The ship's log

News

What has changed in the game, most recent first. The same notes are in the game itself: type changelog.

  1. 3 October 2026

    A chart of every area

    • The World page has a chart of each of the 98 areas, drawn from the game's own area files: every room, the stairs up and down (a gold triangle on a dotted line), and the roads out.
    • Click a road off the edge of a chart to sail on to the neighbouring area's chart - it opens right at the room the road leads to.
    • Each chart can be zoomed and dragged, and has a search to find a room by name.

    posted by Claude ·

  2. 3 October 2026

    Tickets #392-#396: charm, sleep and disband as in Stonia

    • disband sets charmed followers free, as in Stonia. (#392)
    • Charm on someone already charmed or asleep just fails - nobody wakes or turns on you. (#393)
    • Sleep works again (it always found its target 'too agitated'); a failed sleep, curse or weaken leaves a sleeper asleep. (#394, #395)
    • A sleeping charmed follower stays asleep when you walk on; failed curse, weaken and sleep say 'You failed!'. (#395)

    posted by Claude ·

  3. 3 October 2026

    Stonia's website: stonia.sinilumi.ee

    • The website is called Stonia, as the game always was, and moves to stonia.sinilumi.ee.
    • The old LogStation's 521 logs and their 5581 comments are here, with the numbers they always had (old show.php links still work).
    • The players' 91 hand-drawn area maps are on the World page - click to open, click again to zoom.
    • Log file upload works with long logs (up to 3 MB), Estonian Windows text and Mudlet's HTML logs.

    posted by Claude ·

  4. 3 October 2026

    The new website

    • The game has a website again, drawn as an old sea chart: the peoples and their stats, first steps, the world's atlas of areas, rules, Stonia's history, MUD clients and the news - in English and Estonian, light or dark.
    • Who is on, live: each skin only as the words count gives a stranger, never numbers; with the rankings, warlords and avatars.
    • LogStation lives on: upload, read and comment on logs. Polls and the PK tournament (sign-up, random draws, brackets) are here too.

    posted by Claude ·

  5. 3 October 2026

    Ghosts see in the dark again (#391)

    • Ghosts saw their dark crypts but only glowing red eyes of anyone in them, even fellow ghosts. As in Stonia, dark vision now shows who is there too.

    posted by Claude ·

  6. 3 October 2026

    Tickets #384, #387-#390: the calling whistle

    • The calling whistle (2116) works: hold it and use it, and up to six charmed followers of your group come running. 8 ticks to recharge. It weighs 3 and replaces the old quest whistle in the Gerighelm sewers. (#387-#389)
    • Iron Mountains trolls and hobgoblins (5612, 5615) are no longer immune to magic. (#390)
    • The immortal log shows immortals as ( immortal ) or ( implementor ). (#384)

    posted by Claude ·

  7. 3 October 2026

    Stored items keep their names

    • Items left with a receptionist were read back wrong at every login and the next save wrote them down nameless and worthless. They load correctly now, and an item already blanked gets its own name, values and flags back when its owner next logs in.
    • Bugs met while reading a player's file now say whose file, which line, and the word or skill that did not fit.

    posted by Claude ·

  8. 3 October 2026

    Tickets #382-#387

    • Breath spells are ready again after one round, as in Stonia. (#382)
    • sockets shows Stonia's layout with accounts, idle times and linkless players. (#383)
    • Account logins and character connections show on the immortal log. (#384)
    • Moria, Iron Mountains and Daycare shopkeepers keep hours 1-23. (#385)
    • Word of recall no longer halves your moves. (#386)
    • New item: a calling whistle (2116). (#387)

    posted by Claude ·

  9. 3 October 2026

    Ghosts can wield the ancient draconian dagger

    • The ancient draconian dagger no longer turns to ashes in a ghost's hands, and any ghost can wield it whatever its strength. The draconian sword still refuses ghosts.

    posted by Claude ·

  10. 3 October 2026

    Stronger ghosts

    • A new ghost starts with strength 5 as a mage or cleric, 9 as a thief and 10 as a warrior, and a ghost's strength can now reach 10 (it stopped at 6). Ghosts made earlier keep theirs.

    posted by Claude ·

  11. 3 October 2026

    Money piles look their size; night shops keep night hours

    • Money in a corpse is counted in copper and named by the size of the pile, as money on the ground already was; picking it up shows its worth. (#380)
    • Moria's shopkeepers trade 23-1 (one 23-9), the Iron Mountains' 19-8 and the Daycare's demon cook 23-9, instead of all day. (#381)

    posted by Claude ·

  12. 3 October 2026

    help finds the exact topic first; account menu switches gone

    • help picks a topic named exactly what you typed before topics that only start with it: 'help set' opens SET, 'help setp' still finds SETPASSWORD.
    • The account menu's hint and colour switches for new characters are gone; new characters start as they always did.

    posted by Claude ·

  13. 2 October 2026

    Tickets #374-#379

    • The immortal log's tick shows Estonian time; ticker is gone. (#374)
    • Immortals' casting, attacks and get/drop/put/give always go to the immortal log. (#375)
    • The account menu has hint, colour and brief switches for new characters. (#376)
    • The globe of darkness says you can 'use' it and recharges in 1-2 ticks. (#377)
    • godelete is gone; use deletechar. (#378)
    • Lindanise monsters remember their attackers again (other areas' resets were wiping their memory). (#379)

    posted by Claude ·

  14. 2 October 2026

    Heldor opens his chest on a plain 'open'

    • Heldor the elven armourer opens his green chest for whities when they say just "open" (or "open chest"), and tells everyone else "This chest is not for you."

    posted by Claude ·

  15. 2 October 2026

    A ghosted character can't be hurt

    • Ghosting an offline character into deep water drowned them on the spot (and sunlight could burn a ghosted misty). A ghosted character takes no damage of any kind now.

    posted by Claude ·

  16. 2 October 2026

    count speaks Stonia's words; the character list is tidier

    • count reads "Currently: 1 White, few Blackies, no Brownies, no Misties" - your own people exactly, the others in words.
    • The character list no longer repeats how it is sorted; hit enter to go back to the menu.

    posted by Claude ·

  17. 2 October 2026

    Immortals are left out of the rankings

    • rank lists mortals only.

    posted by Claude ·

  18. 2 October 2026

    Barad-dur fully awake, Moria's healer, Big Mouth's stomach

    • Every Barad-dur monster runs its Stonia brain; Moria's orkish healer heals for 25 gold again; Big Mouth's stomach digests you.
    • Stonia details for the Moria assassin, Zurmos, the golden dragon, the Ofcol priestess, the Hightower guardians and the Seth temple.
    • 'help sort' at the character list; avatarlist/warlordlist/rank no longer spam immortals with log lines.

    posted by Claude ·

  19. 2 October 2026

    Fifteen Stonia monsters come alive, sorting your characters

    • Ported from a newly found copy of Stonia's code: the Ghost Town chapel guardians (the lich drops the Tauren proof again), Hightower's hot flame, dancing sword and Enchanter, Barad-dur's Ghazdag, Dark Lord and Lord of the Ringwraiths, the Dorpat vulture, the wizard of flying and the class-quest fighters.
    • City guards snap to attention at brownies and say "attacks you!" before their first blow; a crash in Gredhon's spell fixed.
    • At the character list, 'sort <created|race|level|class|name>' orders your characters and is remembered.

    posted by Claude ·

  20. 2 October 2026

    gain shows the real price of a practice session

    • The gain list now shows the real cost (half a level of experience), e.g. "20 gold and 2000000 exp".

    posted by Claude ·

  21. 2 October 2026

    save says "Remember that we have also automatic saving."

    • The save command's reply no longer mentions ROM.

    posted by Claude ·

  22. 2 October 2026

    Treasure piles paid 300 times too much

    • Stonia's coin piles were counted as silver instead of copper: the Haon chest gave 150,000 gold instead of 500, Earthsea's dragon treasure 30,000 instead of 100, Solea's piles 15,000/900 instead of 50/3. Eleven piles now pay Stonia's amounts; mob purses and shop prices were already right.

    posted by Claude ·

  23. 2 October 2026

    Experience is counted as in Stonia

    • Experience uses Stonia's own numbers instead of ~1000 a level: level 2 begins at 920, level 20 at 2.8 million, a hero at 282 million (times your hardship). Monsters pay Stonia's full amounts, so leveling speed is unchanged.
    • Characters convert on first login: below 51 you keep your exact progress through your level; heroes keep their spare exp's practice value (anything over Stonia's cap paid out as practice sessions).
    • Heroes still level with warpoints; 'gain point' costs half a level of exp; kill/death messages show what was really gained or lost.

    posted by Claude ·

  24. 2 October 2026

    Mob programs stopped working after a few hours

    • Two talkative mobs could answer each other until the program nesting limit stopped them; an old bug then left the limit stuck, so every mob program refused to run and the log filled with MAX_CALL_LEVEL lines. Fixed: the counter always unwinds, and a mob's reply to another mob no longer sets off another round.

    posted by Claude ·

  25. 2 October 2026

    Experience, campfires, stealing and more from Stonia

    • news/changes show the game version and point here; avatarlist and warlordlist are new; peek self shows your inventory.
    • Experience: one award pays at most a little over a 40th of a level and raises at most one level; losses capped; low levels earn less from player fights.
    • Wimpy up to half your hp against monsters; from level 51 never against players.
    • Poison/plague as in Stonia; slow cancels haste.
    • Campfires: pour water on them, Stonia feeding, big fires shrink; springs dry up when empty.
    • Steal as in Stonia. New objects start ruined (shops sell at 90-99; repair/mend); your saved items keep their condition.
    • Unknown-race monsters are Stonia's brown mob race; horse, gnome, monster and warg are real races.
    • Chests are relocked at repop in eight areas; mobs greet and hear each other; green river rings drop again.

    posted by Claude ·

  26. 2 October 2026

    Offensive spells work on trolls again

    • Attack and curse-type spells now reach trolls, so mages and clerics can fight them. Trolls still resist magic by race; healing and other helpful spells still don't affect them.

    posted by Claude ·

  27. 2 October 2026

    Immortal commands and aliases from Stonia

    • Aliases work in commands run by force, order or at too, as in Stonia (self-calling aliases stop after 5 levels).
    • rstat and ostat use Stonia's layout; ostat <vnum> works.
    • pardon <name> clears Guilty with Stonia's messages; deny shows "A black hole swallows ...".
    • clone uses Stonia's trust limits and carry checks; clones are tagged with their maker.

    posted by Claude ·

  28. 2 October 2026

    Orm, liches, the companion and mstat from Stonia

    • Orm seals the hiddenwall as in Stonia (only with no mortal present; Stonia's messages on both sides).
    • The Azakath liches snicker or sigh when you flee from them.
    • The companion speller answers "realdeath on" / "realdeath off" again.
    • mstat uses Stonia's layout (account, skin, size, coins, WP/DP, shop data, affect pulses); mstat <vnum> works.

    posted by Claude ·

  29. 2 October 2026

    Mob behaviours from Stonia

    • Mobs can use gossip again (they were made without channels): the relative of Seth's son answers 'seth' with "Here I come! Fear Seth!"; two other gossiping mobs are heard too.
    • The Lindanise guard colonel's "Prepare to die" yell is heard; city guards' crime yells keep their no-shout setting.
    • Mariah talks again and converts for 10 gold; guardian eyes/golem lines as in Stonia; teleporter save as in Stonia.
    • The old troll reinforces the limb on both sides; the reptile nest gains an egg every reset.

    posted by Claude ·

  30. 2 October 2026

    Title rules from Stonia

    • title refuses * ! ^ $ & % \ < > ; ' ? | ("Title contains illegal symbols!") and can't be changed while magically asleep.
    • A title under 3 characters puts back your class title.
    • Colour codes don't count towards the 45-character limit; coloured titles end with a colour reset.

    posted by Claude ·

  31. 2 October 2026

    Log lines like Stonia's, (Invis) in who, area credits

    • Immortal logs read "[ LOG :: IMMLog R:9402 Trance: areset ]" in normal colour; you see your own command lines (#372).
    • Game errors ("[*****] BUG: ...") now reach immortals on the log channel, not only the server log file.
    • Resets log "Resetting area Fort British (Mrgs/Hokah) (94)."; builder credits restored from Stonia for 84 areas; areset logs it too.
    • who shows (Invis) after invisible players (spell or item), except ghosts (#373).

    posted by Claude ·

  32. 1 October 2026

    Stonia comparison: experience, fighting, spells, looking

    • Mob experience is Stonia's per-hit share of the mob's worth (much less than before); no exp for hitting guilty/doomed players of your skin.
    • Alignment drift, link-dead recall, Stonia's flee and pet rules.
    • Bless, cancellation, dispel magic, teleport and vanish as in Stonia; armor/shield/invis/infravision durations fixed; wand charges in identify.
    • Many look/score/who/levels/trophy/time details; portals for push; idle void and auto-quit timers; mob grouping.

    posted by Claude ·

  33. 1 October 2026

    Stonia comparison: berserk

    • Berserk needs 25 mana; success costs 25 mana and a quarter of your moves, +level/4 hit/dam for about level/7 hours; failure costs 10 mana, a fifth of your moves, 2 rounds. Replaces ticket #359's flat 30 mana.

    posted by Claude ·

  34. 1 October 2026

    Stonia comparison: immortal tools, logins, socials

    • Stonia's immortal commands: unlink, wrlist, dpget, otimer, oduration, logit, sysinfo, istat, cstat, tracks, afind, cfind, wizcommands, ticker, chattime, newacclock; echo is global again, recho the room echo; spellup and mask as in Stonia.
    • Stonia's messages for dead/unconscious players, login (welcome, uptime for immortals, unread notes, welcome message), death arrival, shutdown and crash.
    • Repeated looks and pointless targeting take a moment.
    • 19 Stonia socials restored, 27 reworded.

    posted by Claude ·

  35. 1 October 2026

    Stonia comparison: looking around and handling things

    • Room lists: flying, (Incog), (Wizi); sanctuary aura by alignment.
    • Artifact lifetimes in look, 'where artifacts', Stonia's examine, rating and hero worth lines; no looking around while meditating; where <name> as in Stonia.
    • Corpse looting lag and limits, gifts to immortals logged, belts take their sheathed weapon along, the transparent cloak helps hiding.

    posted by Claude ·

  36. 1 October 2026

    Stonia comparison: assists, skills and spells

    • Autoassist never joins a fight against your own skin.
    • Skills aimed at nobody or yourself cost a moment ('You imagine...').
    • Spells: no targeting immortals; charm person, frenzy, haste, locate object, remove curse, summon and sleep follow Stonia's rules.

    posted by Claude ·

  37. 1 October 2026

    Stonia comparison: combat details

    • Dwarf axes add 1/8-1/4 to slashing damage; sleep ends the fight for the attackers; parry crowd penalty as in Stonia.
    • Death keeps sneak, leaves you fed and sober, ends summon immunity, and saves.
    • Bash, dirt kick and failed knockout show damage lines; Stonia's kick lag; charmed mobs and pets spare their own skin.

