This is old news between 1995 that was kept, 1999, 1 or 2 from 2000, 2001 onwards to 2008, with some gaps unfortunately (let me know if you have the missing news!)
Posts from here until Jun 21 1999 are ones that were kept when I captured them.
There are some gaps in my capturing!
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Message 16 : Questionnaire (Manwë)
Written on Sat Dec 16 15:42:15 1995
Here are the results of the first questionnaire ran 2 monthes ago. A new
questionnaire has been run since and its statistics will be computed at the
end of this year. Check 'help form' for details.
Note that if you already have answered it you can change your answers by
typing 'answer' (with the same char you used).
--- Former statistics ---
194 answers on this first questionnaire.
How old are you?
----------------
Mean: 23.1856
Std dev: 4.42306
15- 1.03% 20 10.82% 25 9.28% 30 2.06% 35+ 1.03%
16 3.09% 21 12.37% 26 4.12% 31 1.03%
17 1.03% 22 12.37% 27 5.15% 32 1.03%
18 3.09% 23 13.40% 28 1.03% 33 1.55%
19 5.15% 24 8.25% 29 1.03% 34 2.06%
49% of Mume population is in [20, 23].
What is your sex?
-----------------
5.67% Female
94.33% Male
What is your marrital status?
-----------------------------
10.82% Married
89.18% Single
What is your profession?
------------------------
2.06% Unemployed
3.09% Other
24.74% Employed
70.10% Student
In what country do you live in?
-------------------------------
0.52% Mexico 0.52% Oman 1.55% Italy 4.64% UK
0.52% Germany 0.52% Portugal 1.55% Switzerland 7.22% Norway
0.52% Australia 1.03% Czech 2.06% Canada 20.62% Sweden
0.52% Iceland 1.03% Russia 3.09% Estonia 47.94% USA
0.52% Singapore 1.03% Denmark 4.64% Finland
When did you start playing Mume?
--------------------------------
Mean: Mid November 1993 (which is more or less Mume current half-life)
Variance: 12.29 monthes.
By trimester:
92-1 4.12% 93-1 7.73% 94-1 7.22% 95-1 7.73%
92-2 3.61% 93-2 7.73% 94-2 4.64% 95-2 4.12%
92-3 5.67% 93-3 5.15% 94-3 7.73% 95-3 4.12%
92-4 7.73% 93-4 8.76% 94-4 11.34% Oct95 2.58%
By year:
92 21.13% 93 29.37% 94 30.93% 95 18.55p%
How did you hear about Mume?
----------------------------
2.05% Magazine
3.59% WEB
6.67% Another Mud
8.21% Newsgroup
16.41% Other
63.08% Friend
How many characters do you own currently?
-----------------------------------------
Mean: 4.31959
Std dev: 2.71895
Mume database owns currently 3915 characters, which gives an estimation of Mume
global population of 906 players.
Do you own an Ainur?
--------------------
36.08% yes
63.92% no
How many 'darkie' characters do you own?
----------------------------------------
Mean: 1.51031 (Implies 2.44849 'whities')
Std dev: 1.47222
30.41% of Mume players own no darkie.
For those who at least own one:
Mean: 2.17037
Std dev: 1.29695
How many 'legend' characters (level 21+) do you own?
----------------------------------------------------
Mean: 1.56186
Std dev: 1.77287
32.99% of Mume players own no legend.
For those who at least own one:
Mean: 2.16429
Std dev: 1.74688
What is the highest mortal level you reached?
---------------------------------------------
Mean: 26.4794
Std dev: 9.04753
How many hours do you spend on Mume weekly?
-------------------------------------------
Mean: 20.8608
Std dev: 16.4807 (Pretty high)
8.76% of the population spend 3 hours or less on Mume weekly. Considering them
retired from the game (or board readers), the estimation of Mume active
population comes to 827 players (Their mean playing time is then 22.6836).
Opinion about Mume game system?
-------------------------------
2.06% Bad (0)
9.28% Correct (1)
52.06% Good (2)
36.60% Excellent (3)
On these values (^):
Mean: 2.23196 (Good)
Std dev: 0.698163
Opinion about Mume management?
------------------------------
11.34% Bad (0)
23.20% Correct (1)
51.03% Good (2)
14.43% Excellent (3)
On these values (^):
Mean: 1.68557 (Correct-Good)
Std dev: 0.855002
From where do you play?
-----------------------
2.06% Other
5.67% Office
8.25% School
41.75% University
42.27% Home
What Operating system do you use?
---------------------------------
1.03% WinNT
2.06% OS2
3.61% VMS
5.15% Win95
6.19% Other
7.22% XWindows
7.73% MacOS
8.76% Win3.x
19.59% MSDOS
38.66% Unix-like
What client do you use?
-----------------------
6.70% Powwow
8.76% Other
19.59% Tintin
22.68% Cancan
42.27% None
Thanks to all.
--Manwe.
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Message 253 : Some New Commands (Zarangal)
Written on Thu May 23 23:39:02 1996
Someone on the idea board suggested a command for dragging away corpses..
and someone commented that since we have cow milking why not that...
Since I did the milking I took it as my call to make grave-digging commands
as well and a boring afternoon led to the following coding:
Corpse Dragging
---------------
Command: 'drag corpse' (or 2.corpse etc)
You will start dragging the corpse. If you move, you pull the corpse with
you. You will spend more movement points doing this of course. To stop
dragging it, type 'drag' without any arguments. There might come some
strength requirements on this command later, and possible delays.
Hanging corpses
---------------
Command: 'hang corpse'
This command allows you to hang a corpse up in a tree (you have to be in
a forest room for this to work). This act is slightly evil so even if elves
can do it they will loose alignment slightly each time.
Beheading corpses (orcs and trolls only)
----------------------------------------
Command: 'decap corpse'
Yup you heard it! You can behead a corpse... and this command will make you
put the head on a pole and shove it in the ground where you stand... perfect
for orcs to plant outside bree during a successful raid to mark their new
territory :)
-----------
Common for the last two features is that the produced hanging corpses and
spiked heads show a name if the victim's level is over 15 and just a race if
below. Mobs can also be 'processed' like this, although a size check will be
made in the future I think (beheading a butterfly??). Also a delay on the
actions will be done in the future (the spinning / sign).
Note that all of these commands are mostly cosmetical and for RolePlaying.
##########################
Message 255 : gravedigging addendum (Zarangal)
Written on Fri May 24 11:16:58 1996
Some changes to the corpse-behaviour:
For corpsedragging, it takes one second from when you move until the corpse
is fully pulled into the room. If you move again, before this happens (before
the message 'you struggle to....') you stop dragging. This solution was much
better than making a delay a la 'track' I hope.
For hanging and beheading, there is a 5 second spinning-wheel delay before
the command is actually executed. As usual, you can cancel it by hitting
return.
Alignment isn't changed due to the act of hanging for good races anymore.
Names are only shown for heads and corpses above level 20.
Z
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Message 256 : more corpse commands... *stare* (Zarangal)
Written on Fri May 24 16:38:18 1996
Burning
-------
Command 'burn corpse'
You can set fire to a corpse or corpses using this command. The corpses
will be destroyed in the process, and the equipment they contain is lost.
You only have to do this once if there are many corpses in the room, all
will be piled together before you start the bonfire...
During the fire (which will last about 1 mume hour per corpse) the room will
be lit.. (not warm yet, but will be soon someday).
When you set fire, a message is seen in the adjacent rooms, like when a
campfire is made.
As with the other commands, corpses with shadows are unaffected.
Polishing
---------
Command 'polish skull'
You can polish a spiked skull to make sure it is still gleaming.
I AM JOKING with the last command :) This isn't Predator-mud... (yet). You
cannot polish skulls... but it sure made you drool!
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Message 614 : Ilie's Guide on Praying (Ilie)
Written on Thu Mar 6 21:34:42 1997
When praying, try to indicate what the problem is, not that you "need
to speak with a god".
Good prays:
- can I have a newbie kit?
- my strength suddenly decreased from 17 to 1, what's up?
- Morgul blade disappeared, but it was Sauron's darkness
- Fornost warrior guild isn't working
Bad prays:
- I need to speek with a V+ please?
- Can I speek to a god?
- I have a problem
- Can someone help me?
The point again: the pray should include enough information to say what the
problem is, NOT what person you'd like to talk to.
- Ilie
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Message 890 : FIRE charter (Ilie)
Written on Thu Dec 11 01:16:45 1997
###
### PRELIMINARY, SUBJECT TO CHANGE
###
FIRE Charter
------------
1. FIRE
Free Internet Role-play Experiences is a non-profit organisation dedicated to
providing quality Internet games for free to the public (hereafter named
`Projects').
FIRE will maintain a public web site to distribute all necessary
information. This charter will be posted there. This web page is initially
situated at http://www.pvv.org/fire/
2. Projects
Each FIRE project is funded by a separate account, which is used to purchase
any resources needed to run that project. The purpose of each project is
specified by a separate charter (the `project charter'). The project charter
names the `project leaders', who run the project. A project's leaders control
the use of the funds in that project's account, but any assets purchased with
those funds remain the property of FIRE. The FIRE treasurer verifies that the
purchases made by the project leader's are related to the project's purposes
(as specified in the project charter), and may block these purchases if
necessary.
FIRE does not have any rights on the projects run with the resources it
provides.
On startup, FIRE will run one project, MUME (see references).
New projects are accepted in FIRE on approval of their charter by the
president and all directors (see clause 2). New projects are announced on the
FIRE web site.
3. Project termination
A project is terminated by its project leaders. Unless the project charter
states otherwise, FIRE members who contributed to that project hold a vote
deciding how to use the assets of that project, and any funds remaining in the
project's account. Assets shared between two or more projects are
automatically ceded to the remaining projects.
Funds from a terminated project can only be assigned to one or more other
projects already active at FIRE, or to one or more new projects. Any funds not
assigned after three months will be donated to Red Cross. Any equipment will
be donated to Free Software Foundation.
FIRE is dissolved whenever all of its projects are terminated, and no new
projects are approved within three months.
4. Membership
To become a member of FIRE, pay a one-time membership fee to any of the
projects' accounts. The minimum membership fee is USD 10/NOK 70/CHF 14
(whichever is smallest). Each project may have a maximum contribution for each
member stated in its charter.
Only physical persons who may legally dispose of their assets in their place
of residence may become members. Each member must provide an email address
for voting purposes.
Members may contribute to more than one account. The membership lists are
public, and kept on the FIRE web site. The amount of each donation is not
public, but the president (see clause 6, Management) will keep records of
this.
On termination of a project, the members who contributed to its accounts are
still members of FIRE.
Members are divided into active and inactive members. An inactive member is a
member who has not voted in the last two votes held since he or she joined
FIRE. All other members are considered active.
5. Administration
The FIRE administration is composed of a president, a treasurer (appointed by
the president), a leader for each project, and 2 presidential appointees.
At creation time, FIRE has the following administration:
Finn Arne Gangstad (President)
Ola Bratberg (Treasurer)
Pier Donini (leader of MUME project)
Gustav Hålberg (presidential appointee)
Paolo Gatti (presidential appointee)
The president and treasurer cannot be project leaders. The president and
treasurer cannot be the same person. The FIRE bank account is held jointly
between the president and treasurer. When the president or treasurer changes,
the old president/treasurer have a month in which to transfer the account to
the new president/treasurer.
All work in and for FIRE and its projects is voluntary. The administrators of
FIRE, and/or people working on FIRE projects may not receive money for their
work. The exception is expenses caused directly by work done for FIRE or FIRE
projects. These expenses can be fully or partially covered, from a project's
account when the president and the project leaders agrees on this.
6. Presidential terms
The president and treasurer are appointed for a minimum duration of three
months. They may resign before this period is over, but cannot be removed from
office before then.
If the president, for any reason, does not fulfill his duties for three
months, any member may initiate a new presidential election.
Members may impeach the president after at least three months in office. To do
this, they must get a 2/3 vote of members, and a quorum of 33% of active
members (see clause 10 - Voting). In the case of a failed impeachment, no
further impeachment attempt is possible for the next three months.
7. Presidential elections
A new president is selected by majority voting. This election must be held
within three months of the previous president resigning, failing to fulfill
his duties, or being impeached. Presidential elections are announced on the
FIRE web site, they are preceded by a one month period in which members may
nominate themselves as candidates by e-mail. To be eligible the candidacy must
be seconded by at least 1 other member. Eligible candidates will have the
opportunity of placing a link detailing their candidacy on the FIRE web
site. An impeached president may not enter as a candidate in any subsequent
elections. The candidate with the most votes wins.
8. Reports
The treasurer immediately reports on the web site all purchases made for each
project.
The president and treasurer prepare an annual report (on June 1st) on
projects, their accounts and expenses, on the FIRE web site.
9. Amending the FIRE charter
Any member may propose up to two amendments to the FIRE charter every
year. These amendments can be vetoed by the president or any director. The
veto must be notified before the end of the voting period. To be accepted,
they must be approved by a 2/3 majority, with a quorum of 33% of active
members (See clause 10 - Voting).
Project charters can override clauses 3 (Project termination) and may specify
a maximum donation amount (see clause 4 - Membership).
10. Voting
The FIRE directors supervise all voting. FIRE votes are announced on the FIRE
web site. For presidential elections, the directors appoint a vote
manager. For all other elections, the president appoints the vote manager.
From the time the vote is announced, members have one month to submit their
vote by e-mail to the president, the vote manager and all directors. The vote
manager confirms the vote by return e-mail, the voter must then send a
confirmation, again to the president, the vote manager and all directors.
Once the one-month voting period has elapsed, the vote manager counts the
votes and announces the results on the web sites. Directors and members have
two weeks in which to contest the results.
The president, vote manager and directors shall not reveal the way in which
any member voted.
11. References
MUME: see the MUME project description.
##########################
Message 891 : FIRE: MUME Project (Manwë)
Written on Thu Dec 11 01:18:29 1997
1. What is MUME?
MUME (Multi Users in Middle Earth) is the mud currently at
masun1.epfl.ch.
2. Project goal
The MUME Project is a project within FIRE (see the FIRE charter) that
will run MUME on a machine provided by FIRE. MUME will be up 24 hours
a day, 7 days a week on the new server. This server will also provide
a web-site for MUME.
The MUME charter regulates the use of MUME on the machine provided by
FIRE.
3. MUME project adminstration
The MUME project leaders are the MUME implementors: Pier Donini
(Manwe), David Gay (Nada) Claude Indermitte (CryHavoc) and Philippe
Rochat (Eru).
MUME's machine will be managed by a system manager, initially Finn
Arne Gangstad (Ilie) . The system manager is responsible for keeping
the machine up and running.
The MUME project leaders may choose a new system manager in accord
with the FIRE president.
4. FIRE member rights
FIRE members have no special rights in MUME. No preferential treatment
will be given whatsoever.
##########################
Message 912 : Final Fireworks (Manwë)
Written on Mon Dec 22 01:36:26 1997
To emphasize the last 10 days MUME will spend on this beloved Sun at the
math department of the Swiss Federal Institute of Technology in Lausanne,
the game will be open 24h/24.
MUME will be shut down at some random time on the 31th of December (before I
leave for the new year party).
What will happen next is not yet clear, so if you leave these days be sure
to have enough rent money for a good while.
Stay tuned on http://lbdsun3.epfl.ch/mume for future info.
--Manwe.
PS: Main Servers managers, please e-mail me so I can forward you the new MUME
address whenever it is known.
##########################
Message 962 : Questionnaire Comments (Manwë)
Written on Tue Feb 10 19:09:38 1998
*Your* Comments. Only relevant and anonymous ones are listed. Note that some
people have answered the questionnaire before we could move on FIRE...
--Manwe.
------------------------------------------------------------------------------
- Keep goin
- I think this game is excellent and would hate to see it ever end
- This questionnaire should be more flexible. Things have changed a lot in my
way of playing in 3 years
- Best Mud where I can still enjoy Diku MUD style together with a best flavor
of game Coding.
- This is the best mud around
- Well done!
- MUME is doing well, but you STILL have a long way to go...
- Cool survey :)
- Glad it didn't go down =)
- MUME is the best MUD in the Universe.
- Would really like it if prac resets were much more available
- My playing varies greatly up to 20 hours a week to not at all for 3-4
months. I think the game needs some method to allow solo darkies.
- perfect
- Mume is prob the best mud on the net, but as with everything you grow apart,
hopefully mume vii can refresh alot.
- Often when a God is required, there are none, or they are AFK or
non-helpful
- Keep up the great work!
- character stat generation system needs work
- I've tried several other Muds and haven't found any comparable to Mume.
- Great mud, great people...most of the times, changes are good in small
amounts...iam kinda hesitant to huge changes. Thanks for alot of fun.
- I think new warrens is no good, it is too long to walk for trolls who wants
to pk, & to much risk sundying, but all the rest of arda is excellent :)
- I would say this is the best KICK ASS MUD, thank you for making it!
- Well all seems to be cool ofcourse can always whine about some things
- Keep it up.
- Mume nice game to play.. but unplayable during lags
- Good game
- MUME is COOL... Keep Going...
- Only a couple of things come to mind,game is too link dependent
- MUME cannot compete with Battletech, but is the best mud around :)
- Greatest Tolkien game ever made. Uncontested.
- I am very happy with my mume expierience :)
- Sauron's darkness is just too damn lame
- Best MUD i have played.
- Open that last eregion zone! :-)
- Some of the directions among upper-management are contradictory, which have
made activities difficult in the past. Overall good.
- I would like to see old smiting skill back.
- I use GMud as client and am very satisfied with game, though bn's could be a
tad easier. :)
- If gonna take away 1/4 of xp when mobdie, need to remove/edit trophy system
- Lots of changes over the years, I hate the new troll changes the most!
- keep on
- I like to play mume :)
- I've played 2 other muds extesively but i left those because the imps where
never satisfied and never listened to players, hope this mud doesnt turn that
way.
- Fair job of compromise between tolkien and play.. some good original ideas,
but lacks depth, rp, complexity.
- Mume is wonderful but it needs to be tweaked some..i loved the new warrens
but it need more dark rooms so trolls and pk during day..trolls suck now..
- This is an excellent mud overall filled with challenges of all sorts
- Very nice game, you have puttet together here....)
- Keep up the good work
- Keep up the good work dudes :)
- Think work should continue on making war easier to make :)
- Moving out of switzerland is good idea
- Too many members of the management use their powers to benefit their
personal vendetas
- Mume is THE best rp and non-rp atmosphere I've come across. I found a Mud
I'd never want to loose.
- I'd like to thank the ppl who made this possible !!! THANK YOU :)
- Was bad to make smite worse than it was
- Keep up the good work.
- Think we could have some more info on what Mume 7 is going to be. Too many
rumours around.
- I think poorly of limitations such as no darkies w of bree area and same
towards maluses around bree to darkies.
- Great mud, fun. although the typical mages vs warriors is still unbalanced
- Keep up the good work
- Mume rulez!
- Ainur should take more care about what players think on some features of the
game which are not always improvements in playability...
- Just one comment: if you want to keep mume's good reputation, live it the
way it is and let ppl stathunt in MumeVII.
- No well i guess i would just like to say i like the game and i complain
sometimes and other complain but it really is handled well.
- Mume is overall a good mud...needs some work in some areas
- Keep it up, create new zones, let us wage our wars :)... connect eregion &
tbad :))). Damn good job you're doing...
- MUME is an incredible role play game.
- I play less because i now live overseas..miss it. excellent mud
- I've tested other MUDs, but this is the best. I'm also a fan of Middle
Earth
- Back in MUME IV, and for what I hear, before that, MUME rocked, best damn
mud ever, but the general assholishness of people has increased
- Mume is a great game and I am glad it survived being evicted. I would like
to thank you for taking time to run Mume!
- I like MUME very much, and I think that we have a management that tries to
make it balanced
- Best mud i have ever played! This mud kicks..
- I don't play much mume anymore because teh "fun" of it has decreased since
the last mume. I only log on my God nowadays...perhaps that will change
- This place definitely rules--has for years. The one thing that irks me is
the requirement of whitie legend to get a Builder. I _never_ have played
whitie...
- Damn this game rules
- MUME is the only computer game to which I consistently return.
- Get rid of legend skill cap!
- Give me a zone to build
- What best in Mume? Probably his literary backgound. Please make Arda wider
and wider.
- Gods should consult with players more before making drastic changes in the
mud. Seems players get little say in what goes on.
- More needs to be done to disperse fighting from bend. I am however aware
that we haven't yet seend the effects of the warrens move but i doubt it's
enough
- There so much to be done and so few time
- Take in the new system soon. :)
- Just keep up the good work, and make 98 a good year.. I think it'll be with
the new Fire machine
- Since mume moved I have even more lag than usual...5-10 seconds average :(
- Management is making too many unwanted changes without thinking them trough
and it makes people pissed. Though changes are nessesary and good maybe
sometimes
- Mages are too powerful!!
- Keep on doing this fine job!
- It would be a shame for MUME to shut down due to lack of server space.
- Keep rocking!
- Wonder where this is all leading...
- I rank MUME second only to Return of the Shadow -- and I am a high imm
there. So I guess it doesn't count. :)
- I am a bit concerned about the new Troll home being such a distance away
from any roads with our lack of mps, but I guess you guys are probably
already aware
- Imp an real hard race to play e.g. BN shaman.
- Keep up the good work :)
- I think for the aggravation you guys do a great job. I do have a problem
with some of "upper management" mainly [censored].
- Management is not really bad just inconsistent. Game design is good, tolkein
flavor is there, nice. Bring back smite hehe
- Make it open 24 hours :)...
- Hmm, would seriously like prac resets to be much more available
- The mechanics are neither good nor bad they just need work
- I just wish it was possible to play mume from home without getting huge
phone bills
- When do we get some penguins in this game?
- Trophy system could be improved, and when you die, you should not lose as
much xp as you do. Troll sundeath is unfair.
- Make better dying msg...:)
- The only real suggestion I have is that MUME management try to be more
forthcoming with information regarding future changes.
- I have really enjoyed playing mume but would like to see the stat system
revised
- Keep up the good work!
- I used to play MUME much more before
- Mume used to keep all features logical...lately that policy has been changed
and alot of illogical features have been added like wizbarrier and malus
- Great mud
- The sooner mume 7 is in the better, spell casting warriors and dueling mages
just sucks.
- Any comments will probably be ignored, so why bother?
- Good job.
- Please hurry up with mume 7 *smile*
- Very happy to know the mud is open 24hours a day. will make life alot
easier
- Just the lag problem that bugs me, everything else is 2 thumbs up
- Ive played MUME for almost 5 years now, the thing I enjoy most is probably
doing mobs and runnign around solo trying to figure out how to solo things..
- The Best MUD I've Ever Seen!
- I like mume :))
- There has to be a way to reduce importance of linkspeed in game play. It
stinks that people with superlinks have such huge advantages.
- Very unhappy with my US link. Unhappy with ford fights and wizkills. Lately
with new backstab system too
- Best mud ever
- Needs to be open 24 7. need to create more challanging stuff to kill other
then by darkie areas. if you dont feel like pk then you cant kill anything
fun
- At the moment, the Best mud. But have seen better, in costruction only.
