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New ranged attack, skill changes, new goal, more

February 16, 2019 Author: Lasher Category: MUD News

New “Mindflay” Skill:

There is a new mentalist ability called Mindflay which allows you to damage a target in a nearby room by channeling the power of your weapons into a ranged mental attack. The attack works similarly to ’shoot’ but does not require any special equipment and, while it does require you to be close by, does not require line of sight. This is a skill rather than a spell and will not work on other Mentalists. The attack will do the equivalent of a single hit from each of your weapons. The only dodge that works against it is ‘Time Shift’ but you can still “miss” the hit based on stats or just bad luck. The attack does the damage type of your weapons, but if a mob is immune to mental damage will not work. Adding instinct in Mindflay will increase the chances of additional hits.

There is no lag on success on the attack but there is a small recovery - it is intended to be more of a slow steady damage from a safe distance than a major attack. The mobs will not hunt you down so feel free to sit 3 rooms away and safely kill something. Similarly, if you see someone OPK idling somewhere they shouldn’t, feel free to mindflay them down. I can see an obvious temptation to bot with this skill - please don’t do that, getting removed from the game will not help your character progress.

Expect changes to this as it’s pretty experimental. Damage may be too low, too high, just right, I don’t know. I won’t be at all surprised if I have to limit the potential for 20 mentalists to sit in a room and waste an epic by remote control. If certain mobs really need to be immune to mental because of this let us know. There’s a few additional pieces of information on the mechanics in the skill helpfile.

Critical hits and other skill / spell changes:

  • There is a new critical hit feature where each weapon hit in regular combat has a hitroll based chance to do a critical hit. Primary class thieves have a higher chance of doing additional hitroll critical damange and can also critical hit with backstab. Mobs can also get these but at a lower rate, and they also tend to have less hitroll anyway.
  • If you are displaying full damage message you will see this with a ‘*’ at the start of the damage message. If you have combined / average damage on then it will just be rolled into the totals - you will see a “*” if any of the attacks that caused that message were a critical hit.
  • I wanted to make this high enough to be worthwhile at higher HR but a 15 to 25% buff to melee damage at high level was too much. It’s still a buff overall but base damage against mobs at higher level has been reduced to account for this. Note that none of this affects spells or skills other than backstab. (Watlok)
  • Holy Reprisal has been turned down by a few percent to counter the effect of the HR hits as I’m not adding even more damage onto Avenger. Righteous Anger has been changed from double damage to be more around 60% because it was OP, and probably still is with crit hits but we’ll see.
  • I have changed the way Amnesia works. In addition to targeting a single skill it will now also do a lower amount of reduction to all skills and spells so it is like a longer-lasting mini daze. It does also stack with daze. The duration has been increased and, when used against players, the timeout has been increased by the same amount.
  • A venomist using the ‘envenom’ skill may now add the argument ‘poison’ or ‘disease’ to the command which will set the damage type of the weapon to poison / disease for the duration of the flag. When the weapon affect expires, the item will go back to its previous damtype. The duration of the effect for venomist has also been increased. (Tymme)
  • The previous change with illuminate was to make it still possible to cast the spell even if an item already has a (Glow) flag. It was supposed to still set the Illuminate flag on a successful cast but was only doing that when stats were added. That made it possible to keep casting until you land stats and making enchanter’s focus pointless. This has now been fixed.

Equipment Capacity Changes:

  • When you have saved superhero stats, and your saved Dexterity and Strength are higher than your current Dex / Str, then your max item and weight capacity will be determined based on your saved SH stats. You won’t have the full capacity you had at SH because you won’t have the benefit of stats from SH equipment and spellups, but this should at least help a lot with inventory issues right after remorting. Using the ‘weight’ command will show when your saved SH stats are being used. (Redryn)
  • Once you have reached level 201 and remorted, your aard bags will stay at level 201 but Tiers won’t get the full benefit of bag over level 201 until they reach the appropriate level. Main reason for this change is to help with the equipment weight problems after a tier / remort / redo without increasing carry capacity overall at high level. (Redryn)
  • You can now ‘quest sell’ a bag back to questor for 1,000qp. This seems like a fair price given that people have had use of the bags but now may have more than they need with the above change.