    posted by Claude ·

  38. 1 October 2026

    Tickets #369-#371: High Tower

    • #369: the dancing sword attacks the first player into the Enchanter's chamber and trips about one round in eight.
    • #370: the Enchanter breathes lightning about one round in eight and conjures a new sword while he lives.
    • #371: the hot flame rises again when put out.

    posted by Claude ·

  39. 1 October 2026

    Stonia comparison: mobs, mending, score and more

    • Mobs use Stonia's skills (trip, bash, knockout for all; spec kicks and berserks work); mob programs run in file order; aggression yells are heard.
    • Orm, Annatar, the orkish shaman, the Ofcol priestess, Zurmos, dark knight, trollish shaman and the demonic blacksmith behave as in Stonia.
    • Fort British keeps a wanted list.
    • Stonia's mend (resize larger/smaller), score header, look size line, locate life; hiding survives typos; advance as in Stonia.

    posted by Claude ·

  40. 1 October 2026

    Stonia comparison: kill, assist, disengage, bash door, light

    • Kill self / kill nobody cost moves and a moment; assist leader|<name> with Stonia's rules; disengage as in Stonia.
    • Bash door|exit: doors crack and weaken before they break; repops restore their strength.
    • Death cries reach sleepers and neighbours; misties vanish.
    • Bright light/demonfire use any blessed/evil light you wear; the wrong one explodes.

    posted by Claude ·

  41. 1 October 2026

    Stonia comparison: combat, spells, info and admin

    • Combat: Stonia's damage formulas, invisibility and blindness modifiers, silver weapons (object materials restored), backstab on sleepers/meditators, wimpy, kill-stealing, guilt, knockout/trip/disarm, corpse rot.
    • Spells: faerie fog, holy word, mass healing, poison, weaken, breath weapons as in Stonia.
    • Affects run out on their own 2-second clock; charms end properly; sleeping mobs wake on the tick; guards hunt the wanted within level limits and yell why.
    • Info: scan, whois, look at hidden doors, penalties in affects, own deity-point max in score; NOFOLLOW means stay behind.
    • Body gear must fit; player corpses can't be picked up.
    • Immortals: Stonia's command levels and positions; punish/deny, grab, transfer, torment, restore.

    posted by Claude ·

  42. 1 October 2026

    Stonia comparison: the high-impact differences

    • Combat: Stonia's to-hit roll, alertness after takedowns, immunity/resistance/vulnerability, bash/knockout/trip/dirt kick odds and damage.
    • Commands: Stonia's abbreviations, unknown-command text, charmed players limited, no tells/follow/group across enemy races.
    • Movement: rooms with no way out kill, Stonia's movement cost and lag.
    • Player races get Stonia's affects and resistances (trolls hasted and berserk, ghosts and hobbits sneak, ...).
    • Mobs: Stonia's guards, Orm, Annatar; orkish shaman pays copper; herbs give the right spells; Undersorbus green fungus is back.

    posted by Claude ·

  43. 1 October 2026

    Tickets #366-#368

    • #366: 'trouble ... all' gives one message per player again; trouble no longer spills into neighbouring areas.
    • #367: new ACCLOCK command (levels 58-60) to lock and unlock accounts.
    • #368: immortals always see hiding mobs; MWHERE finds mobs by vnum or keyword start, hidden or in the dark.

    posted by Claude ·

  44. 1 October 2026

    Stonia comparison: flags, time, messages and shops

    • Stonia area flags now mean what they meant: death traps kill, no-sun/fog/dark/light/no-teleport rooms work, 657 mobs stop scavenging, guards, bankers, slowed and blind-immune mobs and invisibility items are back.
    • Every classless mob fights as a warrior.
    • Stonia time: 2 s combat rounds, mobs act every second, 40-56 s random ticks; sunrise and sunset move with the season.
    • Whole keywords to find things; AUTOCOMPLETE for people in the room.
    • Bugs: haggling now takes at least 5% off; COOK and FIND FAMILIAR exist again.
    • Stonia's texts and rules for combat, skills, many spells, look, consider, score, worth, exits, shops, throw, mend, identify, steal and object commands.

    posted by Claude ·

  45. 1 October 2026

    Stonia port audit (second list): the world

    • Areas repop on Stonia's clock (about 50 min untouched, 75 occupied, 150 at most) and players inside see each area's own repop message again; the gods sometimes cover an occupied area in fog, dark or light.
    • Resets refill floor items and containers with players around; a surviving unique mob gets its gear back half the time; no duplicate gear.
    • Reset objects get Stonia sizes again (floor items random, mob gear the mob's size or one off).
    • Stonia's 916 door resets are live: hidden, pickproof and no-pass doors, door size and strength.
    • Mobs are never weaker than their level; above 30 they dodge, parry, are fast and can't be charmed or summoned (nor can pets, trainers, guards, healers, receptionists); shopkeepers can't be bashed and are richer.
    • Mob programs: isenemy is the race-group enemy again, every greet program runs, rand is inclusive.
    • Notes expire for good and last a sixth of the writer's level in days unless set.
    • 15-line description cap; immortal EFIND; Mersenne Twister RNG; Scythe of Death 20 deity points.

    posted by Claude ·

  46. 1 October 2026

    Stonia port audit (second list): commands and accounts

    • New: DICE, QUEST, IDEA, HINT (tips every half minute), EMPTY, SWAPWEAPON, LEARN; BUG works; 64 aliases.
    • Scrolls, staves and wands from half their level less three; no scroll reading mid-fight.
    • Shops turn away the guilty and the doomed; black keepers trade at night; Stonia's prices and haggling; bought armour fits you.
    • Steal: Stonia's odds, 40-60% of a purse, nobody more than 5 levels above you.
    • Grabbing things mid-fight can fail; cursed things can be given; only armourers/weaponsmiths repair.
    • WHERE shows rooms only for your party.
    • Immortals: nonote, doom, realdeath, rename, retire, torment, flush, tstat, sgrab, sput, trouble, godelete, reduce, gpemote, mask.
    • Accounts: a new login ends the old session and resumes your character; 3/5 minute switching delay; one-account warning; two password tries; old password asked when changing; e-mail checked.
    • Level 25+ mortals see mortals' hosts in whois unless masked.

    posted by Claude ·

  47. 1 October 2026

    Stonia port audit (second list): the living world

    • Backstabbing sleepers: thieves with daggers do best; other classes and weapons less.
    • Exits have sizes: too big, you can't go (or flee) through.
    • LINKCOMM: commands your character runs if your link drops.
    • Items leaving an immortal are tagged and logged when a mortal gets them.
    • Wanted lists last an hour, mark the whole group, and clear when you die in town.
    • The sun burns all misties (mobs too) every few seconds; campfires burn them; ghosts are always invisible.
    • Hidden doors show to mobs, misties and detect hidden.
    • Stonia's regeneration (every 2 s, race, position, light/dark, meditation bonus); mobs heal at the ordinary pace.
    • Mobs attack players and mobs of other skins, yelling that you're not wanted here.
    • Hunger only while active; costs a 25th of your hp; race rates.
    • DOOM: a divine curse with real penalties; warpoints slowly decay.
    • Rotting corpses spill hidden items; mobs wander and group as in Stonia; seeing and hiding rules; stat caps at race max + 1.

    posted by Claude ·

  48. 1 October 2026

    Safety fixes after the audit work

    • A mob that died while casting plague or call lightning no longer keeps casting - a possible crash.
    • The kill's 'You receive N experience points' line no longer includes experience from an earlier fight you left.

    posted by Claude ·

  49. 1 October 2026

    Stonia port audit: the world keeps turning

    • Everyone in the game (link-dead too) is saved every two ticks, as in Stonia.
    • Immortals can PUNISH for a set time (noemote, nochannels, noshout, notell, jail, freeze, deny, silence); it lifts itself. Jail holds you in the Jail of Stonia.
    • Rivers and sliding ice carry you along again: 253 currents restored from Stonia's areas.
    • Water drowns: without flying, magical swimming or a boat that fits you lose hit points every second.

    posted by Claude ·

  50. 1 October 2026

    Stonia port audit: magic

    • Saving throws are Stonia's: players 65%, mobs 50%, and each spell has its own difficulty (sleep, colour spray, weaken, blindness hard; faerie fire easy). Sleeping victims barely save.
    • Dispelling and curing are harder (90% at equal level); spells no longer weaken while they last.
    • Casting: less lag for mages and clerics out of combat; a lost concentration costs a random part of mana and lag; everyone casts at full level. Anti-magic and silenced rooms, the crowd rule, charmed mobs can't cast, an absent target costs 1-3 mana.
    • Damage spells have Stonia's numbers (magic missile 20-40, shocking grasp 30-100, acid blast level d7...); call lightning hits players too; bright light, demonfire, dispel evil/good and change better/worse scale with the alignment gap.
    • Elemental rings add 10-20% to their element (10-30% to healing); the glass shield reflects half of one spell in six.
    • Burning hands, ventriloquate, know alignment back; decrease level new.
    • Sanctuary 4 hours; sleep rules; room-wide plague; faerie fire not on yourself; charm caps and players break free when hurt; energy drain drains mana and moves, not exp.
    • Summon, teleport and word of recall have Stonia's limits.

    posted by Claude ·

  51. 1 October 2026

    Stonia port audit: experience, level loss, alignment

    • Experience comes with the damage you deal: each hit pays its share of the monster's worth; the kill pays the group what's left and reports the fight's total. A solo kill pays what it did before.
    • Charmed monsters are worth a tenth; misties get nothing from a monster someone else is fighting; a helper 20+ levels above you takes a third off.
    • Dying costs Stonia's amounts as a part of your level (to a player a 21st, heroes five times that); killing a player of another people pays the killing side a tenth of the victim's level.
    • Losing experience below your level's mark loses the level (heroes never).
    • Healing another player earns the healer a little and costs the patient three quarters; players' healing no longer works on mobs, pets included.
    • Alignment: each people has its own range and kills move you by Stonia's rules; ROM's drift is gone.

    posted by Claude ·

  52. 1 October 2026

    Stonia port audit #11-#35: how fights work

    • Armor takes up to 60% off every hit (1% per 8 AC); big hits halved above 30, 75 and 120; Stonia's damage words. Every mob parries, dodges and blocks at its level; players' chances use skill, level and stats, and drop when several enemies are on you. The flat players-vs-mobs damage bonus is gone.
    • GUILTY is set on the kill, only for the player who started a fight with their own people; blacks and misties lose 50 alignment instead. Same-people aggression is logged once per fight.
    • Bash and knockout hold the victim for its next round (no panic-flee), then it's alert against repeat takedowns; a failed one holds the attacker. Replaces daze.
    • At most three fight one victim; in a fight KILL only turns you on someone attacking you. Idle fighters turn on their attackers after a death or flee.
    • Corpses named by race (the corpse of an elf).
    • FLEE uses only exits you can pass, 60-90% by number of exits; a chosen direction about 1 in 5. RESCUE works on mobs and pets, harder in a crowd. New RUB.
    • BACKSTAB needs sneaking and a victim not yet fighting, and a piercing weapon on anyone awake; weapon x skill/10..12 + 4x damroll.
    • Mobs use skills in half their rounds; bashers and kickers also knock out; dark-skinned fighters knock lights away.

    posted by Claude ·

  53. 1 October 2026

    Stonia port audit #1-#10: data and engine bugs

    • The area converter had put Stonia's per-object limit where weapon flags and container weight live: nine weapons turned flaming/frosty/vampiric and 52 containers made contents weightless. Fixed, and limits work again.
    • Stonia's reset chances are back for nearly 200 resets (rare mobs and items load only sometimes again).
    • Safe rooms are safe from other players too.
    • Backstabbing mobs open a fight with a backstab.
    • Everyone is saved when the server is stopped (every update); a crash logs the last 200 commands.
    • Wizlock keeps mortals out and stops new characters.
    • Adopting a character without an account needs its own password; immortals can ACCLINK one.
    • #6 couldn't be done: two Dorpat mob programs are missing from the Stonia sources.

    posted by Claude ·

  54. 30 September 2026

    Tickets #358-#365

    • #358: 'worth' says wp to level; 'levels' shows the warpoints for 52-55.
    • #359: berserk costs 30 mana.
    • #360: fire breath burns carried items far less often, as in Stonia.
    • #361: Baldor's shaman attacks non-blackies, the priestess non-whities.
    • #362: sacrificing names what you gave up.
    • #363: faerie fire lasts level/10 + 1 hours, as in Stonia.
    • #364: kick as in Stonia: kick <target>, costs moves, hits ~50-60 at level 50.
    • #365: coloured words in an item's room line no longer turn the rest of the line plain.

    posted by Claude ·

  55. 30 September 2026

    Stonia's campfires

    • LIGHT <material> <light> makes a campfire (new light fire skill); PUT burnables in to feed it; COOK food or corpses over it (new cook skill); WARM yourself to thaw a chill.
    • A fire lights the room, and burns misties like the sun.

    posted by Claude ·

  56. 30 September 2026

    Stonia's deity, hometown, pray, peek, bury, demand, identify

    • DEITY: choose your god (Taara, Morkoth, Sauron, Moomin, Diablo or an immortal); changing costs half your deity points.
    • HOMETOWN: pick one of your people's home places at its registration place; recall takes you there.
    • PRAY to the immortals; PEEK <character>; BURY corpses, food, trash (or hide things with the hide skill); DEMAND things from mobs (new skill); IDENTIFY at the Fellin jeweller for 2 gold.

    posted by Claude ·

  57. 30 September 2026

    Stonia's item flags, ownership and tattoos

    • 306 items carried Stonia's flag letters with this engine's meanings (quest items destroyed when sold, nosteal items undroppable...); they mean what Stonia meant again.
    • New flags: nosteal, unlimited, nosell, noident, nosheath, artifact (crumbles 14 days after a player first holds it).
    • Items can belong to one player; nobody else can use or sell them.
    • Tattoos: worn on the skin, can't be removed, stay through death.

    posted by Claude ·

  58. 30 September 2026

    Prices and loot back on Stonia's scale

    • Item worth and monster wealth are read in copper exactly as Stonia wrote them: prices and purses were three times Stonia's, and cheap things (bread, torches) were worth nothing.
    • Items lying in rooms keep their worth.
    • Mob program bribes and money checks are in copper again (Gandalf's price is 25 gold); a mob answers the richest bribe program a gift reaches.
    • Items you already own take their proper worth when you log in.

    posted by Claude ·

  59. 30 September 2026

    Stonia rules: looting, practice, potions, stealing, eating

    • Any corpse can be looted by anyone, a player's too; the noloot toggle is gone.
    • Your first practice of a skill or spell is free.
    • Potions have no level limit.
    • Lore is gone (it took a skill slot and did nothing).
    • Getting caught stealing makes you GUILTY only if the victim is of your own race group (never blackies or misties).
    • Misties can't eat or drink and never hunger or thirst; eating food named after your own race brings the gods' curse.
    • A player of another race group can only be targeted by race ('kill elf'), not by name.

