Changelog

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Changelog

Postby Viriato » Sun Dec 07, 2008 7:12 am

Hail.
Erased old posts informing MUD evolutions, and from now on I will just use this one, detailing almost each single changes in MUD.
Today started to run version 0.94b in server.

Changes:

v0.93b - 0.94b
- fixed bugs concerning light/dark/invisible state of persons and NPC, and everything related to it (revised all MUD commands, basically).
- fixed bugs concerning temporary phrases in terrain and in same room of other NPC
- command \"prompt\"
- NPC reboot
- comm library improved
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Postby Viriato » Fri Apr 03, 2009 11:52 pm

Updates from v0.94b to 0.95b:

- fixed typo in AFK command
- fixed bug concerning long room descriptions
- warscape command
- updated suicide command, with different text for a barbarian or a roman death
- gold coins earned in army combat, due to the spoils of battle
- players earn experience per successful hit during combat
- new races and languages, new character creation updated
- races are now grouped as not followers of Rome and followers of Rome. In the present don't means much, but in the future, there will be barbarian forces which will be allied of Rome, and thus enemy of the other barbarians

Enjoy!
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Postby Viriato » Tue Jun 23, 2009 9:53 am

Updates from v0.95b to 0.96b:

- Fixed character creation
- Fixed align command (increases skill per use, having success or not)
- Recruit command created. You can now recruit your own army with a customizable name!
- Skills endurance and health created. Those skills can be trained, now, making characters able to increase their HP and END points
- Fixed iberia log on system
- Fixed, due to hardware changes, reboot system
- Fixed npc \"other looks\"
- Fixed a bug about when a character quit due to a large buffer
- NPC can now move themselves between rooms
- \"Resting\" activity while logged off working now (check \"help activity\")
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Postby Viriato » Tue Sep 29, 2009 3:32 pm

Updates from v0.96b to 0.97b:
- Fixed a bug, concerning client connections, that break server
- Fixed a bug concerning army titles
- Fixed a bug concerning editor mode
- Fixed a bug concerning the use of deception skills, that permitted a barbarian army shoot at long distance of opposite army
- Fixed look command when looking at an adjacent room
- Fixed parsing: if in same room there are more than one item/npc with similar name, it can be referred as <item> 1, <item> 2, etc
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Postby Viriato » Tue Jan 19, 2010 10:35 am

Good morning.
Due to IRL work, decided to make a code translation from Emergence Basic to Java. It will make IME better to work with, faster and easier for other coders to join. It will also permit IME run in any OS, and also every client can connect to it (a problem we were having with some clients).

Iberia MUD developments won't happen in the near future, but we are still working on it.
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Postby Viriato » Tue Jan 26, 2010 11:50 am

Another update: main systems, as communication and load data, already done. Very easy to work, now :) Made already the basis for players be able to train skills to other players.
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Postby Viriato » Mon Apr 05, 2010 3:24 pm

Good evening.

New Iberia MUD Engine is running in tests in port 5901. It is already ready for builders, which can get detailed information in builder's forum.

I made some efforts to make it work with minimum commands for building, which means many commands still need to be coded (like \"tell\", \"say\", \"score\", \"legend\", \"news\", soul emotes, army combat, etc, etc, etc).

To know what is updated or not, check \"help\" in mud. The commands that have a * before, means they are already coded and ready to use.

Further updates will happen often.

You will need to create your character again, and eventually later, if you really want to, I can make a copy of your old data (cannot recover your password, though, because I am using now a new encription system: not only I cannot recover your old password, but also cannot do a \"copy\" of it).

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Postby Viriato » Sun Jul 04, 2010 3:20 am

Good evening.
As posted in news, I've decided to turn off old engine, written in Emergence Basic, and just keep the Java engine up. With this, connections to Iberia MUD now must be pointed to port 5900, as before.

This is more advantageous for MUD development and advertisement.

Expect fast improvements in engine from now forth: not only because I am now using Java as main language (which make things easier), but also due to Samon's work and time spent here, leadering the big task of building our world.

Thank you.
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Re: MUD updates

Postby Viriato » Thu Jan 26, 2012 3:28 pm

Updates to v0.988b (this is a delayed post, as this updates where introduced in 29DEC11):
In this latest update, these were the major changes:
- The time spent idling does not count towards a character's age.
- Armour command can now be used targeted to opponents. This is a first step for individual combat implementation - will be useful to check which opponent body parts are not covered by equipment.
- Warscape implemented. This was the command missing for entire army combat be fully implemented. Now it's needed testing and tweaking (old "sitrep" command will not be implemented). "help armies" for details.
- Bug fixing. The more important bug fixed was one related to writing to database, which sometimes originated engine break.

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Re: MUD updates

Postby Viriato » Thu Jan 26, 2012 4:19 pm

Updates to v0.989b:
- Individual combat. Check 'help combat' and all the other related help files.
- Update on how item/npc are generated randomly in general landscape.
- Gold and corpses creation.
- Command 'drop' completed with keyword 'all'. 'help drop' for details.
- Command 'get' completed with keywords 'all', 'from [container]' and 'into [container]'. 'help get' for details.
- Command 'put' made. 'help put' for details.
- 'look' fix: you can now look inside containers or to items carried by a PC or NPC. 'help look' for details.
- Player connection bug fixing.
- Intermud communication line made, using Intermud-3 protocol. 'help I3' for details.
- New colourclass for I3 comm line. 'help colourclasses' for details.
- You can now check communication history in OOC comm line and tells, by using 'ooc hist' or 'tell hist'.
- Encumbrance fixed and fully working, and also 'enc' command implemented. 'help enc' and 'help encumbrance' for details.
- General bug fixing.