Other Changes in this Reboot:

  • There is a new goal and an extension to the Diamond Soul Revelation area (DSR), both were created by Teleron. More information in the DSR helpfile.
  • When typing ‘friend’ you will now see players who are invisible to you and it will show (Invis) next to their name. This only works on people who are also friends with you. (Sammael)
  • The login screen no longer shows date last rebooted. Not sure if it was good to show we’re stable enough to be up 3+ months or bad to show we haven’t rebooted for that long. Either way, I don’t think new users care about reboot time and existing players logging in after a reboot already know about it.
  • Fixed the alignment for a player kill in ‘lastkills’ (Tymme)
  • When you have autoloot / auto sacrifice on and couldn’t carry the items in the corpse, the autosacrifice would not go through. This was not working the same way with special “always loot” items. If you kill a mob with one of these and can’t carry the special item, the corpse will no longer sacrifice (Ocho)
  • Some skills / spells that can remove all stats from an item when they fail such as sharpen and reinforce will now also remove enchants recorded on the item. (Roume)
  • Using ‘runto kflag’ in Aylor was taking you to the wrong room. Now fixed. (Bitties)
  • Fixed a bug with large gold amounts in market bid charging the wrong commission. (Ixultar)
  • When a clan changes its tax rate, it will no longer be broadcast to the whole MUD on the info channel. (Tymme)
  • When you ‘look’ and see another player in the room, the ‘is here’ will no longer be shown if they have a title set. You will still get the message if they are sleeping, resting, etc.

Superhero stats and other changes.

September 23, 2018 Author: Lasher Category: MUD News

Removal of ‘rebuild trains / simplification of rebuild and superhero process:

We have removed the ‘rebuild trains’ mechanic from the game. When you rebuild or class change, all stats will now be available for instinct. Any trains you had that were ‘rebuild trains’ before this reboot are now also available for instinct. Reason for removing the mechanic is that it’s overly complex and really hard to understand for newer players, and many older ones at times too.

The downside to making this change is people can rebuild right before they SH to get their trains on hand back before stat restore, so I guess everyone now gets bonus trains per redo / remort. Rather than leaving this is as a hidden mechanic only existing players will have the benefit of, I have changed Superhero so that it will automatically do a rebuild and add the trains to your total when stats from the previous remort are restored. The superhero command now has a ‘norebuild’ option for if you don’t want this to happen although I can’t think of too many reasons you wouldn’t want it. Because of this automatic rebuild, superhero no longer give an actual free rebuild on stat restore.

Other changes in this update:

  • When a non-primary class spellcaster is using staves, there is now a limit on how many targets can be hit. This does also affect Rangers and Paladins, but their limit is higher. The same change has been made to AOE spells. When the spells belongs to the primary class casting, such as ‘Ice Storm’ with Ranger or ‘Wrath of God’ with Paladin then the limit does not apply.
  • When object bonuses are rolled, resists will be randomly more weighted towards whichever one is chosen first rather than completely random. Stats already work this way and makes the items more useful for people focusing on one damage type or stat. The way the code works there’s plenty of chances for more distributed resists too.
  • Using ‘channels curse’ will now act as a filter to show only channels where cursing is allowed.
  • When using the ‘lastkills’ command, the output will now show the total exp received as before but also the base experience from the mob before any bonuses were applied.
  • It is no longer possible to strangle a Ninja, applies to both players and mobs.
  • The ‘Precision’ skill will now only work against dodges that the warrior knows innately when fighting other players - this means dodge, parry and shield block. It is unchangd vs mobs. (Castiel) I know subclasses need a lot of work. Not going to promise some big sudden overhaul but will try to focus on more steady changes on the long march to fill them out. There are quite a few subclass changes already coded for the next reboot including at least a couple of new skills, but I want to do more testing before putting them in.
  • We have turned off mob name scrambling in gquests and campaigns so any newly generated campaigns / global quests from this point forward will not have scrambled mob names. It served a purpose for a while but it’s time to move on from this.
  • The drop-off in Hammerswing damage now starts at 3 mobs instead of 4 and increases slightly faster.
  • The effect of being ‘dazed’ has always been much higher on spells than on skills (50% vs 30% or so). I have lowered this so that skills and spells are affected the same.
  • The Illuminate spell has been modified so it no is no longer blocked by a (GLOW) flag when cast by an Enchanter. The spell is only blocked if the item has already previously been illuminated. It will still set the Glow flag if none is present. Trying this out on this one and depending how it goes may do the same for Resonate and Solidify.