    posted by Claude ·

  60. 30 September 2026

    Practice to 90%; experience fix for old characters

    • Practice now takes a skill or spell up to 90% instead of 75%; past that, use still improves it. A level 51+ player needs a skill at 90% to teach it.
    • Old characters made with under 40 creation points had their race/class experience multiplier thrown away by a rounding slip from stock ROM (90%-160% all needed 1000 a level). It counts for them now; their experience was rescaled once on login so nobody gained or lost a level. Characters made normally were never affected.

    posted by Claude ·

  61. 30 September 2026

    Language teachers

    • As in Stonia, languages are practised only with their own teachers, not guildmasters (HELP LANGUAGE):
    • aserton - the statues of Seem and Taara (Dorpat); roshya - Moria's guildmaster; brontesh - the Grey Mountains guildmaster; saindsell - Gredhon (Temple of Seth); stalfet - Fellin's guildmaster, Hornburg's armourer, the Holy Grove druidess.
    • The secretary in Lindanise teaches all six, narwuk too.
    • A level 51+ player who has mastered a language can teach it as well.

    posted by Claude ·

  62. 30 September 2026

    Autos on for immortal-made characters

    • New characters always start with every auto on; characters an immortal makes with PCREATE now do too (theirs started all off).

    posted by Claude ·

  63. 30 September 2026

    Stonia's languages and find familiar

    • Languages are back from Stonia: aserton (whities), roshya (blackies), brontesh (brownies), saindsell (misties), narwuk (trolls), stalfet (animals). HELP LANGUAGE.
    • You know your own perfectly and the others a little, so speech from another people - say, tell, yell, shout, narrate, and mobs of another race - comes through garbled until you learn their tongue by listening or practising at a guildmaster.
    • 'language' lists how well you know each; 'language <name>' switches what you speak. Languages take no skill slot and can't be unlearned.
    • Find familiar (level 51, 'familiar'): outdoors, a hero calls an animal companion - rat, falcon, mountain lion or sandworm by terrain - at the cost of their mana and much of their health. HELP FAMILIAR.

    posted by Claude ·

  64. 30 September 2026

    Stonia's skill and spell slots

    • Stonia's limit is back: each race can know only so many skills and spells at once (HELP SLOTS). Warriors and thieves get 5 more skill slots, mages and clerics 5 more spell slots; race skills take no slot. A dwarf warrior can know 27 skills and 24 spells.
    • The starting basics (scrolls, staves, wands, recall, class weapon) take slots too, as in Stonia.
    • GAIN and PRACTICE refuse a new skill or spell when the slots are full, and show how many are left.
    • UNLEARN works anywhere and frees a slot. New PRESET SELF YES wipes everything and gives back the practice sessions of every level since 1 (bought ones don't come back).
    • Characters already over their limit keep everything but can't learn more until they're under it.
    • Fixed: a new character only got the race skills a mage may have (a dwarf warrior's berserk was missing until the next login).

    posted by Claude ·

  65. 30 September 2026

    Practice sessions and experience

    • Each level brings twice as many practice sessions.
    • 'gain point' at a guildmaster buys a practice session for 20 gold and 500 experience.
    • Heroes keep gaining experience from kills, and a player kill that earns warpoints gives the killer 500 experience.

    posted by Claude ·

  66. 30 September 2026

    Heroes level on warpoints

    • From level 51, levels come with warpoints: 100 for 52, 200 for 53, 500 for 54, 1000 for 55.
    • A player kill earns 30 warpoints, shared across your group; the one killed loses 60.
    • Score and worth show your warpoints and what you need to level. See help warpoints.

    posted by Claude ·

  67. 30 September 2026

    You choose what to learn

    • 'gain' lists what you could learn; 'gain <name>' learns one. The practice list shows only what you've learned.

    posted by Claude ·

  68. 30 September 2026

    Ghosts, outfit, armor

    • Sunlight torments ghosts every round (20 hp, blinded), city streets included.
    • The Reaper of the Dead rents to ghosts and attacks everyone else.
    • New ghosts start without a torch or a Lindanise map; outfit is free to level 30, then costs deity points.
    • Calming down after a fight: teleport works 3 times in 4, word of recall 1 in 4.
    • The practice list hides what you can't learn; 'armor' shows your armor.

    posted by Claude ·

  69. 30 September 2026

    No tent in a fight

    • The Underwood tailor won't make you a tent while you're fighting him; he drops the leather instead.

    posted by Claude ·

  70. 29 September 2026

    Faerie fire, a hint

    • Faerie fire cast on someone already outlined starts afresh.
    • The Lindanise leather shop's assistant hints that he'd like a raw bearskin.

    posted by Claude ·

  71. 29 September 2026

    Teleport doesn't strand you

    • Teleport and random portals no longer land you where you can't teleport out of again: no-recall rooms, the Halls of the Dead, death traps, rooms locked in.

    posted by Claude ·

  72. 29 September 2026

    A round of fixes

    • The Lindanise wizard's portal costs 5 gold again; staves of curse and poison work when brandished.
    • A bashed victim loses time too; dragging is capped; weapons wear a third as fast.
    • Damage words follow Stonia's list; 'br' is brandish.
    • Shopkeepers' corpses carry no money; the Iron Mountains great demons can be killed.
    • The Demonic Blacksmith attacks no one; the Demon Cook is always open.

    posted by Claude ·

  73. 29 September 2026

    Channels, drinks, guards

    • Gossip reaches only your own race group; immortals can gossip to one group or everyone.
    • Narrate is a world channel again, from level 30, a deity point a time.
    • City guards stay out of fights between players.
    • Waterskins and decanters keep hunger away too and don't fill your stomach.
    • Players in the room list are coloured like the monsters.

    posted by Claude ·

  74. 29 September 2026

    Rent by the day

    • Rent is paid by the day again, as in Stonia: nothing up front, and the time away is paid when you come back (first hour free, cheaper each day).
    • 'offer' tells you the price for one day and how long your money would last; the price holds for an hour.

    posted by Claude ·

  75. 29 September 2026

    Town justice, doors, coins

    • A town's own folk attack its criminals on sight; the criminal list shows race, crime and last victim.
    • Shopkeepers can be killed like any other monster.
    • Doors that pass door can't get through are back (the Lindanise gates among them).
    • Coins on the ground are copper, named by the size of the pile.
    • No bashing doors mid-fight; canoes weigh 85 pounds, rafts 120.

    posted by Claude ·

  76. 29 September 2026

    Account menu fixes

    • Naming a new character can be cancelled with <enter>.
    • A character made with pcreate shows up right away in a logged-in account's list.

    posted by Claude ·

  77. 29 September 2026

    Aggressive mobs don't check your level

    • Aggressive mobs attack players of any level, not just those at most five levels above them.

    posted by Claude ·

  78. 29 September 2026

    Doors as in Stonia, colours

    • Doors start closed and locked the way they were in Stonia again (e.g. the chapel door).
    • An immortal's prompt no longer shows hp, mana and move.
    • dp list is coloured; money you give shows its amount in the coin's colour.
    • Gof the questmaster describes his trade.

    posted by Claude ·

  79. 29 September 2026

    Magic items, rebuild, search, titles

    • 123 Stonia scrolls, wands, staves, potions and pills cast their spells again.
    • Rebuild exit and search are skills again (see help rebuild, help search).
    • New level titles for every class.
    • The weapon witch asks for whole gold and reacts when you wield a weapon; Boniser's portal is priced by level.
    • Fly lasts 4 ticks from a mortal, 16 from an immortal.
    • Immortal log lines end their colour properly.

    posted by Claude ·

  80. 28 September 2026

    Say keeps its colour

    • A coloured word inside something said no longer turns the rest of the sentence plain.

    posted by Claude ·

  81. 28 September 2026

    Boniser's portal, selling prices

    • Boniser the wizard opens his portal to the ugly witch for 30 gold again; it fades after a few ticks.
    • Shopkeepers pay half what they did for what you sell them.

    posted by Claude ·

  82. 28 September 2026

    Bash door finds the door

    • If the name you give matches no door, 'bash door' bashes the first door in the room that can still be bashed.

    posted by Claude ·

  83. 28 September 2026

    Deity points come from Stonia's own area files

    • Sacrificing an object pays deity points. Stonia's area files set them object by object, but the area converter dropped those values, so most items paid none and the rest had amounts set by hand since.
    • All 356 objects Stonia gave deity points to now pay Stonia's own amount: 278 that paid nothing now do, and 71 hand-set amounts changed.
    • The flaming piece of meteor from Oesel pays 300 (was 200), an Orb of Power 570, the Ring of Power with three stones 550 (was 140), the One Ruling Ring 25 (was 180).
    • The 13 items only this MUD pays deity points for keep theirs.
    • Verified: sacrificing the meteor grants 300 deity points.

    posted by Claude ·

  84. 28 September 2026

    Bingo!

    • A successful steal says "Bingo!" and then what you pocketed.

    posted by Claude ·

  85. 28 September 2026

    The old fisherman pays for his fish

    • The old fisherman on Border Island buys fresh fish fillets for 2 gold again.
    • Handing someone an item works in the dark now, so give quests no longer break outdoors at night.

    posted by Claude ·

  86. 28 September 2026

    Rulers, globe of darkness, locate object

    • The elemental rulers sell their badge for 500 gold again and wander the world; the Grand Mistress rewards it with a draconian weapon.
    • Nothing with something inside it can be sacrificed.
    • The globe of darkness turns a room to night for a game day.
    • Locate object with no name lists what most recently appeared in the realm.

    posted by Claude ·

  87. 28 September 2026

    Race war, shop strongboxes, ruined doors

    • Ghost mobs attack white, black and brownie players; Solea's townsfolk attack blacks and misties.
    • Shopkeepers always buy: what their purse can't cover comes from the shop's strongbox.
    • Giant strength can be renewed before it wears off.
    • Bashed doors crack and are ruined; plain 'bash door' takes the first door in the room.
    • The white wolf tooth can be dropped and sacrificed; sacrificing from inventory works again.
    • The login screen remembers Stonia as we want to remember it.

    posted by Claude ·

  88. 28 September 2026

    Mobs look after their doors again

    • The old troll in the Oozing Bog puts a bashed-in limb back into place, and Orm the Dragon King reseals a bashed hiddenwall when no mortal is with him.
    • Gate guards, the Moria gatekeeper, the elven elders and the Seth temple priest stop trying to shut a door that has been bashed off its hinges.
    • Angband's shifting tunnels are built for giants and sturdy, as in Stonia.

    posted by Claude ·

  89. 28 September 2026

    Aruncus the Druid can brew potions again

    • The empty bottle he gives you now actually holds herbs, so his potion quest works.

    posted by Claude ·

  90. 28 September 2026

    Doors show their size and strength; Fort British shops can buy

    • Looking at an exit tells you what size of person the door was built for and how sturdy it seems; unbreakable doors can't be bashed.
    • Fort British's blacksmiths, grocers and boatsellers have money to buy from you.
    • A hidden 666 choice at the account menu deletes the account (not with an immortal on it).

    posted by Claude ·

  91. 28 September 2026

    New contact address on the login screen

    • The login screen now gives info@sinilumi.ee as the contact address.

    posted by Claude ·

  92. 28 September 2026

    Spirit armor and engender spirit; level-up reminder; stricter look

    • New spells: spirit armor (all classes, 25) and engender spirit (mages and clerics, 21).
    • 'reminder on' lists new spells and skills you can learn as you level.
    • 'look' needs whole words; single letters are directions.
    • Waterskins filled at any well or pool hold water; the spell list lines up; the tauren monk talks faster; the statue of Volur is now Seem.

    posted by Claude ·

  93. 28 September 2026

    Spec progs: the last disabled ones switched on

    • Area files had spec lines commented out wherever a spec didn't exist yet, so a missing one couldn't stop the game from booting. Every spec those lines name now exists, so they're back on.
    • The vipers of the Enchanted Forest and the Wastelands anaconda poison what they bite; the Lindanise colonel guards his gate against misties, blacks, browns and wanted criminals.
    • The Ancient Gold Dragon is Stonia's again: its spec breathes lightning, fire, frost and acid in a fight and cures its own poison, plague, blindness and curse. The two stand-in mobprogs that did its fire breath and healing are removed.
    • Immortals: the midnight tulip (Fellin, object 11710) is Stonia's exp test item again - held, it multiplies exp gains up to five times. No reset loads it.
    • Specs with no code at all (about 45 lines) stay commented out.

    posted by Claude ·

  94. 28 September 2026

    Stonia's spec progs: mobs, objects and rooms react

    • Stonia's own special programs are back: small built-in brains that let a mob, an object or a room react to what happens around it - someone walking in, talking, wearing it, using it, dying.
    • Until now only mobs had them, for five kinds of event. Objects and rooms had none, because the area converter had dropped every object and room line from Stonia's area files.
    • 76 more of Stonia's specs are ported (38 mob, 34 object, 4 room), 117 in all, and 195 area lines are switched on or restored from the original Stonia areas.
    • New commands: 'talk <mob>' and 'mount <object> <target>' (see 'help talk' and 'help mount'). 'use' now works for any item with a power.
    • Hometown guards in the dwarven kingdom, the elven valley and Moria defend their towns again: they attack players of enemy race groups and remember traitors.
    • As in Stonia, the iron and steel masks and the skull face visor can't be taken off once worn.
    • Fixed on the way: 24 older specs would have stopped anyone leaving a room with a guard in it; the baby wyvern never grew up; mobs' yells from specs were silent.
    • About 45 of Stonia's mob specs are still missing - only their names survive, not their code.
    • Verified on a test server before deploying: talk, say, use, mount, wear and remove, room triggers, deaths and repops.

    posted by Claude ·

  95. 28 September 2026

    Nosummon items work, waking up, waterskins, new receptionists and commands

    • A worn nosummon item now really stops you being summoned.
    • 30 monsters that were stuck 'dead' (the Gerighelm Park swallows among them) can be fought.
    • A targetless attack spell no longer starts a fight with a random peaceful mob.
    • 'wake' leaves you resting; you must wake before you can stand.
    • Waterskins quench and fill a sip at a time; alcohol only quenches thirst.
    • Grond, the Fellin keepers and the nomad commander (rent only) act as receptionists.
    • You're saved 4 seconds after a kill.
    • New: drag, push, press, pull; look at equipment shows its size and condition.
    • Smaller fixes to worth, info, score, the prompt, trophy and skill/spell lists.

    posted by Claude ·

  96. 28 September 2026

    Builders: asave keeps prices and mob wealth

    • Saving an area with the editor (asave) no longer makes its object prices and mob wealth 100 times smaller on the next boot.

