Echoes of the Isles

Changelog

MudForge, Caves & Fair Fights

The game gets its own windows in MudForge, the caves and the strand open to foraging, furniture stands where you set it, the guild halls grow, and creatures fight by their size and strength.

Released
Written by
Enael
Changes
215, in 12 sections

MudForge and the Map Windows 15 changes

  • The game now works with MudForge, a free client for Windows, Mac, Linux, iPhone, Android and the browser. Beside the main window it gets the game's own windows: a chat window that collects every channel, a city map that follows you as you walk, and a room map that shows where everyone stands, the doors and the ways out, the light and the weather.
  • The maps come as a package, IslesMUD UI. MudForge offers to install it the first time you log in with it, and offers each update the same way. An update now leaves your windows where you put them and keeps the theme you chose. Before, each update put both back.
  • The package's theme is now plain dark grey with an amber accent, and it leaves the game's colours alone. Before, it tinted everything brown and dulled the game's colours.
  • While you walk the astral, the room map shows where you are there, and the puzzles you are set. Each layer of each plane is drawn as its own place, moving smoothly, and what you meet there is drawn as what it is.
  • In MudForge 2, the round button on either map makes both see-through, for a small screen where the maps lie over the story. Pressing it again makes them whole. Ctrl+K and "See-through maps" does the same.
  • In MudForge 2, lamps, fires and other lights glow on the maps, and the nights around them are darker.
  • On the room map, point at someone to see who they are. Click them to look at them, or click a way out to take it. Words spoken in the room appear in a bubble over the speaker.
  • In a small window, as on a phone, the room map now draws the room as large as the window allows. Before, the smaller the window, the smaller the room was drawn, and in a very small window the map showed nothing.
  • The maps show only what your character could see: nothing while you sleep, are knocked out or are blind, and nothing of a dark room.
  • Clicks wait while you are writing a description or a note, or answering a prompt, so a stray click never lands in your text.
  • client shows what your client has told the game and which windows are on. client chat chooses whether channel lines also stay in the main window.
  • map has been redrawn. Names sit beside the map when they fit and below it when they don't, and doors show whether they are closed or locked. In vimode it reads out where everyone stands, in paces.
  • citymap reaches every room by its shortest way, so it no longer stops short of what lies just past a bend. Its frame shows the room's name, and legend is now a command of its own.
  • The website has a new How to Play page that leads with MudForge, with a button that opens it in your browser already connected to the game.
  • help client explains it all.

Caves and the Strand 8 changes

  • The mine under Mount Caelahad is now a true cave. Its rooms are wider than before, the footing is rough, and tracks can be found there.
  • Exits that lead into a cave show in dark grey, and caves and rooftops have their own marks on citymap.
  • forage now works in caves, wherever there is light to see by. Expect mushrooms, glowing moss, mica, quartz and, rarely, a cave pearl.
  • forage now works on the strand below Escard. It used to find nothing there. Expect wrack, driftwood, shellfish, samphire, sea glass and, rarely, amber.
  • forage <thing> finds a thing by any of its names.
  • New recipes use the new finds, and woodworking gains instruments:
    • Cooking: shellfish broth, mushroom soup, steamed mussels, fish baked in seaweed and dressed crab.
    • Jewelcraft: a sea glass bracelet and necklace in pewter, and an amber ring and pendant and a cave pearl ring and earrings in silver.
    • Chandlery: shimmering powder, a makeup made with mica.
    • Artcraft: a glass lamp of glowing moss, a light you can hold that lasts longer than a candle.
    • Woodworking: a pipe whittled from driftwood, and the flute, lute, bagpipes, harp and oboe. Hart & Sons Fine Furnishings on the market street sells instruments too. See help play.
  • Every recipe that takes wild mushrooms also takes cave mushrooms and shelf fungus, and spiced greens takes sea samphire.
  • A finger of quartz found in a cave can be cut like the rough quartz Modi sells.

