Search found 2858 matches
- Thu Jun 27, 2024 12:39 am
- Forum: General Discussion
- Topic: Client Help
- Replies: 1
- Views: 1526
Re: Client Help
Not super familiar with that client, but I have been enjoying using CMUD by Zugg. It doesn't have too steep a learning curve, and allows you to do a lot of stuff with different windows and logging. It is paid, but there's a 30 day free trial and I think you could just uninstall and reinstall if you ...
- Wed Dec 15, 2021 5:12 pm
- Forum: General Discussion
- Topic: Paladin Process Update (sort of)
- Replies: 0
- Views: 4293
Paladin Process Update (sort of)
Please work within your faiths to make paladins happen. You can feel free to apply for help in the process for things like access to the Celestial Stables or those things detailed in the help files ( e.g. paladin squires, paladin frequently asked questions, and others), but your faiths will make pal...
- Fri Mar 19, 2021 2:56 pm
- Forum: Confirmed Bugs
- Topic: Creating a Drow Priestess
- Replies: 1
- Views: 5930
Re: Creating a Drow Priestess
This does crash the game on the game port, but not on the test port. When I chose 'A' on the game port I did not see any progress from this function, it just hung and then crash the game port. I tried another function (standardbard) as a human and it worked as intended. I tried another function (sta...
- Wed Mar 10, 2021 10:37 pm
- Forum: General Discussion
- Topic: Player Status
- Replies: 1146
- Views: 785820
Re: Player Status
I've been locked out of the forums for a while, but I'm back in now. 🖐
I wasn't ignoring you on purpose, but I was working on a lot of the COVID vaccine roll out stuff, then I took paternity leave for a while, etc..
I wasn't ignoring you on purpose, but I was working on a lot of the COVID vaccine roll out stuff, then I took paternity leave for a while, etc..
- Thu Jun 18, 2020 2:11 am
- Forum: Bug Reporting
- Topic: Dalgrim's Construct Command Crashes the MUD
- Replies: 6
- Views: 10325
Re: Dalgrim's Construct Command Crashes the MUD
This is all Mask's handiwork. I will update the relevant help files, but he has also corrected the way master trademark stamps work.
The smith needs the trademark stamp in inventory when the project begins, then it is saved into the work and no longer required.
The smith needs the trademark stamp in inventory when the project begins, then it is saved into the work and no longer required.
- Wed Jun 17, 2020 2:16 pm
- Forum: Bug Reporting
- Topic: Dalgrim's Construct Command Crashes the MUD
- Replies: 6
- Views: 10325
Re: Dalgrim's Construct Command Crashes the MUD
Try this again, Dalgrim? Mask has worked through the issues you presented.
By the way, this is the model for bug reports. Specific inputs in specific places, etc. Great stuff.
By the way, this is the model for bug reports. Specific inputs in specific places, etc. Great stuff.
- Tue Jun 16, 2020 1:50 pm
- Forum: Bug Reporting
- Topic: Dalgrim's Construct Command Crashes the MUD
- Replies: 6
- Views: 10325
Re: Dalgrim's Construct Command Crashes the MUD
There was a hard coded bug which Mask has fixed. I will leave this here for the moment in case there are other crash issues.
- Sat Jun 06, 2020 2:38 am
- Forum: Resolved Bugs
- Topic: Luggage container does not appear
- Replies: 5
- Views: 9931
Re: Luggage container does not appear
Thanks. Fixed the echo issue, but yes, former bag owners will need a reset.
- Fri Jun 05, 2020 8:43 pm
- Forum: Game Suggestions
- Topic: Spell recommendations
- Replies: 6
- Views: 10729
Re: Spell recommendations
It should: Wearoff {70}You feel solid again.~ Hitchar {70}You turn translucent.~ Hitroom {70}$n turns translucent.~ VisibleAffect {70}$n is slightly translucent.~ Aha, I bet it's because it is $n not $N. Will test. I am able to make this echo to the room now by fixing the target codes, but nothing s...