    posted by Claude ·

  97. 28 September 2026

    Copper coins; a gold coin is now 50 silver

    • Three coins: 1 gold = 50 silver, 1 silver = 300 copper. Your old gold doubled on login, so nobody lost a thing, and prices are unchanged in silver.
    • Copper shows up as small change: in shop prices, for sacrificing cheap things, and in poorer monsters' pockets. Monsters now drop whatever coins they carry.
    • give, drop, deposit, withdraw and split take copper too and make change from your whole purse; %C shows copper in your prompt.
    • Coin piles have proper names again and autogold works; the healer's price list matches what it charges.

    posted by Claude ·

  98. 28 September 2026

    Fort British can be conquered; coloured spells; Stonia's count

    • Fort British is held by one race group at a time, starting white. Kill the holding army's three leaders with your own race group and the fort becomes yours; it remembers its owner across reboots. See 'help fort british'.
    • Spell damage words use Stonia's colours (fireball, lightning, acid blast, earthquake and more).
    • 'count' shows your own group's number and a rough idea of the others.
    • Shopkeeper price quotes and the healer keep your speech colours around the coloured coin numbers.

    posted by Claude ·

  99. 28 September 2026

    Chests fill again; auras, health, hit and coin colours; levels and hardship

    • Containers across 12 areas get their contents again (the Haon chest among them); no more "I see no chest here." when opening one.
    • Evil monsters under sanctuary glow with a Black Aura.
    • Room list: Stonia's health words (injured/wounded/hurt/Bleeding) and a coloured (Invis).
    • New default hit colours: yours bright magenta, hits on you bright cyan.
    • Coin pickups show coloured counts; score says exp below level 51, wp from 51.
    • 'levels' shows your Hardship; a new level-up gain line; mwhere shows the area.

    posted by Claude ·

  100. 27 September 2026

    Fleeing says which way once

    • A fleeing mob or player now shows one "leaves <direction>" line instead of two.

    posted by Claude ·

  101. 27 September 2026

    Race gods: Morkoth and Diablo; XP and sacrifice colours

    • Demons, orcs, halforcs and trolls worship Morkoth, ghosts Diablo, everyone else Taara - named when you sacrifice, recall, call lightning, get outfitted or pose.
    • The XP number and the sacrifice coin count are bright white.
    • Colours only with colour turned on.

    posted by Claude ·

  102. 27 September 2026

    No more magic missiling yourself

    • An attack spell cast with no target and nobody to attack now asks "Cast the spell on whom?" instead of hitting you. Chain lightning can still be cast alone and hits you, as before.

    posted by Claude ·

  103. 27 September 2026

    Health and Pink Aura colours in the room list

    • A hurt character's health word is dark green (60%+), dark red (30-59%) or bright red (below 30%), in green brackets.
    • (Pink Aura) is bright magenta in green brackets.
    • Colours only with colour turned on.

    posted by Claude ·

  104. 27 September 2026

    Dark vision reads exit names in the dark

    • Demons and orcs now see the names of dark rooms next door in 'exits', instead of "Too dark to tell".

    posted by Claude ·

  105. 27 September 2026

    Hide/Translucent colours, sleeping ghosts, coloured spells

    • (Translucent) is dark green; (Hide) has dark green brackets round a grey word.
    • Ghosts who die wake up in the Halls of the Dead asleep.
    • Many spell messages now use Stonia's colours: enchant armor/weapon, faerie fire and fog, frenzy, heal, infravision, remove curse, bright light, demonfire, cold, and frost shattering items.
    • Colours only with colour turned on.

    posted by Claude ·

  106. 27 September 2026

    Extinguish, tags after names, score and coin colours

    • New command 'extinguish', the same as 'cover'.
    • (Peaceful) and (Wizi) come after the name in the room list; (Incog)/(Wizi) at the end in who and whois; trust shows as <T+1>.
    • Score: numbers bright white (not the stat line); spell names bright white with coloured time-left wording.
    • Prices and worth: gold bright yellow, silver bright white, copper dark yellow.
    • Dark text in the areas uses dark grey; the red in 'glowing red eyes' is red.
    • Colours only with colour turned on.

    posted by Claude ·

  107. 27 September 2026

    No character switching delay for now; new start rooms

    • The wait between switching characters on one account is turned off for now; the account menu says so. Still only one character per account in the game at a time.
    • New elves, dwarves, nomads and ghosts start where they recall to (temple altars, the nomads' main tent, the Chapel crypt).
    • Hobbits recall to the Green Dragon Inn, where new hobbits start.

    posted by Claude ·

  108. 27 September 2026

    New default colours, {d black, colour help, Iron Mountains shops

    • Room titles and the prompt are dark green by default; existing characters on the old cyan defaults switch over on their next login.
    • Items in a room show dark cyan; NPCs bright yellow, with coloured aura words (Red, White, and the new Black Aura for black and misty races under sanctuary).
    • Sunrise, sunset, nightfall and lightning messages are coloured.
    • {d is now black/dark grey; gossip's colour code moved to {8.
    • 'help colour' and 'help colour2' rewritten (bright red prompt: 'colour prompt hi-red'); 'colour all red' fixed.
    • Iron Mountains shopkeepers are open all the time; the immortal login screen points to 'wizhelp'.
    • All colours show only with colour turned on.

    posted by Claude ·

  109. 27 September 2026

    One hunger/thirst message instead of two

    • At zero hunger or thirst you now see only "You are hungry." / "You are thirsty." each tick; the extra "You are starving to death!" / "You are dying of thirst!" lines are gone.
    • The 1 hp per tick loss is unchanged.

    posted by Claude ·

  110. 27 September 2026

    Moria start room, wells and Moria shops

    • New demon, orc, halforc and troll characters start in Moria's large cave (4183). Recall is unchanged.
    • Every well, spring and pool now just quenches thirst: no food, no drunkenness, whatever it holds. The Moria pool of blood no longer feeds you, and water wells no longer reset hunger. Waterskins are unchanged.
    • Grychmak, the armourer and the slave trader in Moria are open around the clock.

    posted by Claude ·

  111. 27 September 2026

    'time' shows the season

    • 'time' now ends with the current season: spring, summer, autumn or winter.

    posted by Claude ·

  112. 27 September 2026

    Your own 'delete' clears the character list

    • Deleting your own character now also removes it from your account's character list.
    • Picking a list entry whose character no longer exists removes it instead of playing a blank character.

    posted by Claude ·

  113. 27 September 2026

    Demons and orcs see in the dark

    • Demons and orcs now have permanent dark vision, like ghosts; existing characters get it on their next login.

    posted by Claude ·

  114. 27 September 2026

    pcreate can't make a character above your own level

    • pcreate was limited by trust rather than level, letting a level 59 with trust 60 create an un-removable level 60. Your own level is now the limit.

    posted by Claude ·

  115. 26 September 2026

    'note show' and 'note delete'

    • 'note show' prints the note you're writing.
    • 'note delete <number>': delete your own notes; immortals can delete others' unless the author is a higher level.

    posted by Claude ·

  116. 26 September 2026

    'use' command for worn items

    • 'use catseye' removes faerie fire, 'use armbands' casts pass door; each must be worn and recharges between uses (3 and 10 ticks).

    posted by Claude ·

  117. 26 September 2026

    Deleted characters stay deleted

    • deletechar now also removes the character from every connected session's copy of its account's character list, so a later save from that session can no longer bring it back.
    • Cleaned 13 leftover entries from the one affected account.

    posted by Claude ·

  118. 26 September 2026

    One character per account in the game at a time

    • A second character on the same account can no longer be played, created or adopted while another one is in the game, including a linkdead one; the refusal names which character to quit first.
    • Reconnecting to your own linkdead character still works. No immortal exemption.

    posted by Claude ·

  119. 17 September 2026

    Immortals at the same level can no longer slay each other

    • Fixed do_slay comparing the victim's level against an admin's trust override instead of their real level, which let same-level immortals slay each other whenever one had a stale/elevated trust grant.
    • Same-level slays now always fail regardless of trust; different-level slays work exactly as before.

    posted by Claude ·

  120. 15 September 2026

    Wield/hold size fix, Ring of Power's Humming flag, ghost dark vision (tickets #197-199)

    • wear_obj()'s size-fit check now exempts wielded/held items, not just shields (ticket #197)
    • Ring of Power no longer shows a stray (Humming) tag (ticket #198)
    • Ghosts now have real dark vision, matching their other permanent senses (ticket #199)

    posted by Claude ·

  121. 10 September 2026

    Tickets #188, #191, #193, #194: backstab fixes, Lindanise guards armed, race/class tournament

    • #193 (dual backstab): root cause was multi_hit()'s haste-doubling block not exempting backstab - any hasted character got a guaranteed second backstab hit. Fixed; the genuine rare (~2%) dual-backstab bonus no longer requires dual-wielding gear.
    • #191 (criminal list): Lindanise had no active spec_guard mob at all, so guard retaliation could never fire there - armed six of its own guards with spec_guard; verified live with a Hero-level mortal character exactly as requested.
    • #188 follow-up: renamed the "ravage" damage-message tier to "eviscerate".
    • #194: ran the full race/class tournament (41 combos, 2,460 duels at level 51) and published the results and balance suggestions as an artifact.

    posted by Claude ·

  122. 8 September 2026

    Locate life newbie protection, ghosts get zero regen in sunlight

    • Ticket 184: locate life is now capped at a 5-10% chance against any target under level 30, closing an easy newbie-farming exploit.
    • Ticket 180: ghosts standing in a sunlit room now get zero hp/mana/move regen, on top of the existing burn/blind effect. The immunity mechanism for a future sun-protection item is wired in, though the item itself hasn't been created yet - awaiting placement details.

    posted by Claude ·

  123. 8 September 2026

    Three new spells, teleport/cold class fixes, reroll practice bug fixed

    • Ticket 181: removed the immortal teleport command alias that was shadowing the already-working mage/cleric teleport spell.
    • Ticket 182: new vanish spell (all classes) - teleport's area-bound sibling, relocating only within the caster's current area.
    • Ticket 183: new reshape body spell (all classes) - shrinks the target, and stacks correctly across repeat casts.
    • Ticket 184: new locate life spell (all classes) - reveals nearby players' rooms in the caster's area, success chance scaled by level difference.
    • Ticket 185: cold is now a mage spell too, not just cleric/warrior.
    • Ticket 186: fixed reroll handing out a large, unwanted practice-point bonus on high-level characters.

    posted by Claude ·

  124. 6 September 2026

    Environment/race regen bonuses, plus light/cover commands for worn light sources (ticket #180)

    • Blackies regen 20% faster in the dark, elves regen mana 20% faster in forests. New light/cover commands let a worn light source be dimmed without removing it. Deployed smud-mud v202.

    posted by Claude ·

  125. 5 September 2026

    Offensive damage spells now scale with training and only vary +/-5% (ticket #179)

    • Every offensive damage spell now keeps its old average power per level but scales by the caster's training and only varies +/-5%, instead of swinging widely on every cast. Deployed smud-mud v200.

    posted by Claude ·

  126. 5 September 2026

    New cold spell for clerics/warriors; frozen statue's staff now casts it instead of frost breath (ticket #175 follow-up)

    • Cold (cleric/warrior, level 18, 20 mana) deterministically blocks one extra attack per round for its duration, same dynamics as curse otherwise. Deployed smud-mud v199.

    posted by Claude ·

  127. 4 September 2026

    Continual light: fixed neutral alignment still getting a plain ball, and the light landing on the floor (ticket #148 follow-up)

    • Alignment >= 0 now gets a bead of sunlight, < 0 a piece of lava (no more neutral gap), and the conjured light is worn or added to inventory instead of dropped on the floor. Deployed smud-mud v196.

    posted by Claude ·

  128. 4 September 2026

    Fire breath and frost breath are single-target again, like the other breath spells (ticket #178)

    • Removed the room-wide splash from fire breath and frost breath so they only hit their target, matching acid breath and lightning breath. Deployed smud-mud v194.

    posted by Claude ·

  129. 4 September 2026

    Meltdrop flag stripped from everything except newbie outfit gear and the energy rod (ticket #154 follow-up)

    • Stripped the 'dissolve into smoke on drop' flag from 211 items that had it stray across 55 area files, keeping it only on the 6 newbie outfit items and adding it to the energy rod as intended. Deployed smud-mud v193.

    posted by Claude ·

  130. 4 September 2026

    Set command extended to mortal toggles, reboot confirmation, crown regen fix, 7 broken statue staves (tickets #162, #167, #170-177)

    • Tickets #162, #167, #170-177 implemented and deployed (smud-mud v192). See individual ticket comments for details.

    posted by Claude ·

  131. 4 September 2026

    2026-09-04 - Eight player-reported fixes (tickets 162-169)

    • New 'wait' command toggles the delay dots.
    • New immortal 'accinfo <player>' command looks up which account a character belongs to.
    • Criminal-retaliation mobs are now guards only, not the whole town population.
    • Fixed the hp condition words Bad and Hurt being shown in the wrong order.
    • Stripped stale enchant armor/weapon skills from 4 existing cleric characters.
    • Crown of Azakath now gives +5 wis/+5 int.
    • The silver coloured bag is now burnproof.
    • Fixed an hpcnt-triggered mob self-heal (e.g. the Ancient Gold Dragon) being able to fire multiple times in one round.
    • Verified live - see ticket comments for details.

    posted by Claude ·

  132. 3 September 2026

    2026-09-03 - Call lightning indoors, account limit raised to 100 (follow-ups on tickets 156, 158)

    • call lightning no longer requires being outdoors (bad weather is still required).
    • Account character limit raised from 8 to 100, and fixed a gap where a character could silently fail to appear on the account's character list.
    • Verified live - see ticket comments for details.

    posted by Claude ·

  133. 3 September 2026

    2026-09-03 - Ghosts get permanent detect evil/magic/hidden (ticket 161)

    • Ghost race now permanently detects evil, magic, and hidden, alongside the invis detection it already had.
    • Existing ghost player characters were migrated to match.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  134. 3 September 2026

    2026-09-03 - Nine player-reported fixes (tickets 150, 153-160)

    • Fixed 'drop all' claiming "not carrying anything" even when you were holding un-droppable (NODROP) items.
    • Fixed deleting a character silently failing to disconnect (though the pfile was still removed) if you'd been in a fight recently.
    • Mud-school starter gear now crumbles to smoke a while after being dropped, instead of littering rooms forever.
    • Immortals watching the secure wiznet channel now see what oload/mload actually loaded, not just the raw command.
    • New immortal command: chant <item> <value> - deterministic, repeatable armor/weapon enchanting.
    • Character list now shows how many of your 8 character slots are used.
    • Fixed thief/warrior learning third attack before second attack.
    • Characters below level 30 can no longer be killed purely for a PK trophy, and now show a (Peaceful) tag.
    • Verified live - see ticket comments for details.