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Re: MUD updates

Postby Viriato » Sat May 12, 2012 11:28 am

Updates v0.99b:
- "i3 hist" and "i3 tell hist", in addition to "comm hist" and "tell hist"
- Tweak in army combat
- Score with new look
- NPC will now reboot after 15 minutes of if they were they were forced into combat (army or individual, and each time they receive a hit or hit an opponent, this counter restarts)
- Shops were introduced (you can buy, sell and value your items). Help shops for more information
- Help trainers, also for detail on trainers
- Wimpy working
- Weapon/equipment damage during combat working
- Scripts working. this means quests are also implemented, and NPC behaviours (AI)
- Region command, to know in which region you are travelling in
- Merchants implemented (aka banks)

There are known bugs still not fixed yet in this update, but expect in near future. Also, whole Iberian Peninsula world is ready for deployment, but because it needs some important checks and updates, it will only be deployed next update.
Enjoy :)
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Re: MUD updates

Postby Viriato » Thu Sep 20, 2012 10:20 pm

Updates to v0.992b:

Good evening! I haven't been quiet at all (even than also not at warp speed), so here are the engine updates (some were already functioning, while others no):

- army combat changed (status, retreats and advances slightly different)
- army combat is now less spammy
- sell all syntax
- wear all syntax
- players/NPC commanding armies cannot be attacked while their armies are in combat and both are in same room (if one starts an army combat and leaves room, he can be attacked while not with his army)
- army status now shows how many soldiers opponents have
- battlefield scheme updated
- prevented buggy cavalry (now, if cav advances, its foe stands still and is at the distance of one battlefield spot, even if can advance two spots due to a successful cavalry tactics test, will only advance one - otherwise, good cav leader could never enter in close combat with it's opponent)
- corpses from army combat made
- eat command
- army combat and individual combat on separate threads, meaning that if any of those systems break (due to a bug, for instance) it wont mess any other mud component
- an army leader is now prevented to initiate army combat immediately after reinforce his army or recruit a new one (less than 1 minute)
- shooting is now considerable more costly than before, regarding army organization
- parties are now working. "help parties" and "help party" for details
- scripts made, which makes all kind of quests and behaviours possible
- database fixed, now in sqlite
- new administrator commands implemented: delete and ban
- NPC now recover HP/EP at common characters rate
- fixed align bug
- command quests done, to keep track of quests done by players
- merchants maximum gold cap: 750 000
- fixed small bug when triggering deaths
- tweaked style bonuses (speed style tended to make more damage)
- fixed some I3 bugs related to reconnection
- items in inventory will always be ordered with items on hands first (if you have two shields, one worn and one in hands, "shield 1" will always be the shield in hands no matter if you get it after than the worn one)
- if a pack is being sold with items inside, the shopkeeper will first drop all items on ground and then just pay you for the pack - pay attention to dropped items!
- now typing "alias <alias name>" will show you that alias commands (if exists)
- now score/skills will show how many times a player has died, and when the last death did happen
- hint system in function, and has its own colour class (means if you wish you can adjust the hint message colour) - automatic hints are set to 'on' by default to every player. 'help hints' for details.
- "shape all" syntax defined - using it will return the shape of all foes found in the room
- from now on you cannot "give gold" to any NPC
- boards represented by items now show in item name how many posts exist in that board, and how many are new
- you can now set "wield auto" for turn on/off auto wield - this makes you automatically wield a weapon when you get one (and if not wielding any other)
- from now on, huge amount of text sent to clients will be paginated. In those cases a message will appear at the end of each page (eg: "page 1 of 2 - send a whitespace to read next page"). If you wish to read next page, just send a whitespace - any other action will erase buffer and be immediately executed.

Enjoy and inform me about any bugs or suggestions! Thank you!

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Re: MUD updates

Postby Viriato » Thu Jan 03, 2013 2:28 am

Updates to v0.993b:
- MXP protocol implemented, "help mxp" for details
- fixed MUD parser - is now more extendable to other protocols than it was previously
- to target gold, you can now use "coin(s)" (in get, give, drop, etc)
- now, a reconnection won't provoke dropping equipment

Enjoy!

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Re: MUD updates

Postby Viriato » Fri Mar 29, 2013 3:14 am

Updates to v0.994b:
- Updated some alternative command syntaxes to be more player friendly
- Some script execution bug fixing
- Online building system done

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Re: MUD updates

Postby Viriato » Wed May 08, 2013 1:39 pm

Updates to v0.995b:
- bug fix on I3 (due to wrong packet format)
- items on ground will disappear or reboot after 15 minutes
- more efficient and safe way to make database backup (up to one month backups)
- bug fix concerning screens size (on reconnections used last saved window size, in spite of the more recent negotiation)
- doors added to rooms, which can also be locked or unlocked with proper key items
- lock and unlock commands previously used to lock and unlock posts have changed to lockpost and unlockpost
- NPC autoattacks, when set, are now based on general ethnic group stance (enemies or not) or alignment (same alignment of the NPC or not)
- NPC can now block exits based on general ethnic group stance (enemies or not) or alignment (same alignment of the NPC or not)

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