Echoes of the Isles

Changelog

Islesmud 1.3

The Paths of Nature, Words and Music get rituals and spells of their own, and research is rebuilt. Guilds have missions, jobs are done by doing the work, the year has nine festivals, and sorcerers have a new craft, wyrdweaving.

Released
Written by
Enael
Changes
260, in 17 sections

Sorcery 26 changes

  • The Path of Nature has five rituals of its own, the Turnings, new spells and a new command, nature. Gentling and Venomdraw have changed, and the foraged items the Path uses work again. See help path of nature.
  • While you perform one of a Path's own rituals, your prompt now names its kind.
  • The Path of Steel's drills have been reworked. See help 'steel drills'.
  • Peacekeep has changed. See help peacekeep.
  • An astral puzzle now gives you its time for each move, not for the whole puzzle.
  • The astral's lines about a force being strong or weak that day are clearer.
  • help talisman now explains how a talisman's power is counted.
  • Spells and rituals are now learned a part at a time on every Path. The parts you find go into your notes (evoke notes, ritual notes), and the last part of each is studied by research. What you already know is kept. See help 'spell notes'.
  • Teaching a spell or a ritual to another sorcerer now gives them every part of it except its study, which they do themselves.
  • talisman takes a new last word, held. See help talisman.
  • The creature you appear as on the astral has changed for most walkers.
  • Saving a hunted creature on the astral now mends what its plane holds against you, whatever your Path.
  • Ironless Lock's lines are easier to read.
  • On the astral, what you gather now builds your shield as fast as it feeds the force.
  • abilities lists the elements in the order of their forces, and the heading over the forces reads Forces, not Arcane.
  • On the astral, an object that has nothing to do where you are now says what it is for.
  • Research has been rebuilt. It reads the books within reach and lays what you find out as leads, and you choose one with research follow. Most leads are lessons on a force or an element; part of a spell or a ritual is the rare find. You can ask for a topic, aim your reading at a spell or ritual in your notes, and research sitting down. See help research.
  • Research needs written books within reach and light to read by. A place is as good as the different books in it, so a library in your own house counts. Away from a library you need five written books with you.
  • Following a lead trains Research three times as much as before, all through the reading. Losing the thread no longer costs you most of it.
  • The Path of Words has five rituals of its own, the Readings, new spells and a new command, words. ritual formula now takes only words of power, which those on the Path start with a few of and find more of by research. See help 'path of words'.
  • The Path of Music has five rituals of its own, the Figures, new spells and a new command, music. A singer can now take the Path and work it with the voice. The Path's ten older rituals each need a rank in your instrument. See help 'path of music'.
  • A new craft for awakened sorcerers, Wyrdweaving, weaves spells into the things it makes. It needs no teacher, and its ranks cost no experience. See help wyrdweaving and help imbue.
  • Oblivion's messages, when it falls on someone and when it wears off, have been reworded.
  • The Path of Spirits' Communion rituals have changed.
  • invoke preview [target] shows how the spell you hold ready would look to your target and to others in the room, without spending it. See help invoke.
  • Sorcerers have a channel of their own, sorcerer (or sorc). Only sorcerers hear it, and speakers show as numbers, not names. sorcerer on its own turns it off or on. See help 'sorcerer channel'.

New Interactions 9 changes

  • New interactions have been added between the arts. What each one does is left for you to find.
  • Interactions added for spells (18).
  • Interactions added for the Path of Nature (16).
  • Interactions added for metallurgy (15).
  • Interactions added for the Path of Steel (5).
  • Interactions added for the Path of Spirits (3).
  • Interactions added for runesmithing (3).
  • Interactions added for the Path of Words (2).
  • Interactions added for wyrdweaving (1).