Furniture and Fixtures 14 changes

  • Sitting, resting, sleeping or standing on a piece of furniture now moves you to its spot on the room map.
  • Furniture and fixtures now each stand on a spot of their own in a room, instead of piling up wherever they were dropped. They keep clear of each other by size: a chair is not set down against a couch, though it will pull up to a table.
  • Nothing is set down in a doorway. Things that belong against a wall, like ovens, beds, shelves and cupboards, take a wall. Lamps, signs and benches take the edge of a street, trees and plants scatter, and chandeliers hang over the middle of the room.
  • look says where every fixture stands, as it already did for things you dropped.
  • Fountains, chests and other fixtures are reached from where they stand. A fixture the game had put in a room could only be used from near its north-west corner.
  • Mugs, books, food and keys never take a spot of their own, and the room map leaves them out.
  • Furniture that had piled up was moved apart on the first reboot, in houses and shops too.
  • place <item> <spot> stands a piece of furniture or a fixture where you want it in a house or shop you own: northwest, north, northeast, west, center, east, southwest, south, southeast, or here. Two numbers instead of a spot stand it exactly, in paces from the west and north walls, and place <item> on its own tells you where it stands. A thing you place by hand stays where you put it.
  • In the house editor, permanent place does the same for fixtures, and permanent list shows where each one stands. A new fixture is set near where you stand when you buy it.
  • help place explains it all.
  • Beds, bedrolls and chairs now come in tiers. The better the bed, the faster you recover on it, and a good bed also mends your wounds faster. Woodworkers' beds run from pine up to ironwood four-posters, and leatherworkers can make a leather bedroll, a little better than the bare ground. The straw bed and the oak bed in town were giving far less than they should, and that is fixed. See help beds.
  • Artcrafters make glass lanterns and smiths make wrought iron lamps. Both burn oil, go dark when it runs out and light again when you fill them. Chandlers render tallow into lamp oil, plain or blended with lavender, mint, rosemary or sage, and a lamp burning scented oil scents the room. See help oil lamp.
  • Anything you can sleep on, you can now rest on too, so beds and bedrolls take a rester as well as a sleeper.
  • While you customize a permanent in your house, help, bug, typo and idea still work.

Guild Halls 9 changes

  • Every guild hall has grown. Behind the Isleguard's Headquarters, the Town Hall, the Mercenaries' hall and the Chamber of Commerce there are new rooms: offices for the ranks that need one, an archive for the Council, a barracks, armoury and drill hall for the Mercenaries, and a counting house and warehouse for the Merchants.
  • Guards stand at the inner doors. They let each guild's members through, along with anyone in a group with a member, and turn everyone else back. Storerooms, the armoury, the archive and the warehouse are for members alone. You can try to fight your way past a guard.
  • The Merchants' workshops are part of their hall now, so the forge and the Jewellers' Workshop (once the Merchants Glimmer) are for members and their guests. The Bellows Forge is open to everyone, as before.
  • Offices are locked. Each guild's keeper sells the keys, but only to the ranks an office belongs to, and the guild's leader can buy any of them. Every lock in the halls can be picked, though some are harder than others.
  • Each guild has a cloak of its own, sold by its keeper, that only its members can wear.
  • Keys bought in a guild hall never crumble. Until now every key bought from a shopkeeper crumbled after about two and a half hours of play, like an inn's room key, including the Isleguard storeroom's. Any you still carry lose their countdown the next time you log in.
  • Guild halls no longer show on citymap from the street. Inside a hall, the map shows the hall.
  • help guild hall explains it all.
  • The guards at the inner doors are back, and now return by themselves whenever the game restarts. A guard that is killed stays dead until the next restart.