- Spell system boring, good balance in the game, too much mobility of chars
- Although i consider mume to be the best around, i still find it boring,
which is why in recent months i have begun to play it less and less
- Very good mud indeed, keep up the good work
- Was much more fun in the old days when darkies were at OOC
- Keep it up
- Ya guys/gals are doing a great job..i hope it stays the same
- I Love MUME!
- There is a lack of bug-fixing in the Management coders!
- lag lag lag lag
- More quests will be nice. Spell 'levitate' no tracks, as swim can be
interesant. Mume can be open to 11:00 pm GMT yes, impossible now, but...
:).
- All large orgs have baeueauracracy, but mmany feel mume is usaverse to new
ideas
- Great game, best around :)
- Best mud around, keep the good work going!
- I hope enough money is raised for fire
- STOP THE LAG !
- Whoever coded this stuff should be shot but reimplement it first!
- Return smite to hit as often as slash and crush, otherwise keep up the good
work
- Nice place to relax for couple of hours in a week.
- Since left school, I lost contact and teherefore ability to survive, nah
this is such a deal of employed man... I think you are doing very well
- Lag game balance ruins pk, *shrug*, i still have fun
- Keep up the good work!
- I think trolls should be able to climb.
- An effort to reduce effects of different link speeds in the game would be
nice
- Trolls are fine with barehanded, orc warriors sucks when solo, because of
smite... Anyway kinda ok.
- Ah, you know some people smoke, not me, but I play MUME.
- MUME is the best MUD around, it could still be better, and it IS getting
better and better!
- Very good MUD, especially as I am a great J.R.R Tolkien fan. :)
- can't wait til mume 7 *wink*
- I enjoy the game immensely.. A great escape from work and everyday stress!
- You're doing good work, just try to listen to reasonable player suggestions
more
- *KISS*
- Enjoying myself and knocking up a hell of a phone bill :)
- Very nice mud, hope it still will be around.....
- I really enjoy this game. Sometimes the language and temperment of players
could improve...but then again they haven't learned what role playing is.
- 24h shops would be nerve savers...
- I have played here for a few years and i think that Mume was at its best
before some of the more rescent changes like moving orc caves
- Hopefully stat requirements - ie what does wil do etc - will be better
documented for new mume
- Please remove sucky dt:s on mume I really hate em and they are kinda not
muddish at all ... :(
- I Looooove Mume!!!!
- I would like to pay a visit to Sauron within a couple years: aka expand
southward!
- I like mume!!!!
- Well, seems I die a lot linkless. Other than that I like it a lot
- Please consider the trolls a bit more!
- Launch mume VII. i wanna choose stats
- Mume grows faster than it is built larger
- This mud is difficult.
- I quite enjoy the MUME and my only complaints would be that is not big
enough *grin*. It would be great to go more places in the Tolkien world.
- Backstab does too much damage to metal wearers; we too dumb to cover our
backs with armour, or what? :)
- Great Game!
- A great game, but it often seems the first things fixed are the last things
that needed it.
- Nice questionare..
- Could be orcish caves bigger?
- Mume is lifestyle not mines, but some of my friends:()
- Too much emphasis on pk
- Good game, fleshing out the zones make more, fill in the gaps would really
help things. It'd improve the feel of the game.
- Would like to feel that I have bigger influence on mume's developmnent
- Compared to all the other MUDs ive checked out and there are many), by far
the best one.
##########################
Message 941 : Welcome Back! (Manwë)
Written on Sun Jan 18 01:40:03 1998
Thanks to you (see FIRE's website http://www.pvv.org/fire and soon
http://fire.pvv.org) MUME has left the Swiss Federal Institute of Technology
in Lausanne (thanks to them for 5 years of hosting) to FIRE's machine in
Trondheim, Norway.
MUME is now open 24h/24.
MUME's web server will soon be available (http://lbdsun3.epfl.ch/mume will
redirect you there as soon it is open).
--Manwe.
##########################
Message 943 : MUME's web site (Manwë)
Written on Sun Jan 18 03:38:55 1998
MUME's web site has moved as well. You will find it at:
http://fire.pvv.org/mume
--Manwe.
##########################
Message 961 : Questionnaire Results (Manwë)
Written on Tue Feb 10 19:03:24 1998
308 answers (better than two years ago last questionnaire). Thanks to all.
1. How old are you?
-------------------
Mean: 23.8539
Std dev: 5.42254
15-: 2.92% 20 : 7.79% 25 : 10.71% 30 : 1.95% 35+: 4.22%
16 : 1.62% 21 : 6.82% 26 : 7.47% 31 : 2.60%
17 : 5.52% 22 : 7.79% 27 : 3.25% 32 : 0.65%
18 : 3.90% 23 : 10.39% 28 : 4.22% 33 : 0.65%
19 : 3.90% 24 : 9.09% 29 : 3.25% 34 : 1.30%
60% of MUME population is in [20, 26].
2. What is your sex?
--------------------
Female : 3.90%
Male : 96.10%
3. What is your marrital status?
--------------------------------
Widdowed : 0.32%
Divorced : 1.30%
Married : 10.71%
Couple : 15.91%
Single : 71.75%
4. What is your profession?
---------------------------
Retired : 0.00%
Family-Keeper : 0.00%
Other : 3.25%
Unemployed : 4.22%
Employed-Student: 12.99%
Employed : 34.74%
Student : 44.81%
5. In what country do you live?
-------------------------------
Brasil : 0.32% Israel : 0.32% Denmark : 2.60%
Latvia : 0.32% SouthKorea : 0.32% UK : 3.25%
NewZealand : 0.32% Switzerland : 0.32% Finland : 3.90%
Oman : 0.32% Australia : 0.65% Norway : 3.90%
Poland : 0.32% Iceland : 0.65% Canada : 4.55%
Taiwan : 0.32% France : 0.97% Estonia : 13.31%
Austria : 0.32% Germany : 1.30% Sweden : 18.18%
Holland : 0.32% Italy : 1.30% USA : 38.96%
Malaysia : 0.32% CzechRepublic : 2.60%
6. When did you start playing MUME?
-----------------------------------
These results are very subjective. I found entries of people starting to play
MUME before MUME was born... I am inclined to think that people overestimate
their playing time.
By trimester, summary by year.
1992-1 : 1.62% 1993-1 : 5.84% 1994-1 : 3.25%
1992-2 : 2.92% 1993-2 : 3.90% 1994-2 : 6.17%
1992-3 : 2.60% 1993-3 : 4.22% 1994-3 : 6.82%
1991-4 : 0.97% 1992-4 : 3.25% 1993-4 : 5.19% 1994-4 : 4.87%
-------------- -------------- -------------- --------------
1991 : 0.97% 1992 : 10.39% 1993 : 19.16% 1994 : 21.10%
1995-1 : 3.57% 1996-1 : 4.87% 1997-1 : 5.19% 1998-1 : 0.32%
1995-2 : 2.60% 1996-2 : 4.55% 1997-2 : 3.25%
1995-3 : 5.52% 1996-3 : 5.19% 1997-3 : 2.27%
1995-4 : 4.55% 1996-4 : 3.25% 1997-4 : 3.25%
-------------- -------------- -------------- --------------
1995 : 16.23% 1996 : 17.86% 1997 : 13.96% 1998 : 0.32%
Mean: 27 December 1994 (quite exactly MUME's current half life).
Std Dev: 19.09 monthes.
7. How did you hear about MUME?
-------------------------------
Mail : 0.32%
Unknown : 0.97%
Internet forum : 0.97%
Magazine : 3.90%
Newsgroup : 4.55%
Another mud : 5.52%
Gopher : 5.52%
Other : 5.52%
WEB : 6.49%
Friend : 66.23%
8. How many characters do you own on MUME?
------------------------------------------
0 : 0.32% 5 : 11.04% 10 : 6.49% 15 : 0.97%
1 : 6.49% 6 : 10.71% 11 : 2.60%
2 : 11.04% 7 : 6.49% 12 : 1.62%
3 : 15.26% 8 : 6.49% 13 : 0.00%
4 : 14.29% 9 : 4.55% 14 : 1.62%
Mean: 5.3961
Std dev: 3.16724
MUME's players database currently counts 5814 entries. We can then roughly
estimate MUME's global population to 1077 players.
9. Do you own an Ainur on MUME?
-------------------------------
yes : 39.61%
no : 60.39%
10. How many 'darkie' characters do you own on MUME?
----------------------------------------------------
0 : 22.08% 4 : 11.69% 8 : 0.65%
1 : 19.81% 5 : 7.14% 9 : 0.32%
2 : 19.81% 6 : 3.25% 10 : 0.00%
3 : 12.66% 7 : 2.27% 11 : 0.32%
Mean: 2.26948
Std dev: 1.99727
This implies a mean of 3.12662 for 'whities & ainur'. Since 39.61% of the
players have a god, it then implies a 'whitie' mean of 2.73052. Although this
seems quite balanced in number of chars, it is to be considered that 22% of
the MUME population doesn't play 'darkies'.
11. How many 'legend' characters (level 26+) do you own on MUME?
----------------------------------------------------------------
0 : 27.60% 4 : 6.49% 8 : 1.62% 12 : 0.65%
1 : 21.10% 5 : 2.92% 9 : 0.97% 13 : 0.32%
2 : 18.51% 6 : 4.55% 10 : 1.62%
3 : 10.71% 7 : 2.60% 11 : 0.32%
Mean: 2.2987
Std dev: 2.57644
12. How many 'darkie legend' characters do you own on Mume?
-----------------------------------------------------------
0 : 57.47% 4 : 4.87%
1 : 20.45% 5 : 1.30%
2 : 9.42% 6 : 1.62%
3 : 4.55% 7 : 0.32%
Mean: 0.909091
Std dev: 1.41817
13. What is the highest mortal level you reached on Mume?
---------------------------------------------------------
Mean: 31.6591 (was 26.5 two years ago)
Std dev: 9.94256 (high, quite uniform in the 20-40 range)
14. How many hours do you spend on Mume weekly?
-----------------------------------------------
Mean: 17.9416
Std dev: 14.0314 (high, different play styles)
6.82% of the MUME population spends 3 hours or less on MUME weekly. Considering
them as retired from the game (or board readers), the estimation of the active
(i.e., playing more than 3 hours a week) population drops from 1077 to 1003
players.
15. Opinion about Mume game system?
-----------------------------------
Awful : 0.32%
Bad : 5.19%
Correct : 10.71%
Good : 53.90%
Excellent : 29.87%
16. Opinion about Mume management?
----------------------------------
Awful : 0.32%
Bad : 7.79%
Correct : 29.22%
Good : 50.32%
Excellent : 12.34%
17. In what position do you rank Mume?
--------------------------------------
(1: Best mud, 2: Second best, etc)
5+ : 0.97%
4 : 0.97%
3 : 0.97%
2 : 7.47%
1 : 89.61%
18. Did you play other muds before Mume?
----------------------------------------
no : 49.03%
yes : 50.97%
19. Do you play other muds than Mume?
-------------------------------------
yes : 32.14%
no : 67.86%
20. From where do you play at Mume?
-----------------------------------
Internet-Cafe : 0.32%
Other : 2.27%
School : 2.92%
Office : 10.06%
University : 30.84%
Home : 53.57% (Was 42% two years ago)
21. Do you suffer 'lag'?
------------------------
Never : 4.55%
Rarely : 21.10%
Often : 31.17%
Sometimes : 31.49%
Always : 11.69%
22. What kind of Client do you use?
-----------------------------------
PMF : 0.97%
Tinyfugue : 3.90%
Other : 4.55%
Tintin : 12.01%
Cancan : 13.64%
Powwow : 15.26%
None : 23.05% (Was 42% two years ago)
zMud : 26.62%
23. What kind of Operating System do you use?
---------------------------------------------
Now Two years ago
VMS : 0.35% 3.61%
OS/2 : 0.71% 2.06%
Other : 2.48% 6.19%
MD-Dos : 3.55% 19.59%
Win3.x : 4.26% 8.76%
XWindows : 6.03% 7.22%
MacOS : 7.09% 7.73%
WinNT : 7.09% 1.03%
Unix-like : 25.18% 38.66%
Win95 : 43.26% 5.15%
(i.e. The final battle is between the Evil MS Empire and the Free Linux Rebels)
Thanks again for answering the questionnaire, next questionnaire next year ;-)
--Manwe.
##########################
Message 1152 : Newbie help (Vanidor) (Frór)
Written on Thu Oct 1 06:30:14 1998
Some new pages have been added to the help file, and some others have been
extended, in order to make it easier for real newbies to learn the game basics:
NEWBIE - General introduction to the game
BASICS - Essential commands (movement, eating, practicing...)
ADVANCED - For the MUME newbie who played other MUD's
FEATURES - Important features of MUME
FAQ5 - Information on libraries
Please show these texts to newcomers when you meet them, and write an 'idea'
report if you would like to add a paragraph or two.
Thanks to Vanidor for his work.
##########################
Message 1286 : MUME VII: Summary of Changes (Frór) & (Manwë)
Written on Sat Apr 10 13:20:38 1999
Welcome to MUME VII !
The following are the most important changes from MUME VI to MUME VII.
They will be better discussed in further news and in the help files.
* Chosen statistics.
As you should have seen when logging on, statistics like strength and
wisdom are not random anymore: you get to choose them while creating your
character. Raising a stat from 17 to 18 costs much more than raising it
from 8 to 9 - so, if you want three exceptional stats the other four will
be quite bad.
The stat-choice process can be hard for real newbies, so an easier interface
has been written for them, suggesting stat-sets that have proven to be
easy-to-play and successful.
* Dynamic classes.
Characters do not choose a class at level one, either. Instead, your class
is determined by what you practice. If you concentrate on weapon skills,
your combat skill and endurance will increase. If you instead concentrate
on spells, you will become able to learn and use difficult incantations.
And lastly, if you try to become a jack of all trades, you will not be
able to master any of them.
* Change class.
At any time, you can type 'change class' and see a list of titles that
match your skills, race, alignment, history, and so on. 'change class X' to
choose a new class. Your choice only affects where you appear on 'who warr',
'who cleric'..., and your whois.
* Continuous regeneration.
You will no more gain a certain amount of hp, mana and moves once every rl
minute. Instead, you will recover health, concentration and stamina at a
more or less steady rate - say, one point of mana every few seconds.
* Delayed actions will now (hopefully) stop as soon as the end condition
that is necessary for the action to complete is no longer valid. For
example, if you cast a spell at someone and he walks out of the room,
the casting will be interrupted. If you try to backstab someone and they
start fighting you, you'll stop the backstab attempt etc.
* During the character generation process, you are asked if you are an
experienced player or not. If you are not, you are not asked stats directly;
you are instead asked questions about your character, and your answers will
select an 'easy to play' set of stats. New "easy" stat sets are simple to
add: if you find some particularly good statsets you wish to share, put them
on "idea".
* 'Who newbie' shows the characters who said they are not expert.
* Willpower and perception are much more important than in MUME VI. Willpower
influences your total mana and mana regen rate, and affects some more
spells; perception affects several warrior and thief skills.
* Hit points and OB depend on your skills - they improve by learning
warrior skills, they worsen when you learn spells.
* A new warrior skill, endurance, will improve your hit point total and your
hit/move regen.
* Your effective level slowly increases even when you're a legend. This
affects the casting level of spells, OB, and so on.
* You can choose what skills to refresh and what skills to forget via the
'train' command.
* Practicing and spellcasting have undergone several important changes,
discussed in the following posts. The important thing to remember is
that your efficiency in a skill/spell depends not only on your knowledge
in the skill/spell (learned %) but also on your proficiency in related
skills/spells.
* Some spells have undergone changes (shield, armour, sanctuary).
* Casting level (determined by your level, your efficiency in the spell
and your casting success) detemines mana usage and spell effect.
* Spells don't fail anymore but can sometimes backfire when your casting
level is not high enough.
* Spells can be cast at different speeds, which affects their mana usage
and their efficiency.
* Subraces have been introduced. For now, they only affect the knowledge
of languages, but some other small effects will be added in a foreseeable
future.
The MUME 7 Hack^H^H^H^H Development Team.
##########################
Message 1289 : Practicing (Frór)
Written on Sat Apr 10 14:04:47 1999
Your class is decided from what you practice. If you prac a lot of warrior or
thief skills, you will be a very bad cleric/mage; if you practice a lot of
spells, your hit points and melee skill will decrease.
Guildmasters will teach you until you know as much as they do, instead of doing
so until you become as proficient as them. In other words, if you are half
blind, you will never be able to master tracking, no matter how hard you try;
in the opposite case, you might become better than your teacher.
If you ask a guildmaster about a skill or spell he teaches, he will tell you
what abilities are required to master it: for example, if you ask Erestor
"help store", he'll tell you that "a brilliant mind and deep insight are
required".
Guildmasters will also advise you on the likely results of studying a skill or
spell: they may suggest you learn some more, or that you will never be able
to use the skill efficiently. Type "prac" inside the guild to read the advice.
The format of the list of skills you get with the "practice" command has
changed a lot from MUME VI.
First of all, in a guild you will be shown all the skills that you could
learn if you were accomplished in that field. For example, a level 20 will
be able to practice 'fireball', even if his intelligence is low and he has
not practiced any other spell before; however, he will be unable to use that
spell. The guildmaster will warn you about it, though -- see below.
Here is a possible outcome of the "practice" command used at a guild.
>prac
You have 62 practices left.
The Knight can teach you any of these skills:
Sessions Knowledge Difficulty Advice
bash 0/42 0% Hard Learn it or not, your choice
parry 15/28 40% Normal Hard to improve
slashing weapons 5/28 26% Normal Learning more could help you
In order, each line contains:
- The name of a skill or spell known by the guildmaster: for example, slashing.
- The number of sessions you spent on it (5), and the maximum number of
sessions you can learn at this guild (28).
- Your overall efficiency at using this skill "on the field" (26%). This figure
takes count of your stats and your expertise in related skills, and is the
one that should interest you most. Efficiency in a given skill grows much
when you practice it; it grows a little when you practice related skills,
and it can decrease if you spend much time learning unrelated skills.
Remember that, in MUME VII, a 50% efficiency is usually worse than a 50% in
MUME VI; a 90% efficiency is usually better than a 90% in MUME VI.
- How hard it is, on average, to learn this skill, compared to other skills
of the same class. For example, "bash" is harder to learn than "slash":
it takes more practice sessions to master it.
- Lastly, some advice from the guildmaster. The current possibilities are:
"You stopped training in this" - See the "train" command
"You know as much as I do" - Time to seek a better guildmaster
"You should be teaching me!" - You already found a better guildmaster
"You reached your current limit" - You will be able to prac more next level
"You really aren't suited" - No matter how much you prac, you will
never be able to master this skill
"Really too inexperienced" - Gain a lot more levels, or practice a
lot more related skills
"You are too inexperienced" - Gain a few more levels, or practice more
related skills, before learning this
"I can't teach you enough" - You are too low level, or your stats
are too low, for you to be able to use
this skill if you learn it here
"Need to learn a lot more" - You need to spend several more sessions
before the skill becomes usable
"Need to learn some more" - You need to spend a couple more sessions
before the skill becomes usable
"Very hard to improve" - It'll take a lot of prac sessions to
improve your efficiency noticeably
"Hard to improve" - It'll take some prac sessions to
improve your efficiency noticeably
"Learning more could help you" - Spending another session would improve
your efficiency noticeably
"Easy to improve" - Spending another session would improve
your efficiency a lot
"Takes a long time to learn" - Two or three pracs won't be enough to
be able to use this skill
"Takes some time to learn" - Two or three pracs are needed to be
able to use this skill
"You could learn easily" - You have natural talent for this skill
"Learn it or not, your choice" - None of the above applies
When you type "practice" outside of a guild, the output will be almost as in
MUME VI. The only differences are:
- The command displays your MUME VII overall efficiency instead of your
MUME VI knowledge of the single skill;
- The meaning of the words used to describe your ability is slightly changed,
for example "Excellent" means 90% to 100% efficiency, while "Superb" is
reserved for the true masters of a skill;
- An asterisk after the skill name means that you're not training in it anymore
(see the TRAIN command). For example:
Cure light * Superb Normal Cleric 10, Very short
##########################
Message 1290 : Spellcasting (Frór)
Written on Sat Apr 10 14:05:28 1999
There are a few important changes to spellcasting.
o Spells do not "plainly" fail anymore (except for orcs in the sun).
Either you succeed, or you backfire.
o The mana used during spellcasting has a random component, which
decreases if you learn the spell very well. Exhausting mana during
spellcasting results in a backfire.
o Casting a spell that is very near your level has a high chance of
backfiring.
o When you start casting, you will be warned if the risk of backfire is
higher than normal: you will receive the message "You muster all of your
concentration..." instead of "You start to concentrate..."
o *** The effects of a spell improve the higher you practice it. ***
This is true even of spells like enchant, sanctuary and heal, which used to
have a fixed effect. Putting only a few practices on a spell means casting
it at a lower effective level, with lesser effects and higher mana cost.
Hard to learn, high-level spells may require many practice sessions before
you can even attempt to use them.
o Casting now takes an optional <effort> parameter. You can cast a spell
more slowly but with greater effects, or quickly but with a higher chance
of backfire. The syntax is:
cast <effort> 'spell' [target]
where <effort> can be, like in search and flush:
quick - casting time, + mana used, - spell power, + backfire
fast
normal minimize mana usage; average casting time, power, backfire
careful
thorough + casting time, + mana used, + spell power, - backfire
o By default, casting without an "effort" parameter is equivalent to
"cast normal". You can however "change spellcasting" to choose a new
default.
o The mana cost you see on your practice list --
Skill / Spell Knowledge Difficulty Class Mana Casting time
Control weather Fair Hard Mage 25, Short
-- is the *average* mana cost for casting the spell with normal effort. This
average cost might be higher than your maximum mana; this doesn't mean that
you will be unable to cast the spell, only that you have a high chance of it
backfiring.
##########################
Message 1291 : New command: TRAIN (Frór)
Written on Sat Apr 10 14:05:46 1999
You can now train a skill or spell anywhere, in order to prevent its decay.
For example:
>train climb
If you have time to spare, you can refresh all the skills that need it:
>train all
Lastly, you can decide you want to stop training in a certain skill; you
will still be able to use it, but it will slowly decay. This is useful to
partially decay certain "must-use" skills:
>train off dodge
If you later "train dodge", "train on dodge", "prac dodge" or "learn dodge",
you will resume training in the skill, and it won't decay anymore (if you
keep using it, that is).
Skills in which you are not training anymore are marked by an asterisk in
the practice list:
Skill / Spell Knowledge Difficulty Class Mana Casting time
Cure light * Superb Normal Cleric 10, Very short
^
Not refreshed
##########################
Message 1292 : Spell changes (Frór)
Written on Sat Apr 10 14:09:19 1999
- Detect evil is now level 1
- Find the path is now level 6
- Sanctuary, portal, raise dead and magic blast are now level 18
- The 'shield' spell has been renamed to 'armour' (since it behaves like
worn armour)
- The 'armour' cleric spell has been renamed to 'shield'. It has become a
level 13 mage spell, useable on self only
- The effects of most spell increase with their casting level. Learn them well
and cast them thoroughly if you want to maximise the results
- The protection provided by sanctuary also depends on the caster's wisdom
(instead of the sancted character's wisdom) and on the sancted character's
willpower
- The difficulty of learning certain spells has changed
##########################
Message 1293 : Alertness (Frór)
Written on Sat Apr 10 14:12:37 1999
A new command, 'change alertness', has been implemented.