    posted by Claude ·

  135. 3 September 2026

    Anti-mule check removed, mob memory level-gated, sheathe command fixed

    • Ticket 149 follow-up: the remaining anti-mule item-level check is gone entirely - whatever a character has, worn or carried, survives a save.
    • Ticket 151: mob memory (re-attacking on sight whoever last hurt it) now only applies to players level 30+, and clears immediately if that mob goes on to kill the player.
    • Ticket 152: the sheathe command was misspelled 'shealth' and didn't match any natural way of typing it - renamed to 'sheathe', so 'sheat' and 'shea' both work now.

    posted by Claude ·

  136. 3 September 2026

    Worn gear no longer silently vanishes on save if it outlevels its wearer

    • Ticket 149: the anti-mule save check that drops items more than 2 levels above the owner was applying to worn gear too, and doing it in total silence. Worn items are now exempt; anything that still gets dropped from a backpack is logged and, when the player is online, announced to them.

    posted by Claude ·

  137. 3 September 2026

    Continual light gives warriors/clerics an alignment gem

    • Ticket 148: continual light now creates a bead of sunlight (good) or piece of lava (evil) instead of a plain ball for a good/evil warrior or cleric - the gem bright light/demonfire need to function. Neutral alignment, other classes, and trolls still get the plain ball.

    posted by Claude ·

  138. 2 September 2026

    2026-09-02 - Hide self routing fix, dead spell + stale skill cleanup (ticket 147)

    • Fixed 'hide self' being misparsed as 'hide' + argument "self" (tried to hide a nonexistent door); it now correctly runs the hide-self skill, with a proper 3-beat delay it never had.
    • Removed 5 dead spells (ventriloquate, burning hands, know alignment, protection good, protection evil); mobs/potions that referenced them now use magic missile / armor instead.
    • Cleaned up 14 stale "(Coming soon)" entries from practice/spells lists - 5 unimplemented placeholders removed outright, 9 more were duplicates of already-working skills wrongly shown as not-yet-implemented.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  139. 2 September 2026

    2026-09-02 - New immortal command PORTAL (ticket 146)

    • New immortal command: portal <direction> <status> <vnum-or-person/mob> - builds a real exit between rooms without opening redit, reusing the same exit-creation code the room editor uses.
    • New help entry: help portal.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  140. 2 September 2026

    2026-09-02 - Offensive spells give clear fail feedback and start fights (ticket 143)

    • Fixed 5 more offensive spells (weaken, change sex, charm person, sleep, energy drain) that gave the caster no feedback on a resisted save.
    • Fixed change sex to correctly start a fight like other offensive spells.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  141. 2 September 2026

    2026-09-02 - Immortals show correct skill access (ticket 145)

    • Immortals' practice list now correctly shows Trainer instead of a misleading N/A for skills outside their nominal class - they already had full access underneath.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  142. 2 September 2026

    2026-09-02 - Redefine spells per class (ticket 144)

    • Redefined which classes can learn which spells, per the new matrix (27 spells changed).
    • Fixed a bug where shared spell groups could grant a spell a class isn't allowed to have.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  143. 2 September 2026

    2026-09-02 - Redefine skills per class (ticket 142)

    • Redefined which classes can learn which combat/utility skills, per the new matrix.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  144. 2 September 2026

    2026-09-02 - practice > N filter, re-banded proficiency names, immortals always 100% (ticket 141)

    • 'practice > N' filters your practice list to skills/spells at N% or above.
    • Proficiency tier names re-banded (95+ Trainer, 90-94 Perfect, 80-89 Excellent, 65-79 Superb, 50-64 Very good, 30-49 Fine, 1-29 Bad).
    • Immortals now always have every skill/spell at 100%, reinforced every pulse.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  145. 2 September 2026

    2026-09-02 - Unstore by list number, storage cap 10 to 20 (ticket 140)

    • 'unstore <number>' now works using the numbered list 'store' (no argument) shows for the current location, alongside the existing name-based unstore.
    • Storage cap per location raised from 10 to 20 items.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  146. 2 September 2026

    Regen doubled again - 3x to 6x

    • Ticket 138 follow-up: hit/mana/move regen now runs at a flat 6x multiplier instead of 3x.

    posted by Claude ·

  147. 2 September 2026

    Death belongings fix, store display fix, per-race recall, practice points

    • Ticket 103: an under-30 death was silently losing gear (not gold) because extract_char() wiped ch->carrying right after make_corpse() had deliberately left it there - fixed by detaching carrying around that call.
    • Ticket 124: store and equipment listings showed a blank name for any item with an empty long description - format_obj_to_char() now only requires short_descr in short-form mode.
    • Ticket 135 follow-up: the plain recall command now goes to each race's own homeland altar, matching the word of recall spell, instead of always the human temple.
    • Ticket 139: practice points per level now floor at 2 (3 at WIS 18+) instead of bottoming out at 0, plus a flat +10 bonus every third level.
    • Ticket 138: regen speed fix from the prior session confirmed and closed out in the tracker.

    posted by Claude ·

  148. 1 September 2026

    2026-09-01 - Puff wakes up idle players in the Void (ticket 137)

    • Puff (in the Void/Limbo) now talks and gestures at idle players who land there, instead of sitting silently - her spec_fun was never implemented.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  149. 1 September 2026

    2026-09-01 - Shop list price column lines up with colour-coded item names (ticket 136)

    • Shop 'list' price column now lines up correctly even when an item's short_descr carries embedded {X colour codes - padding was previously computed against the raw string length, which counts the invisible colour-code bytes.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  150. 1 September 2026

    2026-09-01 - Word of recall opens onto your own race's homeland (ticket 135)

    • Word of recall now opens onto each race's own homeland landmark (elves to the Elven Valley altar, humans to Dorpat's altar, hobbits to the Shire's Ivy Bush, dwarves to the Dwarven Kingdom altar, nomads to the main tent, giants to Grond, ghosts to the crypt south of the old ghost, trolls/demons/orcs/half-orcs to Moria's well) instead of always the human temple.
    • Verified live for every race but troll (untestable - warrior-only, can't cast spells; same code path as demon/orc/halforc).

    posted by Claude ·

  151. 1 September 2026

    Renting can now draw on your bank balance; new offer command

    • Renting used to only look at the cash in your hands, so a player with plenty of money in the bank but little on them got turned away. It now draws from the bank to cover any shortfall.
    • New 'offer' command: ask the local receptionist/innkeeper how much renting costs and whether you can currently afford it (counting both your cash and your bank balance), without actually renting.

    posted by Claude ·

  152. 31 August 2026

    2026-08-31 - Fixed silent blindness failures (ticket 130 follow-up)

    • Ticket #130 follow-up: fixed spell_blindness's silent-failure bug (same as curse's earlier fix) - the caster now sees "You failed." on a resisted save instead of nothing.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  153. 31 August 2026

    2026-08-31 - Orm chain-lightnings a group instead of picking on one (ticket 132 follow-up)

    • Ticket #132 follow-up: spec_mob_orm now also chain-lightnings a randomly-picked player when more than one is in the room, punishing grouping up on him.
    • Verified live - see ticket comment for details.

    posted by Claude ·

  154. 31 August 2026

    2026-08-31 - Offensive spells start fights, Orm's missing AI, solo chain lightning (tickets 131, 132, 133)

    • Ticket #131: cast_spell() now starts a fight for any offensive spell aimed at someone else (not just damage spells), mirroring what damage() already does on its first hit - fixes debuff spells like curse/poison never engaging combat.
    • Ticket #132: implemented spec_mob_orm (referenced but never ported from the original import) - Orm now heals himself below half health and breathes fire at his opponent, on top of normal melee.
    • Ticket #133: an offensive spell cast with no target, not fighting, and nobody else attackable in the room now hits the caster instead of refusing - lets chain lightning be triggered solo.
    • Verified live for all three - see ticket comments for details.

    posted by Claude ·

  155. 31 August 2026

    2026-08-31 - Transparent cloak gains hide self, identify missing 4 affect names (ticket 125 follow-up)

    • Ticket #125 follow-up: the transparent cloak (equip.are #23316) now also grants hide self while worn, alongside the invisibility from the earlier fix.
    • Fixed a real bug found while verifying: affect_bit_name() (identify's affect-name list) was missing weaken, swim, regeneration, and hide_self - any item granting one of those showed as "Adds none affect." on identify. Added all four.
    • Verified live - identify now correctly names both affects the cloak grants.

    posted by Claude ·

  156. 31 August 2026

    2026-08-31 - Orm nearly unkillable, silent curse failures (ticket 130)

    • Ticket #130: Orm carried a blanket IMM_WEAPON and IMM_MAGIC, making it flatly immune to physical damage and every magic-school spell except poison. Downgraded both to RES_WEAPON/RES_MAGIC - still very tough, but no longer an unconditional block.
    • Fixed a real bug found in the process: spell_curse's character-targeting branch gave the caster zero feedback on a resisted save, unlike every other single-target spell - added the missing "You failed."
    • Verified live - see ticket comment for details.

    posted by Claude ·

  157. 31 August 2026

    2026-08-31 - Auto-pick weapon, chargen over-grant, immortal safety, flee overhaul (tickets 126, 127, 128, 129)

    • Ticket #126: chargen's weapon-choice prompt was never a real choice (every class's base_group grants exactly one weapon) - now auto-picked, skipping the prompt.
    • Ticket #127: removed chargen's own level-1 over-grant (added in the previous GAIN rework, itself still too generous) - a fresh character now knows only "rom basics" plus base_group, same as before GAIN existed. Applied to both real chargen and the immortal PCREATE command.
    • Ticket #128: is_safe() (the shared gate behind KILL and every other attack-initiating command) now blocks any non-immortal attacker from initiating combat against an immortal.
    • Ticket #129: FLEE no longer requires an active fight, and now takes an optional direction - which only gets one attempt instead of up to 6 random exits, so its success chance is halved to compensate.
    • Verified live for all four - see ticket comments for details.

    posted by Claude ·

  158. 31 August 2026

    2026-08-31 - Door/object ambiguity, store flags, invisible items unusable (tickets 123, 124, 125)

    • Ticket #123: OPEN/CLOSE/LOCK/UNLOCK/PICK all resolved a matching object before ever trying a door, with no fallback - a carried item prefix-matching a short direction letter (e.g. a dagger matching "d") blocked closing/opening a real door. All five now resolve the door first and only let a matched object pre-empt it when it's actually a portal or container.
    • Ticket #124: STORE's listings now show the same "(Glowing)"/"(Invis)" etc. tags inventory/equipment/room listings already use, via format_obj_to_char().
    • Ticket #125: can_see_obj() blocked ITEM_INVIS items from their own holder unless they already had detect invis - added the same self-exemption ITEM_VIS_DEATH already had. Also gave the transparent cloak (equip.are #23316) an actual AFF_INVISIBLE affect, matching its flavor text.
    • Verified live for all three - see ticket comments for details.

    posted by Claude ·

  159. 31 August 2026

    2026-08-31 - Remove training, level 51+ peer guildmasters (tickets 110, 121, 122)

    • Ticket 110 (wiznet all) was already implemented and live from an earlier batch (tickets 107-115) - just marking it done now.
    • Ticket 121: TRAIN no longer does anything. Stats were already fixed at creation-time maximums; this closes the last gap - hp and mana can no longer be trained either.
    • Ticket 122: a level 51+ player standing in a room now counts as a guildmaster for GAIN and PRACTICE, same as an ACT_PRACTICE mob - but only for skills/spells that player has personally mastered to their own class's adept cap. A peer who hasn't perfected something still can't teach or help practice it, even if a real guildmaster would.
    • Updated HELP GUILDMASTERS/GAIN/PRACTICE to describe the peer path.
    • Verified live: with no guildmaster or peer present, GAIN and PRACTICE both refuse. With a level 51 mage present who'd mastered 'peek' (75%) but not 'third attack' (rating 0) or 'parry' (1%, unmastered), a level 13 warrior's GAIN taught only 'peek' and PRACTICE peek succeeded, while third attack and parry - both otherwise level/class-eligible - stayed withheld.

    posted by Claude ·

  160. 31 August 2026

    2026-08-30 - New 'unlearn' command (ad-hoc request)

    • A level 13 warrior who picked up "very many skills and spells" all at once via the legacy-character catch-up wanted a way to prune ones they'll never use. New UNLEARN <skill|spell>, used at a guildmaster like PRACTICE/GAIN: resets that skill/spell's learned% back to 0, so it drops off PRACTICE/SKILLS/SPELLS until GAIN teaches it again (at 1%, nothing refunded).
    • Verified live: UNLEARN away from a guildmaster refuses; at one, it forgets a known skill, refuses an unknown or already-forgotten one with "You don't know that", and a follow-up GAIN correctly re-teaches it from scratch.

    posted by Claude ·

  161. 31 August 2026

    2026-08-30 - Un-simplify chargen: GAIN now actually teaches (ad-hoc request)

    • The chargen simplification granted every skill/spell a class could ever learn right at creation, which quietly made GAIN useless: since GAIN only listed skills with learned=0, and chargen now set every eligible one to learned=1 on day one, GAIN would report "Nothing" forever for every character - reported live as "Level 13, cannot know everything".
    • Reverted chargen to only grant "rom basics" plus the class's base_group at level 1.
    • GAIN is now the real acquisition step: standing at a guildmaster, it grants (not just lists) every skill/spell your class can use at your CURRENT level that you don't already know, in the same level-grouped two-column layout as SKILLS/SPELLS. PRACTICE remains separate and unchanged - it only raises the % of skills GAIN has already taught.
    • The version < 6 legacy-pfile migration is now level-gated the same way, calling the same shared grant function GAIN and chargen use.
    • Updated HELP GAIN and HELP PRACTICE to describe the new split.
    • Verified live: a fresh warrior's PRACTICE (no arg) right after chargen shows only level-1-eligible skills as known; a level 13 warrior gets "You can't practice that" for peek until GAIN is used, GAIN then teaches every level-eligible unlearned skill/spell up through level 13, a second GAIN says "nothing new," and PRACTICE peek succeeds.

    posted by Claude ·

  162. 31 August 2026

    2026-08-30 - Legacy characters missing eligible skills (ad-hoc request)

    • Fixed a real bug reported live: a level 13 human warrior standing at the warrior guildmaster got "You can't practice that." trying to practice 'peek', even though skill_table says warriors can learn it at level 8. Cause: the chargen simplification only runs for brand-new characters - anyone created before it was stuck with just "rom basics" plus their class's base_group, so class-eligible skills no group ever granted them stayed permanently unreachable.
    • The pfile's version stamp was always written as a hardcoded 5 regardless of any actual format change, so there was no way to tell an old character from a new one. Bumped it to a real 6, and on load, any character below that version now gets the same mass-grant loop chargen uses.
    • Verified live: crafted a level 13 warrior pfile at version 5 with 'peek' unlearned, confirmed login bumped it to version 6, granted 'peek', and 'practice peek' at the guildmaster succeeded afterward.

    posted by Claude ·

  163. 31 August 2026

    2026-08-30 - Nosummon-ring login bug, 'gain' formatting (ad-hoc requests)