Features 38 changes

  • The Real Estate Registrar's office now keeps a ledger of every shop in the isles, the town's own and the players', sorted by trade. Type shops there to see each one, whether it is open, and where to find it, or shops <trade> for one trade.
  • Shop owners choose the trade their shop is listed under with category in the shop editor.
  • Irident, the festival of magic, comes at the end of every Time of Wilting: the last four days of the month, one real day. While it lasts, flags, banners and garlands in the colours of the elements hang along every street, and you are told it is on when you log in. help irident has more.
  • The laws of the Corwin Isles and of Escard have been rewritten. help laws lists them, and help law of escard says who keeps the law and how each Type of crime is punished. New laws cover treason, exile, theft and harassment, and a Fourth Plaint covers the crimes of the Art. A lawbook in the Isleguard's offices holds them all (read lawbook).
  • The Isleguard issues fines with levy, and the Council lifts them. Members of both guilds can now use it as their ranks allow.
  • income now shows your own levies too: your monthly tax, anything you owe and any fines, with a reminder to pay at a bank with tax pay.
  • Council members call guards with conscript, as many as their rank allows: none for a Sweeper, one for ranks 2 to 10, two for ranks 11 to 15, and three for the Secretary and the Mayor. The Mayor's, the Secretary's, the First Speaker's and the Magistrate's guards wear their own livery. conscript no longer calls guards past your limit, and nobody answers while you are fighting. See help conscript.
  • A new way out of Escard: a stile at Brush Hollow, at the end of Dyers End, crosses east to Heather Slope in the hills.
  • Players on Dark Wizardry's or MudForge's browser client are no longer turned away when two others are already on.
  • arrest now works anywhere, not just on city streets and indoors.
  • Town guards now try to arrest anyone wanted for theft or assault. Before, those warrants only closed the bank and the courier to them.
  • A messenger will not find you on a rooftop, and donate and trash need the street.
  • An approved recommend now earns a quest point for the player recommended and one for the player who wrote it. If either of you is away when an immortal approves it, it is waiting for you, with a note, the next time you log in. Recommendations approved before this change do not pay.
  • recommend mine shows who has recommended your character, what they said and when, whether each one is approved or still waiting, and your death conversion now. See help recommend.
  • release mount gives up a mount you own, whether it is with you or in the stables. It asks you to confirm, no silver comes back, and anything you gave it to carry is handed back to you. See help riding.
  • tool takes all., as in tool all.bread short a crusty rye loaf. Each piece is still checked on its own.
  • affects shows how long each of your wounds has left to heal, the same figure diagnose gives.
  • A plain look or glance at someone is now quiet: nobody is told, not them and not the room. With words after the name it is still an emote.
  • city, navigate, path and mountwhere work sitting or resting.
  • travel finds a room whose name is in colour, such as many shops and houses.
  • stringcheck shows how long your text is, both as it reads and as typed with its colour codes.
  • You can bathe while you are still clean. It restarts the clock on getting grimy again, so a wash before a scene holds.
  • help levy now shows to the Council as well as the Isleguard, in either guild slot.
  • Quest points can be spent at last. Type qp to see how many you have and what they buy. Once you are no longer a Cyan, qp xp turns them into XP, 1000 for each quest point. See help quest points.
  • You can pay quest points to ask the staff for help with your story. request minor (10 quest points) is help with your roleplay, such as an investigation or research. request major (50) is a change to the world, such as several rooms changed after an event. A sorcerer can also ask for a spell of their own with request spell (50). The quest points are taken when you make the request. You get them all back if you cancel before the staff reply, or if the staff turn it down. Only you and the staff can read your requests. See help request.
  • Appearance is two numbers now, shown as [App: 3 Att: 2]. App is your looks, from ugly to gorgeous. Att is how much you stand out right now, and it is what people see when they look at you. Charisma counts toward both. Blood, scent, makeup and finery make you stand out, grime makes people overlook you, and bearing low keeps your head down. Shop prices go by your looks, and hiding goes by how much you stand out. See help appearance.
  • The bathhouse is down the steps from Market Square. A bath costs ten silver, paid to the attendant, Ida Marsh, and the baths have soap for anyone to use. She also sells bars of soap, and anyone can bathe with a bar of soap that is lying in the room. See help bathe.
  • In your house editor, roof buy makes an upper room a roof for 250 silver. The roof is open to the sky, and the way down from it is a hatch that locks with your house key. If the street outside your front door has open sky above it, you can step off the roof into the street, and anyone flying over the street can land on your roof, so keep the hatch locked. See help house.
  • What you write on paper, on a board or in a book is now in the language you are speaking, and you can switch languages within it the way you do in speech. Whoever reads it later reads each word by their own knowledge of that language. Anything written before this stays readable by everyone. See help language switches.
  • Paper you have written on no longer shows as blank. A sheet weighs almost nothing and fits in a rucksack that is not full. To bind pages together, buy a plain journal at the general store, or have an artcrafter make a ledger or a codex.
  • The information board in the village square now belongs to everyone. Anyone can edit or take down any post on it, so old notices can be cleared away. See help icboards.
  • cnote keeps your character's own notes. cnote add <title> starts one in the editor, and cnote read, cnote edit, cnote title and cnote delete do what they say. See help cnote.
  • Escard's shops now sell the basic materials for each craft. Clem's Lumberyard sells logs and pine planks, Finch's Fine Stitchery and the Merchant's Store sell cloth and thread, the Merchant's Store sells tallow, Second Breath sells hides, the Bellows Forge sells ore and the Guild Kitchen sells clay.
  • Sprocket & Flint on Market Square has its tinker at last. Tamsin Flint sells small tools and odds and ends.
  • A new character can be male, female or androgyne. The game calls an androgyne character they and them: "they nod", "their sword", "they are bleeding". To change an existing character, ask an immortal. A player shop's keeper can be androgyne too, with sex androgyne in the keeper editor. See help androgyne.
  • Paying a fee with gold now gives change. The physician, house edits, taxes and fines all break a gold coin and hand back the rest. The physician takes her fee from the coins you carry before your bank.
  • quit no longer refuses because of something you can't see or stop, such as a messenger you never accepted. It stops you only for something you started, which clrcmds can stop.
  • A messenger that reaches someone who never accepted it now comes back and says it couldn't deliver, instead of waiting forever. clrcmds message works after the messenger has left, and clrcmds show lists a messenger on its way to you.