High alertness levels will improve your chance of detecting sneakers and
backstabbers, at the cost of slowing down your regen.
Sense life is now a boost to awareness; high awareness is needed to protect
yourself from being backstabbed.
Spamming "look" doesn't detect sneakers anymore, and spamming search costs
moves.
##########################
Message 1294 : Subraces (Frór)
Written on Sat Apr 10 14:18:30 1999
MUME now has a number of "subraces" for some of the races.
Elves
Silvan (2.5)
Sindar
Noldor (3.5)
Hobbits
Harfoot
Stoor
Fallohid
Men
Dunedain (1.5)
Boerning
Eriadorian <-- that's common Men
Rohirrim
Trolls
Cave
Hill
Mountain
Currently, the only differences are in the aging factor, and the initial
languages you know (the languages have changed a little, check 'cha lang').
##########################
Message 1295 : A note on skills (Frór)
Written on Sat Apr 10 14:20:10 1999
The average results of using a certain skill depends only on your level, and
on the efficiency % of the skill (which you can check at guilds with the
'practice' command).
So, if you are level 25, and you know a spell at 90%, your average casting
level for that spell is 90% of 25 = 22.5. On average, it will cause damage
as a level 22.5 spell, it will be hard to save against as a level 22.5 spell,
and so on, regardless of what other spells or skills you might know.
Levels above 25 count as 1/10 of "true" level: so, a level 40 legend has a
"true" level of 25 + 15/10 = 26.5; a level 40 legend who knows a spell at
105% casts it at an average level of (26.5 * 1.05) = 27.8.
The numbers calculated above are an average; the actual casting level can vary
according to factors like spellcasting effort (quick spells have lesser
effects, thorough spells have greater effects), zone alignment, and so on.
##########################
Message 1296 : Dodging (Frór)
Written on Sat Apr 10 14:46:39 1999
The old armour spell used to be castable on others.
The new shield spell which replaced it is self-only and high-level.
To compensate for this, everyone received a permanent 10 db bonus.
##########################
Message 1312 : Race Keywords (Manwë)
Written on Tue Apr 20 14:56:52 1999
Since you can already tell the difference between:
> A Man is standing here
> *A Man* is standing here
The race and subraces keywords (from 'elf' to 'rohirrim') are now enclosed
with '*'.
I.e.
> k man -> targets man mob
> k *man* -> targets man player (human or bn)
--Manwë.
##########################
Posts before this are ones that were kept when I captured them.
##########################
##########################
Message 1362 : Action Hunting Ban (Manwë)
Written on Sat Jun 19 10:38:42 1999
Using client actions to hunt is from now on completely Forbidden.
This includes having actions to auto-follow, auto-hit, auto-cast, or auto-do
more or less anything that gives you an advantage in PK.
If in doubt, don't do it.
Most common examples:
An *opponent* leaves *** WEST ***
> west << issued by the client
Some place.
An *opponent* (bad link) doesn't know he's here yet.
> kill *opponent* << issued by the client
Or:
> l
Some place.
>
> 'Where are these
An *opponent* staggers clumsily in the room from the west.
> kill *opponent* << issued by the client
'Where are these opponents?
Beware that we have means to discover actionhunters, and people caught doing
it will be demoted.
--This ever friendly Management.
##########################
Possibly a missing news post here...
##########################
Message 1364 : Charm revision (Manwe)
Written on Mon Jun 21 19:41:33 1999
The spell 'charm person' (that should be renamed 'charm' btw) has undergone
a few changes:
- It costs more mana.
- Duration is dependant on success rate and victim's Intelligence.
- The spell might fail if you attempt to control too many powers at the
same time.
- The spell can now be refreshed on one of your followers, although that risks
to make him regain control over himself.
- When the spell wears off the once-charmed won't be very cooperative
anymore...
The control on your charmees or your followers (like pets) is checked every
time you attempt to give them an order or every time they recieve an
adrenaline rush (read a critical hit). The chances depend upon the severity of
the hit (if any), the difference of Intelligence between you and him and the
sum of powers you have under your control.
As usual this change might not be in its final version...
--Manwe.
#############
Message 1366 : Re: Charm revision (Manwe)
Written on Tue Jun 22 21:55:44 1999
Low level mobs count much less than high ones for your charm capacity.
--Manwe.
##########################
Message 1371 : Charm & other changes (Fror)
Written on Thu Jun 24 14:49:36 1999
- The duration of 'charm' depends on how badly the victim failed a saving
throw. In the past few days, if the victim barely failed, the spell would
last only a few minutes. With the next reboot, the minimum duration
of 'charm' increases considerably. The maximum duration remains the same as
before.
- Nonmagical weapons are less effective against spirits (unless the wielder
is blessed).
- Read the help text on 'identify' for a clarification on SPELL and MAGIC
types.
##########################
Message 1379 : Shield Spell (Fror) (Nada)
Written on Wed Jun 30 20:13:03 1999
The shield spell will not be as helpful to people who already dodge well.
##########################
Message 1383 : New lands open... (Yavanna)
Written on Thu Jul 15 20:12:22 1999
Great news from the south! After a shaky start (*wink*)...
Strange earthquakes and other assorted Sauronic activities have opened up a
large tract of lands for travel and adventure....
Credit for this expansion into Dunland and toward Isengard (yes, we have much
more to come) should go to:
Builders : Alysia, Gertrude, Gilgala, Romendacil, Scar, Yants, Sabadon
Code : Dain, Fror, Thor, Valur
Others : Erent, Fror, Kegan, MaraJade, Staer, Turmere, Vanidor, Yavanna
Supervisors : Feanor, Ghostly, Namo (Chief uber-Sv)
Thanks to one and all!
##########################
Message 1385 : Trash cleanup (Fror)
Written on Fri Jul 23 18:02:28 1999
After next reboot, all dropped objects will decay after some time (currently
two hours) unless someone picks them up.
The only exceptions are objects dropped by Ainur, and most "legend" items.
This should help remove the huge piles of garbage that pile up after a few
days of uptime.
##########################
Message 1390 : More movement changes (Fror)
Written on Thu Jul 29 15:02:12 1999
- Riding a saddled mount is less tiresome.
- Elves can freely ride without a saddle, as is their custom.
- Movement cost penalties depending on carried weight do not have
sharp thresholds anymore: carrying one more or one fewer arda ring won't
suddenly increase or decrease your movement cost by 50%.
##########################
Message 1392 : Backstab is back (Ilie)
Written on Sun Aug 1 01:00:14 1999
Backstab is back and works on players, but with some changes (this may
change more in the following days if we find it necessary)
- backstab does less damage
- you can poison with backstab, in fact it works better than with normal hits
- backstab will almost always cause a critical hit
- elves and hobbits who don't wear boots will not be so fantastic anymore,
they only get a bonus to noise-production, they don't magically become
harder to see as well
- it's slightly easier to detect people who try to backstab
- smell now also works to detect backstabbers (might help some races)
- if you have recently removed your boots, you become easier to smell (joke)
- Ilie
##########################
Message 1393 : clarification, elves/hobbits and boots (IlieTest)
Written on Sun Aug 1 01:36:58 1999
Elves and Hobbits will still sneak better (and hence backstab better)
if they are not wearing boots, but it now only makes you harder to
hear, not harder to see. When sensing sneakers, both hearing, smelling
and seeing are taken into account.
- Ilie
##########################
Message 1407 : Small changes (Dain)
Written on Fri Aug 27 21:11:15 1999
The 'Ok.' message when you cast a spell was removed. Please report spells that
don't give any message at all now (mail uhm hmmm someone... like Manwe or
someone else with code access other than myself).
Block door can't be cast on a door that's already blocked.
- Dain
##########################
Message 1410 : Aldereon (Fror)
Written on Thu Sep 9 12:07:14 1999
After collecting hundreds of rare items from the legends of Arda, Aldereon
decided he has enough. Therefore, from now on, he will ask some other kind
of favour to those who seek his knowledge.
##########################
Message 1411 : Position modifiers (Ilie)
Written on Sat Sep 11 11:40:33 1999
You can now specify position modifiers for most commands that handle
objects. The available modifiers are "inventory", "room" and
"equipment" (you can of course abbreviate them to just "i", "r" and "e").
They work like this:
put sword room.sack (or just put sword r.sack).
put sword inv.sack
put sword room.2.sack (the second sack in the room...)
cast 'enchant' inv.sword (it would otherwise do eq.sword!)
etc - you get the point.
Immortals >= Mb can also use name modifiers for global searches, so
you can do /stat obj ilie.eq.ring etc.
- Ilie
##########################
Message 1413 : Hunger and thirst (Fror)
Written on Thu Sep 16 09:12:38 1999
One game hour (1 rl minute) before they actually begin suffering from hunger or
thirst, characters now realize they are beginning to feel hungry or thirsty.
##########################
Message 1418 : The Mines of Theddin (Fror)
Written on Thu Oct 7 15:26:33 1999
A team of dwarven miners recently uncovered a few passages leading into the
old mines under the Blue Mountains. If you wish to explore them, please speak
with Theddin the foreman first, to learn about the Mines and obtain his
permission to enter.
The Mines Team:
Building - Scar
Design & Proofreading - Deor
Code - CryHavoc and Squizz
Supervision - Ressaven and Nienor
Playtesting and misc - Draught, Feanor, Fror, Yavanna
##########################
Message 1423 : Picking good names (Ilie)
Written on Sat Oct 9 09:09:36 1999
Some people have problems with finding good names for their chars. I
have found this website to be very useful:
http://spitfire.ausys.se/johan/names/default.htm
- Ilie
##########################
Message 1428 : Rivendell and nolocate (Gothmog)
Written on Mon Oct 11 21:26:08 1999
Unfortunately some rooms in Rivendell was found to be locatable, and at
least a couple of mortals have abused this to have a safe port-spot etc.
This has been changed, and let me remind you to report things like this
in the future -- so that we can fix whatever bugs there are.
Regards,
Gothmog
##########################
Message 1430 : Drooling troll (Gothmog)
Written on Fri Oct 15 13:00:38 1999
Rumours tell that the madly metal-banging drooling troll has disappeared
from warrens. No one knows where he is, perhaps his services was needed
elsewhere?
Another rumour tells that Karash has accepted a new member in his garrison.
- Gothmog
##########################
Message 1431 : help bogosity about ride & command (Ilie)
Written on Fri Oct 15 16:52:30 1999
The command skill does not help you ride in any way. This has been
fixed in the helpfile for command.
- Ilie
##########################
Message 1432 : Trolls (Fror)
Written on Fri Oct 15 17:04:24 1999
All weapon skills give 20 OB when learned at 100%. Barehanded used to be an
exception: it gave 30 OB. Now it works like the other fighting styles.
As a compensation, trolls have gained one more practice session per level.
#############
Message 1434 : Re: Trolls (Manwe)
Written on Fri Oct 15 17:12:13 1999
Btw, Credits go to Gothmog, who struggled hard to convince us of the need of
these changes.
##########################
Message 1436 : Rangers and Newbies (Gothmog)
Written on Sat Oct 16 13:39:30 1999
I added a helpfile on subject "RANGERS". You can always check the number
of Newbies on by doing a "who newbie", rangers are listed in "who ranger".
Please consider becoming a Ranger if you like helping other people.
- Gothmog
##########################
Message 1439 : Supermobs (Fror)
Written on Tue Oct 19 09:44:03 1999
Some mobiles have realized, after hundreds of identical defeats, that their
strategy wasn't quite effective. Therefore they have become slightly smarter.
##########################
Message 1442 : Linkdrop (Fror)
Written on Sat Oct 23 07:45:48 1999
Since many people seem not to have read the rules about having multiple
characters, please do so.
In particular, remember that linkless renting is not "real" renting.
If you have a linkless character, or a linkrented character, you MUST
reconnect and rent properly before you log on another character. The only
exception is when a troll's link dies - you can log on another level 1 troll
to check the time of day.
Moreover, linkrented characters do not have the same absolute protection that
properly rented characters have. Linkrent exists only to protect you from
accidental loss of link, or from urgently having to go afk. When you
reconnect, you still have to face the situation you abandoned; in particular,
if some other player was about to attack you, you will have to face him.
If you want to be 100% safe, rent properly.
##########################
Message 1443 : Fight system (Fror)
Written on Thu Oct 28 06:22:04 1999
- The delay between two consecutive attempts to hit is now random.
The average delay, however, is the same as before the change.
- Pre-bash and pre-kick durations are randomized (still with the same
average as before).
- Spellcasting time depends linearly on how much of the casting you spend
engaged in melee. From the moment you are attacked, the -remaining- casting
time is doubled. Stored spells are not affected by this.
Entire incantation performed while not fighting - delay 100% T
Entire incantation performed while in melee - delay 200% T
You are attacked after T/2 seconds have elapsed - total delay 150% T
- No more post-hit-noflee. However, if you flee, you can't attack for a few
seconds (just as if you had a too-high wimpy level).
- A short post-hit freeze has been reintroduced for coherence with the other
forms of entering melee. The duration of this freeze is the same for all
attack types, it does not depend on what you're wielding.
##########################
Message 1444 : Small changes (whois/desc & flee noattack message) (Dain)
Written on Fri Oct 29 18:22:32 1999
The message was changed when you have the "noattack" flag after fleeing so
you can distinguish from normal wimpy.
Whois:es and descriptions can now be larger (up to 1K). They must, however,
not exceed 10 lines or 80 columns. Nor may they contain any special characters
except the ANSI codes listed in "help ansi codes".
I've probably screwed up something in the verification code, so please help
me find bugs in it...
N.b. that illegal text will disappear, so if you're doing complicated ANSI
art or similar, save a local backup before sending text that MUME might
reject.
- Dain
##########################
Message 1452 : New board command (Ilie)
Written on Tue Nov 23 00:18:21 1999
You can now catchup by name of author, so for example:
"catchup humala" will mark all messages written by Humala as read on the
board you're looking at.
- Ilie
##########################
Message 1454 : No-void (Fror)
Written on Thu Dec 16 12:51:59 1999
Seeing or hearing a member of an enemy race will now give you a 'novoid' flag.
While this flag is active, you cannot vanish in the void, and your linkless
protection will not apply against PC's. This is to avoid "accidental"
linkdrops of characters that have been trapped in a hopeless situation.
Of course, if you are already linkless when an enemy reaches you, you will
not get the flag. Moreover, I fixed a couple of ancient bugs that allowed
ingenious players to bypass linkless protection.
#############
Message 1455 : Re: No-void (Fror)
Written on Thu Dec 16 14:18:58 1999
Starting with next reboot, ungrouped orcs and trolls won't give each other
no-void flags anymore.
##########################
Message 1459 : Weapon changes (Fror)
Written on Wed Dec 22 14:16:51 1999
MUME weaponry has undergone several changes:
- There is much more variety between weapons. Some weapons (mostly the lighter
and shorter ones) have become slightly less damaging and faster, some others
(the bigger ones) slower but more damaging. In some cases, weapon OB and PB
have been adapted to fit the weapon's size and weight.
- Weapons are much lighter than they used to be, their weights are now
more similar to rl. The maximum weight you can wield (as a function of
your strength) has been decreased as well.
- Slashing weapons and cleaving weapons require different skills.
You can tell the testbot "weaponskill" to have your weapon skills
reset; the testbot will provide this service three times to each character.
- Unmounted dwarves are slightly better than other races when it comes to
wielding axes.
- Dual-wielding is now coded in C. For example, you can try to...
> wield sword two-handed
> wield mattock 1-handed
> wield 1 <- If you're wielding a weapon 2-handed, try to
> wield two <- switch to 1-handed, and vice versa
If you remove a dual-wield weapon and wield it again, you will try to wield
it in the same way as before, unless you specify otherwise.
- Two-handed crushing weapons do not require repairs anymore.
All two-handed weapons still require the two-handed skill, independently of
their "base" type (slash, cleave, concussion).
- Sheathes will behave oddly for some time, sorry for the inconvenience.
##########################
Missing news here...
##########################
Message 1484 : New Questionnaire (Manwë)
Written on Thu Feb 10 18:23:58 2000
A bit early on schedule (usually we run them every 2.5 years and the last one
was ran in February 98), here is the new MUME Questionnaire!
To answer it, go in one of the following rooms:
- Bree: The Common Room
- Rivendell: Observatory
- Fornost: Dining Hall of The Crown
- Grey Havens: Watchtower (South of Osse's Well)
- Orc caves: Humid Cave
- Troll warrens: Caved-in Tunnel
- Valinor: Cafe Francais (room 5)
And type 'answer'. Please answer this questionnaire only with one char...
As usual the answers of this questionnaire are strictly confidential. The
statistics on the answers will be computed next month.
--Manwë.
##########################
Missing news here...
##########################
Message 1561 : Types of death (Frór)
Written on Fri Jun 2 07:35:45 2000
The kind of death a character suffers (mobdeath, pk, other) now depends not
only on the immediate cause of the death, but also on the recent encounters
of the dying character. Moreover, in case of pk, the code takes into
consideration recently met friends and foes - not only those currently
in the room.
More precisely:
- You suffer pk-death if you die when *an Enemy* is present, or soon after you
encountered *enemies*, or soon after you received massive damage from a PC;
no matter what the actual cause of death is. This means, if you drown, fall,
or get whacked by a mob while escaping *an Enemy*, it is considered pk death.
- Otherwise, you mobdie if a mob or same-side PC finishes you off after a mob
severely damaged you. No more mercy-killings.
- Otherwise, it's considered DT/bloodlack/falling/drowning/whatever.
In case of pk-death, the number of war points transferred depends both on the
friends and enemies in the room, and (somewhat less) on those recently met.
If you escape a huge fight and are finished off by a lucky level 1 enemy,
that level 1 will not gain huge amounts of war points. Conversely, the enemies
you were fleeing from will gain some.
########################################################################################
Missing news here...............
######################################################################################
##########################
##########################
#########################
############################
Message 1645 : Hunting mobiles (Frór)
Written on Thu Jan 18 09:30:02 2001
I fixed a bug that prevented some mobiles from doing their best in hunting down
their opponents.
Disturb them at your own risk...
###################################################################################
Message 1646 : New orc caves defense (Nienor)
Written on Sat Jan 20 06:56:44 2001
The defense of new orc caves has become slightly more aggressive to intruders
(including Black Numenoreans).
More changes are to follow.
###################################################################################
Message 1647 : Autoexit and track changes (Frór)
Written on Tue Jan 23 13:00:42 2001
"Autoexit" now displays more information:
- If you are on a major road, the road direction is surrounded by ==.
- Visible, closed doors are enclosed between []
- As before, Orcs and Trolls see sunlit exits between **; Trolls see outdoors
rooms between ^^. This takes precedence over the other symbols.
An example:
Old East Road
Exits: [North] =East= =West=.
The speed at which you can follow tracks depends less steeply on your
ability; the initial delay in finding a track, and the chances of finding
some tracks at all, still depend much on ability.
##################################################################################
Message 1648 : Odd mount tickets (Petrel)
Written on Tue Jan 30 17:42:57 2001
A bug with the stables, which has been fixed, may have left some peculiar
mount tickets behind.
If you have a ticket saying 'a ticket for a pet' without more information,
it should be ok if you rent and re-enter the game.
If you have a ticket for 'a wild horse', that will not fix it
###################################################################################
Message 1649 : New NOOC order (Nienor)
Written on Wed Jan 31 18:58:12 2001
The Great Goblin got tired of the complaints of his subjects about each other
and assigned Zathdug the Monitor to take care of these. Should enough
complaints about somebody be collected, the trouble-maker will be banished out
of the caves.
Zathdug the Monitor warns you, however, that he will not talk to those
unworthy in his eyes and that he won't remember your complaints forever. Also
he will not talk to you from a distance but requires that you talk to him in
his presence.
###################################################################################
Message 1650 : Miscellaneous news (Frór)
Written on Thu Feb 1 14:36:39 2001
- An ancient bug in sundeath was fixed. Trolls could avoid sundeath in any
circumstances by simply dropping link...
- Grinder's grey trolls have become nastier. Mess with them at your own risk.
- Beside its immediate damage, the 'harm' spell may now cause critical wounds.
- The ancient and much-abused bug that used to let you flee past exit-blocking
mobiles is now fixed.
####################################################################################
Message 1651 : Tidings from distant lands (Nienor)
Written on Sun Feb 18 18:57:50 2001
Through the snow-covered Redhorn Pass and across countless leagues of desolate
lands a messenger came to Elrond today, bringing him tidings. The tidings are
of the lands that can finally be put on the maps: the borders of Lothlórien
and the lands south of the Golden Wood up to the very Anduin.
Credits for the work done there go to the following people:
Builders: Yoda, Paras, Alkar, Mim, Nugle
Co-builders: Yants, Eolung
Mudllers: Mint, Alkar, Nienor
Proofreaders: Yants, MaraJade
Those that came before: Tram, Monk
Supervisor: Nienor
And of course thanks go to those without whom this area would never open:
Fror and Draught.
###############################################################################
Message 1652 : Limited rerolls (Petrel)
Written on Sun Feb 18 20:20:20 2001
The 'testbot' was created for the purpose of helping people who had
characters in MUME VI adapt to MUME VII. That was the ONLY reason
that unretired characters got limited rerolls.
However, the testbot did not discriminate between OLD characters and
NEW (post-MUME VII) characters. As a result, players started to believe
that ALL characters were entitled to one limited reroll. But that
was never intended.
This bug has now been fixed. The testbot will only supply limited rerolls
to retired characters.
#################################################################################
Message 1655 : Spam Stealing is now ILLEGAL (Draught)
Written on Tue Feb 20 20:31:49 2001
Spam stealing (repeatedly issuing the steal command against one victim) is
hereby declared illegal.
This means that until such time as the steal command is modified or the
justice system is fixed to deal with thefts which are hiterto undetected by
the code yet obvious to the victim you are liable to confiscation of gains
made by spam stealing and possible further consequences.
I have no problem with people stealing a small number of times from one
victim within any time period, but repeatedly stealing from the same
person will be punished. If you are unsure as to what constitutes abuse
in this situation, my suggestion would be to not do it.
Regards,
Draught.
###################################################################################
Message 1656 : Scrolls and blindness (Petrel)
Written on Wed Feb 21 16:48:06 2001
If you are blind, you cannot read.
Some people have been complaining that this bugfix should have been
made a news item, so here it is :-)
####################################################################################
Message 1660 : Praying to the Grey Havens (Vanidor)
Written on Mon Feb 26 02:42:58 2001
There was a change a few days ago so that only elves and half-elves can
pray to the Grey Havens for their first city.