Playing Music 11 changes

  • play has been rebuilt. A tune takes about three minutes in four passages, with time to pose while you play, and your skill decides how each passage goes, not a roll of the dice. See help play.
  • play tunes lists the eight tunes everyone knows, and play [tune] plays one. play room says what kind of tune the room wants.
  • A tune goes better if you play cleanly, it suits the room, you pose or sing while you play, and your instrument is a good one.
  • Coins now come only from townsfolk who heard the whole tune, each once a game day, and more of them pay the better it went. An empty room pays nothing.
  • People one room away hear music when a tune begins. play quiet keeps it in the room.
  • A tune now ends when you walk away, fall asleep or are attacked. play stop ends it at once.
  • If your hands are empty and you have rank in Sing, play sings the tune.
  • The Rearing Stallion and the Golden Barrel now have patrons, a few in the morning and most in the evening. They are townsfolk, not players, and nobody walks out while you play.
  • Patrons sometimes repeat the start of a rumor going round, or say who sells gossip. The whole rumor is still bought with rumor.
  • Some evenings a tavern hires a lutenist, who stops while you play.
  • The Musician's job is now done by playing: jobs action, then play a tune through. A tune you lose does not use up the session. See help jobs.
The Rearing Stallion on an evening: a dozen patrons at the bar and the tables and a hired lutenist by the hearth. The player asks what the room wants to hear and is told a merry tune would suit it, plays Good Cheer on an oak lute through four passages with a pose between them, and is given 23 silver by the listeners.
An evening in the Rearing Stallion: the room wants a merry tune, and the patrons pay for what they heard.

Rumors 5 changes

  • Rumors are now sold at the Rearing Stallion too.
  • rumor shows each rumor on a line of its own, as someone speaking.
  • rumor show lists the rumors you started and whether each is going round or waiting on staff.
  • A rumor now costs at least 1 silver, even at the highest Charisma.
  • help rumors has been rewritten. A rumor you spread is never pinned on you, whatever the old help said.