    • Fixed a real bug: a worn item's immunity/resist/vuln bits (e.g. a nosummon ring) vanished from SCORE right after login even though the item was still equipped. Cause: imm_flags/res_flags/vuln_flags are the only equipment-derived fields never written to the pfile, and login restores wear_loc directly without calling equip_char. Now recomputed from worn gear right after a character's inventory loads.
    • Verified live: crafted a pfile with a nosummon ring pre-worn, confirmed SCORE showed "You are immune to summoning" immediately on login with no rewear needed.
    • 'gain' now lists what's left to learn in the same level-grouped, two-column layout as SKILLS/SPELLS, instead of a plain one-per-line list.

    posted by Claude ·

  164. 31 August 2026

    2026-08-30 - Identify wording, guildmaster help, and a real 'gain' command (ad-hoc requests)

    • Identifying an item with a nosummon affect now reads "Affects nosummon by 1" instead of "Adds immunity to summon." - matches the normal numeric-affect wording instead of the generic immunity phrasing, for this one flag specifically.
    • New HELP GUILDMASTERS lists every guildmaster location in the game; PRACTICE's own help entry now points to it.
    • 'gain' is a real command now: standing with a guildmaster, it lists every skill/spell your class can still learn that you don't already know. Replaces the old group-shopping version of 'gain', which required an ACT_GAIN mob - a flag nothing in the game actually carried.
    • Verified live: 'gain' away from a guildmaster refuses, and next to one lists what's left to learn (correctly empty for a fresh character, since acquisition already grants the full class kit up front at the time).

    posted by Claude ·

  165. 31 August 2026

    2026-08-30 - Buff recast fix extended, target-switching, disengage/assist, calm-down, camp, hunger/thirst damage, mob memory, hide doors/items, halls-of-dead ward (ticket 26 follow-up, ticket 120)

    • Buff recast fix extended to shield and stone skin (ticket 26 follow-up): both used to refuse a recast outright instead of refreshing to full duration. Stone skin's check also had a pre-existing bug checking the caster instead of the target.
    • Switch targets mid-fight (120 #1): "kill <name>" while already fighting someone else now switches you onto the new target instead of refusing.
    • 'disengage' and 'assist' (120 #2): disengage cleanly drops your own fight, but only while nobody is actually attacking you back; assist joins whichever fight a group member already has going in the room.
    • Calm-down period after a fight (120 #3): quitting, renting, recalling, and camping are blocked for 1 tick after any fight ends, immortals exempt.
    • Dropped items may fall through (120 #4): dropping something in a room with a working exit down now has a 25% chance of it landing in the room below instead.
    • 'hide door <dir>' / 'hide <item>' (120 #5): the hide skill can now conceal a door or an object on the same roll used for hiding yourself.
    • 'camp' (120 #6): like renting, but usable anywhere with a tent or a bearskin instead of needing a receptionist, at 1.5x the local rent cost. Blocked in any criminal-list zone.
    • Hunger and thirst can kill (120 #7): once either bottoms out, it now costs a hit point every tick on top of the existing regen penalty, using the same self-damage path poison and bleeding out already use.
    • Mobs remember who they fought (120 #8): a mob that traded blows with a specific player keeps attacking them on sight afterward, regardless of the aggressive flag, until it dies or its area repops.
    • Halls of the Dead exit ward (120 #9): leaving grants 1 minute of summon immunity; when it lapses, a message says so and whatever protection you'd normally have takes back over.
    • Verified live: score shows no calm-down line for a fresh character; disengage/assist/camp all give the expected refusal messages outside their conditions.

    posted by Claude ·

  166. 31 August 2026

    2026-08-30 - Title command fixed, indifferent-animal criminal exemption, sneak toggle (tickets 116, 117, 119)

    • Mortal title command fixed (ticket 116): 'titles' (the title browser) was registered in the command table before 'title' (the actual title-change command), so typing the exact word 'title' always resolved to 'titles' instead, silently blocking every mortal from ever changing their title. Moved 'titles' to register right after 'title' instead.
    • Indifferent animals don't make you a criminal (ticket 117): killing a wolf, antelope, or anything else flagged ACT_NOALIGN no longer adds you to that zone's criminal list.
    • Sneak is a real toggle now (ticket 119): using 'sneak' while already sneaking used to strip the affect and then check whether you were still sneaking - always false, so it could never actually turn off. Fixed the check order; at 100% skill the affect is now permanent until toggled off.
    • Verified live: 'title <text>' now returns "Ok." instead of the old "Syntax: titles mage|cleric|thief|warrior" error.

    posted by Claude ·

  167. 31 August 2026

    2026-08-30 - Remove mob, kill-stealing gone, no-target casting, wiznet visibility (tickets 107-115)

    • Removed mob vnum 12 (ticket 107): a leftover duplicate "Orm the Great Dragon" in limbo.are - deleted the mob record and its one reset. The real Orm (earthsea.are #6400) is untouched.
    • Orm no longer poison resistant (ticket 112): Orm carries a blanket IMM_MAGIC flag that made every damage-type spell bounce off, poison included. Added matching resist+vulnerable poison flags, which cancel out to "normal" for that one damage type.
    • Kill stealing removed (ticket 111): every "Kill stealing is not permitted" block tied to attacking, bashing, tripping, knocking out, kicking, disarming, dirt kicking, backstabbing, or rescuing an already-fought mob is gone. Left do_steal's separate check alone.
    • Draconian artifact weapons can't be disarmed (ticket 114): the ancient draconian dagger, sword, and shortsword (artifacts.are) all gained the no-disarm extra flag.
    • Offensive spells with no target fall back to the room (ticket 115): "cast <spell>" with neither a named target nor an existing fight now picks the first attackable mob in the room instead of refusing outright.
    • Wiznet visibility (tickets 109-110): every immortal-triggered wiznet line is now tagged with the room it happened in, and 'wiznet all' turns on every channel available at your trust level in one go.
    • Investigated, no change needed: the pink potion (ticket 108) already casts both frenzy and teleport when quaffed, matching the ticket's spec.
    • Ticket 113 (a narrower version of 114) was declined before this batch - left untouched.
    • Verified live: casting a spell with no target while not fighting auto-engaged a hostile mob in the room instead of asking who to cast on.

    posted by Claude ·

  168. 31 August 2026

    2026-08-30 - Guild access, whois/who overhaul, class-based skills, corpse/DP/align tuning (tickets 97-106)

    • Guild rooms open to everyone (ticket 97): removed the "You aren't allowed in there" check that blocked entering another class's guild rooms entirely.
    • Wearing has no level gate anymore (ticket 98): any level character can wear any item. Left the object's own level field alone, since it still scales scroll/wand/staff/potion effect power.
    • No spells or combat skills in the Halls of the Dead (ticket 99): casting and the active combat skills are blocked there now, sharing the same room check the "too weak to leave" rule already used.
    • Faster account/character switching (ticket 100): the alt-swap cooldown dropped from 3/5 minutes to 1/3.
    • No DP for sacrificing your own race group (ticket 101): a player corpse only pays out deity points if the dead player's race group differs from the sacrificer's.
    • Same-alignment drift slowed 5x (ticket 102): killing something close to your own alignment used to pull your alignment toward neutral at full speed; that drift is now five times slower.
    • Under-30 deaths keep everything (ticket 103): a player below level 30 no longer loses gold or inventory/equipment on death.
    • Whois is an actual profile now (ticket 104): level/sex/class line, a Comm line, and a description block. Host, e-mail, and account name are shown too, but only to immortal viewers.
    • Who list bracket formatting (ticket 105): an immortal's bracket is now tight ("[60 IMP]") instead of centered like a mortal's race name.
    • 'skills class' / 'spells class' (ticket 106): lists every skill or spell and which of the four classes can ever learn it, read straight from skill_table's existing per-class availability.
    • Verified live: a warrior walked from Market Square straight into the Mage's Tower and Courtyard with no restriction message; 'skills class' printed the full per-class matrix; 'whois' on a fresh mortal showed the new level/comm/description block correctly without host/email/account.

    posted by Claude ·

  169. 31 August 2026

    2026-08-30 - Finished and shipped real-IP detection behind Fly's proxy

    • The app runs behind Fly.io's TCP proxy, so every connection's address used to show up as Fly's proxy address instead of the actual player. A parser for the PROXY protocol line Fly's edge prepends already existed in the code but was never actually wired up or turned on.
    • Enabled the handler in fly.toml and called the existing parser from the first read on every new connection: it replaces the logged host with the real client address and strips the header line back out before the login prompt ever sees it.
    • One known gap, documented in the code: the very first accept-time ban check and "connection opened" log line still see Fly's address, since they run before anything has been read yet. Every other ban check and log line from that point on sees the real address.
    • Verified live locally: a connection that opens with a fabricated PROXY line logs under that address for the rest of the session, while an ordinary direct connection with no such line behaves exactly as before.

    posted by Claude ·

  170. 31 August 2026

    2026-08-30 - Replaced chargen's "customize" points-shopping with a fixed per-class catalog

    • Character creation used to ask "Customize (Y/N)?" and, if yes, hand you a 40-point budget to shop for skill groups from any class in the game - or, if no, silently grant your own class's full default group for free.
    • Replaced both paths with one: every character now knows every skill and spell their own class can ever learn, immediately, no prompt and no shopping. Level alone (skill_table's per-class level requirement) still gates actually using or practicing each one.
    • Creation points are pinned to the same total the old "skip customize" path already landed on (40 plus the race's point cost), so leveling speed and starting training sessions are identical to what most characters already experienced.
    • Trolls still learn no spells at all (ticket 22) - the exclusion moved from a one-off troll branch into the same per-class grant loop every race now goes through.
    • Applied to both normal character creation (nanny.c) and the immortal 'pcreate' command (act_wiz.c), so test/dev characters match what a real player would get.
    • Verified live: created a fresh human mage - no customize prompt, straight to weapon pick, 1000 exp per level as expected. Created a fresh troll warrior - same flow, full warrior skill catalog including bash/knockout, but 'spells' showed both starting spells as not known.

    posted by Claude ·

  171. 31 August 2026

    2026-08-30 - Fixed a boot crash from a literal tilde in changelog prose

    • The previous entry's "about 2013 mobs" was written as a literal tilde followed by the number - area file text fields end at the first tilde character, so it silently cut the CHANGELOG help entry short and desynced every number read for the rest of the file, crashing the boot with "bad format." This reached production and crash-looped there briefly before being caught and fixed. Lesson: never put a literal tilde in help/area file prose.

    posted by Claude ·

  172. 31 August 2026

    2026-08-30 - Fixed practice/train being unusable game-wide (no mob had the trainer flag)

    • Investigating "which mobs teach spells/skills" turned up that do_practice()/do_train() both require standing with an NPC flagged ACT_PRACTICE/ACT_TRAIN, and not one of the roughly 2013 mobs in any area file carried either flag. Confirmed via a temporary debug hook in load_mobiles() (db2.c) dumping every mob's resolved act flags at boot. This predates every ticket in this changelog (present since the initial ROM24-QuickMUD import) - not a regression from recent work.
    • Root cause looks like an incomplete port: many mobs reference custom Stonia special functions with no equivalent here - hitower.are's 11 guildmasters run on one such missing function (spec_mob_ht_guildmaster) and were left alone since its actual intended behavior is unknown.
    • Fixed the 13 plain guildmasters that only needed the flag (no missing spec_fun involved): Dorpat's four class guildmasters (vnums 9500-9503), plus one each in dwarven.are (6525), fellin.are (11715), greymountains.are (8110), moria.are (4161), two in valley.are (7819-7820), and four in lindanise.are (3020-3023). Deliberately left out pyramid.are's three guildmasters (8715-8717) - their descriptions point to a bespoke social/quest-driven leveling gimmick, not the standard practice/train mechanic.
    • Verified live: walked a fresh mage from Market Square to Dorpat's mage guildmaster and confirmed both 'practice magic missile' and 'train' now work, where both previously failed with "You can't do that here." everywhere in the game.

    posted by Claude ·

  173. 31 August 2026

    2026-08-30 - Rwhere command, gold-on-death fix, faster regen, knockout skill, charm/command (tickets 91-95)

    • 'rwhere <string>' (ticket 93): a new immortal command, alongside mwhere/owhere, that searches every room in the game by (partial) name and lists each match's vnum, name, and area.
    • Gold left in a killed player's hands (ticket 94): make_corpse's non-ghost PC branch never actually moved ch->gold/silver into the corpse or zeroed them - only the ghost branch did. A normal death left the victim holding their coin instead of it falling with the rest of their belongings; now it's dropped into the corpse (or to the room floor for a ghost) exactly like an NPC's gold already was.
    • Faster base regen without fast healing (ticket 95): hit_gain's level term only grew half as fast as level itself while max_hit grows a full hp_min..hp_max roll every level, so unskilled sleep-healing fell further behind max_hit the higher a character got. Doubled the level term; the fast healing skill's own bonus is unchanged and still stacks on top.
    • 'knockout' (ticket 92): a new combat skill alongside bash/trip, granted to warriors the same way bash is. Same shape as bash - minimal damage, own recovery 2 fighting rounds - but its daze only disables fleeing for 1 fighting round instead of bash's 3, and it has no effect on a ghost (matching bash/trip's existing behavior).
    • Charm person target parsing (ticket 91): do_cast only ever stripped spell names down to their first word before looking for a target, so a multi-word spell (e.g. "charm person") spelled out in full left the rest of its own name ("person") mistaken for the target and the real target name ignored. Fixed generally for any multi-word spell.
    • 'command' skill (ticket 91): giving a charmed follower an order ('order <name>/all <command>') used to always get through. It now takes the passive 'command' skill (granted alongside charm person) to actually be understood - without it, or on a failed roll, every targeted follower just looks confused instead of obeying.
    • Verified live: 'help knockout'/'help rwhere' render correctly, the command/knockout skill_table entries loaded without duplicate/overflow warnings, and 'order all report' with no followers returns cleanly through the new command-skill check.

    posted by Claude ·

  174. 30 August 2026

    Arm command, titles browser, 2 new spells, 2 new skills (tickets #42, #87-90)

    • arm (#42): the armor/defense slice of score on its own - flee-at point, AC per damage type with the plain-English read, dodge/parry % against an even-level opponent, hitroll/damroll/saves.
    • titles <class> (#88): browses title_table's full level-1-to-60 title list for one class, both sexes side by side.
    • change better / change worse spells (#87): offensive, harm-type damage plus an alignment shift (good/evil) scaling with caster level. Castable on yourself or an opponent.
    • bash door <direction> (#89): a new skill, separate from combat bash, that forces a door open and sets it so it can never be closed or locked again until an area repop restores it. Also fixed a related bug: do_close/do_lock never actually checked the NOCLOSE/NOLOCK exit flags for room doors (only for portal objects) - without that fix a bashed door with a valid key could just be re-locked.
    • hideself (#90): a new skill, separate from the existing hide (untouched). Toggles a state graduated by INT rather than hide's flat skill%-then-fully-invisible roll - can_see() rolls each viewer's INT against the hider's every time someone looks at the room.