Vanidor Silverbranch
######################################################################################
Message 1664 : Reminder about rules actions (Nienor)
Written on Fri Mar 2 21:17:56 2001
We'd like to remind everyone that rules actions declare illegal _any_ action
that depends directly or indirectly on a player event. This includes
auto-looting coins or equipment on an enemy's death.
For anyone who may have misunderstood, misread or just thought we do not
enforce this rule concerning auto-loot, I'd like to remind you that the list
of forbidden actions includes auto-loot. Be warned that use of auto-loot in
pkill will not go unpunished.
#########
Message 1665 : Re: Reminder about rules actions (Frór)
Written on Sat Mar 3 08:16:19 2001
In order to make it easier to comply with "rules actions" and auto-looting,
the message echoed when another player character dies has slightly changed.
From now on, you can freely action-loot on the "is dead! R.I.P." message,
which will only be sent when a mobile dies. On the other hand, if you are
caught autolooting a PC, you will not have the excuse that "you forgot" to
switch your autoloot action off.
Some other small changes have occurred in the login process. Thanks to Petrel
for his suggestions.
######################################################################################
Message 1666 : A note on the recent demotions (Gothmog)
Written on Tue Mar 6 06:21:12 2001
Since you (mortals) have no way of access previous criminal history of players,
you are hardly fit to judge. The way things work here is that you usually get
a rather light punishment (slap on the wrist) the first time you do something.
Then the punishments escalate (even if you commit another crime). This is what
happened to Olorion and Stormblast.
They had it coming.
Please obey the rules.
Regards,
Gothmog
ps. In most RL countries, criminal records are not public.
#######################################################################################
Message 1667 : Earthquake et al (Frór)
Written on Tue Mar 6 08:31:08 2001
The 'earthquake' spell now determines damage in a way similar to other attack
spells. At very high levels, earthquake might have caused more damage than any
other spell; this is no longer the case. Conversely, this spell has become
more efficient for midlevel characters.
###############
Message 1679 : Re: Mending Problems (Manwë)
Written on Fri Mar 16 15:00:18 2001
Resizeable items are mendable again. Non reseizeable items that are in perfect
shape are no longer 'storable' at a friendly shopkeeper.
--Manwë.
##########################
Message 1682 : Spells (Manwë)
Written on Fri Mar 23 19:08:02 2001
- 'scry' casted without argument displays a map (à la 'map rooms') of your
outdoor surroundings.
- 'locate' now works also with mobile and player keys. However, the displayed
map only displays if there is something in the room (a number or *), if
there isn't anything ('-') or if you can't know if there is anything ('=').
For both spells, the radius of the map depends on your success level.
--Manwë.
##########################
Message 1683 : Locate magic (Manwë)
Written on Sun Mar 25 17:35:15 2001
Magic :
<< At last reluctantly Gandalf himself took a hand. Picking up a faggot [...]
he thrust the end of his staff into the midst of it. At once a great spout of
green and blue flame sprang out, and the wood flared and sputtered.
`If there are any to see, then I at least am revealed to them,' he said.
'I have written Gandalf is here in signs that all can read from Rivendell to
the mouths of Anduin.' >>
* Every spell cast or issued through a wand or a stick leaves a magical
aura in the area (that adds to any previously existing aura).
* There are two types of magical auras, depending upon the type of magic
used: good and evil.
* Magical auras decay over time.
* New spell: locate magic. Detects good or evil magical auras within
the range of the caster. The nearer and the higher is the magical
aura, the easier it will be located.
Syntax: cast 'locate magic' good|evil
Misc:
* 'locate' and 'locate magic' accept an extra parameter to limit the spell
range. This distance is given in miles.
--Manwë.
##########################
Message 1685 : Detect magic (Manwë)
Written on Mon Mar 26 18:04:44 2001
Detect magic now also allows you to see the magical auras of a place. See
its guild help for more details.
--Manwë.
##########################
Message 1686 : Earthquake! (Manwë)
Written on Tue Mar 27 14:53:40 2001
One of the discordances that Morgoth once uttered in the Ainulindale has been
removed and the Song now shines with a renewed harmony. However, this has
caused some massive landslides in Eregion and Rohan.
OOC: the first Dunland zone has been relocated north-eastwards and all the
zones south of it have been moved nortwards.
Thanks to Draught and Vairë for their reshaping assistance. Mail directly
Draught to report any connection problem.
--Manwë.
##########################
Message 1687 : Ost-in-Edhil (Draught)
Written on Tue Mar 27 15:52:30 2001
So long ago that only a few on Arda can even remember there existed a fortress
of the Noldor called Ost-in-Edhil, the chief city of Eregion, until it was laid
to waste by Sauron during his invasion of Eriador. It was here that Celebrimbor
and the elven jewel-smiths, the Gwaith-i-Mírdain, spent centuries perfecting
their craft of forging precious works of ornaments and arms. Recently word has
spread through those who have spoken with Elrond or the Sage. They have been
told that the ruins of Ost-in-Edhil have been found and some of the cities
secrets are left intact. The word across the land is that Emissaries from both
sides of the war are being sent to discover the secret ways of the elven-smiths
known to have forged the Rings of Power.
Builders: Eärendil and Vairë
Proofreading: Dorn
Supervisor: Draught
Mudlle: Nienor, Frór, Alkar, Ferumbras, Gothmog, Mint
Playtesters: Ren, Vanidor, Trent
Playtesters so good we
wanted to kill them: Feanor and Loden
Special Thanks to Maedhros for his input and the Arcanomicon and to Manwë for
his guidance and support.
Draught, on behalf of Vairë and Eärendil.
##########################
Message 1697 : Mayor of Bree does some Landscaping (Vanidor)
Written on Fri Apr 6 14:18:36 2001
The Mayor of Bree was tired of watching his lazy guards getting lazier and
decided to fix some of the ancient lands around Bree. The road not running
straight east from the far side of the hill was one of those things that he
saw each time he puffed his way up the watchtower. As a result, he sent out
crews of guards and a few interested citizens and they diligently worked for
many days. Long hours were spent making paths, clearing fallen trees and
changing the landscape back to the way it was in ancient days.
Now completed and proud of their hard work, both guards and volunteers have
quickly jogged back to the Prancing Pony to enjoy a well earned pint of
Bree's finest ale. The guards wait to be sent out to do more tasks.
Builders: Deor, Rogon, Vanidor
Supervisor: Vanidor
Playtest: Deor
Special thanks to Axel for his Powwow client programming skills which enabled
a quicker transfer of the new for the old.
This is meant to fix a few problems in the southern half of the forest that
is east of Bree's south gate and will be accompanied with some tweaks
and changes later on to the northern half of the forest.
The Old East Road, a part of the Greenway and several other things have
been affected.
Vanidor Silverbranch
#######################################################################################
Message 1699 : Old East Road near the Windswept (Vanidor)
Written on Fri Apr 20 01:25:33 2001
The Old East Road has changed near the Windswept area as part
of the set of changes we have been doing to update some old maps.
Hopefully we will be able to show you a bit of why this, the change
east of Bree, and the Dunland change was done in the next few days.
Barring bugs with the exits this is how it will look like as
far as how the road connects to each other and the places off it.
Vanidor Silverbranch
#######################################################################################
Message 1702 : Istari, experience and PK (Frór)
Written on Sun May 6 16:00:55 2001
I thought the rules about the behaviour of Istari were reasonably clear:
... Istari, Eldar and metamorphs may not engage in professional orc/troll
hunting... Unless a young character wants your protection on a journey to
Rivendell, there should be little reason to be found in the eastern regions.
Unfortunately, some Metamorphs have taken the habit of roaming the eastern
areas (Ettenmoors, ABR, Misty Mountains...), officially "to gain experience".
Then, if they "stumble" upon *an Orc*, they "have no choice" but to fight...
As a consequence, from now on, people on the Istari quest will no longer gain
any experience whatsoever when they are in an evil zone. Hopefully, this will
motivate them to follow the rules.
The change will become effective after next reboot.
#######################################################################################
Message 1703 : Action-triggering (Manwë)
Written on Tue May 8 17:22:25 2001
Since we now have a clear setup on actions (see rules actions), it would
be unfair to take advantage of badly programmed clients by triggering their
actions to your advantage.
--Manwë.
#######################################################################################
Message 1707 : new MUME-client (Eärendil)
Written on Tue May 29 20:42:40 2001
Recently, a MUME client contest was held in an attempt create a powwow
equivalent native to the PC/Windows environment. The winner was Loden,
creating a client called PowTTY, a blending of powwow and PuTTY.
Available for download at:
http://www.elvenrunes.com/PowTTY
-<>-Eärendil
########################################################################################
Message 1708 : Item Changes (subtle and not) (Maedhros)
Written on Sun Jun 3 13:08:16 2001
.|>. First he wrapped his legs with well-made greaves,
|> fastened behind his heels with silver ankle-clasps,
next he strapped the breastplate round his chest
then over his shoulder slung his sword,
the fine bronze blade with its silver-studded hilt
You may notice that some of the names by which you have referred to items may
change in slight ways. Significantly all ringmail will be ring mail, while
other individual items might also change. Be aware that for emergency items
(for example an item such as bluescroll) that changed, advanced warning will
be posted.
#########################################################################################
Message 1709 : Logging on from remote locations (Gothmog)
Written on Sun Jun 10 11:37:11 2001
Warning:
If you are using TCP Forwarders or accounts (ssh/telnet) on remote machines to
log on, you are virtually giving away account pass phrases and allowing the
admins of those machines to snoop your sessions.
#########################################################################################
Message 1711 : FAQ board (Manwë)
Written on Wed Jun 27 13:52:55 2001
A Frequently Asked Questions (FAQ) board has been created.
As the news board, you can access it from anywhere with the command
"faq <argument>" (see "help news" for the available arguments).
If you think that a question (and answer) is missing on the FAQ board, please
report it through 'idea'.
--Manwë.
##########################################################################################
Message 1712 : Steal (Dáin)
Written on Fri Jun 29 15:37:25 2001
Steal has been broken beyond belief for a long while, but now it's
been fixed so it takes a little longer and actually fails now and
then. The spamsteal restriction has been removed.
- Dain
##########################################################################################
Message 1713 : More ports available for connecting (Ilie)
Written on Fri Jun 29 22:10:50 2001
Some people seem to be behind various strange firewalls that only
allow connecting to a limited set of ports.
The following ports now work for connecting to MUME:
23, 81-89, 4242, 8000-8999.
If you need any others, send me a mail.
- Ilie
###########################################################################################
Message 1715 : Poison, Hammers and Metamorphs (Frór)
Written on Wed Jul 4 20:02:29 2001
Miscellaneous changes, taking effect at reboot:
* Some weapons (most noticeably hammers and staves) can no longer be poisoned.
* Metamorphing and returning to human form is considered an act of sorcery.
This should not affect Istari in good standing, unless they somehow manage
to lose their citizenships.
###########################################################################################
Message 1716 : New flee system (Manwë)
Written on Mon Jul 9 20:16:17 2001
In order to reduce link (and spam) importance, the following changes were made:
- Post hit delay on first attack is gone (except when you get LOS).
- Post-flee delay is gone ("you cannot attack and flee at the same time").
- Fleeing when non engaged is immediate.
- Spamming flee to get out of a fight is gone. Flee is now handled the same
way than wimpy, through autoflee.
a) When you type 'flee', or 'flee on' (or your wimpy level triggers) you will
flee almost immediatly.
b) Then, successive flee attempts are automatically scheduled until you get
out of the fight somehow, or you type 'flee off'.
c) The delay between flee attempts (a flee round) was more than halved than
it was in previous version (also, as earlier, it is modified by your dex,
your encumbrance and the second attack skill).
Note: typing flee/flee off/flee gives exactly the same number of flee
attempts, so it is just a waste of keystrokes ;-)
- When you attack someone, you can't flee off the fight for a full flee round.
However, your victim gets a small delay during which he can't flee either.
- Changing your wimpy level above your current hps removes your fleeing
attempts. By the same token, changing your wimpy level below your hps
triggers autoflee.
- Bashes, holds and every kind of action that delays your character may be
cancelled by a flee. For this, a saving throw based on your condition
is made. The more damaged you are, the more chances you have to get an
'adrenaline rush' and thus try to flee.
--Manwë.
PS: This is the third version of this flee system, improved through the inputs
of those that cared enough to log on the test MUME. However, futher tweaks
are always possible (as usual...).
Manwë Súlimo blows in the wind:
Hmmm.... It didn't crash and no-one is threatening to quit. I must have
fucked up something.
Manwë Súlimo blows in the wind:
forgot: flee y|flee n works also
Manwë Súlimo blows in the wind:
Just a note: Flee chances have always been computed this way (no need to wine
for a reroll, thanks)
Manwë Súlimo blows in the wind 's/wine/whine/'
##################################################################
Message 1722 : Re: New flee system (Manwë)
Written on Sat Jul 21 15:20:22 2001
It seems there is a flee bug that causes people to flee for apparently no
reason. What probably happens is that you tried to flee or fled in an
earlier fight and the game doesn't notice that the fight is over. Then, at
next fight, flee is resumed.
To help me to track this bug, please type 'bug TO MANWE' and post a log
from the last rounds of your earlier fight to the new rounds of the fight
in which you unexpectedly tried to flee.
Thanks,
--Manwë.
#########
Message 1730 : Re: New flee system (Manwë)
Written on Mon Aug 20 18:58:45 2001
The effect of the 'second attack' skill, dexterity and encumbrance, was made
less important in the computation of the flee rounds (the time between two
consecutive flees attempts).
Said shortly, if you have low second attack skill, or low dex, or are heavily
encumbered, you will now flee more often than earlier.
--Manwë.
###########################################################################################
insert other News here? Some missing.
#####################################################################
Message 1724 : The Execution of Ermon (Gothmog)
Written on Fri Aug 10 13:56:26 2001
Ermon, formerly a level 35 man warrior, was demoted to level 1 today.
He had tried saving the lives of a BN and an Orc by yelling for them to get
out as a group of six other whities approached.
Anonymous reports tell us that he won't be buried in holy ground either.
/Gothmog
ps. The moral of the story: Do Not Help Cross-Race.
#####################################################################
Message 1725 : Mobile tweaks (Dáin)
Written on Fri Aug 17 19:26:06 2001
A lot of mobiles will be reprogrammed soonishly. There shouldn't be
any Huge changes, but beware that mobs might act differently from what
you're used to (with respect to aggressiveness e.g.).
- Dáin II Ironfoot
#####################################################################
Message 1726 : Minor changes (Ilie)
Written on Sat Aug 18 17:43:21 2001
Some trivial anti-spam measures have been coded, trigging on repeated
messages. They might be beefed up if someone has the energy, or we
might just zap people who still spam. Time will show.
- Ilie
#####################################################################
Message 1727 : Mobile tweaks, some more information (Ilie)
Written on Sun Aug 19 22:26:27 2001
The most immediately noiceable change is that high level mobiles that
are aggressive against you don't wait so long before they start
hitting you. So - don't go to wightlord, black uruk patrols or
similar unless you know what you are doing.
Some mobs that previously were not aggressive against you might also
be aggressive now (assassins in Tharbad for example).
- Ilie
#####################################################################
Message 1728 : Groups and leadership (Dáin)
Written on Mon Aug 20 18:17:56 2001
We've changed how fast groups move depending on leadership and
groupsize etc.
- Dáin, Frór, and Manwë
#####################################################################
Message 1731 : new command (Ilie)
Written on Tue Aug 21 01:28:54 2001
Ignore.
Read all about it in the help file.
- Ilie
#####################################################################
Message 1732 : Weather colours (Dáin)
Written on Tue Aug 21 16:36:21 2001
I've fixed so all "dynamic" weather messages show up in the colour you
choose with "cha col weath". Please report bogosities.
- Dáin
######################################################################
Message 1736 : Stat floatification (Frór)
Written on Thu Aug 23 17:39:31 2001
Player statistics (strength, intelligence...) are now stored as floating
point variables. This will make the effects of age more continuous, and will
allow (in the near future) to remove some discontinuities in object and
spell effects (for example the +1/+2 strength spell issue).
Base statistics (the ones you pick during character creation, and the ones
that affect how you learn skills) remain unchanged (integers).
This change should not affect anyone much; if you are close to the boundary
between two age brackets, you might notice a difference of a couple of points
in your OB/DB/PB. Any huge difference is probably a bug and should be reported.
##########
Message 1737 : Re: Stat floatification (Ilie)
Written on Thu Aug 23 20:25:48 2001
Some more info:
This means that the stat at age bracket 1 may be 12, and at age
bracket 2 it might be 13. However, it will gradually from 12 to 13 as
you age, so currently it might be 12.67 for example. You will still
only see stats rounded to the nearest number in info.
Age affects will therefore take effect gradually, and you may for
example gain 1 hp every week or so since your con slowly changes,
instead of suddenly gaining 10 hps when you cross a magic age limit.
So - some of you will have slighly higher hps today than yesterday,
and some will have slightly lower.
- Ilie
######################################################################
Message 1738 : Scout command (Manwë)
Written on Fri Aug 24 17:11:56 2001
The 'scout <dir>' command allows to examine a neighbour room (in dir <dir>)
without going in it.
If you are scouting a small room (typically indoor) while not hidden you will
be spotted by its contents, otherwise, you have a chance of not beeing
discovered. Scouting a large room makes it harder to see any hidden content,
but at the same time it is easier to scout it unoticed, even while not hidden.
The detail level of the scouted room, how you are seen when discovered, and the
scouting delays depend upon the size of the involved rooms.
Last, it is not a good idea to attempt to scout a death trap...
--Manwë.
#######
Message 1739 : Re: Scout command (Manwë)
Written on Fri Aug 24 23:43:46 2001
Bugfix: if you are hidden scouting won't automatically reveal you.
Consistency side effect: using 'look' and 'examine' with no argument while
hidden won't reveal you.
--Manwë.
######################################################################
Message 1740 : Time-out of spell effects (Frór)
Written on Tue Aug 28 18:06:42 2001
Until now, affects (such as strength, armour, shield, bless, blindness...)
used to time out exactly at a tick.
From now on, they may expire at any time - most probably between one tick
and the following. As a consequence, there should no longer be any difference
between casting a spell at the beginning or at the end of a tick.
The actual duration of spells is still an integer number of ticks; that is,
if you cast 'bless' at 3:15 pm, it might expire at 9:15 pm or 10:15 pm.
This will change in the near future.
Wounds, poison and disease are still updated at tick. This, too, will change.
#######################################################################
Message 1741 : Re: Time-out of spell effects (Ilie)
Written on Tue Aug 28 19:57:12 2001
Eh there were some snags, back to old MUME version for now.
- Ilie
#####################################################################
Message 1742 : Goblin Gate (Gothmog)
Written on Wed Aug 29 22:14:42 2001
Apparently there was some sort of an attack on Goblin Gate recently. Not much
is known so far, but it seems the liaison from the Zaugurz tribe had built
some kind of backdoor into the caves, and a sneak attack from the formerly
friendly tribe took place when most of the uruks were sleeping.
The Great Goblin and other leader figures might know more about this.
/Gothmog
#####################################################################
o S>ask orc zaugurz
Ok.
Takhr the orkish warden raises her upper lip and snarls at you.
Takhr the orkish warden says 'The treacherous dog! We let that Zaugurz fool'
Takhr the orkish warden says 'live in our caves. Bah!'
Takhr the orkish warden says 'No more of that. I ran the bastard off and'
Takhr the orkish warden says 'pissed on his bed.'
########
The Great Goblin raises his upper lip and snarls at you.
The Great Goblin says 'Zaugurz! The treacherous dogs!'
The Great Goblin says 'We gave one of their uruks food and a female, and he'
The Great Goblin says 'pays us back by raiding our caves, stealing our slaves'
The Great Goblin says 'and females.'
The Great Goblin sighs loudly.
The Great Goblin says 'I really bloody hate the Zaugurz traitors. I bet they'
The Great Goblin says 'aim to take over all of Gundabad!'
The Great Goblin says 'The fight was horrible, we lost many fine uruks and in'
The Great Goblin says 'the end we had to put up a barricade to fend them off.'
The Great Goblin says 'The bastards had found some backdoor into the western'
The Great Goblin says 'parts of Goblin Town and succeeded in pulling off a'
The Great Goblin says 'sneak attack.'
The Great Goblin says 'I have dispatched a patrol to burn down their cursed'
The Great Goblin says 'outpost just a few hours west of here, but I haven't'
The Great Goblin says 'heard anything from them so far.'
The Great Goblin grins evilly.
The Great Goblin says 'Later on however, Moonglum gathered an attack-force'
The Great Goblin says 'and brought down their smelly outpost. They fought for'
The Great Goblin says 'days until they had finally beaten all the'
The Great Goblin says 'reinforcements the Zaugurz could send.'
The Great Goblin thinks till it hurts.
The Great Goblin says 'This probably bought us enough time to muster enough'
The Great Goblin says 'forces to fight them back when they come back. Because'
The Great Goblin says 'they will come again I'm sure. Those traitor dogs want'
The Great Goblin says 'to plunder all we have to use in their battle for'
The Great Goblin says 'power up north!'
##########################
Message 1745 : Troll peace talks (!) (Gothmog)
Written on Thu Aug 30 06:43:25 2001
Messengers tell of a strange happening indeed. A delegation of some sort
was dispatched from the Troll Warrens to the stone trolls living near the
Old East Road a little bit west.
For now, they appear to have made some kind of peace.
/Gothmog
#############
Message 16636 : Nuw frends (Grinder) TROLL
Written on Thu Aug 30 06:41:16 2001
I cent one uv mine clanboys to chat sum with the stoon trolls livin over
west near da big road. He brawt lots of hobbitmeat and them all made freends.
Us are nuw wellcom der, but if ya attack dem they will eat ya.
--- Mama Grinder
#############
Message 16638 : Re: Nuw frends (Grinder)
Written on Thu Aug 30 12:03:38 2001
Devastator very nott smart trollchild. Tok lotsa hobbitmeat to mek noo frends
and givin us new hidinghole. Them get angry if yo pick fight. Me tink
Devastator shold shut him lil troll mouth.
###########################################################################################
Message 1746 : Troll changes (Gothmog)
Written on Thu Aug 30 17:47:14 2001
Trolls now have 10 more OB barehanded. They also take advantage of their
sensitive noses when tracking down victims, hence not having to spend as
much effort on finding tracks.
On another note, the Great Goblin sends message that all his weaponsmiths
are busy with orkish business, so none of them will help trolls anymore. This
is because of the recent chaotic tribal wars in the northern misties.
/Gothmog and Dain
Message 1748 : Re: Troll changes (Manwë)
Written on Fri Aug 31 12:26:09 2001
Trolls' offensive bonus modifier while bare-handed is now fully dependent
upon the 'unarmed combat' skill. It is thus fully effective only for expert
Trolls in this area.
--Manwë.
###########################################################################################
Message 1751 : Spell changes (Frór)
Written on Fri Aug 31 18:17:35 2001
Spell effects can now last a non-integer number of minutes, and they depend
more smoothly upon the caster's level and skill.
For example, duration of a certain spell used to increase by one full tick
every few levels (5 levels if you learned the spell at 100%). Now, the spell
duration increases by a few seconds per level instead (12 seconds at the
same knowledge % as before).