Minor changes and fixes:

  • Increased the width of mob names in the ‘mobdeaths’ and ‘mobkills’ commands.
  • Fixed a null message when trying to unlock a door that cannot be unlocked because there is no key defined, presumably put there to require people to use pass door for a shortcut.

  • If you had info clanonly on then outcast with it turned on it was impossible to turn it off because you’re no longer in a clan. This is now fixed.
  • Goal info was not being displayed for any player if you had clanonly or friendonly filters set for info goals. Should by fixed now.
  • Fixed some ‘weirdness’ in missing damage output in very large epic groups. Nobody probably noticed anyway as I doubt many people have groupspam on, but fixed now.
  • Fixed a bug in rebuild that showed the wrong amount under ‘Charging {amount} trains’. It charged correctly, just showed the wrong number.

Three new goals, clan merge, other changes.

September 02, 2018 Author: Lasher Category: MUD News

New Area and Goal - Ookushka Garrison:

Long ago, when the Tairayden tribe first attacked innocent beach goers, one person decided to try to take action against them, hunt them down and get revenge for their horrible actions and crimes against humanity. Since then, she was able to locate the origins of the tribe where she gathered much needed information to assist in tracking down the current location of the tribe. Now, using that information, Cedyca found the tribe’s hideout, known as the Ookushka Garrison. She stands at the ready near the entrance of the garrison, ready to recruit followers into her rebellion clan.

Are you brave enough to face off against the tribe, at the same time increasing your reputation with the rebellion clan? If so, seek out Cedyca and let her know of your interest in joining the effort. Be warned, though, this will be no easy task.

Level Range         : 201 to 201
Goal Difficulty     : Easy
Goal Recommended at : Level 201
Goal Author         : Rhuli
Area Author         : Rhuli

New Area and Goal - Arboretum:

The arboretum was a pristine refuge for plants and animals that flourished as the diva, elves, and other creatures of nature protected and preserved it. Others that walked through it would talk about the magnificent plants and animals they saw and how glad they were that they were able to experience it!

After some time, strange stories started to come from the visitors. At first it was just how the ‘feeling’ of the land had changed and how the visitors no longer felt welcome there. These initial reports were written off, saying that the people who reported it were already not in a good state of mind and shouldn’t have been there in the first place. It wasn’t long after those reports were received that other things started to happen. People turned up missing, and the feel of the place changed from uneasy to a strong feeling of malevolent intent from there. In their desperation to discover what happened, an investigative party was sent there. No one has heard anything from them for quite a while.

When the lone survivor emerged, he was ranting things about carnivorous plants and strange plant/animal mutations that were impossible. Will you be the one to investigate and find out what happened here, as well as deal with the cause of the problems, or will you just walk away and pretend that nothing really happened?

Level Range          : 110 to 120
Goal Difficulty      : Medium
Goal Recommended at  : Level 115
Goal Min Level       : Level 115
Area Author          : Teleron

Game changes this reboot:

  • The Cabal clan has merged into Loqui. Any members of Cabal will now be a member of Loqui and will receive a note explaining the change at login.
  • Professor Ray Deanking has taken a sabatacle from his classes at Aylor University to assist players in the art of (Raiding). You can find him in the ‘Raiding School’ testmaze.

    This is a new goal added by Rezit for the first Test Maze. More testmaze related goals will follow in due course.

  • Fixed a bug in berserk spell tags for ‘already affected’ which was coming through as spell disabled.
  • Fixed a bad error message when you aren’t specific enough on choosing subclass in creation it was showing the race prompt. Amazing how stuff like this can sit out there for 12 years before anyone notices.
  • The gold cost of Pray for Absolution and HP cost of Pray for Damnation were both slightly incorrect. Now fixed.

Mud Update March 31st 2018

September 02, 2018 Author: Lasher Category: MUD News

MUD Update - March 31st 2018:

  • The main reason for the reboot today was to merge Dominion into Retribution.

A few other minor changes that made it in with the reboot but nothing really that important:

  • The bug with OPK flag sometimes getting confused with the Augmented healing recovery should now be fixed.
  • I have changed the delay on being able to remove the flag after you add it from 3 days to 12 hours, and, changed the delay on being able to add the flag back after you remove it from 24 hours to 3 days. The goal is to have the same overall timeout but give a people who try out OPK and get “griefed” a chance to get out of it sooner. This is instead of having limits on how often someone can be PKed hard-coded into the game.
  • Might be some helpfiles that need cleaning up but otherwise have removed references to “nobles” from the game, including messages when someone reaches level 100, gamestat, who, etc.
  • Using ‘runto kflag’ in Aylor now works as an alias to go to the Aylor forge.
  • The GMCP ‘base’ set of data now has a list of your remorts in the order they were gained. The values are numbers that correspond to the order of classes in ’showskill’, so 0 = mage through 6 = psi. Some redundancy here with ‘class’ and ‘remorts’ but I didn’t want to change those and break existing plugins.
  • Cleaned up the ouput of ‘deposit’ and ‘withdraw’ with no arguments to be a little more helpful.