Jobs 17 changes

  • Every job is now done by doing the work, not by waiting out a minute of lines. jobs action where the job is done gives you a piece of work, and doing it is your session. Typed again, it shows where the work stands. Work in hand is kept for three days if you quit. See help jobs.
  • Every job also has a privilege only its holder can use, kept while you have worked a session in the last 14 days. jobs info shows each job's work and privilege, and each job has a help of its own.
A Lamplighter at dusk types jobs action and is given a round of five street lamps. On Starspear Way the lamp is marked on your round; tend lamp shows its flame burning low, tend lamp oil fills it, and jobs action shows the four lamps still due.
A Lamplighter's round at dusk: the lamps due, one looked over and filled, four to go.
  • Jobs where somebody comes to you:
    • Doctor: a patient with a wound to diagnose and treat. Privilege: your treatment is as good anywhere as in a surgery. A Doctor must know how to treat.
    • Nurse: a patient on the ward to bind and give a drink. Privilege: while you are awake, the wounds of anyone resting or asleep in the room mend a little faster.
    • Receptionist: a visitor with three questions about the town. Answer each aloud by naming the place. Privilege: runner sends word to somebody in the town that you ask for them, and where you are.
    • Librarian: a reader who knows only the name of one chapter of the book they want. Find the book on the shelves and tell them its title. Privilege: shelve keeps a written book in the library for good, for anyone to read.
    • Devotee of the Open Palm: somebody who needs two of three things: food, a drink or a kind word. Privilege: alms takes a bread roll from the almshouse's stores once a game day.
    • Scribe: a client who dictates a letter. Write it on their sheet and give it back. Privilege: deliver sends a letter you wrote to somebody in the town by runner.
    • Miller: a customer with two lots of wheat to grind at the windmill. Privilege: mill grinds wheat of your own.
    • Gravekeeper: mourners with a body to bury in the graveyard. Privilege: bury lays the dead in the earth where they lie, out in the open.
  • Jobs worked as a round of places. Look each place over and give it the care it wants. See help job rounds.
    • Lamplighter: five street lamps. Privilege: hang lantern lights a dark road at night until dawn.
    • Wellkeeper: wells and fountains. Privilege: purify takes the poison out of a drink.
    • Rain Barrel Tender: the town's rain barrels. Privilege: fill a drink from the barrels in any street.
    • Fence Builder: fences in the fields and lanes. Privilege: hurdle sets a hurdle across a path that wandering animals will not pass.
    • Roofer: the roofs that can be reached on foot. Privilege: ladder stands a ladder in a street that anyone can climb to the roofs.
    • Caretaker: the Town Hall, the Chamber of Commerce, the Library and the almshouse. Privilege: mend door mends a door that has been bashed in.
    • Beekeeper: three hives in the fields. Privilege: harvest honey once a game day.
    • Shrine Keeper: the two shrines. Privilege: vigil lights a candle at a shrine for somebody.
    • Path Sweeper: streets and roads. Privilege: sweeping any street turns up what was hidden in it.
    • Gardener: the town's garden beds. Privilege: your tending of a crop lasts twice as long.
    • Weather Tracker: readings at three high places. Privilege: you can tell where the weather is going.
  • Jobs worked in a workshop. A customer brings something that wants two of three things done to it, and you work out which. See help workshops.
    • Tinker: small machinery. Privilege: you can tell how hard a door's lock is to pick.
    • Cartwright: carts and wheels. Privilege: you can carry half as much weight again.
    • Stitcher: garments. Privilege: sew a pattern of your own into a garment.
    • Bookbinder: books. Privilege: mend a worn book of your own.
    • Basket Weaver: baskets. Privilege: weave basket from two bundles of river reeds.
    • Dye Maker: cloth to be dyed. Privilege: dye cloth or leather one of ten colours.
    • Signmaker: signs. Privilege: paint words on wood, metal or leather.
    • Washer: laundry. Privilege: wash the blood and dirt off somebody else.
    • Archivist: records. Privilege: copy a written page onto blank paper.
    • Tool Sharpener: blades. Privilege: sharpen without a whetstone.
  • Fisher: catch the three fish the fishmonger wants and give them to her at the stall. Privilege: fish for baits your hook for one kind of fish. A Fisher must know how to fish.
  • Storyteller: tell a tale aloud to a tavern or a square, then jobs finish. Privilege: a rumor you start goes round twice as long.
  • Lookout: keep watch from the belltower and call out what comes into sight, and where. Privilege: ring zone sounds the calling bells over the town.
  • The Forgemaster's Bellows sells whetstones, so anyone can sharpen a blade again. A whetstone wears down with use. See help sharpen.
  • The master blacksmith at the Merchants Forge now teaches sharpen as well as forge.
  • jobs apply takes the start of a job's name, as in jobs apply devotee.
  • jobs list no longer shows stats. No job's session depends on them now.
  • jobs finish ends a session with the work half done or more, at 75%. jobs drop gives up the work in hand without using a session.
  • If you hold a job you could not be hired for now, jobs leave lets you apply for another at once.
  • A job can now be worked anywhere of the kind jobs location lists, not only in its rooms.
  • The Scribner job is now part of the Scribe job. A Scribner is a Scribe from their next login, on a Scribe's wage.
  • The pay line at the end of a session shows your week's full potential with your skill bonus, as jobs does.

Guild Missions 7 changes

  • Every guild now has paid work for its members beyond the stipend: type mission. See help mission.
  • Every Monday each guild posts three commissions for crafted goods. Fill them with things you made yourself: mission deliver in your hall.
In the Chamber of Commerce a player hands over three plain arrows they made, filling a commission for a trader in Corwin. The guild is told who sent it, the clerk pays 21 silver, and the Merchants Guild's board shows the filled commission and two still wanted, one with another member's part already sent.
A commission filled at the Chamber of Commerce, and the Merchants Guild's board after it.
  • The Mercenaries Guild and the Isleguard escort miners to the old mine under Mount Caelahad and back: mission escort. What attacks on the way is stronger the better you fight.
An escort on The Road Through the Thorn in the afternoon: three miners and a second escort stand with the player. Stones clatter, wolves come out at a run, one goes for a miner and one for the player, who answers with two strokes of a long sword while the wolf on the miner presses its attack.
An escort on the road through the thorn: the warning, the wolves, and the first two rounds of the fight.
  • The Isleguard walks a beat through the town and deals with the trouble on it: mission patrol.
  • The Council and the Merchants Guild carry sealed letters to people of the town and the fields: mission dispatch.
  • The more mission work you are paid for in a week, the less each piece of it pays, and a week's pay has a limit. A share of what you are paid also goes to your guild's treasury.
  • mission record shows the work you have done for your guild, and guild leaders see everyone's with mission roll.