The average effects remain unchanged.
###########################################################################################
Message 1753 : Command reorder (Dáin)
Written on Sun Sep 2 15:30:52 2001
I changed what some command abbreviations mean. The full details can be
seen in "help command list", but here's the ones I remember:
p is now put and not puke
b is now backstab and not bounce
cl is now close and not climb
o is now open and not order
Effective next reboot.
- Dáin
#############
Message 1754 : Re: Command reorder (Nienor)
Written on Mon Sep 3 01:56:52 2001
Due to the command reorder, a number of problems in ancient mudlle have
surfaced. If you notice any mobs/rooms/objects suddenly reacting strangely to
your commands, we would appreciate a bug report.
It goes without saying that if you die to a bug caused by this change,
you will be reimbursed.
###########################################################################################
Message 1755 : Mandos sleep (Dáin)
Written on Tue Sep 4 13:01:18 2001
Since we're getting a log of whines/questions about this: Mandos sleep
was changed the other day. I didn't do the change (Frór did), and I
have no idea if it's permanent or not, but you get Much Longer Mandos
sleep these days.
- Dain
#############
Message 1756 : Re: Mandos sleep (Ilie)
Written on Tue Sep 4 13:42:23 2001
Mandos sleep duration is now down to max 3 game months (1.5 days rl).
- Ilie
#################################################################################
Message 1757 : spell-casting buggy (Ilie)
Written on Tue Sep 4 13:49:41 2001
Bug - spells can not be finished if you are engaged (not even combat spells).
- Ilie
#################################################################################
Some News is missing here!............................................................
##########################
Message 1788 : Autoexits (Dáin)
Written on Fri Nov 30 18:30:16 2001
... was slightly modified.
- Dain
#####################
Message 1789 : A cheater unmasked (Frór)
Written on Mon Dec 3 21:05:28 2001
A couple of weeks ago, Saatan the Troll "happened" to drop some receipts
from human and elven shopkeepers in an out-of-the-way place, close to the
Warrens. A young Troll picked up the receipts, ran west, and got rid of them
in Midgewater. Then he dug up a hole and remained there ever after. The
receipts were eventually "discovered" by another youngster - a Man - who
evidently didn't have enough cash to redeem them, since he dropped them again.
Finally, Theuram the Dwarf "stumbled" upon them and recovered the items.
Unfortunately, Saatan and Theuram belong to the same player, and the two
intermediate level 1 characters were clearly throwaway characters made for
the express purpose of cheating.
As a consequence, the player lost all of his characters, according to the
rules on multiaccounting and cross-side equipment exchange.
#####################
Message 1792 : MUME meeting in Czech next year (Elithrandir)
Written on Tue Dec 18 10:13:04 2001
There will be MUME meeting in Czech next year.
I'm posting it in advance, so we can decide the best date, acceptable
for most of you who want to come. The official meeting will be one
week long, and it will take place sometime during summer vacation.
Please, all of you who want to come, send me dates acceptable
for you. My email is shake@volny.cz .
Some info about prices now. You can sleep at university college for less
than $3 per night. $5/day is enough for food (maybe less).
Also beer is very cheap and very good (the best).
There are many things we can do here in Czech, so you
don't need to be afraid that you will get bored.
You can also mail me, what would you like to do, your suggestions
and ideas, and we try to think out the best plan for all.
Ok I think that's all you need to know for now ..
You can ask or mail me for additional info.
See you all in Czech next year! :)
/Shake
shake@volny.cz
#####################
Message 1793 : RULES KEYBOARD (Mint)
Written on Sun Dec 30 07:15:00 2001
Recently, some idiot(s) had 4 accounts linkless from one computer.
As a result, we've modified RULES KEYBOARD to explicitly mention:
1) Linkless characters are still 'in the game'.
2) The old 5- and 30-minute rules apply to each computer.
3) RULES SEPARATION also applies.
Simply put: Don't pretend you're more than one person if you're not.
We WILL catch you. Don't be next.
(The recommended punishment is to delete all accounts involved.)
#####################
Message 1795 : "Group" changes (Frór)
Written on Tue Jan 1 18:39:43 2002
The "group" command now takes an optional parameter, "add" or "remove", that
could be useful in crowded situations.
For example:
> group 3.horse add
(Add 3.horse to your group. If 3.horse is already a group member, do nothing.)
> group 3.horse remove
(Remove 3.horse from your group. If it is not a group member, do nothing.)
If you do not specify add/remove, the "group" command works as a toggle,
as usual: it groups the target if it is not in the group, it ungroups the
target otherwise.
#####################
Message 1796 : Legend homes (Déor)
Written on Wed Jan 2 18:33:34 2002
I've stepped down as the Legend Home supervisor so that I can complete
my pending projects and move on to other RL responsibilities. In my
place, Helevorn will be taking over as supervisor. Please direct all
questions, comments and complaints to @helevorn via mume mail. :)
-Deor
#####################
Message 1797 : Happy birthday! (Manwë)
Written on Mon Jan 7 14:23:22 2002
MUME turns 10 years old, and is more alive and kicking than ever! I wish here
to thank the makers of MUME, ainur and players, that made this dream come true.
To celebrate this, a special competition (whose details are yet unknown) will
be held soonish (possibly on Sat Jan 20).
--Manwë.
#####################
Message 1798 : MUME's Rules of Sides (Dáin)
Written on Thu Jan 10 23:42:04 2002
Since some people apparently haven't comprehended this...
It's completely illegal to, in any way, help characters of the other
side of the war.
The Troll Libresse hadn't understood this and is now level 1. Be
warned.
- Dáin II Ironfoot, Executioner of the Valar
#####################
Message 1799 : Maintenance shutdown (Dáin)
Written on Sat Jan 12 01:49:40 2002
MUME will be closed for a couple of hours or so for some maintenance
tomorrow afternoon CET (12 Jan). Can't say exact hour, but around 3pm
CET (that's like 9am EST, I think).
- Dáin
#####################
Message 1802 : MUME VIII (Manwë)
Written on Sat Jan 12 14:39:38 2002
Welcome to MUME VIII!
In addition to recent additions, this new version of MUME introduces a new
side to the war and two new races.
More details will be explained in the following news.
* Zaugurz Orcs
A fierce tribe of Orcs from the frozen North, the Zaugurz used to be allies
of the Uruk-Tarkhnarb. Not long ago, the Tarkhnarb expelled the Zaugurz from
Goblin Gate; the Zaugurz retaliated with a surprise attack on the western
portion of the Tarkhnarb caves. Now the Zaugurz are back in force, ready to
carve their place into the rich Southern lands...
* Beorning Shapeshifters
It is said that denizens of the northern Vale of Anduin have the power of
changing their shape from that of a man to that of a huge bear. Whether they
descend from great mountain bears, or from the first Men who lived in this
part of Arda, nobody knows; however, nobody can deny their valour and their
implacable hatred towards Orcs and Wargs.
MUME VIII planners and coders: Dáin, Gothmog, Frór, and Manwë.
#####################
Message 1803 : New socials (Dáin)
Written on Sat Jan 12 14:40:23 2002
A lot of socials have been rewritten or added. Read "help socials" and
"help commands" for the gory details.
Thanks Scar, Deor, Ausir, and Atlas for all the work.
Please mail Deor if you find typos or other bogosities with them.
- Dáin II Ironfoot
Message 1811 : Re: New socials (Dáin)
Written on Sat Jan 12 17:21:07 2002
I am aware that there were more people involved in this, but I don't
have the full list. Will get back with a complete credits list later
on :-)
- Dáin
Message 1812 : Re: New socials (Dáin)
Written on Mon Jan 14 19:17:41 2002
Missing in the above credits are Imatin and Mezmeree!
- Dain
Message 1813 : Re: New socials (Dáin)
Written on Mon Jan 14 22:33:30 2002
I challenge you to spot the new social!
- Dain
#####################
Message 1804 : Beornings and Bears (Frór)
Written on Sat Jan 12 15:06:27 2002
Beornings can now shapechange to bear form.
Bears cannot cast spells, and they have severe restrictions on what
equipment they can use. On the other hand, they are definitely stronger
than Men, and have greater endurance and agility; their bare paws can
cause vicious damage, and they can bash their opponents with their own bulk.
Due to their fearsome appearance, bears appear as *a Bear* to Elves, Dwarves,
Hobbits and non-Beorning Men (unless they're members of the same group).
For the same reason, certain mobiles might be friendly to a Beorning in
human shape and hostile to the same Beorning in bear shape.
In order to change to bear form, use the "metamorph" command (no arguments).
The outcome is not guaranteed: the chance of a successful change depends on
several factors, among which
* level
* distance from the Carrock
* current mana
* time of day
* moon phase
Bears return to human form automatically after some time (which depends
on the same factors as above). A bear can try to "return" to human form
before the time limit expires; failed attempts can cause fatigue.
Beornings fight with little regard to their own life, and they're not used
to wearing shields (they would prevent shapechanging). Therefore, their
ability to parry enemy blows is slightly reduced (compared to other races).
When they find themselves in the Halls of Mandos, Beornings can choose to
be transported to their village of Ingrove, in the Anduin Vale.
Finally, if you have created a Beorning character before MUME VIII, and you
would prefer to remain a common Man rather than a shapeshifter, you can
"tell testbot eriadorian". This choice is irrevocable, so think twice about
it. As a consequence of changing race, you will lose your citizenship in
Anduin Vale (if any) and you will forget most of the languages you have
learned.
#####################
Message 1805 : The Anduin Vale (Fëanor)
Written on Sat Jan 12 16:27:08 2002
Tales from the far side of the Misty Mountains have reached as far as the
western Ocean, hinting about new and previously uncharted lands. The intrepid
explorer will have the chance to travel the dark forest of Mirkwood and its
gloomy horrors, explore the area along the great river Anduin, visit the
homelands of the fiercely proud Beornings and meet their legendary chieftains.
I would like to thank the team that made this area possible! A huge "Thank You"
goes out to:
Builders
========
Amandil, Eolung, Hobbi, Liliah, Mezmeree, Quillis, Trent, Trexus and Vaire.
Smalls, Chauncey, Atanatar and Swork.
Proofing
========
Aratan, Dardhel, Donutello, Eolung, Gwaywffon, Liliah, Loden, Maedhros, Morten,
Smalls, Vaire and Vanidor.
Code
====
Nienor and Thor. Alkar, Incanus, Mint, Valur, Vengeance and Yants.
Misc
====
Gothmog, Lomion and Yavanna.
Aredhel, Atlas, Axel, Indigo, Mandor and Namo.
And finally, I would like to sincerly thank:
Vanidor for assisting me in the very start of the project.
Eolung for his assistance in creating and supervising the Vale.
Namo for helping me reviewing the entire area.
Draught for making the Vale possible.
Fror for the Bears (and everything else)!
Nienor for being priceless in her assistance to me.
/Feanor and Eolung
#####################
Message 1807 : The Zaugurz Orcs and the Third Side of the War (Dáin)
Written on Sat Jan 12 16:31:04 2002
As has been reported earlier, the politics around Goblin Gate has been
less than stable lately. The Zaugurz Orcs, having migrated southwards
from the cold North, clashed with the Tarkhnarbs, the tribe ruling the
Goblin Gate, and were finally expelled.
Licking their wounds, the Zaugurz moved back to older dwellings
further west, high up among the peaks of the Misty Mountains. Now,
having established a small fortification and having grown in number,
they have set their minds to take their vengeance on the treacherous
Tarkhnarb, and, if possible, regain some territory from them. This
does, of course, include fighting the powerful allies of the Tarkhnarb
as well as the Free People, who couldn't care less what tribe the Orcs
under their swords belong to.
In MUME terms, this means we have a third side of the war. Everyone
wants to kill an Uruk-Zaugurz, and a Zaugurz wants to kill everyone.
The minions of Sauron can tell the different orc tribes apart, but
others cannot. In the same way, the Zaugurz, not knowing the politics
of these lands, can't tell the different kinds of Men apart.
Credits:
--------
Concept : Gothmog
Coding : Dáin, Gothmog, and Manwë
Building : Arla
Objects : Deor
Testing : Deor and Arla
Proof-reading: Fëanor
#####################
Message 1809 : More on the War (Dáin)
Written on Sat Jan 12 16:37:55 2002
The Minions of Sauron, including the Zaugurz, all share the same
Warlords list. Since the Zaugurz are at a tribal war with the other
races under the Dark Lord's shadow, any kills in that war will make
the winner gain fame. However, such tribal fights will not affect the
balance between the Armies of the West and the Forces of the Dark Lord
(i.e., in "view war").
- Manwë and Dáin
#####################
Message 1810 : New artifact! (Alkar)
Written on Sat Jan 12 16:52:55 2002
Rumour has it that a new artifact has been added to the game. This is a weapon
of Dwarven craftsmanship that has been present in the game for a while, but has
not been readily available until now.
Good luck!
/a
#####################
Message 1814 : Retirement changes (Nienor)
Written on Tue Jan 15 18:46:33 2002
- Characters that have been retired for longer than a RL year can now get an
age reset by typing "agereset" while still retired. This command will set
their age to their base age.
- When you log on in a retirement room, you can now see how long it is until
you can unretire, reroll, get a prac reset or an age reset.
#####################
Message 1815 : Food decay (Manwë)
Written on Thu Jan 17 14:05:51 2002
Back from the archives of MUME, food again decays over time. Some meals have
to be eaten quickly while others will last longer, or even indefinitely.
--Manwë.
#####################
Message 1816 : Block door (Dáin)
Written on Thu Jan 17 20:12:44 2002
There has been minor changes to how messagse appear when blocked doors
are broken.
- Dain
#####################
Message 1817 : Consistency (Dáin)
Written on Fri Jan 18 15:02:25 2002
Counting from some reboot in the near future, when you create new
characters, you have to select all subraces from the subrace menus
(think zaugurz/tarkhnarb and eriadorian/dunadan/beorning/rohir/black
numenorean) rather than having a few in the topmost race menu.
- Dain
#####################
Message 1818 : Heavy doors (Frór)
Written on Sat Jan 26 17:04:12 2002
The behaviour of heavy doors has changed slightly: the first character who
tries to open/close the door is not treated in a "special" way any longer.
As a consequence:
- All the characters who are trying to open/close the door are delayed,
until they give up or the door opens/closes/stops moving.
(Before the change, only the first character was delayed).
- If the first character who tried to open*close the door abandons the effort,
the other characters keep trying. (Before the change, in these circumstances,
the door stopped moving immediately)
- Characters who are hurt, bashed, paralyzed, or who move away for any reason
stop contributing to the effort.
Right now the change affects only a few doors. It will become global after
a reboot.
#####################
Message 1820 : Mirkwood (Fëanor)
Written on Sun Jan 27 14:42:38 2002
...has changed slightly.
Explorers in the forest should now find Mirkwood a bit more terryfying and
confusing...
/Fëanor
#####################
Message 1821 : Eehh. (Ilie)
Written on Thu Jan 31 16:48:16 2002
The fire machine was having some problems which I discovered purely by
chance... you might want to send me an email or something if both mume
& the web server at fire is down at the same time for more than 5 minutes.
- Ilie
#####################
Message 12745 : Darkness spell (Nienor) TORC board
Written on Mon Feb 4 21:33:43 2002
Effective mostly since next reboot (but on some mobs now), lamp-wearing mobs
were made somewhat smarter when faced with the darkness spell.
/Nienor
#####################
Message 1822 : Butchering (Frór)
Written on Fri Feb 15 19:25:47 2002
Bears can now butcher corpses with their paws and teeth, and do other nasty
things to those they defeat (hint: think of Beorn's war trophies).
##########################
Message 1823 : Weaponry (Frór)
Written on Sun Feb 17 14:05:08 2002
During the last few months, concussion weapons have become the weapons of
choice for high-level warriors (60% use concussion, 16% slash, 12% smite,
and the rest cleave or use other kinds of weapons).
In order to restore some variety:
* Damage caused by concussion weapons has been reduced;
* Damage caused by some other kinds of weapons has increased;
* The strength requirement for the mighty dwarven axe has decreased;
* The Axe of Durin can be wielded both 1- and 2-handed.
#####################
Message 1824 : RULES INTERRACE (Maedhros)
Written on Tue Feb 19 19:12:20 2002
.|>. You are reminded that this set of rules is still in existence and is
|> enforced. Failure to follow these rules brings one of the harshest
penalties in the game.
#####################
Message 1825 : Game changes and skill/stat resets (Frór)
Written on Wed Feb 20 20:54:14 2002
From time to time we make changes that affect the abilities of characters.
When the changes are very relevant (say, when we create a new weapon class),
we can grant skill resets so that players can adjust to the new situation.
When the changes are extremely relevant (say, the new stat system in MUME VII),
we even grant stat resets. This is because characters created and trained
before the changes may become utterly unplayable afterwards.
On the other hand, we do not grant any kind of reset when the changes are
relatively small, and they make your character just a little less powerful.
For your information, changing weapon damage by a few percent is not such an
earth-shaking event; so, there won't be any free skill reset. Nor will there
be one in the future, when/if we adjust damage again. If you want a reset,
you can get it in the usual way.
A few suggestions for those who think they "must" be using "the" most powerful
set of skills. First - you can have fun even if you're not invincible. Second
- try to differentiate your characters, so that if some evil Arata makes your
crushing warrior slightly wea... er, ***COMPLETELY RUINED!***, you can take
some consolation in your cleaving Dwarf. Finally, don't rank roll-playing
above roleplaying. If you tune your character to the point that you'd do
anything for one more point of OB... sorry, be ready to retire for rerolls
quite often.
#####################
Message 1826 : News from the Great Goblin (Nienor)
Written on Sat Feb 23 23:22:18 2002
Tired of whiteskins sneaking into the area of hostile magic which he sealed
off for the shamans' experiments, the Great Goblin had a sturdy gate installed
to protect the area and ordered the guardian to defend it if it cost him his
life.
Great Goblin's advisors to be blamed if the scheme goes wrong:
Feanor, Fror and Nienor
#####################
Message 1829 : Guards watching legendhomes (Námo)
Written on Mon Mar 11 09:45:15 2002
The guards that watch legendhomes have changed slightly. You have been
warned.
- Námo.
#####################
Message 1830 : Bears (Frór)
Written on Sun Mar 17 16:32:19 2002
Bears have undergone the following changes:
- They can no longer wear items "on head" or "on body".
- They gained some mobility and OB.
- Beornings can try to metamorph even during a fight. Items that are not
compatible with bear shape are removed automatically (unless they are
cursed).
- It is now easier for Bears to tell Dúnadan, Rohir and Eriadorian Men apart
from Black Númenóreans.
#####################
Message 1831 : RULES LINKDROP (Námo)
Written on Thu Mar 21 13:52:41 2002
RULES LINKDROP has been removed, this is now handled automagically
by novoid.
- Námo.
#####################
Message 1832 : Rent cost for Bears and Beornings (Nienor)
Written on Wed Mar 27 23:33:29 2002
Citizen beornings and bears will now be paying the same price at the Ingrove
inn as in the other cities of Men where they are citizens. Rent costs
elsewhere shouldn't have been affected.
#####################
Message 1836 : BLOCK (Tulkas)
Written on Fri Apr 5 22:49:53 2002
Henceforth, only those exits which are doors or door-like shall be
blockable. It should not be possible to block doors which are made
of organic growing material, or of impermanent substances. If you
find exceptions you should notify the Valar, or post it on the bug
board.
#####################
Message 1837 : The Great Goblin's change of mind (Nienor)
Written on Mon Apr 8 23:04:00 2002
Annoyed at the treacherous orcs that attack his bodyguards, the Great Goblin
has decided that even though his hired muscle isn't important enough to cause
the attacker to be banished from the caves, yet for their loyalty he will
assist them if someone attacks them in his sight.
Beware: if you raise your weapon against the Great Goblin after he assists his
guards, he isn't likely to accept the fact that he hit you first as defence.
#####################
Message 1841 : Zaugurz (Gothmog)
Written on Fri Apr 26 17:56:19 2002
The Zaugurz have been busy bees, digging tunnels and doing all sorts of
nasty orkish things.
The area around their outpost has changed slightly.
/Gothmog
#####################
Message 1842 : Tiny improvement to "info" (Dáin)
Written on Sun Apr 28 16:59:23 2002
You can now see your default spell casting speed using "info %m"
(well, at least after the next reboot).
- Dáin
#####################
Message 1843 : Black sword (Frór)
Written on Sun Apr 28 17:39:21 2002
Using the black sword in evil areas has become slightly more dangerous to the
wielder.
#####################
Message 1844 : A few small changes (Nienor)
Written on Tue Apr 30 02:01:56 2002
As some of you may have already noticed:
- Eagles now fly to a few more locations, mostly in the west.
- You can now hear where avalanches in the Misty Mountains are coming from.
- Tharbad gateguards have become a bit more friendly to people who bribed them
and a bit more responsible in the opening and closing of the gates.
#####################
Message 1845 : Sauron's List, and Pasha et. al. (Alkar)
Written on Mon May 6 15:37:47 2002
Today, a player who saw fit to same-side pkill with all of his characters
had his account removed.
While we do have Sauron's List to deal with those Free People that feel like
killing their own, this does not mean that we will allow certain people to
wantonly ruin the game for others. If you feel like making a career of
killing the Free Peoples of Arda, that is what the Tarkhnarb/Zaugurz, Trolls
and Black Numenorians are for.
/a
Message 1847 : Re: Sauron's List, and Pasha et. al. (Yants)
Written on Tue May 7 14:49:22 2002
As a clarification to post 1845 this extends to non-pk behavior that has become
all too common. Example include the creation of 'throw-away-characters' to
harass people in towns (make them loose citizenship/alignment and similar
annoying factors), abuse of steal and so on. While not explicitly stated in the
rules such behavior may result in punishment to characters which did not
partake in such activity. Such punishment can include (and is not limited to)
the lost of all characters you play.
Essentially, this notice serves to inform you that Mume justice is not a
formal 'legal' system where technicalities can be used to excuse your behavior.
If you are in doubt if your actions falls into this category then do everyone a
favor and refrain from such actions.
unpleasant it presents an enormous waste of time, effort and resources.
#####################
Message 1846 : Vale Guilds (Fëanor)
Written on Tue May 7 09:14:45 2002
The guilds in the Vale of Anduin has changed slightly to
more reflect the nature of the Beornings.
/Feanor
##########
Message 1848 : Raise dead (Frór)
Written on Wed May 8 20:02:05 2002
This spell now lets you choose which corpse you wish to animate:
> cast 'raise dead' 2.corpse
The spell will fail if there is already a shadow protecting the corpse. Any
items on the corpse will be moved to the shadow, rather than being purged.
Message 1849 : Re: Raise dead (Fëanor)
Written on Wed May 8 21:34:43 2002
With the changes made to "raise dead", a slight imbalance in the COMMAND skill
was corrected for the Tarkhnarb Orcs.
This means that Gumak now teaches the skill a bit higher than he used to.
/Feanor
##########
Message 1850 : Changes to alignment (Frór)
Written on Sun May 12 10:23:03 2002
Some news about alignment:
- The effects of a fight on alignment are now spread over the entire duration
of the battle, rather than being concentrated at the death of the victim.