Accessibility Changes, Bonus Equipment Improvements

February 11, 2018 Author: Lasher Category: MUD News

Equipment Bonuses Enhancements:

  • The object bonuses are a little (just a little) more weighted towards DR over other stats and the base bonuses are upped a little.
  • Items will now also have a chance for lower level when the bonus kicks in. This is on top of the regular level randomizing so it’s possible you get one that looks no better than usual if it repopped higher then the bonus lowered it, or one even lower level than previously possible.
  • The max stats an item can get is now based on the item’s default level not it’s actual level. This means that a level 181 item repopping at level 178 doesn’t get penalized with lower potential max stats at level 178.
  • It is harder for items with already close to max stats to get bonuses. I’ve changed this so the difference isn’t quite as high.
  • Bonus items that are donated or sold will now last much longer. They will stick around for about 6 hours on average compared to just over an hour for donated items and average 45 minutes for sold to shop. Would like to make this even longer but need to balance with clutter in the shops and donate rooms so let’s see how it goes.
  • Items with the ‘nodrop’ flag can now get bonuses. If there are “bad” items imms particularly don’t want to have bonuses there is a separate flag we can set.
  • The amount of weapon base damange a bonus item can add has been increased slightly. There is also a minimum amount of damage that will be added to lower level bonus weapons when a percentage doesn’t really do a whole lot for it.
  • Arrows will no longer get stat bonuses. They can still get bonus flags though and will get the added damage. Also a reminder that tempering arrows greatly increases the number of uses.
  • When a bonus item gets player stats (str, con, etc), the stats will now tend to more weighted towards the first stat it picks. This means that items adding lots of stats will generally (not always) have more of one stat than completely randomly spread which makes them more useful to people trying to optimize for one stat. It is also possible for these stats to go a little higher than before.
  • Items that get a bonus will also fetch a higher price when selling to a store or fencing them.

Other Changes this Reboot:

  • There is a new command called ‘bonusloot’. Setting this flag will cause you to loot items that load with random bonus stats even if you have autoloot turned off. This defaults on ON.
  • There is also a new command called ‘lootnext’ which will cause you to loot the next corpse only. The idea is that you can keep autoloot off but use this command to loot only the next mob you kill. You can also make an alias to turn this on then attack your target if you are going to use lootnext often.

There is a little extra complexity in how autoloot, bonusloot, lootnext and skipnext flags interact. You should get a message when the flags contradict each other. If you turn on skipnext it will cancel lootnext and vice versa.

  • When you loot an item it will now get a hidden ‘looted’ flag. You can do ‘inv filter looted’ to show the items looted and, once the items are shown, it will clear the flag. This means that you can use the command to look at items looted since last time you checked. This only happens when you autoloot an item. Manually getting it from a mob corpse or acquiring it any other way does not count. Dropping the item, putting into a container or any other action that takes it out of your main inventory (including wearing) also removes the flag.
  • Using ’shelp’ will now show how many times a social has been used since reboot. Something I wanted for my own reasons and figured there was no reason to not let everyone see it.
  • There is now an ‘inv filter bonus’ that also works with ‘lbid filter’ but, unfortunately, will only work with bonus items loaded from this point forward.
  • The ‘poison’ and ‘disease’ flags on a character will no longer prevent the full ‘Green Death’ from working, in terms of other skills only the green death skill effect itself will prevent it landing again.

Accessibility Features:

We are working on some features to make the game more accessible for players using screen readers. There seems to be some debate on which term is appropriate and I am told people are moving away from ‘vi’ and just going with ‘blind’. We can figure that out later but I don’t want it to get in the way of improving the game for screen reader users so I’m just using “blind” below.

  • There is now a ‘blindmode’ command. Setting it to 1 means that other players can use ‘who blind’ or ‘who vi’ to find you. Settings it to 2 means it is private. Setting 2 doesn’t actually do anything yet, but over time the game will output commands to you differently based on that setting (see below).