Combat 13 changes

  • Defending now costs endurance: every blow aimed at you takes about half what it cost the attacker to swing. Before, only the attacker paid, so waiting in a guard was the best play.
  • A weapon's metal now counts a little: the better the metal, from bronze up to mithril, the better your swings land and the less each one costs.
  • Metallurgy's second skin, perch and harden now strengthen your guard while they last.
  • Creatures of one kind now fight much more alike. No kind is stronger or weaker on average, but the Wilds' buck is a step easier and its wolves a step harder.
  • Out of a fight, combat now names the armor on each place a blow can land: head, neck, chest, stomach, arms and legs. Gloves, boots, bracers, belts and cloaks still protect nothing. See help armor.
  • A gorget now protects your neck in either neck slot, and a metal necklace no longer counts as armor.
  • Blades, pointed weapons and whips can now leave deeper head wounds, which bleed and daze. Before, they stopped at a light cut.
  • On horseback, lunge and escape now train Ride instead of Footwork.
  • A forged plackart now protects your stomach, and walking in one costs endurance like other armor.
  • When something raises or lowers your full health or endurance, you keep the same share of it: at half before, at half after. Before, raising your endurance in a fight weakened your guard. See help defend.
  • A metallurgist who has held a real zweihander can now shape one of living metal. See help metallurgy shaping.
  • Metallurgy's mirror now turns spells aside, as its help says.
  • In a fight, eating, drinking, or taking a herb or a remedy now uses your action for the round, and so does taking one thing out of a bag. Picking something up off the ground is still free.

Crafts and Prices 12 changes

  • Anyone can now read a craft's recipes: list, all and check work without the skill for forge, weave, leathercraft, jewelcraft, artcraft, woodworking, chandlery and medicine.
  • The reeds you forage now make paper pulp, as the bundles from the shop do.
  • Foraging by a river now turns up river sand and river clay, which work in any recipe that takes sand or clay.
  • Tallow at the Merchant's Store is now 8 silver a lump, down from 50.
  • Soap takes more tallow: two lumps for a plain or scented bar, three for a fine, luxury or gift bar, and six for the batch of three. Bars at the bathhouse cost more: plain 30 silver, lavender and mint 50, and fine 75.
  • Hides at Second Breath now cost 12 silver for rabbit, 36 for pigskin, 60 for deerskin and 96 for cowhide, up from 2 to 6.
  • Leather armor and clothing made with leathercraft is now worth about a third more than its leather, less than the same piece in bronze.
  • Second Breath's reclaimed goods cost more too: the boots 75 silver, the wraps and the wrist guards 50 each, and the satchel 80.
  • Vegetable soup can now take an onion or wild onion in place of the leek, and a carrot, wild carrot or potato in place of the turnip.
  • Roasted nuts can now be made from a handful of forest nuts as well as from hazelnuts.
  • A new dish, corn on the cob: cook corn.
  • Belts with pockets: weave pocketbelt in cloth and leathercraft pocketbelt in studded leather. The pockets have no flaps, so pickpockets can reach them.

Runesmithing 4 changes

  • A rune of the far shore now lasts three uses instead of ten, including one already cut. See help farshore.
  • use now works on a worn thing that carries a rune of illusion.
  • A scene for a rune of illusion can now be any length. It was cut off at 160 characters. A maker's mark still holds 60, and one too long is refused instead of cut short.
  • Every finished rune now answers to what it is cut into as well as to rune: tablet, plate or blank, and clay, pewter, silver, gold or wooden.

Gardening and the Wild 6 changes

  • Outdoors, plants now grow with the weather: at their full rate when it is warm, at half in the cold, and not at all in frost. Indoors and in caves they grow all year. See help gardening.
  • A harvested vegetable plant now withers away soon after.
  • A butchered or skinned carcass now rots like any corpse.
  • The Reedbed, the Heron Pool and the Reed Margins now forage like the river: reeds, river sand and river clay.
  • harvest all picks every ripe crop in the room, and harvest all.corn every ripe crop of one kind. uproot all and uproot all.<crop> clear away spent plants only. See help gardening.
  • You can now fish from the old jetty out to the fishmonger's stall.