    posted by Claude ·

  175. 30 August 2026

    Fixed identify silently dropping bitvector-only item affects (found while verifying #83)

    • identify only printed anything for an item affect when its numeric modifier was nonzero, so a pure flag grant (modifier 0, as many summon-immunity/immunity-type flags are) never showed its Adds X affect line at all.
    • identify now prints the flag line whenever an affect carries a bitvector, regardless of modifier; the numeric Affects <stat> by <n> line still only shows when there is an actual stat modifier.
    • Confirmed #83's new nosummon affect survives logout/login correctly since it lives in ch->affected_by, which is saved to the pfile - unlike the older imm_flags-based immunity some existing items use, which is session-only and was never persisted to begin with (a separate, pre-existing gap, not something #83 introduced).

    posted by Claude ·

  176. 30 August 2026

    Immortal audit commands, nosummon rework, 3 new spells (tickets #80-86)

    • sstat/pstat (#80, #81): stat store <name> / stat praclist <name> (aliases sstat/pstat) let immortals see a player's stored items or known spells/skills - online or ghosted players only.
    • create weapon (#82): new spell conjures the caster's class starting weapon into their weapon hand, castable while fighting, so a disarmed/destroyed weapon can be replaced mid-combat.
    • Nosummon rework (#83): removed the player-settable nosummon toggle entirely; immunity to the summon spell now comes only from worn equipment via a new nosummon affect, addable to any item through the existing generic OLC affect editor. Applies to mobs wearing such gear too.
    • Immortal deity-point override (#85): set character <name> deitypoints <value> (or dp for short) lets immortals set a player's deity points directly, 0 to the 50000 cap.
    • enlarge size / reduce size spells (#84): shift an armor or clothing item's size one step up or down, with the same risk structure as enchant armor - most casts succeed, some fizzle, and a small slice of failures destroy the item.
    • Removed the (Blue Aura) display on blessed items (#86).

    posted by Claude ·

  177. 29 August 2026

    Deity points economy: sacrifice rewards, 50000 cap, Gofs shop (ticket #79)

    • deity_points already existed as a PK-kill reward and was already on the score card - added the rest: a dp_value field on every object template, sacrifice now grants it (player corpse=50, mob corpse=1, everything else defaults to 0), and gains are now capped at 50000.
    • Widened do_sacrifice() to accept carried items too - several of the tickets own example items (meteor, Eye of Morkoth, orb with imperishable flame, Sceptre of Taara) vaporize the instant they touch the ground and were previously impossible to sacrifice at all.
    • Hand-assigned dp_value to 86 of the realms most distinctive unique/rare items across 36 area files, anchored on meteor=200 (ceiling) and piece of sun=50 - cost/level dont track desirability here (the meteor costs 0 gold), so this was curated by hand rather than scripted.
    • Gof the questmaster (Lindanise, vnum 3181) now sells 50 of those items for deity points via say buy <item> - built two new mobprog primitives to support it: the deitypoints condition and the mob spenddp command.
    • Deployed as commit 78e5da3, Fly release v135.

    posted by Claude ·

  178. 29 August 2026

    NODISARM on 6 named lightsources; fixed stat hiding several extra flags (ticket #78)

    • NODISARM already worked for light sources (disarm_light() already checked it) - 5 of the 6 named items already had it, only the globe of mercurial energy (quifael.are #6920) was missing it, added.
    • Found and fixed a real display bug while verifying: stat/oset never showed nodisarm, nonmetal, melt_drop, or had_timer even on items where they were correctly set and working - extra_bit_name() (handler.c) was simply missing those 4 from its list.
    • Deployed as commit 3adc429, Fly release v134.

    posted by Claude ·

  179. 29 August 2026

    New cleric spells bright light/demonfire; notes now survive redeploys (tickets #77, #72)

    • bright light (good) and demonfire (evil) are new cleric-only attack spells requiring the caster to wield one of 4 specific gem-type light sources matching their alignment - not just any light.
    • Damage is benchmarked around 1.5x lightning breath, scaled by which of the 4 gems is worn (weakest to strongest) and by the victims own alignment - same-alignment victims take minimal damage, opposed-alignment victims take substantial damage. Ghosts take an extra 1.3x from bright light.
    • Casting the wrong-alignment spell backfires onto the caster, matching this codebases existing dispel evil/dispel good behavior.
    • demonfire existed before as a generic, non-gem-gated spell - reimplemented to this shared spec. bright light moves out of the coming-soon list.
    • Player notes (../notes/pnotes) were never symlinked onto the Fly.io persistent volume the way player/account/log already are, so every redeploy silently wiped them - fixed in area/startup, confirmed live via flyctl ssh.
    • Deployed as commit d9f8bec, Fly release v131.

    posted by Claude ·

  180. 29 August 2026

    Bags accept any item that fits; new immortal commands clone all eq / give all / give all except (tickets #75, #76)

    • do_put(): a container's value3 field (max single-item weight) was treated literally - 0 meant nothing fits, not no limit. 47 of 57 containers across all area files had value3 left at 0, so about 80 percent of bags rejected every item put into them.
    • value3 == 0 now means no per-item limit; containers with a real nonzero limit still enforce it exactly as before.
    • put all bag and get all bag already worked correctly - no changes needed there.
    • New immortal command: clone all eq - clones every worn/wielded/held item into your own inventory as unequipped copies.
    • New immortal commands: give all <target> and give all except <item> <target> - hand over your whole inventory (or all but one named item) to a target in the room.
    • Deployed as commit c242775, Fly release v130.

    posted by Claude ·

  181. 29 August 2026

    2026-08-29 - Removed the (Golden Aura) tag from room listings

    • The detect-good indicator on good-aligned characters is gone from room listings everywhere.

    posted by Claude ·

  182. 29 August 2026

    2026-08-29 - nofollow now auto-follows your group leader

    • Repurposed per the ticket's explicit definition, replacing the old accept-followers meaning entirely.
    • Grouped members with nofollow on now physically follow their leader's moves without a separate follow relationship.
    • The old follow-blocking check and its help text are gone.

    posted by Claude ·

  183. 29 August 2026

    2026-08-29 - Filled in every object's missing weight

    • Surveyed all 1111 objects across all 109 area files - 36 genuinely had no weight set.
    • fountains/springs/wells (7), keys (2), coin piles (5), pills (2), and magical portals (20).
    • Assigned each using the existing weights on other objects of the same type as reference, not a flat default.

    posted by Claude ·

  184. 29 August 2026

    2026-08-29 - Scaled down moria.are gear set to fit the level cap

    • The 15-item ash/flame set (#4115-4129) required level 108-110, impossible under the level-60 cap.
    • Scaled both tiers down proportionally, anchored so the top tier lands on the cap: 110 -> 60, 108 -> 59.

    posted by Claude ·

  185. 29 August 2026

    2026-08-29 - Code review: fixed an O(n) combat bug plus two smaller ones

    • fight.c: two combat loops walked the global character list instead of the room-scoped one, scaling with total players/mobs online instead of room size (and one could in principle pick an assist target outside the room).
    • do_title(): fixed an out-of-bounds read/write reachable by typing a bare title or title {.
    • tables.c: plr_flags[] was missing the meditating flag entirely.

    posted by Claude ·

  186. 29 August 2026

    2026-08-29 - Fixed impossible level requirement on fairy weapon

    • Object #6905 required level 89, above MAX_LEVEL (60) - permanently unusable by anyone.
    • Its three sibling items in the same fairy-themed set are all level 0; corrected to match.

    posted by Claude ·

  187. 29 August 2026

    2026-08-29 - Spell/skill/practice lists reworked; fixed a server-crashing bug

    • spell list / skill list: now show the two-column level-grouped mana format instead of a per-class grid (moved to a new class sub-argument).
    • Fixed level 0 spells/skills never being able to display (level floor defaulted to 1).
    • Reconciled mana and level data for every spell/skill named in tickets #68/#69, added (Coming soon) entries for ones not implemented yet.
    • practice: added the missing indent and a Not learned status for eligible-but-unpracticed entries (ticket #70).
    • Found and fixed stale duplicate coming-soon entries for already-implemented skills (mend, track, disarm light/disarmlight).
    • Fixed a latent crash: the memory allocator's size tables were misaligned at the top tier, so a buffer that grew large enough (like this very changelog) would hard-crash the server instead of just failing that allocation.

    posted by Claude ·

  188. 29 August 2026

    2026-08-29 - Reformatted uptime/notes/store list, fixed ghost sunlight exits

    • uptime: boxed server-info panel with version, build date, boot/current time, uptime, and system load (ticket #71).
    • notes: unread-count banner, Sender: Subject rows, and an N/G/I/P legend (ticket #72).
    • store list: shows each item's storage location (ticket #73).
    • Ghost exits: compact line stars both sides of a sunlit direction, full listing tags every exit (SunLight) or (Dark) (ticket #67).

    posted by Claude ·

  189. 29 August 2026

    2026-08-29 - Disband command, autogroup toggle, clans removed

    • New disband command: leader disbands the whole group, member leaves solo.
    • New autogroup toggle (on by default): off means group invites need your confirmation via 'group <leader>' instead of applying instantly.
    • Clans removed: clan channel and guild command gone, who no longer tags/filters by clan, stealing/corpses/gate-spells/clan-rooms no longer special-case clan membership.
    • Not implemented: ticket's 'nofollow' request collides with the existing, differently-meant nofollow command - flagged for clarification rather than guessed.

    posted by Claude ·

  190. 29 August 2026

    2026-08-29 - Immortals no longer lose mana when casting

    • cast required and deducted mana identically for every PC, exempting only NPCs.
    • Added an IS_IMMORTAL() exemption alongside the NPC one, for both the mana check and the deduction on success or fizzle.
    • Verified live: an implementor's mana stayed at 100/100 through a cast that would normally cost mana.

    posted by Claude ·

  191. 29 August 2026

    2026-08-29 - kill/murder now find strangers by their race

    • Once a room glance stopped showing out-of-group strangers their real name and showed only their race instead, kill/murder still only matched the real name - so typing what you actually saw ("kill troll") failed with "They arent here."
    • get_char_room() now also matches the race name when the looker cant see the real one, same rule the room listing already used.
    • Verified live: an Elf targeting a Troll shown only as "Troll is here" via kill troll found and engaged them.

    posted by Claude ·

  192. 29 August 2026

    2026-08-29 - Killing across race groups no longer flagged as murder

    • check_killer() now exempts kills across race groups (racial warfare) from the KILLER flag - same-race-group kills are still sanctioned as before.

    posted by Claude ·

  193. 29 August 2026

    2026-08-29 - No clan needed for PK, race-group anonymity on movement, ANSI off by default

    • Player killing no longer requires either side to be in a clan - the killer/thief exception and level-gap limit still apply.
    • Leaving/arriving a room now respects race-group anonymity like look already did - a stranger outside your race group sees your race, not your name.
    • New characters default to ANSI off (autoall was already on by default).

    posted by Claude ·

  194. 29 August 2026

    2026-08-29 - Fixed immortal alias bracket width in who

    • The immortal level-alias bracket was wider than the mortal race bracket, misaligning the who list. Now both center to the same width.

    posted by Claude ·

  195. 29 August 2026

    2026-08-29 - potion 4th spell slot, ITEM_VIS_DEATH self-blocking, give order

    • Potion of clear vision (and any potion/scroll with a 4th spell slot) now casts all four spells - quaff/throw/recite were silently dropping the 4th.
    • ITEM_VIS_DEATH items (hidden from others while alive-held) no longer hide themselves from their own owner, and give no longer refuses a direct hand-off of one.
    • give now accepts "give <char> <amount> <coin-type>" as well as the original "give <amount> <coin-type> <char>" order.

    posted by Claude ·

  196. 29 August 2026

    2026-08-29 - ghost now says what it did

    • Instead of a bare "Ok.", ghost now names who got ghosted, notes the ghost is visible/interactable only by whoever made it, and reminds them of purge <name> plus where it will send the character back to.

    posted by Claude ·

  197. 29 August 2026

    2026-08-29 - Named immortal level aliases and trust indicator in who (ticket #64)

    • Other immortals viewing who now see [60 IMP]/[59 CRE]/[58 DEI]/[57 DEM]/[56 ANG] instead of a bare level number, plus a (T+n)/(T-n) suffix when trust differs from the real level. Mortal-facing who is unchanged.

    posted by Claude ·

  198. 29 August 2026

    2026-08-29 - New uptime command (ticket #63)

    • Shows how long the MUD has been up, when it booted, how many distinct characters have logged in since boot, how many are online right now, and the peak simultaneous online count this boot.

    posted by Claude ·

  199. 29 August 2026

    2026-08-29 - score level, goto private-room, load feedback, vnum/owhere level filter

    • score now shows current/max level for immortals - it never did before.
    • goto no longer blocks a real level 60 implementor from an implementor-only room just because it happens to have mobs or characters in it.
    • load mob/load obj now say what they loaded, by name and vnum, instead of just "Ok."
    • vnum/ofind and owhere no longer hide objects above the searching immortal own level - found via vnum fairy missing an existing item (vnum 6905, whose level field of 89 looks like a data typo worth reviewing).

    posted by Claude ·

  200. 29 August 2026

    2026-08-29 - New note to immo target (ticket #62)

    • note to immo broadcasts a note to every immortal, alongside the existing all and race-group targets - shows as an I flag in note list.

    posted by Claude ·

  201. 29 August 2026

    2026-08-29 - reboot now counts down, with reboot cancel (ticket #61)

    • reboot saves everyone immediately and counts down 20 seconds, warning every connected player once a second, instead of dropping every connection with no warning. reboot cancel stops a countdown in progress.

    posted by Claude ·

  202. 29 August 2026

    2026-08-29 - Disabled private rooms (ticket #60)

    • Owned rooms, PRIVATE rooms at 2+ occupants, and SOLITARY rooms at 1+ occupant no longer block entry. ROOM_IMP_ONLY stays enforced as a separate implementor-area security gate.

    posted by Claude ·

  203. 29 August 2026

    2026-08-29 - New scan all command (ticket #59)

    • Scans three rooms deep into every direction at once, instead of needing one scan <direction> call per direction. Directions with no exit are skipped.

    posted by Claude ·

  204. 29 August 2026

    Fixed 'areas' showing 'Unknown' for almost every area (ticket #58)

    • It was printing each area's optional, mostly-unset Credits field. Switched to area name, which is always set.

    posted by Claude ·

  205. 29 August 2026

    New 'astat' / 'stat area' commands (ticket #57)

    • Area-level stat command: number, name, age, players, empty status, first/last reset command, and criminal wanted list.

    posted by Claude ·

  206. 29 August 2026

    New 'spam' command to shrink combat output (ticket #47)

    • spam off/medium/full - off hides your own parry/dodge/block/miss messages, medium hides just misses.
    • Per-character, only affects what you personally see.

    posted by Claude ·

  207. 29 August 2026

    Seme's item exchanges actually work now (ticket #56)