After some discussion with a few people on the personal board, we are trying to figure out the best way to present some of the Aard commands that output tables of data into a format more friendly for screen readers.

To help get to some answers on that, I made a few new versions of the ’stats’ command. I picked this command because it’s a short table with a lot of data and totals at both row and column level.

I would appreciate it if the players using screen readers could try these out and give feedback on the ideas board on which works best for you and why. Please use ‘note replay 39108′ for that thread.

  • The “stats vi” command is fairly verbose and describes each column each times it reads the data.
  • The “stats vi2″ command tells you up front what the columns are going to be then just gives the numbers.
  • The “stats vi3″ command is a combination of the two with a definition up front then a short letter prefix. I did this because if I were using
    only a screen reader on longer more complex tables I’d probably forget what each column was by the time I got to the end.

The inconsistent labeling of stats is intentional to see which works better for you.

If there is a better format than any of these then please post examples along with why. We need to get this as easy as possible for screen readers before converting many of our other commands to use the same format.

Thanks to everyone who took part in the early discussion on this as we would have definitely not gotten this far without you. I want to move the discussion to a public board now and involve anyone who wants to take part.

Game load equipment bonuses, other changes.

January 14, 2018 Author: Lasher Category: MUD News

Equipment Bonuses on Game Load Items:

There is new code in the game to randomly add stats to game load items. This feature has a lot more code behind it than simple “add some random stats” and tries to be a lot more intelligent about what stats an item already has and the max stats items that level can have in which categories.

There is an initial dice roll for whether or not an item gets stats and, every time the roll passes, there is another roll. More rolls mean more stats are added. It’s all random but there are some levels of bonus (odds in the hundreds of millions) we are not likely to see, but you never know. Weapons will gain a damage bonus. It won’t show as a + amount in identify, it will just have a higher than usual base damage.

It is balanced with the goal of randomly loading decent items, more rarely loading really good items and even more rarely, items that could easily be the best in the game but with odds such that farming isn’t really practical.

Items that load with a bonus will have a flag that looks something like ‘(Polished)’. Those with red instead of green brackets are the most rare. These flags become part of the item name so they will be visible in auction messages etc.

Right now this only applies to regularly loaded items that are reset on the mob and looted. Anything loaded via a mob prog (where the mob usually gives it to you) will not have a chance for the bonus stats. I may add a lua command to fix this later. You can also only roll bonus stats on mobs close to your own level or higher. There isn’t much naturally loading tier equipment in the game but the few items there are do get similar bonuses up to the tiermaxes allowed.

I expect to have to modify this up and down in some level ranges but for now let’s see how it goes.

Other changes in this reboot

  • Number of free rebuilds on hand is no longer reset when you tier. If you don’t have any rebuilds at all, one will be added, but if you have more they will no longer be lost.
  • It is now possible to forward an empty note. (Fiendish). Also cleaned up the note prefix line a little on forwarded notes.
  • The ‘nowar’ setting which toggles warfare message on / off is now visible in config all. Could make an argument for this to go in any of config, channels or info but at least it is visible somewhere for now. (Fiendish)
  • The duration of each game season was off by a day causing it not to match the help file. Now fixed. (Endymion)
  • Fixed a bug in an imm object list command that caused the last crash.

Winds of Fate Epic Area, other changes.

November 17, 2017 Author: Lasher Category: MUD News

Winds of Fate Epic Area:

What are the winds of fate? Is it a flutter of air that passes over your brow that sends a shiver down your spine? Is it a smell of something fresh, anew, like freshly baked bread, or a warm apple pie? Or is it something dire, such as an assassin breathing down your neck, ready to slit your throat at a moments notice.

A steward now rests in an unholy grove. This grove was created due to those winds and the decisions of people before them. Navigate the winds and decide your fate. Hopefully those winds will be fair. The steward will assist you in your journey to figure out how those winds created the havoc set before you.

Level Range           : Level 200
Goal Difficulty       : Extremely difficult (Epic)
Goal Recommended at   : Groups of 8-10 people
Goal Converter        : Rezit
Area Author           : Rezit

This is a very high level area that requires a large group of powerful characters to complete. This area is a morgue area- unclanned/outcast players dying in this area will suffer usual death penalties but will wake in the Aylorian Hospital with all their equipment.