- Losing max-good alignment is now much easier than before. Beware who you
attack.
- Nowadays, most same-side PK is accidental (say, someone steps in at the
wrong time and dies to an earthquake). The previous changes would punish
accidental manslaughter very heavily. So, I removed the direct effects of
same-side PK on alignment. Please remember that this is not a license to
kill - as usual, Sauron will deal with his followers.
- Círdan will no longer let "slightly good" characters sail west.
##########
Message 1852 : Beorn's absence (Nienor)
Written on Sat May 18 22:24:41 2002
Bored with his daily routine, Beorn may now spend a longer time away when
something drives him out of his dwelling.
############
Message 1853 : PK Trophies disappearing (Gothmog)
Written on Sun May 26 09:24:36 2002
Under the current system, if you get too small a share of a PK, the trophy
entry will be removed the next time you log on the character who participated
in the killing.
This is a planned feature rather than a bug, and there is no such thing as
V+ removing trophy entries (even if you beg for it we can't help you).
To conclude: If you're missing a trophy entry, you were most likely a lot
of people doing damage on the victim in question. If not, bug report it.
/Gothmog
#####################
Message 1854 : City justice (Nienor)
Written on Tue May 28 21:40:38 2002
Cityguards of many cities have either become or will soon become more aware
of attacks on their citizens. Many kinds of criminal behaviour that have
previously gone unpunished will soon be causing revocation of citizenships and
rather long jail sentences.
#####################
Message 1855 : Strength spell (Frór)
Written on Sun Jun 9 11:36:04 2002
The strength bonus granted by this spell used to be 1 or 2 points, depending
on the casting level.
Now the strength boost is more continuous (not necessarily an integer); for
high level casters who know the spell well, it can exceed two points.
By the way - "info" displays your statistics rounded to the nearest integer.
However, behind the scenes, MUME uses floating point to calculate the effects
of character statistics on the game.
#####################
Message 1856 : Backpacks (Tulkas)
Written on Tue Jun 11 03:04:58 2002
It is no longer possible to wear two backpacks.
This is not a bug, it's a feature. If you have difficulty
with the "draw" command due to this change then bug report
it.
Message 1866 : Re: Backpacks (Fëanor) #### Deleted ####
Written on Thu Jul 25 10:42:40 2002
Since backpacks were changed, it has not been possible to wear bows on your
back. This should work from now on.
/Feanor
Message 1867 : Re: Backpacks (Fëanor)
Written on Thu Jul 25 17:32:29 2002
Since backpacks where changed so that you could only wear one at the time, bows
have not been possible to wear at the same time as a backpack.
I changed this so now it is possible to wear a backpack on back, a bow across
the shoulder and quivers on belt.
/Feanor
Message 1868 : Re: Backpacks (Fëanor)
Written on Thu Jul 25 18:34:13 2002
A few other items needed changing aswell to work with the backpack change. The
following items where updated:
baldric - now wearable across back and on back
bows - now wearable across back and on back
sling - now wearable on belt, across back and on back
sheath - now wearable on belt and across back
/Feanor
###############
Message 1857 : Mume Milestone (Vairë)
Written on Thu Jun 13 02:06:25 2002
Another milestone in MUME's history has been reached:
Norsu the Grim, War Leader of the Greenskins is a level 100 Tarkhnarb Veteran.
###################
Message 1858 : Potential routing problems (Alkar)
Written on Fri Jun 14 15:55:08 2002
With the shutting down of KPNQwest/Ebone over the next week or so, expect some
large-scale routing hiccups in some parts of Europe and (potentially) also the
trans-atlantic link.
This is our way of saying "if you lose link because KPNQwest filed for
bankruptcy, you will not get a reimb".
/a
For more information, see the following URL:
http://slashdot.org/article.pl?sid=02/06/14/1211211&mode=thread&tid=95
#####################################
Message 1860 : Sneak tweak (Dáin)
Written on Tue Jul 2 11:53:23 2002
The following commands will no longer (as of after next reboot) reveal
you when sneaking:
autoexit bansite change compact nobeep practice prompt protect time
trophy whois
- Dáin
#############
Message 1861 : Re: Sneak tweak (Dáin)
Written on Wed Jul 3 22:37:22 2002
There is only one kind of hiddenness in MUME, so the above does, of
course, apply to both sneaking and hiding and whatever.
- Dain
##########################
Message 1862 : powwow (Cosmos)
Written on Fri Jul 5 16:12:00 2002
Thanks to the contribution of perseverant users,
powwow-1.2.5 is available.
As usual, "whois Cosmos" for details.
Cosmos (more and more retired)
Message 1863 : Re: powwow (Manwë)
Written on Fri Jul 5 17:08:37 2002
You may also find latest powwow on MUME's official site (http://mume.pvv.org)
in the 'Download' section.
--Manwe.
##########################
Message 1780 : Jewelled rings (Nienor)
Written on Sat Oct 20 18:27:15 2001
Negative effects caused by removal of a jewelled ring will no longer go away
when you wear the ring again.
This was done to discourage hoarding of these magical items by making it
slightly more painful to use more than one ring at once.
#############
Message 1859 : Re: Jewelled rings (Nienor)
Written on Wed Jun 19 23:48:46 2002
Penalties caused by removal of jewelled rings were made slightly more
consistent. Namely:
- You are no longer penalised for removing a jewelled ring you have not
used recently.
- If you remove, wear and remove again a jewelled ring you did use recently
(or remove one jewelled ring, then wear and remove a jewelled ring of the
same type), the negative affect you had from the first removal will be
extended, not cancelled. Thus, for example, you will not get rid of it by
wearing and removing a jewelled ring which has not been used for a while.
##########################
Message 1865 : News from the Chief of Tharbad (Námo)
Written on Sun Jul 14 20:57:27 2002
The Chief of Tharbad has managed to make the citizens of Tharbad busy. With a
combination of threats, occasional disappearances and bribes, he has managed
to build new alleys and clear a path down to the polluted part of the
Greyflood that flows through Tharbad. Two new gates have been built to guard
the river. They are now manned with poorly paid Guards.
An old man has arrived to Tharbad to claim his area of expertise. He is now
teaching young footpads some useful tricks.
Círdan is now sending a ship from Grey Havens to Tharbad in an effort to
increase trade.
Enjoy!
Credits goes to:
Final Builder.......: Axel
Proofer.............: Quillis
Supervisor..........: Namo
Mudlle..............: Gothmog, Thor, Nienor
Original Builders...: Indigo, Mint
Original Supervisor.: Ressaven
Thanks..............: Indigo (room descs and mobs)
Deor, Aredhel (testing, some proofing)
Draught, Fror, Nienor
############
Message 1869 : Grouping, prompts and players (Frór)
Written on Sat Jul 27 10:09:37 2002
A few small changes:
- Group leaders can now transfer leadership to another group member.
Example: group Someone transfer
You cannot transfer leadership to a mob or to someone who is not a member
of your group.
- When a group leader dies, leadership is transferred automagically to
the next player in the group.
- There is a new prompt option, "weather". If you are outdoors and the sky
is not clear, this will show in your prompt next to the "light" symbol.
Use "prompt weather" to toggle this option. See "help weather" for the
meaning of the symbols displayed.
- The prompt is a little more compact (no more spaces between R W S C).
- There are a few more options for the "who" command. Type "who ?" to get
the full list.
################
Message 1870 : Loss of Player Account (Staer)
Written on Sun Jul 28 03:58:51 2002
Just a note to all of you, a warning if you will, that tonight a player
lost his account due to violation of rules communication (particularly
rule 4. ZERO tolerance for racist, sexist remarks) and as a consequence
p(Longo) had his account nuked. Be aware that while you are free to make
any remarks you wish, the Implementors and game managers are also free to
delete you as a result.
##########################
Message 1871 : Crime & Punishment (Staer)
Written on Mon Jul 29 23:30:43 2002
I have been stirred from retirement to rework the crime and punishment
structure on MUME. Be WARNED that past "penalties" for breaking rules
of MUME may not be adhered to, and should not be relied on, as it is
likely that stronger penalties will be implemented.
If this concerns you, my advice would be to avoid breaking any rules,
and of course, if you have any questions, concerns or comments, please
feel free to contact me.
staer
##########################
Message 1872 : Rule Robot (Staer)
Written on Thu Aug 8 14:28:18 2002
take a second to read this again: when people are zapped by the fury
of the valar, I wouldn't want it to be from ignorance - the rule
clearly states that: YOU MAY NOT LOG YOUR CHARACTER ON TO PERFORM
ACTIONS WHILE YOU ARE NOT DIRECTLY INVOLVED.
translation: no robot mining, no repeated scripts of actions based
on some trigger, i.e., create mushroom, get arrow, enchant arrow,
sleep, repeat repeat repeat, while you are off reading a web page.
if you have any doubt, please mail me and I'll happily clarify.
NOTE: actions like #10 eat blueberries, are fine.
What is also allowed: setting actions for normal non-pk functions
like eating when hungry, or actions set to the linkdrop warning
that keep you from idling out while you grab a drink. That does
not mean however, that players can sit around for hours afk using
an action to circumvent game mechanics and stay online when clearly
they should of rented or voided. That is abuse as well.
staer
######################
Message 1873 : Minor steal update (Ilie)
Written on Mon Aug 12 22:14:24 2002
Pending some justice fixes it is slightly harder to steal from players.
- Ilie
Message 1874 : Re: Minor steal update (Nienor)
Written on Mon Aug 12 22:35:33 2002
The courts of free cities of Arda are now somewhat faster to decide on whether
the person surrendering to them is guilty.
This means that when not wanted for any crime, you can no longer get your
free hour in jail.
######################
Message 1875 : Shortbows (Frór)
Written on Thu Aug 15 12:23:57 2002
Shortbows have become a little slower. They also cause some more damage.
######################
Message 1876 : Legend Homes (Déor)
Written on Thu Aug 22 11:35:29 2002
Beginning next week or so, I will be taking over Legend Home development
once again until a suitable replacement can be found. We realize there is
a lot of work piled up waiting to be done so please be patient with me as
I sort it out and get going again.
As always, please read all pertinent help files before mailing @deor with
questions or requests. You may also email legendhomes@hotmail.com with
larger requests. If you have requests that you have paid for that are waiting
to be completed, please let me know about it.
Thank you to Helevorn, who has filled in over the last months.
-Déor
Message 1877 : Re: Legend Homes (Alkar)
Written on Mon Sep 2 19:23:40 2002
All your legend home requests are belong to me...
I'll be playing the role of suitable replacement for Déor, for as long as
I continue to be (in)sane enough to do so. If anyone has any questions
about legend homes, please read the help first (that's why it's there),
and if you can't find the answer you're looking for, either MUME-mail me
@Alkar or catch me online.
I will try my best to get any pending requests done as quickly as
possible.
/a
Message 1883 : Re: Legend Homes (Dáin)
Written on Mon Sep 16 17:04:46 2002
Short guest play by Alkar there.
Now, Soba is in charge of legendhomes. If you feel that your building
has been stranded or if you want to pay for legendhomes or whatever,
send a pray his way (or mail or whatever).
- Dáin
#######################
Message 1878 : MUME meeting in Stockholm (Námo)
Written on Mon Sep 9 19:19:08 2002
As you all probably know by now some foreign MUMErs have decided to visit
Stockholm in September (and I'm not thinking about Sabadon when I write that).
Aredhel and Nienor will stay in Stockholm from the 5th (?) until the 14th of
Sep.
What I had in mind was a traditional pub evening on the *13th* (it's a friday -
I know - but that just makes it more interesting) of September. We'll meet
at Copperfields (near Fridhemsplan, near McDonalds) around 6 pm.
Since I might be out of town from wednesday - friday I suggest Gothmog as
contact person in this matter.
- Námo.
#############################
Message 1879 : warswords (Dáin)
Written on Wed Sep 11 20:43:44 2002
... got their keywords changed.
- Dain
##############################
Message 1880 : Noise (Frór)
Written on Thu Sep 12 19:47:45 2002
When you hear someone yelling, you can now realize the approximate direction
and distance.
The same happens when someone calls down lightning from the sky, or when
lightning strikes for natural reasons.
Expect some tuning and some other similar changes in the next few days.
################
Message 1882 : More noise changes (Frór)
Written on Sun Sep 15 19:05:05 2002
- When you hear a death cry, you are told the direction it came from.
- Large battles can now be heard a few rooms away.
- Indoors, sounds can propagate a much larger number of rooms than outdoors
(since indoors rooms are much smaller than outdoors places).
So, if you hear some close noise while you're indoors, don't assume that
a group is exactly two rooms away - the distance might be larger.
###############################
Message 1884 : Crime & punishment; account deleted (Gothmog)
Written on Wed Sep 18 16:39:31 2002
Criminal:
Shalin, previously Maia (Builder)
Crime:
Loading equipment on a Maia (Builder) and deliberately abusing
certain game mechanics to be able to transfer it to his own mortals
and the mortals of a friend.
Punishment:
Deletion of the entire account, including at least three legends and a
number of mid- and lowlevel characters.
-- The MUME management
#############
Message 1885 : Crime & punishment; account deleted (Gothmog)
Written on Wed Sep 18 22:28:47 2002
Offender:
Shalin, Maia (Builder)
Crime:
Loading equipment on a Maia (Builder) and deliberately abusing
certain game mechanics to be able to transfer it to his own mortals
and the mortals of a friend.
Punishment:
Deletion of the entire account, including at least three legends and a
number of mid- and lowlevel characters.
-- The MUME management
################################
Message 1886 : who/whois/incognito (Dáin)
Written on Thu Sep 19 18:27:39 2002
Some stuff was bugfixed in who and whois regarding incognito.
- Dain
PS. Some stuff is probably buggy...
#################################
Message 1887 : Look eq tweak (Dáin)
Written on Fri Sep 20 15:30:11 2002
A (sort of) bug was fixed so looking at stuff in your eq selects the
same item as examine. Before, look and examine could investigate
different objects if given the same argument... (if there were more
than one object with the same keyword worn)
- Dain
##################################
Message 1888 : More on WHOIS/INCOG change (Yants)
Written on Sat Sep 21 00:05:34 2002
The 'incognito' command was changed so that people who use it are actually
incognito for real. People who use the command do not show up on the who-list
and you cannot be detected by whois. In case there is some confusion here this
includes gods below the level of MS cannot see you with who or whois. Of course
if you choose to narrate those who hear you will learn of your presence.
For more information check HELP INCOGNITO.
###################################
Message 1889 : Crossrace metamorphs (Dáin)
Written on Tue Oct 1 20:32:14 2002
Metas should now hopefully show up in enemy colors (if crossrace) and
should hopefully see others in their expected colors.
- Dáin
###################################
Message 1890 : New command (Manwë)
Written on Mon Oct 7 23:57:00 2002
Akin to the commands 'news' and 'faq', the command 'justice' now displays the
infamous acts of vile cheaters and their well-deserved punishments...
See the help of the command 'news' for the whole list of arguments.
--Manwë.
####################################
Message 1891 : Neutral and enemy races (Frór)
Written on Sun Oct 20 07:46:06 2002
Members of hostile races and members of neither-friendly-nor-hostile races
are now displayed in a different way.
As usual, enemies are shown as *an Orc* or *an Elf* (highlighted).
Members of "neutral" races (e.g. a Bear to an Elf, or a Troll to a Tarkhnarb
Orc) are displayed as "-a Bear-" or "-a Troll-" (not highlighted).
#####################################
Message 1892 : Minor retirement change (Nienor)
Written on Sun Oct 20 22:17:11 2002
Effective at the next reboot, to help people to avoid accidental retirement due
to typos, innkeepers now prompt you to type 'rent retire' one more time after
the first request.
So please do not cut link immediately after typing 'rent retire' once unless
you want to stay unretired and pay linkless rent.
######################################
Message 1893 : Assist (Frór)
Written on Sun Oct 27 18:33:12 2002
The "assist" command now makes you assist group members by default if you do
not type the name of the character you want to assist.
Thanks to Febil for the idea.
#######################################
Message 1894 : Legendhome keepers (Nienor)
Written on Thu Oct 31 00:17:54 2002
Pressed by the rising costs of keeping the owner's equipment safe, the keepers
of legend homes have decided to charge extra upkeep costs when storing more
than the ordinary amount of equipment.
If you do not have much equipment to store in your legend home, your upkeep
costs should stay unaffected.
#####
Message 1895 : More on legendhomes (Nienor)
Written on Thu Oct 31 14:51:56 2002
If you already paid for the building of a legendhome partly or in full but the
home has not yet been built, you can request your money back within 30 days
from the date of this post. No refunds will be granted for homes that already
exist.
If you pay anything for a legendhome after this post, those payments will not
be refunded.
#####
Message 1896 : Re: Legend Homes (Nienor) (after 1883 in same thread)
Written on Tue Nov 5 02:46:55 2002
Here is a message from Soba concerning those people who still want to build a
legendhome.
If you paid for a legendhome and have either: 1) not submitted descs/info,
2) submitted descs/info to someone who is not Soba, please (re)submit this
information to Soba if you still desire your house to be built.
#########################################
Message 1897 : shop changes (Mint)
Written on Tue Nov 12 23:58:20 2002
Summary of changes:
- Similar items are grouped together and sorted by price.
- Items are divided by type, wear position, weapon type
and various keywords for clothing and shields.
- Shop numbers are constant until the shop closes.
- Shopkeepers no longer have an infinite supply, but they
will produce plenty of food, drink and missiles.
- Shop inventories regenerate over time.
- Detect magic is now useful when viewing shop inventories.
- You can search for clothing by wear position, and you can
list weapons by their types.
- Plurals work while listing shop items (e.g. longswords)
- You can buy up to 20 items at once.
- You can consider objects for sale with the 'show' command.
- Colourable items can be dyed with the immediate command 'dye'.
- You can sell or value up to 10 items at a time
- You can now value a receipt to find out how much time is left.
- Shopkeepers will occasionally wear items that you sell.
- You cannot mend brand-new items any more.
- There is a new immediate command called 'resize'.
#####
Message 1898 : Re: shop changes (Mint)
Written on Tue Nov 12 23:59:04 2002
Show syntax:
show { <keywords> or <number> }
Buy syntax:
buy { <1..20> or <one...twenty> } of { <keywords> or <number> }
Sell syntax:
sell [<number>.|all.]<keyword>
List syntax:
list { <keywords> or <number> }
list worn {head|body|on body|about body|...}
list weapons that {slash|pierce|crush|cleave|...}
list wielded {with one hand|with two hands|dual}
Examples:
show 43
buy a dozen war arrows
sell all.metal
list worn on legs
##############################
Message 1899 : Hiding and searching (Frór)
Written on Sun Nov 17 14:26:59 2002
There have been some changes to the way hiding and searching are handled.
The main change is that now MUME keeps track of which characters know where
someone is hidden, rather than assuming that a character is hidden to everyone
or to nobody at all.
As a consequence:
- It is possible to hide even if other characters are watching you. Those
characters will know where you are hiding, and will see you as (hidden).
- Just like before, "search <effort>" looks for a hidden character. The longer
you search, the higher the chances of finding whoever is hidden.
- Once you find someone, you can "reveal <character>" to show the hidden
character to your group members. Other bystanders might or might not
understand your signal.
- If you find and attack someone who is hidden, you have a chance of gaining
a "surprise" advantage. This chance decreases if you reveal the hidden
character before attacking.
- As a shortcut, you can "reveal <effort>" to search and reveal at the same
time. When more than one character is searching, using "reveal" is more
efficient than "search" (you are communicating to each other that such and
such hidey-hole is empty). On the other hand, doing so ruins your chances
of a surprise attack.
- Lastly, you can still "flush <effort>" to attack the first hidden person
you find. Since this is a rather crude search ("whack first, check later")
there is no surprise bonus.
- If you change your hiding place (using "hide <effort>" when already hidden)
those characters who knew your old hiding place (and are not currently
watching you) will no longer be able to see you.
Some other changes:
- High perception and the "search" skill still improve your chances of finding
hidden characters. However, the situation is somewhat better than before
for characters with "average" perception and skill.
- Spamming in-out of a room with paranoid alertness will no longer reveal
characters who are hidden reasonably well. You need to search to do that.
As usual, expect some fine-tuning in the near future.
##########
Message 1901 : Re: Hiding and searching (Frór)
Written on Sun Nov 17 14:51:48 2002
Another consequence I hadn't mentioned in the previous news: most of the
actions that used to reveal a hidden character (for example speaking) now
reveal the character only to bystanders.
Some other actions, like fighting, force the character to leave his hiding
place completely.
#########
Message 1904 : Re: Hiding and searching (Frór)
Written on Wed Nov 20 23:07:33 2002
With the recent changes in hiding and searching, it has become possible to
backstab a searching character - under some very limited circumstances.
More specifically:
- If you haven't been searching in the past few seconds,
- And during that time someone else begun a backstab,
- And you type "search" when the backstab is almost through...
... then you are vulnerable to backstab.
-Just like before the changes-, searching should be making you immune to
backstab if you search at least once every N seconds, where N is the backstab
delay (unless you're half-blind, that is). The main difference is that now
"search" takes effect after the delay and not before.
By the way: before this change, players could "search" and then cancel the
search delay immediately...
A few changes will be available since next reboot. Those that affect gameplay:
- Searching has been made faster and less effective by one effort level.
That is, a "search quick" before the change corresponds exactly to a
"search fast" after the change.
- Some spam problems with backriders should be fixed
Finally a clarification. Awareness, alertness and 'sense life' increase your
chances of searching (and of avoiding a backstab) by improving your senses.
None of them gives total immunity.
#####
Message 1905 : Re: Hiding and searching (Frór)
Written on Sun Nov 24 09:28:22 2002
When moving, characters search automatically for hidden life forms (as usual).
In the past week they've also been revealing any discovered PC or mob.
In order to reduce the related spam, this does not happen automatically
any more - if you find a hidden character, it is your choice whether to
use "reveal", attack or ignore that character.
The effects of most commands on "hide" have been updated.
Commands are now divided in four categories:
- Those that can be performed while being hidden (e.g. 'score');
- Those that reveal you to bystanders (e.g. 'say');
- Those that change your status from "hidden" to "sneaking" (e.g. moving);
- And those that make you leave your hiding place (e.g. 'bash').
A few commands (mostly socials and mudlled commands) still need some cleaning
up.
#################################
Message 1900 : Bears (Frór)
Written on Sun Nov 17 14:37:04 2002
Bears have been slightly improved:
- OB in bear shape was increased.
- Movement in hills, mountains and forests costs fewer movement points
than before.
- The "safe" metamorphing range has been extended by a few zones.
A legend Bear should be able to roam most of the northern Misty Mountains
in daytime, and about as far as the Warrens when a full moon is visible,
without fearing an "automatic" return to human shape.
##################################
Message 1902 : Minor history fix (Nienor)
Written on Wed Nov 20 06:11:56 2002
If you died or levelled in a place that later disappeared from the face of Arda
or changed form, your history should now most of the time show the place as it
was at that time.