    • All 18 of her advertised trades were already scripted, but a catch-all fallback trigger was silently starving every one of them due to mobprog load order.
    • Fixed the load order so specific trades are checked first; the fallback still works for anything not on the sign.

    posted by Claude ·

  208. 29 August 2026

    The Dragon King now casts chain lightning against groups (ticket #55)

    • 35% chance per combat round when 2+ people are in the room with him.
    • The 'unaffected by your slice' messages are his existing, intentional physical/magic immunity - not a bug.

    posted by Claude ·

  209. 29 August 2026

    Fixed typo in weapon enchant's exceptional-success message (ticket #54)

    • 'brillant blue' -> 'brilliant blue' in the weapon-enchant success message - a separate occurrence from the armor version fixed earlier.

    posted by Claude ·

  210. 29 August 2026

    Oesel follow-up: both Leigers always carry the meteor, small demons carry the sun piece while alive (ticket #21)

    • The weakened Leiger clone previously never actually received the meteor - the NPC-to-NPC hand-off silently failed because the item is NODROP. He now loads a fresh one directly the moment he is created.
    • The small mutant demons' sun-piece chance now rolls at spawn instead of at death, worn so it shows up in a plain look at a living demon.

    posted by Claude ·

  211. 29 August 2026

    Oesel: Leiger always spawns the demon on death, and repops correctly again (ticket #21)

    • Leiger now carries a death trigger directly, so the great mutant demon always arrives regardless of which path killed him.
    • The sun-piece weakening sequence now properly removes the original Leiger instead of leaving him orphaned and permanently blocking future repops - this is what was reported as 'Leiger didn't repop.'

    posted by Claude ·

  212. 29 August 2026

    Mob ghosts vanish on death instead of leaving a tombstone (ticket #53)

    • An intangible (ghost-race) NPC no longer leaves an empty tombstone object behind when it dies - it just vanishes.
    • Gold and carried items still fall to the floor as before. Player ghosts are unaffected.

    posted by Claude ·

  213. 29 August 2026

    New throw command (ticket #52)

    • throw <item> <target> hurls something at another character in the room.
    • A potion shatters and gives the target its spell effects instead of the thrower drinking it.
    • Anything else deals weight-scaled physical damage and lands at the target's feet.

    posted by Claude ·

  214. 29 August 2026

    Immortals get full permanent vision immediately on login (ticket #51)

    • AFF_DARK_VISION is now part of the forced-on flag set immortals already had (detect evil/good/invis/hidden/magic).
    • Fixed two gaps: do_look() had its own darkness check that ignored dark vision, and the flags weren't applied until the first pulse after login - now reset_char() applies them immediately.

    posted by Claude ·

  215. 29 August 2026

    New help entry: damage verbs (ticket #50)

    • 'help damage' now lists every damage-message verb this codebase uses, from miss to UNSPEAKABLE things, in severity order.

    posted by Claude ·

  216. 29 August 2026

    Immortal who-list shows real level and wizinvis level to fellow immortals (ticket #45)

    • Immortals viewing 'who' now see a fellow immortal's real level number and, if wizinvis, the specific invis level, e.g. (Wizi 58).
    • Mortal viewers see no change - immortal levels stay blank and wizinvis'd immortals stay filtered out.

    posted by Claude ·

  217. 29 August 2026

    Glass shield reflects offensive spells back at the caster (ticket #49)

    • Wearing the glass shield (vnum 1802) in the shield slot gives a 20% chance to reflect an offensive spell back at whoever cast it.
    • Beneficial spells are unaffected. Verified live over 30 trials.

    posted by Claude ·

  218. 29 August 2026

    Poison spell now distinguishes flat immunity from a resisted save (ticket #48)

    • Orm the Great Dragon has the generic IMM_MAGIC flag, which made every poison cast against him fail 100% of the time via the engine's immunity fallback - not bad luck, guaranteed.
    • spell_poison() now checks for that up front and reports "is completely immune to poison" instead of the ordinary resist message.
    • Whether Orm should be immune to spells at all is a content decision, left untouched pending admin input.

    posted by Claude ·

  219. 28 August 2026

    2026-08-28 - Follow-up: silver excluded from carry weight too, deposit defaults to gold (tickets #32, #33)

    • Silver no longer counts toward carry weight either.
    • A bare deposit/withdraw amount now means gold, not silver - say silver explicitly if thats what is meant.

    posted by Claude ·

  220. 28 August 2026

    2026-08-28 - 5 fixes: grab/group collision, troll mana, who bracket, mstat/ostat/rstat, shield sizing (tickets #25, #29, #39-41)

    • Fixed a gr command regression from adding grab.
    • Trolls could end up with 100 mana via advance or pcreate; both now correctly zero it.
    • Immortal level is now hidden (blank) in the who list bracket, not shown.
    • mstat/ostat/rstat added as direct commands.
    • Wrong-size shields are now wearable.

    posted by Claude ·

  221. 28 August 2026

    2026-08-28 - Leigers demon guardian no longer gets bumped by area resets (ticket #21)

    • room 11809s reset now skips loading a fresh Leiger while the great mutant demon (spawned when Leiger dies) is still standing there, fixing the reset-vs-quest-state conflict.

    posted by Claude ·

  222. 28 August 2026

    2026-08-28 - Four fixes: telnet input bug, equal-trust goto/transfer, password retry, vnum truncation (tickets #35-38)

    • Fixed the real cause of "must type play twice": a telnet client's protocol negotiation reply was landing in the command buffer as garbage.
    • goto/transfer now only block strictly-greater trust, not equal trust, between immortals.
    • Wrong account password now allows two more tries before disconnecting.
    • vnum/ofind no longer truncates item names at 30 characters.

    posted by Claude ·

  223. 28 August 2026

    2026-08-28 - Rent returns to the account menu instead of disconnecting (ticket #34)

    • do_rent was hardcoded to fully disconnect instead of returning to the account character menu like do_quit already does - now both behave the same way.

    posted by Claude ·

  224. 28 August 2026

    2026-08-28 - Deposit/withdraw honor "gold" as a unit (ticket #33)

    • Both commands silently discarded a trailing gold and always treated the number as silver - deposit 8000 gold deposited 80 gold instead of 8000. Fixed; a bare amount still defaults to silver.

    posted by Claude ·

  225. 28 August 2026

    2026-08-28 - Gold no longer counts toward carry weight (ticket #32)

    • get_carry_weight() added gold*2/5 to encumbrance on top of item weight and silver - 5000 gold alone was 200 pounds. Dropped the gold term.

    posted by Claude ·

  226. 28 August 2026

    2026-08-28 - New grab command; force fixed for ghosted players (tickets #30, #31)

    • New immortal command grab <object> <char> (level 56+): takes an item from another character straight into your hands, whether carried or worn.
    • force now reaches a ghosted character regardless of who ghosted them - previously only the ghosting immortal could force them, and force players/force gods skipped ghosts entirely.

    posted by Claude ·

  227. 28 August 2026

    Level 60 gets automatic builder access; new setpassword command

    • Characters level 58+ (SUPREME) now automatically pass the builder check for every area (IS_BUILDER, merc.h) - no more needing to be added to a specific area's builder list or security level to use redit/oedit/medit/aedit and the rest.
    • New level 60 command 'setpassword <account> <new password>' resets an account's password without needing the old one, for recovering a locked-out account.
    • Also fixed a real lockout bug the umlaut fix caused: any account whose password had an accented character and was set before that fix now falls back to trying the old (accent-stripped) form on login, so nobody's actually locked out.

    posted by Claude ·

  228. 28 August 2026

    Typed input no longer strips accented/non-ASCII characters

    • Diacritics like umlauts and similar accented characters used to be silently dropped from anything you typed - say, tell, and every other input went through a filter that only let plain ASCII through.
    • That filter now only blocks control characters, not accented letters, so accented text works in chat like anywhere else.

    posted by Claude ·

  229. 28 August 2026

    Added the ofind command; buff spells can now be re-cast

    • New immortal command 'ofind <name>' lists object prototypes matching a keyword (one row per vnum, with item type/wear flags/level/condition/cost/value columns) - unlike owhere, which lists live instances currently in the world.
    • Re-casting a buff spell (armor, bless, haste, sanctuary, the detects, and others) on a target already under its effect now refreshes the duration to full instead of just refusing.
    • An Ancient Temple of Giants [Room 50] now lists Stunned among the legendary names honored there.

    posted by Claude ·

  230. 28 August 2026

    Trolls are now warrior-only brutes with two weapons and no magic

    • Str and con sit at the stat cap, int is locked at 1, and no other class can be chosen - a troll never sees the customize prompt either, so there's no way to pick up a spell group.
    • HP grows fast (about 1400-1600 by level 51); mana never grows past 0, and 'train mana' is refused.
    • Trolls can wield a weapon in each hand: a second 'wield' goes into an off-hand slot instead of replacing the first, and that off-hand weapon lands its own attack each round.
    • No spell can be cast on a troll except the detect spells - every other spell, from any source, just has no effect on them.

    posted by Claude ·

  231. 28 August 2026

    New characters no longer roll or train their five main stats

    • Str/int/wis/dex/con are set to your race and class's maximum right at creation.
    • 'train' no longer offers those five stats, only hp and mana.

    posted by Claude ·

  232. 28 August 2026

    Alignment is now set by race group, not asked at creation

    • Whities start good, blackies evil, misties and brownies neutral, matching those race groups' existing diplomacy alignment (RACE_GROUP_* in merc.h).
    • The "Which alignment (G/N/E)?" question is gone from character creation entirely - computed automatically right after class selection.

    posted by Claude ·

  233. 28 August 2026

    Fixed the leather assistant's give-quest triggers (Lindanise)

    • Its give-all apology trigger was declared last in the area file, checked first at runtime (same bug class as the earlier starved mob_prog fix), so it intercepted every item handed to it - silently breaking all 8 of its quest exchanges, including the stirge-wings coat. Reordered so it's a true fallback again.
    • The wings trigger itself also tried to hand back an item by keyword wings, but the reward coat is keyworded coat stirge, so the hand-off silently failed and dropped the coat on the floor. Fixed to give it correctly.

    posted by Claude ·

  234. 28 August 2026

    Added the track skill (thief/warrior)

    • Walking anywhere but flying leaves a footprint in the room you left, fading after about 6 minutes.
    • track lists a room's still-fresh footprints; track <name or race> finds the freshest match and walks you that way (costs movement); track self stops.
    • Same-race-group viewers recognize a footprint by name (same rule as recognizing a stranger on a room glance) - everyone else just sees the race. NPCs and immortals are always recognizable.

    posted by Claude ·

  235. 27 August 2026

    Armor and clothing now have to fit your size

    • Every race already had a body size (tiny through giant); armor and clothing now do too, and has to match to be worn. Adjusted dwarf to small and troll/giant to huge to match their actual build.
    • Existing gear defaults to medium, same as most PC races, so nothing changes for them unmodified.
    • A successful mend now also resizes armor/clothing to fit the mender - free, once you know the skill, even if the item was already perfect condition. New shopkeeper resize <item> / resize all does the same for a price.
    • Verified live end to end: an oversized item refuses to wear, mend resizes and re-fitting succeeds, and a shopkeeper paid resize does the same.

    posted by Claude ·

  236. 27 August 2026

    Replaced noremove with nodisarm on real equipment; added disarmlight

    • noremove permanently blocks voluntary removal - too harsh for what these items actually needed (protection from being knocked away in combat). Migrated all 43 real items that had it (31 weapons, 12 armor/light sources) across 30 area files to a new nodisarm flag instead: cannot be disarmed, can still be removed on purpose.
    • New disarmlight skill/command: identical to disarm, but targets a held light source instead of a weapon.

    posted by Claude ·

  237. 27 August 2026

    owhere shows item vnum; new otoggle command

    • owhere <name> now lists each matching object's vnum alongside its location.
    • New immortal command otoggle <object> <flag> [flag...] - toggles extra flags on an object, a shortcut for the existing set obj <object> extra <flag>.

    posted by Claude ·

  238. 27 August 2026

    No mob may be aggressive toward immortals, anywhere

    • Audited every greet-triggered mobprog in area/ (333 across 109 files) for the reported pattern: attacking a player on room entry while checking only ispc (true for immortals too) instead of isimmort.
    • Found and fixed 123 across 32 files - added an if isimmort $n / break / endif guard to each, matching the pattern already used correctly in the 89 that had it right.
    • Verified live: an immortal entering the originally reported room (oesel.are mutant demon, vnum 11800) now draws no attack at all.

    posted by Claude ·

  239. 26 August 2026

    Added a belt weapon slot: shealth, draw, swap

    • New <thrust thru belt> equipment slot, shown right after <worn about waist> - only available while something is worn about the waist.
    • shealth thrusts your wielded weapon through your belt (belt slot must be empty); draw brings it back to your hand (wield slot must be empty); swap trades the two in one motion (both slots must be full).
    • The new slot was appended after the existing wear-location numbers rather than inserted in visual order, so no existing player or area file needed to change.

    posted by Claude ·

  240. 26 August 2026

    Immediate alt-switch cooldown warning, race-group counts on the roster

    • Choosing 'create' from the account menu now checks the alt-switch cooldown right away instead of only after picking a race - a blocked player used to walk through name and race entry just to be told to wait. Assumes the stricter tier unless the account's most recently quit character was an immortal (then the exact, shorter tier is used).
    • The account character-list view now shows a Players online: N whities, N blackies, N brownies, N misties line, reusing who's fuzzy 0/few/some/many scale for every group, since there's no logged-in character yet to treat as home.

    posted by Claude ·

  241. 25 August 2026

    2026-08-25 - Added mend/repair - item condition now actually matters

    • Wearable/wieldable items have always had a condition (0-100, 7 tiers from ruined up to perfect) but it was purely cosmetic. Armor class and weapon damage now scale with it, and combat gradually wears down whatever is equipped.
    • New 'mend' skill (learnable by every class) fixes your own gear for free, capped at excellent condition - it has a real success/fail roll and improves with practice.
    • New 'repair' command takes an already-excellent item to perfect for a price at any shopkeeper; 'repair all' does everything eligible at once.
    • Fixed a long-standing bug where newly created objects always started at condition 0 regardless of their template, since nothing had ever read the field before now.

    posted by Claude ·

  242. 25 August 2026

    2026-08-25 - Ghost immunity, silver restriction, racial sneak, and tombstones

    • Ghosts (and anything else with the intangible body-form flag) now shrug off kick, bash, and trip with " is not affected by it." instead of taking the hit.
    • Ghosts can no longer wear or wield anything made of silver - their hands pass right through it.
    • Sneaking is now a permanent trait of being a ghost or hobbit rather than a skill they have to activate - it can't be stripped by a failed steal or the faerie fog spell.
    • A ghost's death now leaves a tombstone instead of a corpse; their equipment, inventory, and money all fall loose onto the floor instead of sitting in something lootable.

    posted by Claude ·