MudForge and the Map Windows 9 changes

  • MudForge has two new windows, off until you open them. The crafting window shows the recipes of each craft you know, what each needs and whether you have it, and the work in your hands; click Make to begin a recipe or Check to read it. The gear window shows what you wear, laid out on a body, and what you carry; click a thing to look at it.
The crafting window with tabs for Forging and Cooking. At the top a bronze ingot is being made, at step 2 of 3, with the line You pump the bellows. Below it the forge's recipe book, filtered to what is within reach, lists bronze and pewter ingots with a picture of each, the smelter and the ore each needs, and a Check button.
The crafting window: a forging under way, and the forge's book with what each recipe needs.
  • client map, client room, client craft and client gear open that window, and off closes it, as in client gear off. Your character keeps whether the crafting and gear windows are on. See help client.
  • Hundreds more things have pictures of their own in the gear and crafting windows, among them seeds, produce, forage, meats, town litter and armor the crafts do not make. Things of living metal are drawn as what they were shaped into.
The gear window: a wool scarf, leather vambraces, wool gloves, a wool shirt, a leather cloak, a studded belt with a drawstring pouch hung from it, leather boots, a long sword and a round iron shield, each in its place around the shape of a body. Below, what is carried: berries, a wild onion, a mandrake root, dandelion greens, a flint shard, a venison steak, a fox pelt and a trout, each with a picture of its own.
The gear window: what you wear by where you wear it, the pouch hung from the belt, and what you carry.
  • Something you wear with no picture of its own is drawn by where you wear it.
  • The room map now draws windows, with daylight across the floor that moves with the hour, and sconces, shelves, herbs hung to dry and shop signs.
The room map of the Captain of the Guard's Office in the morning: daylight falls through the windows across a patterned blue carpet, leaning to the west, past a cold hearth, two bookshelves, a desk with papers and a chair, and a guard standing in the room. The same office in the afternoon: the daylight through the windows now leans the other way, toward the bookshelves.
The Captain of the Guard's office in the morning and in the afternoon: the light through the windows moves with the hour.
  • The jetty east of town and its beach are drawn at their true size.
  • With a second character open in another MudForge tab, the maps no longer flash between the two characters' rooms.
  • The city map and the room map show each festival's decorations.
  • MudForge offers the package update, IslesMUD UI 1.0.8, the next time you log in.

Books and Boards 12 changes

  • write <book> opens a book, ledger or board, so you can read, write, rewrite and take out pages without naming it each time. You can talk while it is open, and done closes it. The old forms of write and erase still work. See help icboards.
  • move 5 1 makes page 5 the first, and move 5 up moves it up one, in a book you hold or one where you wrote every page.
  • Pages are numbered from 1 with no gaps, and a new page always goes at the end.
  • subject gives a page you wrote a new subject, and sign signs it with your name or as Anonymous.
  • A book can have a foreword, shown above its contents. Write it with foreword while the book is open.
  • While you write, @p shows how your writing will read, garbled words included, and the page is written just as you saw it. This works on paper too.
  • A new editor command, @w, wraps long lines without joining them, and keeps blank lines and indents. See help editor.
  • A page too long for one page now goes on over the next pages, marked "(continued)".
  • If you lose your link while writing a page, the page is kept, even through a reboot. Open a book with write and type draft to take it up again.
  • House and shop owners can put up a notice board for 150 silver with permanent add board. They can take out or move anyone's page in their own books and boards and write their forewords, but not change what someone else wrote. See help house fixtures.
  • Words added in a rewrite are now written as well as you know their language, as new writing is.
  • erase in an open book asks you to confirm.

Festivals 3 changes

  • There are now nine festivals in the year: Kettle's Rest, the Founders, the Long Road, the Mending Day, Mirrorfast, Whisperwind, Bowlturn, Threadnight and Irident. Each has a help of its own in place of help minor holidays. help festivals lists them by month, and time shows the one on.
  • Irident's flags, banners and garlands have new colours.
  • While a festival is on, the streets are decorated for it, and you sometimes see what the townsfolk are doing for it.