- Fri Jun 05, 2020 1:07 pm
- Forum: General Discussion
- Topic: Aggro in area entry rooms
- Replies: 1
- Views: 4551
Re: Aggro in area entry rooms
I have taken to making entry rooms safe in many of my areas, but it's not a rule.
I have added some programs in areas where flee might be problematic.
Off hand, I can really only think of one area where people often die in the entry room.
I have added some programs in areas where flee might be problematic.
Off hand, I can really only think of one area where people often die in the entry room.
- Thu Jun 04, 2020 4:35 pm
- Forum: Game Suggestions
- Topic: Spell recommendations
- Replies: 6
- Views: 10729
Re: Spell recommendations
Testing a fix for heroism and greater heroism. It should deliver +2 hit but does not appear to do so now.
- Fri May 29, 2020 7:14 pm
- Forum: Resolved Bugs
- Topic: Luggage container does not appear
- Replies: 5
- Views: 9931
Re: Luggage container does not appear
Thanks for detailed feedback here. I changed the way luggage works. You now just enter and your bag is in your inventory. You store your bag when you're done. If, for some reason, your bag does not appear then you can open the curtain and leave. I also changed all the bits to F0 colors. In this case...
- Fri May 29, 2020 2:02 pm
- Forum: Resolved Bugs
- Topic: Dawngleam ferry
- Replies: 1
- Views: 4641
Re: Dawngleam ferry
I should have gotten all of these mptransfers and added pet. Please post here if there were some I missed.
- Fri May 29, 2020 5:09 am
- Forum: Resolved Bugs
- Topic: Pure Silver Ring - Tempus Favor Item
- Replies: 1
- Views: 4822
Re: Pure Silver Ring - Tempus Favor Item
This has to do with relative alignments of NPCs.
I added a couple of lines to the prog that should fix the problem. Let's see, but it worked in limited testing.
I added a couple of lines to the prog that should fix the problem. Let's see, but it worked in limited testing.
- Fri May 29, 2020 5:08 am
- Forum: Bug Reporting
- Topic: Cerberus manure and bulls strength
- Replies: 2
- Views: 6415
Re: Cerberus manure and bulls strength
PM me with details on cerberus manure please.
- Fri May 29, 2020 3:31 am
- Forum: General Discussion
- Topic: Building Projects
- Replies: 1
- Views: 14382
Re: Building Projects
My updated guidance for areas is that I am not really interested in crowd-sourcing the building of new areas generally right now. I have a few areas being worked up for the test port from various people and those will continue on, but my focus is going to be on fixing things that the game needs such...
- Fri May 29, 2020 3:30 am
- Forum: Game Suggestions
- Topic: Mega Thread: Game Area Improvements
- Replies: 4
- Views: 8646
Mega Thread: Game Area Improvements
Describe your game area improvements here in a post. New areas, new quests, improvements to existing quests and areas, new mobiles in the game world wilderness, changes to mobiles in the game world wilderness, etc. Examples might be: what if there were this type of merchant in the Waterdeep market, ...
- Fri May 29, 2020 3:01 am
- Forum: Bug Reporting
- Topic: Orb of Acid/Fire/Cold
- Replies: 1
- Views: 4813
Re: Orb of Acid/Fire/Cold
I've added reflex saves and save messages to the three orb spells, but it's not yet live on the game port. Seems to work so far on the test port.
- Fri May 29, 2020 3:00 am
- Forum: Implemented suggestions
- Topic: [Spell Suggestion] Bless Item
- Replies: 8
- Views: 13353
Re: [Spell Suggestion] Bless Item
I talked earlier with Tony and I tested this a bit. I think that we can use the holy weapon flag (which counts as being holy for DR purposes) and add that to a weapon spell with holy weapon (103) for some additional damage. I'll consider this in the future for some holy avengers (although some are f...
- Fri May 29, 2020 2:13 am
- Forum: Game Suggestions
- Topic: [Spell Suggestion] Curse Item
- Replies: 6
- Views: 9942
Re: [Spell Suggestion] Curse Item
To Mers's point, a sword with the noremove flag can still be disarmed. I just tested it.