Unfortunately, we were unable to restore all records, so we have to request
your help in preserving your history and the history of Arda. We'd appreciate
it if you bug-report any records on your history that refer to apparently
wrong locations, so that we can get them fixed.
###################################
Message 1903 : Cross-race mails (Dáin)
Written on Wed Nov 20 10:15:27 2002
The mailboxes cannot be used to send cross-side mails anymore.
- Dáin
PS. And the next time I hear about people threatening eachother, or
even yelling at eachother, for being bastards and not leaving loot
behind (from cross-side PK), someone will be demoted.
####################################
...
####################################
2003
####################################
Message 1914 : some charmie/pet changes (Ilie)
Written on Mon Jan 20 22:50:37 2003
It is no longer possible to order your charmies or your pets to do the
following commands (they will just silently fail)
narrate, yell, shout, tell, sing and pray. (beep was never possible).
- Ilie, remover of spam..
#####################################
Message 1915 : Small bug-fixes (Frór)
Written on Sat Jan 25 15:57:53 2003
- If you happened to have multiple shop-keys or multiple legendhome-keys
in your possession, only one of them would work - you'd have to drop the
first, or put it in a sack, for the second to work. Now all of them should
work properly.
- Failed bashes or kicks could be (ab)used as a substitute for "escape".
Now, after a failed bash, you won't be made to sit, but you will experience
a very short freeze.
- One bug that allowed equipment to be duplicated during a crash was fixed.
#####################################
Message 1916 : Group size bugfix (Frór)
Written on Sat Feb 1 18:37:00 2003
I found an ancient bug that affected noise and delay of large groups.
It used to be possible to lead very large groups without making any noise
or suffering any penalty; this shouldn't be the case any longer.
##########################
Message 1917 : Coloured emotes (Frór)
Written on Sat Feb 1 18:37:19 2003
If you wish, now you can choose in which colour other character's emotes
and comments will be displayed. Type "change colour" after reboot for more
information.
##########################
Message 1918 : Prompt changes (Frór)
Written on Fri Feb 7 15:00:26 2003
After next reboot, the game prompt is going to change as follows.
- If you have selected "prompt light", your prompt will begin with one of
the following symbols (in order of descending priority):
* Sunlight, direct or indirect
! Artificial light
) Moonlight, direct or indirect
o Darkness
- You can activate a new option, "prompt terrain", which will display a
symbol for the terrain you are standing in. You can find the complete
list of symbols in HELP TERRAIN.
The use of "prompt terrain" is probably going to reveal some rooms with a
wrong terrain type, especially in older zones. Please report these as typos.
########################
Message 1919 : Spell changes (Frór)
Written on Sat Feb 8 08:28:02 2003
A few changes:
- Earthquake will no longer be felt in an entire zone. Instead, the effects
will propagate somewhat like a "yell", with different messages being given
according to distance and intensity.
- Area-effects, like portal, darkness and watch room, and door-effects,
like block/break/bash door, have been detickified: they can expire at any
moment.
- If you know detect magic well, you will be able to sense if there is a
portal leading to your current location. If you know detect magic very
well, you will also get a "locate" key to the other end of the portal.
###########################
Message 1920 : Disappearing objects (Dáin)
Written on Sat Feb 15 18:37:25 2003
... happens because of light fog or something like that. It was
written like this on purpose and we know about it (and no, I don't
think it's good as it is, and someone will hopefully fix it somehow).
- Dain
###########################
Message 1921 : Alignment (Manwë)
Written on Sun Feb 16 21:31:51 2003
Max evil or max good characters shouldn't be stuck forever at their alignment.
Moreover, returning to your base alignment (the one picked up at character
creation) will be done at a slower rate.
--Manwë.
############################
Message 1922 : Info (Manwë)
Written on Mon Feb 17 13:00:56 2003
You will now have no excuse for letting the time fly while playing
to MUME. The command info nicely informs you of your session play
time. Also available (in minutes) from info %L.
--Manwë.
#############################
Message 1925 : Tracking down some linkdrop problems (Ilie)
Written on Fri Mar 7 14:21:14 2003
Some people have reported that they lose the connection to MUME when
they do certain commands, such as reading big board messages, typing
"trophy" or similar.
If this happens to you, can you please note down the time as
accurately as possible (ie from time command in mume) and mail me when
it happened.
If you're able to reproduce it 2-3 times in a row, that's even better.
Added some debug checks to MUME now to track down all places where
players lose link, should get to the bottom of this pretty quickly.
- Ilie
##############################
Message 1926 : Link freeze update for estonians (Ilie)
Written on Sat Mar 8 09:41:35 2003
You have a seriously messed up router somewhere that does not let
full-size TCP packets throug (with 1460 bytes of data).
I reduced the max packet size from fire a bit so the freeze problem
should be gone for you for now - but try to get someone to fix that
router? It's going to give you a lot of problems with any site on the
internet that wants to send data to you..
- Ilie
Message 1927 : Re: Link freeze update for estonians (Ilie)
Written on Sat Mar 8 09:51:46 2003
Of course that didn't work so well for others who suddenly became
lagged badly... Back to normal packet size then.
If you can send me a list of hosts that freeze your link when you get
huge output, I'll see if I can add some special rules for you.
- Ilie
##############################
Message 1928 : Freeze update (Ilie)
Written on Sat Mar 8 11:01:14 2003
If you have link freeze problems, these are probably true for you:
- you connect through ADSL
- you use windows.
You can fix the problem my reducing your MSS & MTU. This needs to be done in
the registry. If you don't know how to do this, ask someone who does.
Some descriptions:
Windows 95/98: (and probably SE/ME/whatever too)
Run REGEDIT from the Run line of the Start Menu. Use the Find function and
look for this key:
HKEY_LOCAL_MACHINE\System\CurrentControlSet\Services\VxD\MSTCP
Change DefaultMSS to 1412
Just changing MSS might be enough, try that first.
Now look for this key:
HKEY_LOCAL_MACHINE\System\CurrentControlSet\Services\Class\NetTrans
This key probably will have two or more subkeys, probably numbered
(such as 0001, 0002 and so on). Each subkey is associated with a
different TCP binding. Find the subkey that refers to the network card
that communicates with the cable modem before you make any changes. To
do this, look at the values in each key.
Add or edit the MaxMTU value. To create it, choose New, then String
Value, and change the Value data to 1452.
Windows 2000:
http://support.microsoft.com/default.aspx?scid=KB;en-us;q120642
look for MTU - you want to set it to 1452.
- Ilie
Message 1929 : update for linux users (Ilie)
Written on Sat Mar 8 11:33:59 2003
This command will fix it in linux: (run as root)
ifconfig eth0 mtu 1452
No reason to run if if you don't have freeze problem though.
- Ilie
###########################################
Message 1930 : New mount feature (Ilie)
Written on Wed Mar 19 22:15:10 2003
The unsaddle command has been slightly upgraded:
"unsaddle <mount> all" will now force the mount to drop everything it
is carrying. You no longer have to go and rent the mount or kill it to
get what it is carrying.
This change will fit in nicely with something else coming .. shortly :)
- Ilie
###########################################
Message 1931 : Something else (Ilie)
Written on Wed Mar 19 22:19:45 2003
Mounts will be saved over reboots. They will not keep whatever is in
their inventory though (but see previous post). If you come back in
mandos you have to pray, rent and log in again to get the mount (the
mount wouldn't be very useful in mandos would it..)
This will NOT be active for the first reboot after this. Use the time
command to see if the last reboot was before or after this post.
The following mobiles will be saved:
- The mount you are riding at reboot
- Any mounts following you at reboot
- Any pets following you at reboot
They will only re-appear if you log in within ONE hour after the
reboot, after that they are lost.
- Ilie
#####################################
Message 1933 : Re: Legend Homes (Dáin)
Written on Mon Mar 24 10:36:08 2003
If you are waiting for your legendhome to be processed/opened, there
is a legendhome status list. See "help legend home queue" (or "he l h
q" if you're lazy).
- Dain
######################################
Message 1932 : Retirement for BNs (Ilie)
Written on Sat Mar 22 22:24:12 2003
Black Numenoreans:
You can now "rent retire" at Gaunt man and Karash (Dark Tower).
It costs money like for all other races...
- Ilie
Message 37623 : Retirement for BNs (Ilie) AINUR
Written on Sat Mar 22 22:28:58 2003
Since they can now retire on their own, no reason to /misc retire them.
- Ilie
Message 1966 : Re: Retirement for BNs (Nienor)
Written on Wed Aug 20 19:30:08 2003
For now, Black Numenorean retirement at Karash or gaunt man is free (same as
their rent). However, Black Numenoreans can no longer rent in these places
without retiring.
Minor bugfix:
A Black Numenorean typing 'offer' in any of these places should no longer
confuse his account menu into thinking that he pays rent.
#######################################
Message 1935 : Client use ban (Nienor)
Written on Tue Apr 1 00:24:16 2003
Following a long history of client abuse and of the apparent disbalance
provided by even legitimate client use, we have come to the following decision:
It is now illegal to use any MUD client for playing MUME.
The only exception: you may use clients as a god, since we recognise that
these provide the (so far) necessary capability of local editing.
This decision goes into effect in 24 hours from the time of this post. At this
time the JMC link on fire.pvv.org's homepage will be disabled. Players whose
accounts haven't been logged on within 23 hours from the time of this post
have 1 hour from their first login to switch to using telnet.
To clarify the definition of a MUD client: it is any program which transforms
the input you transmit to the MUD or the output you get from the MUD in a
manner different from plain telnet so that you (or the MUD) will perceive it
differently than the data coming through plain telnet. Therefore, not only
designated MUD clients like powwow and JMC are illegal, but also a variety of
other ways in which you could achieve similar results - such as, programming
or using smart editors, using your shell in creative ways, etc.
Every major operating system comes with a telnet application. If your telnet
application is unsatisfactory, among the others you may want to try out one of
the following:
- TeraTerm, a free (and originally open-source) telnet and ssh for Windows,
available at:
http://hp.vector.co.jp/authors/VA002416/teraterm.html
http://www.ayera.com/teraterm/
- PuTTY, another free open-source Win32 telnet and ssh client:
http://www.chiark.greenend.org.uk/~sgtatham/putty/
If you have doubts as to whether your telnet application provides only normal
functionality, please contact a V+ for an explanation.
To compensate for the loss of legitimate client functionality, the following
features will soon be implemented in MUME:
- Variables (in a limited number of slots)
- The ability to use variables in commands and aliases
- The ability to submit multiple commands separated by semi-colons at once
(of course, the game will execute each of them after the appropriate delay)
- Possibly more
We hope that this measure will let us make MUME a better place by banning
certain kinds of abuse and making it easier for people to compete with each
other even if they do not have access to a well-programmed MUD client.
############
Message 1937 : Re: Client use ban (Manwë)
Written on Tue Apr 1 03:21:18 2003
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C3r+@IN k1ND5 0f aBUSe @Nd m@kING 1t 34$1ER PH0R p3oPlE +O C0mp3+E W1TH e@ch
0THER 3V3n 1f they D0 N0t h4V3 4CCe55 +O @ w3LL-pRoGR4mMED mUD
##########
Message 1938 : Re: Client use ban (Nienor)
Written on Wed Apr 2 00:14:18 2003
I regret to disappoint anyone who has strong feelings either way concerning
news 1935 or news 1937. Both of these news items have a very simple
explanation: the date on which they were written!
###########
Message 1939 : Re: Client use ban (Dáin)
Written on Wed Apr 2 14:22:52 2003
... and if you want more information about the quiz, see "help quiz".
- Dain
#########################################
Message 1940 : Major Land Shifts... (Yavanna)
Written on Sat Apr 12 05:42:43 2003
Long long ago ere the World was made, all the Ainur were called together by Eru
to make a Great Music. But Melkor wove into the harmonies matters of his own
imagining that were not in accord with the theme of Ilúvatar, seeking therein
to increase his own power and glory. Then Eru caused all that had been sung to
be made visible before them, a World that began to unfold its history, living
and growing. Yet the discord of Melkor remained a part of the music and in time
it manifested itself in lands that were quite out of key with the song of the
lands all about them. Seeing this, Manwë Súlimo called upon the Valar, and bade
them to renew their song and bring harmony to those dissonant lands.
After long months of toil, the northeastern reaches of the South Downs have
finally been reshaped. Travellers are warned to beware as they journey between
the Ford and the Inn on the way to Moria.
Builders:
Vanidor, Creston, Fëanor, Lilleman and Yavanna, with additional material by
Yants and Ressaven.
Supervisors:
Draught, Vanidor, Yavanna
Mudlle:
Gothmog, Axel, Scar, Thor, Nienor
Proofreading:
Quillis, Loden, Rana, Maedhros, Vanidor, Draught, Fëanor
Miscellaneous help:
Indigo, Námo
Former builder:
Mujahid
Great thanks to:
Frór, without whom this area would never have opened!
###############################################
Message 1941 : We're up again.. wohoo (Ilie)
Written on Sat May 3 11:54:36 2003
The poor fire machine had some issues. Managed to fix it for now, might
need a harder hammer soon.
- Ilie
Message 1942 : Re: We're up again.. wohoo (Dáin)
Written on Sat May 3 13:52:40 2003
... but we had to restore player files from May 1st, around 1pm GMT.
- Dain
Message 1943 : Re: We're up again.. wohoo (Dáin)
Written on Sat May 3 13:56:59 2003
Sorry, but there will be no reimbursements whatsoever.
- Dain
###############
Message 1944 : What happened this weekend (Ilie)
Written on Mon May 5 09:39:08 2003
As some of you noticed, MUME was down for about 40 hours this weekend.
(From may 1st, 20:10:09 GMT to May 3rd 11:49:25 GMT).
Initially, the cooling system in the machine room at PVV failed. Since
the room is quite full, they had to emergency shutdown/power-off most
of the HW in the machine room. They also had to move all the HW from
one half of the room (the parts under the cooling systems - roof
mounted cooling systems is a really bad idea btw), including the fire
machine.
I noticed the machine was down, and called PVV and asked them to
powercycle the machine for me. The joker told me "ok" instead of
telling me that they had a major disaster going on there. More about
this guy later.
I went up there the next day (Saturday) to look at the poor machine on
my own, quickly discovered the above, and "talked" to the guy who had
answered the phone about missing information. He agreed he hadn't been
very helpful, and decided he would be more helpful in the future (I
guess I looked angry).
After finding a new spot for the machine, the machine failed to come
up again. Opened up, removed all cpus/memory, cleaned connectors and
re-seated everything, and it came up again. Some file system damage
which Dain fixed up later by rolling in an earlier backup.
The machine is getting quite old (more than 5 years now), we might
have to think about finding a replacement soon. Impossible to get new
parts for it if something fails, luckily nothing had failed beyond
recovery this time.
- Ilie
#########################################################
Message 1945 : Planned power outage (Ilie)
Written on Mon May 5 12:44:49 2003
TOMORROW:
2003-may-06 1500-2000 GMT.
It's going to be problematic for me to be there to turn it on again
immediately, will see if I can get someone up there to do it.
- Ilie
Message 1946 : Re: Planned power outage (Ilie)
Written on Tue May 6 21:20:22 2003
Ok that was pretty painless.. the nice guys at pvv turned it on again!
- Ilie
###########################################################
Message 1948 : What happened today (Dáin)
Written on Thu Jun 12 15:51:34 2003
There was some kind of network shutdown at NTNU earlier today.
All is well now though.
<end page>
<clear screen>
It seems.
<end page>
<clear screen>
But we're still based in Norway.
- Dain
###############
Message 1949 : Network outage (Ilie)
Written on Fri Jun 13 12:13:53 2003
They repatched and updated the entire network in the building where
PVV is located. So we are now on our own dedicated switch port. wohoo.
Unfortunately this info was not sent out to everyone before the fact,
so no advance warning.
- Ilie.
#######################################
Message 1950 : An Unexpected Party... er, Reboot (Frór)
Written on Wed Jun 18 21:09:15 2003
Today the machine on which MUME runs was shut down and rebooted
in a not-so-clean way.
As a consequence, we had a downtime of a few hours and some game files
were corrupted (for example, a Vala and a newbie were mysteriously merged
into a single character, while a legend Dwarf was turned into a snaga...)
I restored a very recent backup and everything now seems to be working
fine, Morgoth notwithstanding.
Unless you suffered a problem such as those described above,
no reimbursements will be given.
########################################
Message 1952 : Same-side Killing (Vairë)
Written on Sun Jun 22 23:15:57 2003
Remember that player killing is heavily restricted among the good races. And
though Sauron's List is not a part of the lives of the evil races, abusive
pk will not go unpunished (see, for example, Rules Trolls)
The following should also be considered before any same-side player killing.
Disagreements over kills:
- This person killed this evil thing that I was killing is NOT an excuse
for killing him. You cannot expect it to be role-play to say I was
killing an evil haunt bent on terrorizing the good citizens of Arda and
this Hobbit came along and killed it while I was resting before finishing
the fight, so I killed the Hobbit. (OOC: He stole my xp can get you
Sauroned)
Killing for OOC reasons:
- It is NOT permissible to use Sauron's List as a means to a quick deletion
of your character. If we find this has been the case, the character will
remain in Morgul Vale until it deletes naturally and you might find the
name on the reserved list when you try to reuse it.
####################################################
Message 1953 : Languages (Frór)
Written on Sun Jun 29 10:32:53 2003
From now on, when you hear someone else speaking, you have a change of
recognizing the language that is being spoken. This affects "say", "yell",
"narrate", "sing", "shout" as well as "whisper" and "ask".
For example:
Thorin asks you 'Do you have any news of Thrain?' in Khuzdul.
The language will be displayed if all these conditions are valid:
- The listener is not in BRIEF mode;
- Speaker and listener are currently speaking different languages;
- Both speaker and listener have a sufficient knowledge of the language
####################################################
Message 1954 : Restored from backup 2.5 hours ago (Ilie)
Written on Mon Jun 30 12:42:55 2003
The machines in the machine room had to be moved for yearly
maintenance in the server room. Unfortunately the UPS on fire has
become old, so when the machine was powered on again the UPS couldn't
quite deliver enough power, and the machine went down uncleanly.
Restored from backup, it looks to be ok, so we should be good to go..
- Ilie
#####################################################
Message 1955 : Downtime.. restored from backup (Ilie)
Written on Thu Jul 3 19:35:45 2003
Restored from backup. No clue as to why the machine went down.
- Ilie
#####################################################
Message 1956 : Earthquake (Frór)
Written on Sun Jul 6 17:55:13 2003
From now on, the damage caused by an earthquake also depends on the terrain.
Earthquakes in open areas (fields, roads...) will cause less damage than
before; in other terrains (forests, mountains...) the damage will be greater.
When casting an earthquake indoors, there is a chance of debris falling from
the ceiling and causing extra damage. Contrarily to what happens outdoors,
damage from falling debris may affect even the caster.
#####################################################
Message 1957 : Map colours (Frór)
Written on Sun Jul 6 18:36:35 2003
The criteria MUME uses to decide the colour of a zone in the map have changed.
If more than one zone has the same place on the map (for example, Bree and its
environs, or the Warrens and the surrounding area) MUME will usually display
the alignment of the "outer" zone (i.e. neutral for Bree and slightly evil
for the Warrens).
Only if the player using "map" is inside the "inner" or underground zone,
MUME will display the alignment of that zone (respectively slightly good and
very evil).
As a consequence of this change, the colour of most cities in Arda now
matches that of surrounding areas - unless you are within the city itself.
#####################################################
Message 1958 : Some changes and bugfixes to delayed doors (Nienor)
Written on Tue Jul 8 06:08:56 2003
The following change is effective starting from the next reboot:
- If a delayed door is blocked, you will no longer attempt to open it despite
the block.
The following changes are effective now:
- A number of delayed doors in Moria are now gone. (Sometime in the future
they may be restored when the behaviour of hunting mobiles around them is
more robust.)
- The mudlled entrance leading into the mines of the dwarven overseer and his
miners can no longer be blocked.
#####################################################
Message 1959 : Network downtime Friday July 11 (Ilie)
Written on Thu Jul 10 18:15:55 2003
The routers at ntnu are being upgraded on Friday at some time between
21:00 GMT and 23:00 GMT. Estimated downtime is 10 minutes.
MUME will be unavailable during this time, we will not get advance warning
so don't do anything too dangerous during this period...
- Ilie
#####################################################
Message 1960 : Changes to Zaugurz justice (Nienor)
Written on Fri Jul 18 23:05:06 2003
By the orders of the chieftain, the Zaugurz orcs have adapted for their ends
some of the practices of the whiteskins.
Rumour has it that their sworn enemies, the Tarkhnarb orcs, watch their
progress as closely as they can and might adopt this new order should it prove
successful.
Out of character, this means the follows:
- Zaugurz justice should now function similarly to the justice of the cities of
Free People.
- If you attack a Zaugurz mobile, you will be asked to leave a few times and
then will become wanted.
- Unlike in the cities of the Free People, you cannot follow a guard to jail.
- Dying to the guards will make them forget your crimes.
- Typing 'complain' will tell you if you are wanted.
- Weapon-wielding and attacking fellow players should not be considered
criminal.
Please report any anomalies in the justice of Zaugurz caves (or even justice
of the other cities) that you may notice following this change.
Please report also any Zaugurz justice messages that do not sound very
orc-like. Proposals of better messages would be very much appreciated.
#####################################################
Message 1961 : MUME MEETING 2003 IN ESTONIA (Diamonium)
Written on Fri Jul 25 09:03:57 2003
There will be a MUME meeting held in Estonia,
starting on 1st August and main events last until 6th of August.
Everyone who attends from outside of Estonia, is welcome to stay longer.
Planned events: touring Estonia, Main Camp Happening, fun & competitions!
As everyone has different timetables, the main raid will be on Friday
evening (1. August) in Tallinn. Meeting spot is yet unconfirmed
due to the fact that some participants haven't confirmed their
transport nor arrival dates/times.
Accommodations are organized by Estonian MUME-players, trying to give
everyone a chance to stay here with little expense.
Your backpack should include: sleeping bag, cellphone, swimsuits/pants,
good wilderness skills - well, everything to gain travellingpoints.
Additional information for everyone who wish to come,
accommodation/ferry tickets etc problems, please mail to:
Liliah at liliah@hot.ee
BR,
Diamonium the Ambassador of Sauron, Liliah the Queen of Flowers
#####################################################
Message 1962 : Poisons, Breath of Briskness, Alertness and More (Frór)
Written on Tue Aug 12 20:26:44 2003
- The effects of poison and disease are now independent of ticks.
A powerful poison will now affect its victims 5-6 times per RL minute
(the total damage remains unchanged). This might make some poisons
slightly more troublesome.
- When casting 'breath of briskness', part of the extra movement points
are granted immediately. The remaining bonus is spread over the next few
minutes RL. The spell can be used to improve movement regeneration for
a character who is already at full moves, but its duration is not cumulative.
Orkish draughts will soon change in a similar way.
- A high alertness level (see "change alertness") increases your chances of
noticing what happens while you're fighting in a melee. (Please note that,
at the moment, alertness is the only factor affecting this).