The Website 3 changes

  • The website has a new look. The front page shows Escard as it is in the game right now, the hour, the weather, the season, Luna's phase and any festival, with scenes from the game and the who list.
  • A switch in the footer picks night or day colours, or follows Escard's daylight.
  • The site works better with a screen reader, and How to Play has a section on playing with one.

Other Changes 26 changes

  • gain on its own lists everything the teacher in the room can teach.
  • Townsfolk, shopkeepers and trainers included, now wear plain town clothes and carry no weapon. Only the Isleguard and the Mercenaries' sergeants go armed.
  • A player shop's keeper wears nothing that look lists, so your description of them stands.
  • A pouch can now hang from your belt: with a belt on, wear pouch. It comes off with the belt, and wear pouch hold holds it instead. See help wear.
  • Sorcerers can buy an attunement device with quest points: qp device. It cannot be dropped or given away. See help quest points.
  • You can reopen a closed bug, idea or typo of yours: bug reopen <number> <why>, and the same for idea and typo. See help bug.
  • halt now drops the rest of your path. It used to carry on after your next move.
  • A room's effects now show one to a line, between the description and the exits.
  • The Isleguard's Holding Cells are now closed to outsiders. The training yard stays open.
  • pool has a new layout: each ability shows its rank and progress as abilities does, and what is waiting as a share of a rank or the rank it will reach. See help pool.
  • A pool too small to become part of a rank now waits instead of draining away.
  • What learn master gives a skill is now called a mastery slot everywhere, not a focus. It works as before.
  • The weekly roleplay stipend is now paid for the roleplay you did that week, and a week with none pays nothing. income shows what you have earned so far. Your next payment is made in full. See help rpxp.
  • Bind is no longer a skill: anyone can bind, and every bandage holds the same. Ranks in Bind are refunded at your next login, with any mastery slot on it. See help bind.
  • No shopkeeper buys anything any more, and sell and value are gone. Sell to other players or from a shop of your own. See help sell.
  • The weather can no longer kill you, though it can still leave you stunned and barely alive. See help weather.
  • passthrough <direction> takes you through a door and leaves it as you found it, unlocking and locking it again if it was locked. See help passthrough.
  • Where several shopkeepers share a room, list names the others, list <name> shows one's wares, and buy <item> from <name> buys from that one. See help buy.
  • At the Courier's office, mail parcel <item> <name> sends a thing for 10 silver, collected with receive. See help mail.
  • A house door now comes without a lock, for 75 silver. door lock fits one for 100, and door hard makes it hard for 150 more. Doors you have keep their locks. See help house.
  • Your house's rooms can have details to look at: detail add <keywords> in the house editor. See help house.
  • pool reserve <amount> keeps that much experience from being spent on ranks. See help pool.
  • Your score now shows your attention, and wearing your guild's cloak adds one to it. See help appearance.
  • travel and navigate now choose a room on the ground before a roof of the same name.
  • Looking into open air shows how far the drop to the ground looks. See help jump.
  • help holds explains what a copyover cuts short and what it keeps.