Learning and Crafting 21 changes

  • Crafting now teaches four times as fast. Every finished piece pays four times what it did into your pool, and so do felling trees, inscribing runes, tanning hides, sharpening and forge repair. Remedies now teach as much as any other craft. Fishing, butchering, skinning, foraging and gardening are unchanged.
  • Abilities with two-word names lost their ranks and pool every time you logged in: Illusion Molding, dual wield, fast healing, martial training and thieves cant among them. They keep them now. The experience they cost was never lost; it came back each time the ranks vanished.
  • inspiration takes the start of a name, so inspiration runesmith works. A start that fits two abilities asks you which.
  • Overall Comprehension on the pool screen no longer counts a pool kept at a skill's ceiling, and its words change exactly where learning starts to slow. help getting started iii explains it and what each pool word means.
  • Fishing, butchering, skinning, foraging and gardening can be learned by doing from rank 0 without a background that favours them, as long as you meet their own requirements.
  • While you make a character, a skill can go past rank 36 in the training room if it is a focus. Each rank past 36 costs one quest point as well as the XP, and you do not get those quest points back. Crafts still stop at 36.
  • Spear is now a favoured skill of the Soldier background.
  • purchase gives two prices for every level of wealth, fitness, toughness and sorcery: the price of that level alone, and what you would pay to reach it from where you are.
  • Exploring now pays experience instead of silver, and pays every character, not only Cyans. Each place you find for the first time is worth from about 250 to over 1,200 experience, and the harder it is to find, the more it pays. help exploration has more.
  • Everyone's exploration has been reset, so places you have already found pay again, in experience this time.
  • An item can now carry a rune and a maker's mark together. efface <item> mark cuts the mark away, and looking at the item shows both.
  • help runesmithing now says what the craft is to the world: all but forgotten, with no teacher and no guild, found again by the few who tried.
  • New runes have been added to runesmithing.
  • salvage <item> takes apart anything a crafter makes and gives you back half of what went into it, rounded down, so an iron sword made from two ingots gives back one. You need that craft at the rank its recipe needs, and its tools. Food, candles, soap, medicine and runes can't be taken apart. See help salvage.
  • Jewelcrafters can make silver and gold filigree kits, and adorn <item> works one into a piece of armour, clothing, jewellery or a weapon. Wearing filigree raises your looks and how much you stand out. See help adorn.
  • Woodworkers can make crutches and a wheelchair. With crutches in hand you walk with half the strain on a wounded leg, and walking never makes the wound worse. In the wheelchair a wounded leg costs you nothing, and you can roll along streets and indoors, but not up or down, onto a roof or out into the wilds. See help crutches.
  • How much endurance a swing of the pick costs now depends on the seam. A common iron seam is light work, and the rarest ores cost as much as before. See help mining.
  • The knitting salve goes on bruises and broken bones, and the sealing salve on cuts. Work one in while you treat a wound and the wound heals faster. See help treat.
  • Haggling over anything worth 10 silver or more now teaches four times as much. Only a purchase you complete counts. help haggle is rewritten.
  • A forge, anvil or smelter bought for your house lets you use the forge craft there. Only the town's smithies did before.
  • Recipes that need a pot now name the cookpot, not the chandlers' old boilerpot. Any cooking pot works.