New Superhero Area - Crossroads of Fortune
Begin a journey with Lord Durkin who plays the part of the fool in this lifelong adventure. Walk in his footsteps as he travels through the Land of Major Arcana; a place where hopes and dreams are revealed.

Relive the lord’s life with him as he travels through the four realms of the Minor Arcana. The Realm of Spring is one of childhood and growth, the Realm of Summer reveals young adulthood and its challenges, the Realm of Autumn is a place for love and marriage, and the Realm of Winter tackles the struggles of a career and parenting.

When doubt and worry change Durkin’s path, he finds himself in the Land of the Major Arcana Reversed. Stumble through this land of pain and sorrow as the lord becomes lost in his own guilt and fears.

Lord Durkin could use some assistance in getting his life back on track. If you have the time and patience to help him, then it is likely that good karma will join you in your future travels.

Level Range         : 201
Goal Difficulty     : Easy
Goal Recommended at : Level 201
Goal Converter      : Robbo & Guinness
Area Author         : Robbo & Guinness

New Goal in Realm of the Zodiac

Long ago, in her anger with Zeus, Hera conspired with Gaia and Tartarus to create a monster capable of defeating Zeus. That monster was named Typhos. Zeus and Typhos fought a terrible battle that resulted in Typhos being defeated. Now, ages after that battle, Typhos is gaining strength and threatens to destroy our world. With the threat of Typhos emerging again, some of the gods have gone into hiding again.

Will you be the person to venture into the Zodiac and save the world?

Level Range         : 20 to 30
Goal Difficulty     : Easy
Goal Recommended at : Level 25
Goal Min Level      : Level 20
Goal Converter      : Teleron
Area Author         : Aardwolf Community

Code changes this reboot

  • When a player is outcast from their clan, if the ‘info clanonly’ flag is set it will be automatically cleared. (Rezit/Guinness)
  • Increased the output limit on ‘owned’ from 500 to 1000. Any more than that and you’re just going to have to get rid of some stuff.
  • Dying while in your own clan hall with a Hardcore flag now counts the same as dying anywhere else and the flag will be removed. Clan leaders may want to consider their own policies on attacking Hardcore clannies. This does not apply while defending against a raid.
  • Fixed a bug where Avengers would get the ‘flail’ skill on creation but are actually given a whip. They now correctly get the ‘whip skill.

Priest / Martyr Merge + Channel Changes

April 09, 2017 Author: Lasher Category: MUD News

Priest / Martyr Subclass Merge:

The Martyr and Priest classes have been merged with the subclass skills of the two combined into Priest. If you were a Martyr before this reboot then you should have received a note explaining the change. If you were a Priest before the reboot then you gained:

Humility, Sacrifice life, Heavenly Smiting, Serenity

Be sure to read the helps on these and if you just got these skills for the first time you will need to practice them. If you were a Martyr then any percent practiced in these should have carried over.

Holy Preference / Unholy Preference - New Priest / Harmer Ability:

There is a new Priest ability called ‘Holy Preference‘. More information is in the helpfile but the short version is that this a passive ability that causes Protection from Good to be ignored on the target, unless the target is also a Priest (and some mobs can be priests).

There is a new corresponding Harmer ability called ‘Unholy Preference‘ that causes Protection from Evil to be ignored on the target. Again, more details in the helpfile but this does *not* stack with Desecration. I realize that for max-stat Harmers this does nothing at all as you can have Desecration up 100% of the time, but it will help at other levels and stat ranges.

Channel Changes:

There is a new feature to allow you to turn off a channel for a set number of minutes rather than permanently. This only works on regular channels, not channels tied to a specific feature such as auction. As an example, to turn off gossip for 10 minutes use:

 gossip *off 10

If the channel is already off then you are basically setting a timer to turn it back on in 10 minutes. The timeout shows in the ‘channels’ command and if you manually turn on the channel in the meantime then any timeout on the channel will be cancelled.

Gossip channel is relatively quiet these days and with this new feature in place to turn off the occasional temporary “explosion” on the channel, we would like to encourage more discussion on gossip rather than sidebar channels. Between that and clearing up a couple of channels we just no longer need, the following channels have been removed:

Debate, Mxit, Sports, quote, Gsocial, Nobletalk, Advice and Gametalk

Obviously we’re not going to tell people to move conversations to channels that don’t exist so this can be considered a loosening of the the channel rules in terms of where conversations take place. It does *not* change any of the rules about excessive trolling and spamming.

These channels have also been removed from ‘gamestat 12′ and from colorset options.