Bugs 91 fixes

  • A recipe that takes a herb no longer names it twice, as in "a clump of mugwort or a clump of mugwort".
  • finish worked on a player who was only asleep. It now needs them knocked out.
  • A sorcerer struck by living metal could be left holding a spell they had never evoked. Fixed.
  • Rewriting a page let you change who it was signed by. A rewrite now changes only the words.
  • A paper pinned up with post was signed with whatever name was written on it. It is now signed by the person who last wrote on the paper, or by the sender of a letter.
  • If a book was dropped, given away or lost while you were writing in it, what you wrote could go astray. It is now kept, and draft takes it up again in any book.
  • A book copied by staff forgot who wrote each page, so its writers could no longer change their own pages.
  • A colour in a word of a language you know poorly could be garbled with the word. Fixed.
  • help write and help read opened the help for OOC notes. They now open the help for books and boards, and for reading. help guard, help group and help magic now open the help of that name too.
  • The house editor no longer shows you a list of area files when the game saves.
  • Shadowsoul had several bugs, which are fixed, and has been reworked to match its help.
  • rumor took your silver even when there was nothing going round to hear. It no longer does.
  • A mistyped word after rumor counted as a paid listen. Fixed.
  • rumor show used up your own rumors: each look counted as one telling. Looking at them is now free.
  • A rumor with a tilde (~) in it was cut short the next time the game restarted. A tilde in a rumor is now turned into a dash.
  • The line you saw when you paid for a rumor broke in the middle, before "relays:". Fixed.
  • The game could crash while starting up, when it brought the guilds' hirelings back in. Fixed.
  • When somebody bound another person's wound, everyone else in the room read "Someone binds someone's" wound. They now see who bound whom.
  • Taking everything off in the middle of a tune (play, then remove all) could crash the game. Fixed.
  • become could crash the game. Fixed.
  • path magic never counted the harp when it worked out which Path you qualify for, and counted Sharpen as an instrument. Fixed.
  • A Music sorcerer's ritual was named "Whistful Current Verse". It is "Wistful Current Verse".
  • Several lasting spells and metallurgy effects never showed in aff. They do now, with the time they have left.
  • Dreamwatch now lasts a set time.
  • Metallurgy's quickening and the Path of Nature's Quickening were taken for each other, so one could end or hide the other. Fixed.
  • Wildfriend's message came far too often. Fixed.
  • Atmospheric Vortex and Empyrclap had a bug each. Both are fixed.
  • Noaflesh had a bug. Fixed.
  • Some EotI facts left their colour running into the lines after them. Fixed.
  • When you attack with an element, your emote now shows before the line about its sting, not after.
  • In treat, a pressed cell's number now counts steps to the nearest source, a diagonal step as one. See help treat.
  • Turning vimode off switched brief on and left it on. Fixed.
  • Breachblade had a bug. Fixed.
  • Buying by a counted name, such as buy 2.lav, charged you for the right thing and handed you whatever stood second on the shop's list. Fixed.
  • The Isleguard Headquarters now has the door to the Captain's office that its description speaks of.
  • Wandering townsfolk no longer walk into rooms that are meant to be hidden.
  • use now works on a weapon you wield as well as on a thing you hold.
  • Followers walked on alone when their leader was attacked or halted. A follower now stops with the leader and never goes ahead of them. See help follow.
  • Spears could not be drawn, so a spear fought as bare hands. draw and sheathe now work on spears.
  • Sleep did not hold in a fight: a sleeping enemy was attacking again a moment later. Fixed.
  • After a lunge, an opponent in another room is now given in rooms and a direction, not in paces.
  • The first word of a lunge's emote was taken for a second direction when it only began like one, such as "so" or "we", and moved you a pace that way. Fixed.
  • Spinning a whole bolt into thread (weave clothbulk and the like) now gives 20 spools, not 10.
  • artcraft papersheetbulk now gives 9 sheets for 3 pulp, not 8.
  • Foraging warned that an area was nearly picked over only with the find that emptied it. Fixed.
  • A language switch in speech, as in say Hello. [aWell met.] Goodbye., never switched back at the closing bracket, and the bracket was said aloud. Fixed in say and in emotes. See help language switches.
  • Speech of the Elders never worked, and its switch was the same as Afredeem's. It works now, and its switch is [D. See help speech of the elders.
  • A mount left in the stable could turn up somewhere else. Fixed.
  • A rumor the staff had approved could come back unapproved after the game restarted. Fixed.
  • Speech of the Elders, Resonant Lexicon, Fluent Soul and Twisted Tongue had a bug each. Fixed.
  • Breach had a bug. Fixed.
  • One of the events deep in the Tidewater gave the wrong reward. Fixed.
  • A whip aimed at the head landed somewhere else about one time in eight. Fixed.
  • The leather backpack and satchel could only be held. They are now worn over the shoulder.
