. * Fixed a bug in the gossip command where only people in the same area could hear it. * Curse now adds noremove and nolocate flags to items as it should have all along. 9/22/2020 * Tightened up the range of hp that zombies can get. It fluctuated WILDLY. 9/23/2020 * Fixed the bug that would show you ERROR when looking at your spells. * Fixed a bug where earthquake would also strike teammates. 9/24/2020 * You'll no longer be able to recall while do any event, effective next reboot. * Previously there was a bug where you could continue to mine/prospect/woodcut after having been stripped of your tool for doing so. This is fixed, next reboot. 9/26/2020 * Long swords/Short swords will now save correctly, instead of being exotics. * regeneration can now be used on others, and the cooldown has been cut in third. * You could re-forage the same item over and over before, no more. * I believe I have sorted all the issues surrounding missing starting weapons, starting weapons crashing us, etc. * I think I have beaten the disconnect/reconnect bug... we'll see. 9/27/2020 * Creating new mobs and changing their level will trigger an autoset with the "normal" argument. This should make things much easier for building moving forward, and keep us from having 0hp mobs * All the cure/heal spells have been updated to reflect both the correct person casting and the correct person recieving the spell. * Fixed the play now button on the website, it actually works and you can play directly from browser now. * Items must be at least 5 levels higher than you to vanish upon logout, the previous number was 2. * New NPC race, sea serpent, in next reboot. * The max level for the academy has been raised from 5 to 8. * player corpses will no longer decay if you are linkdead / logged out. * For some reason had it set so only level 49 and above could restore. Changed to 47+ * Level 8 potions of cure poison added to a vendor somewhere in the land. * You previously could not gate to clan members who were higher level than you, fixed! * Bishops will be live as of next reboot, enjoy! 9/28/2020 * 15ish spells added to the list. Let me know if any more are missing. 9/29/2020 * Spellup has been modified to include blink/displacement, in next reboot. * Added a new immortal command: econ. This shows all the shopkeeps in the area you are currently in, and how much gold/silver they currently have. This is in preparation for some upcoming economical changes to add to a more dynamic environment. This will also be helpful for builders to keep tracks of shopkeeps in their area. * The checkwpn command has seen a significant upgrade in visuals, and now also shows material and cost of the weapons as well. 10/2/2020 * your subclass will now show up on the wholist as though you were multiclassed. * you can now give materials to players, the proper syntax can be found in help give. * woodworking partially in, you can currently break down wooden items into materials, more to come. 10/3/2020 * changed all the mprog/oprog/rprog commands to be level 43 so builders can use them :P * added an addqp command for adding quest points to characters for RP rewards, etc. * added woodworking bench item type and chisel item type to go with woodworking. * changed some other imm commands around to be lower level. * added mortar and pestel item type for alchemy. 10/04/2020 * econ will now show the total gold/silver held by shopkeeps in the area. * alist can now accept arguments, including: planes, linked/unlinked, alignment, clanhall! 10/7/2020 * We now have automated backups, that occur once daily at 1am central standard time. 10/8/2020 * Builders can now copy the code from mob/obj/room progs to another, allowing for very quick addition of "template" style progging. This should actually allow for more complexity in our little world due to the time savings it should provide. * If you're skill is high enough, peek will give you a little information on coins carried as well. 10/9/2020 * Our gameinfo has been fully fixed, enjoy the competition! * The allsect command can now take a show/list argument, allowing a builder to see a list of rooms with associated sector in an area. * allsect command now requires you to type out the full name of the sector you want the area to become, it also runs off the new sector table.... * new sector table added. this will replace the old sector flags that we ran off before, giving us a ton more flexibility with the sectors regarding their properties and possible custom scripting. this will also work to reduce code bloat and bringing a bunch of code down into more manageable chunks. * Completely removed any reference to any old stock version of sectors, replaced with modernized version. * Added river sector, changed water_swim to lake, and water_noswim to ocean sector. * Added new sector_flag table, for flags within the sector sctructure, meaning we can give each sector "properties", to enhance the flavor of it, or control it code wise, with the flick of a switch. 10/10/2020 * Builders can now see existing reset locations for the mobile or object they are editting. * Added quest points to the gameinfo leaderboards. 12/18/2020 * random containers can now also be chests and such made from wood or steel, as well as cloth bags. * These new wooden/metal containers will now have a possibility to be locked as well, and will generate their a key upon their own generation which is then tossed into a random room, occasionally buried. Some of these chests can also be pickproof, but this isn't terribly common. Enjoy! 12/26/2020 * rlist can now take arguments such as "blank" and "desc" to see which rooms are missing descriptions in your area. Bugs/Todo/Ideas: * cannot target 2.charmie * Golems * if walking onto AIR sector, fall down if down exit exists. * Hearing death cry is based on original race (insects don't cry) * flanking after wimpy kicks in changes you to front * a tutorial mode with a goal list. * finish subclasses (50%) * debug remaining quest code issues. (95%) (check loading from pfile) (mobs having multiple quests) (ON HOLD) * world events. (on hold currently, 2 coded in) (ON HOLD) * races: thri kreen, lich remort, drider remort, illithid (remort?). * spells: finish empty functions at bottom of magic.c (3 left). * finish up crafting. (45%) * finish fleshing out weather (45%) * a deed system w/history file for each player that can be accessed similar to finger command. (0%) * save character gains so they can review avgs in a list (review command?) (25%) * remort infrastructure (15%) * the Hands of Time, a shop specialized in the construction and repairs of golems and other automata. * books/journals for players. * you can't point at objects in rooms. * fishing (0%)