Metallurgy 3 changes

  • Metallurgy has new workings, and some old ones have changed. The metallurgy helps say what each one does.
  • Blur no longer turns into a crawl. If you are still crawling, type pace walk.
  • Several other metallurgy workings that did not work as their helps said have been fixed.

Sorcery 18 changes

  • Manigan's Concord and Manigan's Seclusion have both changed.
  • Featherfeet has changed, as suggested.
  • cancel reaches more of your own workings, and cancel vines is new. See help cancel.
  • An evocation no longer fades on its own when left five minutes without a ritual. It lasts until you finish, halt it, or lose your focus.
  • The lines that tell you how a ritual is progressing now come with the ritual that earned them, instead of a beat later.
  • ritual <name> matches only rituals you know. If a word fits two of them, you are asked which and nothing is performed.
  • Sorcery used against someone on Escard's streets, in its shops and public buildings, or in the air over the town is now seen by everyone there, guards included. It used to be noticed only out in the wilds, and never in town.
  • New spells: Ironless Lock, Ironless Key and Wind's Errand.
  • The Path of Nature has spells of its own now.
  • The levels of Sorcery have been looked over, and some things open earlier than they did. help sorcery levels says what each level gives. More is in the works for the higher levels.
  • Noaflesh has changed, and Waymark's help is clearer. One spell's arrival line is bright cyan now, so it is not missed among the system messages.
  • imote on its own now tells you how much you have to work with.
  • The Path of Steel has been expanded, and now has its own help: help 'path of steel'.
  • The Path of Steel has five rituals of its own, called drills, performed with a drawn weapon: Driven Point, Loosed Shaft, Falling Weight, Drawing Cut and Held Guard. They cannot be taught. You get one when you choose the Path and learn the rest in combat. help 'steel drills' is available once you are on the Path.
  • The Path of Steel has seven spells of its own: Bladeward, Flat of the Blade, Closing Step, Cautery, Charged Edge, Steady Hand and Measure. They can only be learned on the Path, cannot be taught, and stop working if you leave it. The evoke list marks them (steel).
  • Path of Steel sorcerers can invoke a prepared Path of Steel spell during a fight. It uses that round's action.
  • Every Path will get five rituals of its own. Spirits and Demons already have theirs, Steel has its drills, and Nature, Words and Music are next.
  • Ironless Lock, Fluent Soul and Imbuance have changed.

The Astral 17 changes

  • Path of Steel sorcerers can use meditate guard in the astral. It reduces the next blow a creature lands on them.
  • The Aether Ocean is now called the Tidewater Deep. Use meditate travel tidewater.
  • Creatures in the astral no longer fight for you. You face them yourself now. See help meditation.
  • The planes now set puzzles. In vimode every puzzle is told in words.
  • The Path of Spirits has more to it in the astral now.
  • Some of what the astral leaves you can now be studied. See help lore.
  • You enter the astral with the strain you already had, and come back with it. Meditating no longer clears it.
  • You can walk the astral with your group. Those of you on the same layer meet the same creatures and puzzles. See help meditation.
  • Some of what the astral leaves you can be used while you walk: meditate use.
  • The core of each plane works differently now.
  • The third layer of each plane now opens as the site says it does.
  • The message about a plane's tide when you arrive now says only what is true.
  • The Paths of Music, Words and Nature each have a way of their own in the astral. See each Path's help.
  • Things the astral gave you used to arrive without a word. Now you are told.
  • Aether and Luna avatars had each other's colors. An Aether avatar is cyan now and a Luna avatar blue, like their planes.
  • A surge in the Nexus no longer speaks of a shield you don't have.
  • The astral page on the website now says plainly what opens a plane's second layer and what your shields mean.