  • Lavender cuttings can now be bought several at a time.
  • A word of power could change a force it does not move, and a word and a ritual begun at the same moment could cancel each other. Both are fixed.
  • Some library rooms, the Library Archive among them, were not counted as libraries for research. Fixed.
  • A book on an open shelf can now be read where it stands.
  • Anyone holding a book could use tool to rewrite or remove other people's entries in it. tool now works on a book's cover only.
  • Writing in a printed book, such as a book of law, replaced its contents page for good. A printed book now refuses new entries.
  • A book lying in a room forgot who had written each entry when the game restarted, so an unsigned entry could no longer be erased by the person who wrote it. Fixed.
  • Anyone could write a new entry in one of the library's own books, and nobody could then take it out. Only the people who wrote a library book can add to it now.
  • read book 1 sometimes opened entry 10. A number now opens that entry and no other.
  • The astral's glowing orb sometimes appeared in fights in the waking world. Fixed.
  • Looking at an entry in a book, and display, showed writing in any language as if you could read it. They now read it by your own skill, as read does.
  • On the Path of Nature, some sorcerers could never begin the part of the Path that the dead teach. Fixed.
  • Several helps said wounds from stone and wind need a salve or a poultice. They are treated like any other bruise or cut. See help treat and help medicine.
  • A resting or sleeping mount was carried along when you walked away. Now only a mount on its feet follows you. See help mount.
  • In a player shop's list, a coloured item name that wrapped onto a second row could lose its colour there. The second row now keeps the colour the first ended in.
  • Starting any chandlery recipe told the room you were melting tallow for candles, whatever you were making. Fixed.
  • Herb patches often never spread: the spread a tending earned was forgotten at each restart, and a small patch could spread by nothing. Fixed. See help gardening.
  • Nobody had been left covered in blood since the new combat came in. A kill in the same room, finish included, does again. It washes off in a bath, and until then shopkeepers will not serve you.
  • rumor turned you away if you carried gold and no silver. Gold now counts, and you are given change.
  • A follower ordered to fight often refused, an animal especially, and gave no reason. Fixed.
  • Someone knocked out could dodge being dragged, and could not be carried. Dragging someone awake also favoured the weaker. Fixed.
  • mattack 2.wolf and the like could not pick the second of two creatures in different rooms down the line. Fixed.
  • ritual notes can now be read sitting or resting, as evoke notes and research notes can.
  • steal could take every coin a person carried in one go. It takes far less now.
  • ab magic no longer lists Gestures, a heading with nothing under it.
  • phrase no longer gives silver.
  • Every animal was the same height, so a horse stood shorter than its rider. Animals now stand by their size.
  • A guild cloak bought from a guild's storeman was destroyed the next time its owner logged in. Fixed.
  • A talisman answered to the name of its ore, not the metal in its own name. Fixed, and one you have is put right at your next login.
  • The soft cotton shirt did not answer to shirt. It does now.
  • The Rearing Stallion and Lunar Lane had spelling slips in their descriptions. Fixed.
  • Fourteen rooms had descriptions that ran off the side of the screen. Fixed.
  • Helps can now show underlined words, as the rest of the game can. The code for it showed as stray characters in help sharpen.
  • Several helps were out of date and have been corrected: appearance, bathe, dab, fast healing, focus, parry, skin, shops, mattack, research, rpxp, price, the farmer background and the five rune ward helps. The two helps for tool are now one, and the magic FAQ has been rewritten.
  • A crop's harvest that would not fit in your pack was thrown away. It is now left on the ground beside you.
  • A copyover while you were writing a note, a letter or a report put you back as you were at your last save. It no longer does, though the writing is still lost.
  • In a house, rekey on a door with no lock took the silver and fitted no lock. Fixed. A hard lock on a door with its own key no longer moves the door onto your main house key.

Admin Goodies 6 for staff

  • qpdevice lists the looks an attunement device can take, and adds or changes them. See help qpdevice.
  • rlist, mlist and olist keep their columns when a name has colour in it, and no longer lowercase a name after its first letter.
  • New helps from an update load by themselves within about five minutes, with no reboot or loadhelps, and wiznet says when. A help changed in the editor is saved when you leave it. See help loadhelps.
  • Switched into a creature, you keep your immortal commands, speak your own languages and see your own words, and your colour, brief and autoexit settings follow you. See help switch.
  • rumor validate yes [IC origin] keeps the whole origin. rumor list, rumor all, rumor show [number] and rumor search no longer spend a rumor's tellings.
  • goto, at and transfer by a room's name choose a room on the ground before a roof or the sky.