Other Changes in this Reboot:

  • The amount by which align impacts Paladin damage has been increased. This means that extreme align Paladins will do more damage with spells (approx 25%) then before the change. Paladins closer to neutral will do slightly less damage than before. I have seen suggestions to remove this alignment bonus / penalty completely but would rather keep it and make it more worthwhile.
  • The Blazing Fury spell has been added to the list of spells that cannot be used on clan items (staves, scrolls, etc). This was an earlier oversight as the other higher level paladin attack spells were already on the list. No impact to existing items in the game.
  • The ‘Desecration’ and ‘Party Sanctuary’ spells can now be cast while in combat.
  • Made ‘Curse of Sloth’ duration more based on stats and greatly reduced the recovery timer (Kane). Made the same changes to the ‘Flank’ skill.
  • When using Hammerswing, the hammer will start to slow down after the first 3 opponents in the room and do less damage to subsequent targets Overall damage over time (number of rounds) does still increase regardless of number of opponents.
  • The ‘Sacrifice Life’ spell will now show the actual amount healed. (Daresia)
  • The base percentage on Precision (soldier skill to ignore dodges) has been increased, particularly in PVP.
  • The ‘pkoff’ setting will now be set by default for new users. This is the one that prevents you from attacking another player via area attacks etc. (StarsOcar / Arcidayne)
  • Someone who is hardcore should now be able to attack OPK players but with the usual level checks in place. Someone who is OPK should be able to attack hardcore without level checks in place same as everyone else. (XiQuan)
  • When you Superhero you will now get a full restore. Not a big deal but with sometimes large amounts of HP being restored from saved stats this will allow a new superhero to enjoy their own double without having to spend 5 minutes healing. (DjVoltron / Soleila)

Avenger / Inquisitor Merge.

February 12, 2017 Author: Lasher Category: MUD News

Avenger / Inquisitor Merge:
The Inquisitor and Avenger classes have been merged with all of the subclass skills of the two combined onto Avenger. If you were an Inquisitor before this reboot then you should have received a note explaining the change. If you were an Avenger before the reboot then you gained:

Flay, Lash, Interrogate and Tortured Visions

Be sure to read the helps on these and if you just got these skills for the first time you will need to practice them. If you were an inquisitor then any percent practiced in these should have carried over but you will need to practice Righteous Anger.

Holy Reprisal - New Avenger Ability:
There is a new Avenger ability called ‘Holy Reprisal’. This is an automatic passive skill like weapon skills or fast healing which means that you don’t have to cast it as a spellup. You do still have to practice it for it to start working.

This skill will give you a damage bonus against any player or mob that initiates combat directly against you. This skill is not like revenge - when the fight stops the list of attackers is cleared. The main point of this skill was to give a damage bonus against aggressive mobs, the PK benefit is just a bonus.

In terms of activating this skill, it does not trigger if the attacker has revenge against you or when the Safeguard skill is used to rescue someone. If someone attacks a group member present in the room at the time of the attack then you do get Holy Reprisal against them too. When a group member is attacked rather than the Avenger directly the reprisal is not as powerful, but still enough to punish them for attacking your group.

Other Changes:

  • The ‘Tortured Visions’ ability now has no lag when casting but has a small recovery on failure of one round of combat. This means that you can try (and retry) the spell without it affecting other combat abilities but can’t just spam it with zero lag. The base amount of intelligence it removed has also been increased slightly.
  • The ‘info other’ channel has been removed as it was no longer needed. The double exp messages previously in there are now part of info global. The only other thing it was used for is remort / retier info which is now under classchange. The ‘levels’ info might have been more logical for that but I wanted it to be possible to get the info on ‘major’ levels such as remort and retier without having to keep on all the other level info spam.
  • Added a few new builder lua prog commands on the test port over the last couple of weeks so check them out if you’re a builder.

Server Move, Classchange Costs, Info channel redo, epic deaths, other.

January 28, 2017 Author: Lasher Category: MUD News

Aardwolf Server Move:
Aardwolf moved to a new server tonight - the domains should update shortly but the new I/P address is The domain ‘aardwolf.net’ can be used to reach the server immediately as DNS on that was updated weeks ago.

Other than a general technology refresh this server will allow us to experiment with ‘instances’ and some other ideas we haven’t been able to touch because of memory constraints on our previous server.