Combat 19 changes

  • Creatures now fight by their size and strength. A rabbit or a fox is no match for a trained fighter any more, a wolf is a fair fight for someone of middling skill, and a bear is still a real danger.
  • The weakest creatures used to fight with the speed and strength of a seasoned warrior. They now fight as their size suggests.
  • Animals leave the wounds their teeth and claws would: wolves, foxes and rabbits bite, bears claw and bite, and deer and boars bruise. Bears used to leave only bruises, and horses stab wounds.
  • Every kind of wound now starts with a lighter rung: red welts, scratches and nicks.
  • Welts, scratches and nicks no longer slow you down at all, and neither do the light bruises, abrasions and light wounds above them. The first wounds that hamper you are ugly bruises, light cuts and gashes.
  • A blow that only just gets past a guard glances off. It still hurts, but leaves no wound.
  • Spar wounds never slow you down, and practice weapons leave only welts.
  • A blow too weak to matter, one the game calls ineffectual, never leaves a wound.
  • Whips leave wounds of their own: red stripes and raised weals at first, split weals and lash-cuts after, and at worst flayed skin.
  • Putting on armour in the middle of a fight takes your round, one piece at a time. wear all leaves your armour alone while you fight.
  • Metallurgy shaping in a fight has changed. See help metallurgy.
  • Wounds you already carry are kept, and light bruises you already have stop slowing you down.
  • Two weapons of the same kind, such as two swords or two daggers, now work as a pair. Your target guards less well against each of your blows, more so the better your dual wield, and you are told when your weapons pair. See help dual wield.
  • Your guard weakens as you tire, from the moment you drop below three quarters of your endurance. Before, it only weakened once you were nearly spent. See help defend.
  • When you have not declared a guard, you use the one you are best trained in, so a dagger no longer forces parry on you. defend default with parry, dodge, block or footwork chooses it yourself, and defend default best goes back to your best one. A guard you declare now eases off over three rounds instead of dropping away after one, so you can attack and keep part of it.
  • Smiths can forge iron and steel zweihanders. A zweihander uses your sword skill, hits harder than any one-handed sword and leans on strength. It is slow, it is the best weapon there is to parry with, and it needs both hands, so you can't use a shield or a second weapon with it. See help zweihander.
  • Walking in armour costs less endurance the better the metal. A full suit of plate costs 15 a room in bronze, 14 in iron, 12 in steel, 10 in tempered steel, 9 in diamond-cut steel, 7 in adamantium and 5 in mithril, and forged armour weighs less to carry in the same steps. Riding still costs nothing. See help armor.
  • On horseback, a lunge, an escape or a charge tires your mount, not you. Your riding skill helps you escape, and you are told before you try to ride somewhere a horse can't go.
  • Mounting and dismounting in a fight happen at once and take your round. Dismounting in a fight never finished before.

Bugs 35 fixes

  • A crafting recipe's tool is matched by whole words, so a recipe that needs a pot no longer accepts a potato.
  • position and the spot names in look no longer call the east and south sides of a small room its center.
  • Garden seeds no longer turn up while foraging in a cave.
  • reshape now works on the weapon in your main hand first, and tells you when it uses the one in your off hand. combat shows what you are fighting with.
  • For players who installed the first MudForge package: the windows stood still once installed, a bush on the room map hopped elsewhere when someone stepped onto it, and the city map's zoom-in button could not be clicked. All fixed.
  • On slower computers, rooms with smoke, birds or rain could slow MudForge to a crawl. The windows now pause their animation when the client falls behind, and try again a minute later.
  • A kettle, mortar or other piece bought in a shop and set down at home could be fixed in place by a reboot, as if it were a catalog fixture. Only fixtures from the house catalog are set in place now.
  • A description lying in a room whose first letter is coloured with an angle-bracket code showed the code as text. Broken weapons, arrows and torn bandages also lost the capitals and colour codes in their names when they lay in a room. Both fixed.
  • The Isleguard storeroom's hatch key vanished from its list after one sale, though it was meant to be unlimited.
  • door normal in the house editor, on an open doorway, now says there is no door there and points to door add.
  • A bath for plain dirt no longer talks about washing off blood.
  • help chandlery and help tool give the syntax for changing a scent: tool <item> ed xscent <scent text>.
  • rawcolors and its help now spell it color throughout.
  • The Zephyr Aerie and the Tidewater Deep (then the Aether Ocean) had each other's force in several places. They now match what help meditation always said. Insight from foraging and from playing music had the same mix-up, and so did research.
  • The strongest kind of creature in the astral never attacked anyone.
  • When the astral said one of your qualities had been raised for good, nothing changed. Now it does.
  • The Silent Oracle and the trials of the fourth layers told you a gift was yours that usually never came. You are now told only when something forms.
  • wake and then meditate again quickly could run two meditations at once. You also could start meditating in a fight or while knocked out.
  • The nature spirit's question in the Crystal Jungle had lost its first letter.
  • The Stormheart shard did not answer to "stormheart".
  • With colour turned off, braces and a few other marks vanished from art and help files, and help files could show a closing brace twice.
  • The prompt's ritual marker now names every kind of ritual. It used to show nothing for the newer ones.
  • Looking at a light that stands in a room ran its description straight into the line about its fuel.
  • help beds printed in sage: its syntax line held a colour code by accident.
  • One metallurgy message dropped from bright white to plain white partway through.
  • Letting go of a working told the room that you lowered "his" hand, whatever your sex. It now says your own.
  • Herbs, poison, sorcery and anything else that raised or lowered a stat changed nothing at all. Now the stat really changes, and it goes back when the effect ends. Improving a stat still goes by the value you trained, so a passing boost neither helps nor hurts it.
  • Noaflesh did not reach everything it should have. It does now.
  • Silver was paid into your bank each time you logged in, worked out from all the roleplay experience you had ever earned. It was a leftover from an older system, and it has stopped. Your weekly stipend and wages are unchanged. Large balances have been trimmed once to take most of that silver back; smaller ones were not touched, and nobody was left in debt.
  • The livery's saddle is worn about the body now, and its reins and the dog collar around the neck.
  • Wearing something in a named place, such as wear quiver shoulder, works for things made to go there and refuses things that are not. Almost anything could be worn about the body or on the head before, while a cuirass was refused on the body.
  • Some slain animals, horses and cattle among them, said they were closed when you looked inside or tried to take from them.
  • Air, Earth, Fire and Water begin with a capital everywhere the game names them.
  • Every other message and help that said colour now says color.
  • Several helps said you could die from bleeding. You can't: a bleeding wound costs you health while you sit, stand or fight and can knock you out, and resting or sleeping stops it. help bind also says plainly what a bandage does.