Aardwolf Update - January 28th 2017:

Quite a few unrelated but important changes this reboot. The list is below:

  • There is now a ‘who wanted’ option.
  • The speed at which the Navigator “Timeshifting” spell reduces lag is now based on stats and is generally lower than before but now has 100% uptime. At max stats it is very close to what it was before so this is a minor buff overall. Navigator is clearly not one of the classes most in need of attention - this was a fairly quick fix to help depend on recoveries less, nothing more than that.
  • The ‘parry’ skill has been modified so that proficiency in your own weapon is far more important than the attacker’s weapon. This means that it is now possible (but still more difficult) to parry attacks with weapons you don’t know.
  • When dying in an epic area your chances of losing a stat have been greatly reduced. We have not removed the chance completely but it’s about 10% of what it was before the change
  • The starting cost of a class change is now 5,000qp and it will decrease 100qp per day over 50 days until you reach and eventual cost of zero. The previous 2,000qp minimum has been removed.
  • The way daily prayer reset tokens work has been changed so that they no longer reset your original timer. For example, the means that you can use a token with 3 hours left on your timer and the timer will still be 3 hours. Note that when you use a token it now does the new daily blessing immediately rather than simply resetting the timer - this was the only way the new timer could work.

    This also opens the potential for being eligible to receive a new DB while you already have effects from the previous one (you use a token close to original expire time). If this happens the game should warn you and require a ‘confirm’ option to overwrite the previous blessing.

  • Ambush will now completely ignore the HARDCORE flag - this means that you can only ambush a person in a room if you would be able to attack them normally in that same room. OPK and all other flags (should) work as before.
  • The OPK flag now shows in ‘whois’.
  • The ‘keyring data’ option now shows the actual color codes to make it consistent with invdata. If you want to see the actual colors, use ‘keyring data ansi’. Made this same change to the ‘vault data’ command.
  • There is now a 3 second period after a successful backstab during which you can’t flee. This closes a loophole with quickstab being able to backstab (no lag), flee, and repeat for each mob in the room with no delay. I did not add the delay to ‘retreat’ as retreat already has a skill delay. So now we have a ‘no flee’ recovery maybe it should be set for a while when you initiate pk on someone, or maybe not, just a thought…

Info Channel Rewrite / New Filters:
The way that the ‘info’ channel works has been redone. If you type ‘info’ now you will see a matrix of settings for on/off on each type of message but also for being able to make each type of message include friends or clan members only.

New Aardwolf Info Channel

If you set both options then friends _and_ clan members will show, not only people who are both. If you are not in a clan at all you’ll only see the ‘friends’ column. The previous ‘clanonly’ filter is no longer used - if you had that set then your levels, deaths and powerup info channels have been set to clanonly.

  To change options, Use the syntax:

       info [channel] [friends] to toggle on friends only.
       info [channel] [clanonly] to toggle clan only options.

  You can also abbreviate these 'fr' and 'cl'.

When you view history for info you now view each type separately. You do see everything, not just what was filtered and shown to you. The syntax is:

info -h [channel]

The ‘channel’ value is any of those shown when you type ‘info’ with no arguments.

Messages that previously went to info and couldn’t be filtered such as marriage, season changes and double exp are on a new ‘info global’ setting so there is probably some clean up to do between this and ‘info other’. The ‘notes’ info channel is also global as that is based on whether you are subscribed to the board not who posted it.

Bugs Fixed in this Reboot:

  • When PK was changed to not create a corpse that was for convenience only and rot-death items were still supposed to have had the timer set.
    This also introduced a bug with clan keys and raid items not being removed in a PK death, including a suicide. I (hopefully) fixed this in a way that does not cause rot-death items to be removed in previous scenarios that didn’t produce a corpse such as morgue rooms, but needs testing. Sorry it took a while to fix this pretty serious bug, was super buy over the holidays and it was a fairly complex fix.
  • Fixed the 7 digit note numbers on personal - will correctly loop at 999,999 in future. Not going to fix the exiting note numbers so it will be ‘untidy’ for a little while until those personal notes expire.
  • Fixed a bug with the default ‘elemental focus’ type not being used correctly.
  • The ‘pkstats’ command was giving incorrect message for non-clanned or NOPK clanned players with OPK flag. Now fixed.
  • Fixed a bug with items carried and weight carried when a player dies to a mob with items on the keyring.
  • There was a bug in campaign rewards with practices not counting in your total for rebuild. For someone who does a lot of campaigns, this could result in negative practices showing in rebuild stats.