Admin Goodies 18 for staff

  • place works for immortals and an area's builders in any room, with no reach limit, and can stand a public room's window.
  • omove <object> <room vnum> carries an object to another room with its contents and writing intact, and can stand it at a spot or by paces. It will not move anything into or out of a player's house or shop. Level 105, see help omove.
  • Three new sectors for builders: redit sector cave, underground and rooftop. Cave and underground are roofed over like inside (no weather, no mounts) and are dark only where the dark flag is set. Rooftop is outdoors and lamplit like the city. help sector explains them.
  • A recipe's name can carry colour, a gradient included, without breaking any craft's list.
  • client <player> shows another player's client and windows.
  • The multilog alert reaches wiznet once instead of twice, and web players sharing the browser bridge no longer set it off.
  • An immortal can no longer approve a recommendation written by or about one of their own characters, since approving now pays the writer too. Another immortal has to; recommend deny still works.
  • regnancy <player> shows whom a player is regnant to, and regnancy <player> remove frees them, for when the sorcerer who awakened or dominated them is gone. A demon pact is left alone. Level 110, see help regnancy.
  • set obj <obj> wear <flag> now prints the flags it set, not the object's name in their place.
  • Immortals can meditate and research without the experience check.
  • warrant <name> heresy is new: guards arrest and attack, as for murder. Sumptuary warrants are gone, and any still on file are dropped at boot. A new warrant now replaces a person's old one instead of adding a second. help warrant lists what guards do for each crime.
  • The law room flag (redit, then room law) now means a room where townsfolk would see what happens. Escard's streets, shops, public buildings and the sky over the town carry it; the wilds no longer do. Player shops take it from their street at every reboot; houses never have it.
  • explorereset makes every character forget the places they have found, so each pays again. On its own it counts who has found what; explorereset confirm does it. Level 110, see help explorereset.
  • Staff answer requests with request update, close a finished one with request close, turn one down with request decline <#> <reason> (the player gets all their quest points back) or refund part of one with request refund. Every quest point purchase and refund is written to the QP log, zzqp.txt in the area folder.
  • Staff read a player's character notes with cnote <player>.
  • Staff can see whose post was taken down from the information board, and who took it down.
  • mset <name> sex takes a name as well as a number, and 5 is androgyne. Builders give a mob the same sex with sex androgyne in medit.
  • arcanelight is a toggle like holylight, for testing sorcery and metallurgy. See help arcanelight.