- The 'armour' spell should now protect spellcasters against falling debris
from their own earthquakes.
- Some new classes are available (see "change class").
As usual, some tweaks might be necessary in the next few days.
#####################################################
Message 1963 : Doors, containers and shroud spell (Frór)
Written on Wed Aug 13 17:35:00 2003
- From now on you should be able to open and close containers even while
resting, provided that they are in your inventory or equipment. Doors and
containers on the ground require you to be standing or fighting.
- If a caster learns the 'shroud' spell quite well, its protection might
resist a few hits.
- It is now possible to break a blocked door, even if there is an
open portal in the same direction. Conversely, it is possible to enter a
portal even if there is a blocked door in the same direction.
#####################################################
Message 1964 : Picking locks (Dáin)
Written on Wed Aug 20 17:41:41 2003
After some reboot fairly soonish you will no longer be able to start
picking locks while fighting. Be af^H^Hwarned.
- Dain
#####################################
Message 1967 : Time folds upon itself... (Frór)
Written on Sat Aug 30 18:10:01 2003
For the fourth time in the history of MUME, the game calendar has reached the
end of the Third Age. The One Ring has been destroyed, the power of Sauron has
ended, King Elessar rules over Arnor and Gondor, and all the Ringbearers but
Sam Gamgee have set sail from the Grey Havens.
Since both Sauron's minions and minion hunters would find the next few years
boring, Eru Iluvatar and Morgoth have agreed to turn the clock back.
So, once again, it is now the year 2850 of the Third Age. Gandalf has just
received the key of Erebor from Thrain, in the dungeons of Dol Guldur, and
all the events told in "The Hobbit" and "The Lord of the Rings" are ready
to happen.
#####################################
Message 1968 : mume.ca (Alkar)
Written on Mon Sep 1 15:51:46 2003
is back up! For those that want to try an alternate connection to MUME, I have
restored the server for the time being. Given the usual server stability
(both the servers themselves and the ill-fated mume.ca machine), your mileage
may vary.
/a
#####################################
Message 1969 : Linkless and so on (Dáin)
Written on Wed Sep 3 20:29:37 2003
On popular demand, the (linkess), (idle), and (typing a message) flags
can no longer be seen on the walking corpses known as your enemies.
- Dáin
PS. As of a reboot coming to your favourite Norwegian computer real
soon now.
#####################################
Message 1970 : Minor improvement to "change colour" (Dáin)
Written on Wed Sep 3 22:18:07 2003
You can now "change colour off" and "change colour on" to temporarily
turn off/on the use of colours. This will not delete your current
colour settings -- it will only inhibit them.
- Dain
#####################################
Message 1971 : Emptying things (Dáin)
Written on Sat Sep 6 12:28:36 2003
You can now use "empty" to empty more than herbal kits.
- Dain
#############
Message 1972 : Re: Emptying things (Dáin)
Written on Sat Sep 6 13:15:46 2003
Slightly related, Humala forced me to change "help commands" so it
doesn't contain the list of all socials (which can be found in "help
socials"), making it a bit more readable.
- Dain
#####################################
Message 1975 : Scroll delay (Manwë)
Written on Mon Sep 8 22:03:14 2003
Reciting a scroll now takes some time. This time depends on how well you
know the spell(s) contained in the scroll. If you don't know the spell(s)
at all, you can still recite the scroll. Note that spell knowledge only
affects its reciting speed, not its strength (that is bound to the powerful
mage that inscribed the scroll ages ago). Like for normal casting, reciting
a scroll is longer if you are fighting.
Reciting a scroll can be interrupted (by the caster or on damage recieved),
the scroll is lost only when the spells in it are actually casted.
--Manwë.
#####################################
Message 1976 : Minor social changes (Dáin)
Written on Mon Sep 15 15:48:19 2003
The "thumbsup" social was replaced with a "thumbs" one. You can
"thumbs up [<someone>]" or "thumbs down [<someone>]".
The "hshake" was removed and you now have to
"shake [hand[s]] [with] [<someone>]"
- Dain
PS. thumbs down will not work for a while...
#############
Message 1978 : Re: Minor social changes (Dáin)
Written on Mon Sep 15 16:21:43 2003
Ah, yes, a "grumble" social was added (which currently, to be fixed,
has really boring messages). Thank Brumbur for the suggestion.
- Dain
#############
Message 1980 : Re: Minor social changes (Dáin)
Written on Fri Sep 26 18:41:21 2003
The "brow" social is dead and buried, and the raise social has been
changed. You now have to:
raise # raise hand
raise hand # also raise hand
raise hands # raise both hands
raise eyebrow # raise one eyebrow
raise eyebrows # raise both eyebrows
- Dain
PS. Yes, what you before could write "bro" is now 1 character longer:
"ra e".
#####################################
Message 1977 : Sneaking and doors (Dáin)
Written on Mon Sep 15 16:01:34 2003
Opening, closing, and picking doors will now reveal you if you are hiding.
- Dain
#####################################
Message 1979 : Sun(light) changes (Dáin)
Written on Mon Sep 22 18:07:49 2003
Some inconsistencies in MUME's handling of some room flags has been
fixed. This might lead to new rooms causing petrification and panic
for Sauron's creatures. Be very warned.
There might be bogus room that by all sense of logic should be safe,
but aren't. Please report those (and yes, you will get reimbursements
if we agree with you).
- Dain
PS. As of the next reboot.
#####################################
Message 1982 : Grey Havens' gates and ship (Nienor)
Written on Wed Oct 1 19:17:28 2003
The gates of Grey Havens will no longer open (both from the inside and from the
outside) to people on Sauron's or Elbereth's list.
The elven ship from Grey Havens to Tharbad will no longer take such passengers
aboard.
The Harlond gate can no longer be broken by magic.
#####################################
Message 1983 : MUME Reshapes Itself (Dáin)
Written on Sat Oct 4 14:17:12 2003
There's (temporarily) an old version of MUME running on fire.pvv.org 4106.
Enjoy.
/Dain II Ironfoot
#############
Message 1987 : Re: MUME Reshapes Itself (Dáin)
Written on Tue Oct 21 21:41:49 2003
The old MUME copy has been closed. Hope you (who cared to) had a
chance to look at it.
- Dain
#####################################
Message 1984 : Noises (Dáin)
Written on Sun Oct 5 12:37:04 2003
Some minor tweaks were made to noises for movement and fighting. Let
us know if something seems broken.
- Dain
#####################################
Message 1985 : Banded rings (Nienor)
Written on Mon Oct 6 20:24:13 2003
The following change to the banded rings is now in effect:
- Banded rings are no longer affected by being dipped into the save-spell
pool. (This upgrade has never worked anyway, but now such an attempt
should behave a little better.)
The following behaviour has always been the case and is not changed now:
- A dipped banded ring will act like a +3 ob +3 db banded ring after focusing,
whatever its initial stats were.
If you own a sapphire ring that was created by focusing a banded ring after an
attempted save-spell dip (and thus isn't functioning very well), please mail
me so I can arrange it to have your choice of one of the two other upgrades.
#####################################
Message 1986 : News from the Misty Mountains (Frór)
Written on Mon Oct 20 21:14:03 2003
According to rumours, a recent exploration in the caves of the Misty Mountains
led to the discovery of an ancient sword which looks as if it was forged in
the smithies of Morgoth himself.
The Elven rangers who found the blade were waylaid by Orcs while they were
bringing it to Rivendell to be examined and destroyed. The only survivor died
of his wounds soon after telling the tale.
#####################################
Message 1988 : Downtime (Ilie)
Written on Wed Oct 29 15:20:25 2003
We experienced a couple of days downtime. It was started by a power
failure at the university, a high voltage line blew up and caused
serious problems up there.
It took 2 days before I was notified about MUME being down, in the future
please send me a mail if the machine has been dead more than an hour
but www.pvv.org still works (ie the machine not the net is the problem).
I had to rebuild the raid on the machine, one of the disks had some errors.
It seems to be working fine now though.
Loaded the last good backup, which was from oct 26 around noon GMT.
- Ilie
#####################################
Message 1989 : Weapon resets (Dáin)
Written on Sat Nov 1 01:12:30 2003
The testbot was, quite erroneously, still giving out weapon skill
resets.
It has been disabled (until the next time we cataclysmically change
weapons).
- Dain
#####################################
Message 1990 : Christmas mudding (Dáin)
Written on Sat Nov 1 01:14:53 2003
There is yet another make-your-mud-look-like-a-christmas-tree category
available in "change colour".
Enjoy.
Or suffer.
- Dain
#############
Message 1993 : Re: Christmas mudding (Dáin)
Written on Mon Nov 3 20:56:59 2003
For you who use info formats, %( and %) can now (well, after the next
reboot) be used to turn status color on/off in the info string.
- Dain
#############
Message 2003 : Re: Christmas mudding (Dáin)
Written on Mon Nov 17 23:39:26 2003
You can now (as of the next reboot or so) also change colour of your
prompt.
- Dáin
#####################################
Message 1991 : Metamorphosis (Dáin)
Written on Sat Nov 1 20:53:54 2003
Metamorphs will now automagically drop things they are carrying when
they return to their original shape. They will also be able to void
and be linklessrented. And their alignment will be affected when they
kill things while metamorphed.
- Dain
#####################################
Message 1992 : Objects and durability (Dáin)
Written on Sun Nov 2 01:03:52 2003
Each time an object is mended a certain amount of "hits", it will go
dented/used again slightly faster. When this process has gone far, you
will see so if you "consider" your objects.
- Dain
PS. Yes, this is to eventually drain some EQ out of the game.
#####################################
Message 1994 : Mudlle code cleanup (Dáin)
Written on Tue Nov 4 00:19:37 2003
Mint and I have been cleaning up lots of code recently.
This may have reenabled some code that has been buggy and it may also
have caused some code to start misbehaving :-)
Report any call traces!
- Dain
#####################################
Message 1995 : Zaugurz Scribes report fire (Gothmog)
Written on Tue Nov 4 17:20:32 2003
The tomes up in the frozen north of the Zaugurz tribe have accidentally
gone up in flames, and hence all records of contribution to the tribe have
been destroyed.
It seems the chest with the current record on credit survived miraculously.
The tribal shaman was sentenced to death and has already been executed.
#####################################
Message 1996 : Orcs and Balance (Dáin)
Written on Wed Nov 5 19:45:09 2003
When Orcs were introduced in the game they were meant to be a weaker
race than the good races.
This has obviously not been the case the last years.
It was meant to be hard to play an Orc and we are abound to make it so
again. Not as hard as Zaugurz, but hard.
So, we have started with modifying how Orkish draughts work (in effect
real soon now).
Expect more changes.
Before you whine too much, we might do something about other people's
movement too. It was meant to take time to move around in MUME.
- Dáin
#############
Message 1997 : Re: Orcs and Balance (Dáin)
Written on Wed Nov 5 19:47:20 2003
Orcs == Tarkhnarb Orcs in the above.
- Dain
#####################################
Message 1998 : Earthquake (Dáin)
Written on Wed Nov 5 20:07:57 2003
... will be slightly less predictable after the next reboot.
- Dáin
#####################################
Message 1999 : Tower mobs (Fëanor)
Written on Sun Nov 9 15:08:59 2003
Mobiles in the various fortresses in Arda should now be somewhat more
aggressive to mobiles on the other side of the race war.
/Feanor
#####################################
Message 2000 : Noquit (Dáin)
Written on Mon Nov 10 20:07:03 2003
You'll now (as of next reboot) get noquit in some more situations.
- Dain
#####################################
Message 2001 : Abusing actions (Dáin)
Written on Wed Nov 12 19:50:04 2003
It is Mega Illegal to Abuse Other People's Actions on Purpose.
You can laugh at, ridicule, and make fun of people who cannot write
safe actions, but I will demote you if you abuse them.
Note that the allowed use of actions is very limited. If you abuse an
action while in a situation where actions are illegal to have, the
person with the action's demotion will take precedence :-)
- Dáin II Ironfoot
#####################################
Message 2002 : Mounts and Weights (Dáin)
Written on Mon Nov 17 22:03:01 2003
I've fixed so when someone rides something, someone's total weight,
including things he's carrying is counted towards the strain on
something.
This might have caused some mounts to be unusable. Please report such
behaviour.
- Dáin II Ironfoot
#############
Message 2004 : Re: Mounts and Weights (Dáin)
Written on Tue Nov 18 00:56:32 2003
I just found the most astonishingly atrocious bug I've ever found on
MUME.
For about 4 years there has been no movement point penalty for
carrying a lot of equipment around.
There has, in fact, been a static movement point bonus for everyone.
I have fixed this. Movement will be much more expensive. Changes might
have to be made to BoB and draughts and what not. Let's hear
constructive critizism of what needs to be done to make the game
playable again after this fix. Whines will be /dev/null'ed promptly.
- Dáin
#############
Message 2005 : Re: Mounts and Weights (Dáin)
Written on Tue Nov 18 01:40:46 2003
Clarification: the abovementioned bugfix affects movement costs
throughout the game.
- Dain
#############
Message 2008 : Re: Mounts and Weights (Dáin)
Written on Fri Nov 21 15:25:42 2003
Note that there are lots of tweaks regarding mobility to be done.
Constructive comments are welcome, whines are not.
- Dain
#############
Message 2009 : Re: Mounts and Weights (Dáin)
Written on Fri Nov 21 15:33:48 2003
Dwarves and Trolls used to have a 50% can-carry limit bonus.
This has been removed, which had the effect that Dwarves no longer are
the best dodging warriors in the game.
Note that Dwarves already have a bonus in how much they can carry by
having +STR and +CON.
- Dain
#####################################
Message 2006 : Panicking out of bashes/holds (Dáin)
Written on Tue Nov 18 22:23:10 2003
... will work a tad different after the next reboot. Be warned.
- Dain
#####################################
Message 2011 : Zaugurz rent (Gothmog)
Written on Mon Nov 24 10:47:35 2003
Zaugurz rent is not free, nor has it been ever. However, renting basic
equipment (up to a certain value) *is* free.
I have changed the rent/offer commands for Zaugurz to be colour coded
when the rent is not free. These messages should be coloured the same
way enemy damage is, to make it very hard to miss.
My apologies for any Zaugurz players losing equipment by the rent system
being unclear, but it should hopefully be easier to keep track of now.
Good luck,
Gothmog
#####################################
Message 2012 : Up again.. sort of (Ilie)
Written on Mon Dec 1 15:24:26 2003
I managed to hook up some temporary cables (both power & net) to get
the machine up again. This _will_ be removed again when they are done
with the construction work, but no one knows how long it is going to
take. The way it looked today it looks like it is going to take at
least another week though.
- Ilie
#############
Message 2013 : Re: Up again.. sort of (Nienor)
Written on Mon Dec 1 15:59:20 2003
If you were on the istari quest when MUME went down and lost time on the
quest due to the outage, your istari quest will be extended sometime within
the next 24 hours. No action is required from you.
If you were on another timed quest and lost time, please mail me so I can
extend this quest.
#############
Message 2014 : Re: Up again.. sort of (Dáin)
Written on Tue Dec 2 21:02:48 2003
Norwegians crashed the computer again, and we're now yet again
restored from a backup (from 1pm, December 2).
- Dain
#####################################
Message 2015 : Zaugurz scouts report of new paths opening (Gothmog)
Written on Sun Dec 7 03:47:52 2003
Word has come from the Frozen North that the most daring of Zaugurz scouts
have found new ways to reach the southern lands. Several paths to the Misty
Mountains have been discovered, and the few and brave Zaugurz who take on the
challenge of fighting their enemies in the south have been told how to find
these paths.
#####################################
Message 2016 : Stealing MUME (Dáin)
Written on Fri Dec 19 14:22:52 2003
Since this apparently is not implicitly obvious, let me explain
clearly, that we do not look kindly on anyone stealing the contents of
MUME. This includes:
* Copying descriptions, in-game books, zone layouts, etc.
* Copying stats and flags of objects, monsters, and rooms.
* Stealing the MUME source code, including C, mudlle, and behaviour
settings.
We are, of course, OK with creating logs and similar, but if you do
this in order to make your own version of MUME, we will get upset.
"Upset" means that we will remove all your characters from the game,
bansite you perpetually, or similar.
There are ways around getting us upset. You can, for example, get
written permission from Manwë to do parts of the above. Ask first, or
I won't ask first either...
- Dáin
#####################################
Message 2017 : To people dealing with Nordri... (Petrel)
Written on Tue Dec 23 17:20:43 2003
Several people have reported that he has lost his sense of time. I
suggest that for simplicity's sake you hold off on what you are doing
until we can figure this out.
p>
#############
Message 2018 : Re: To people dealing with Nordri... (Nienor)
Written on Tue Dec 23 20:22:50 2003
Nordri should have regained his sense of time. If he is still upset at anyone
who tried to deal with him during this brief period of confusion, please let
someone know; perhaps he can be convinced not to be so upset.
However, other denizens of Arda may still be confused by the same events as
Nordri was. If you find any of them acting strangely, please let us know.
#####################################
Message 2019 : Harrassing other players (Dáin)
Written on Wed Dec 24 00:02:09 2003
We (the Management) can be very evil people when we find players who
are harrassing other players for their sex, religion, skin colour,
weight, amount of hair (yes, I know I'm going bald, it sucks), sexual
preferences, or anything along those lines.
Refrain from doing this and you will not find your account password
changed or your characters in jail.
- Dain
#####################################
Message 2020 : The zone command (Dáin)
Written on Wed Dec 24 01:22:23 2003
... (which I dislike) has been changed slightly. If you think it
misbehaves badly, please report this.
- Dain
#####################################
Message 2021 : Big business! (a heavily scarred orc)
Written on Wed Dec 24 10:53:56 2003
Me is happy to report dat business is improving good! Sending snags out to
bring in wargsies helped lots, now most of dem wargs is in my kennels.
-- the warg trainer
#####################################
Message 2022 : Moon bug fixed (Dáin)
Written on Sun Dec 28 22:15:24 2003
The moon will no longer light rooms that the sun won't light (i.e.,
you won't see the room name in moon light in those rooms anymore).
- Dain
#####################################
Message 2023 : Note from the Bree Weaponsmith (Petrel)
Written on Mon Dec 29 22:13:26 2003
In our constant efforts to improve customer service and foster commerce,
I will now buy quivers and bolt-cases.
It would not surprise me if my chiseling competitors elsewhere were to
copy this bold move, but remember that I was the first.
If there are any problems with this, mail me in care of Petrel,
the useless Vala.
Tom Thorn
Weaponsmith of Bree
#####################################
Message 2024 : Fire Crashes, Armageddon is Close (Dáin)
Written on Sun Jan 4 17:32:04 2004
The machine MUME runs on crashed today (don't know why yet) and there
were (are) some disk problems, so we're (mostly) running on a backup
from January 2nd.
- Dain
#############
Message 2025 : Re: Fire Crashes, Armageddon is Close (Dáin)
Written on Sun Jan 4 18:58:24 2004
Since people keep asking me: these rollbacks are (unfortunately)
permanent.
- Dain
#####################################
Message 2026 : RULES WHOIS (Petrel)
Written on Mon Jan 5 19:50:23 2004
Please be reminded of the section of RULES WHOIS which says, "Your whois is
not a form of communication and should therefore not be used to pass
information on should you get slept, silenced, killed, etc."
The "etc." here includes Mandos sleep, and therefore you cannot use
your whois to pass on information about the fact that you have Mandos
sleep, the location of your corpse, and so on.
#####################################
Message 2027 : Scout (Dáin)
Written on Thu Jan 8 21:34:39 2004
You will now actually move if you try to scout through a "oneway" exit
(i.e., one that doesn't have an exit leading back from the other room
in the opposite direction).
- Dain
#####################################
Message 2028 : Miscellaneous changes (Frór)
Written on Sun Jan 11 19:11:19 2004
- If you have found some hidden characters in the room, you can now
"reveal all" to show all of them to your group members.
- If you know 'detect magic' well enough, you will be able to discover
if the place you're in is being watched (as per 'watch room')
#####################################
Message 2029 : Playing with your food (Petrel)
Written on Mon Jan 12 00:34:04 2004
A few developments:
The properties of various cuts of meat have been fiddled with. It makes
more difference if you cook it with salt now. Small pieces of cooked meat
are more nutritious.
Also, coming soon to a pan near you: the salted fish.
In response to a bug report: 'mashed honey-wax mixture' is now nutritious.
#####################################
Message 2030 : Goodbye, mume.ca (Alkar)
Written on Wed Jan 14 19:49:09 2004
I realize that it has been up and down for some time, but, for what it's worth,
I regret to inform everyone that the mume.ca machine has suffered an
irreparable RAID crash. I will be unable to recover any of what I had on the
server including the MUME server and related files.
So, sorry guys, no more .ca forwarder. My apologies to anyone who used it
while it was active.
/a
#####################################
Message 2031 : map rooms (Dáin)
Written on Fri Jan 16 22:59:20 2004
... has been changed.
- Dáin
#####################################
Message 2035 : Retirement (Manwë)
Written on Sun Jan 18 16:35:15 2004
After Sun 1 Feb 2004 00:00:00 (MUME time), legends will have to wait one full
(real) year to be able to get a limited reroll or an age or practice reset.
They will still be able to leave after 15 (real) days.
--Manwë.
#############
Message 2036 : Re: Retirement (Manwë)
Written on Sun Jan 18 17:02:02 2004
The rationale of this change is that non-legends can have not enough experience
of MUME mechanics to select their stats and skills, and hence should be allowed
to tweak their chars reasonably fast.
On the contrary, legends not only are owned by players who master these
mechanics, but also are more competitive than non legends. By "fixing" a legend
within a set of stats (and to a smaller extent to a set of skills, but skills
can still be decayed), I hope to reduce the gap between the power players and
the rest.
After all, this change makes sense from a RP point of view (although it
shouldn't be seen as an excuse to justify it - the change indeed targets MUME
balance): a legendary character has to conform to his renown and shouldn't
change characteristics quickly...
--Manwë.
#############
Message 2044 : Re: Retirement (Nienor)
Written on Sun Jan 18 22:29:48 2004
To clarify:
- If your legend character is retired now, he can reroll or get a practice
reset in a month from retire date.
- If your legend character retires before February 1 2004, he will still be
able to reroll or get a practice reset in a month from retire date.
- If your legend character retires on or after February 1 2004, he will have
to wait for a year before rerolling or getting a practice reset.
#####################################
Message 2037 : Mithril (Gothmog)
Written on Sun Jan 18 19:26:31 2004
It has been decided that the orcs of Goblin Gate are not good enough
craftsmen to handle such a fine and tough metal as Mithril. Kormock will no
longer be able to deal with such equipment.
Some other, minor, changes has been done to other smiths as well.
... more to come.
-- Voice of Manwë :-)
#############
Message 2045 : Re: Mithril (Gothmog)
Written on Mon Jan 19 06:42:27 2004
The Free Peoples can no longer mend their Mithril equipment in Rivendell;
they must now seek more skilled master smiths.
Hint:
For those not of Dwarven ancestry, you might want to think of where
some of the Elves of Eregion fled after Sauron conquered them in the
Second Age.
... more to come.
-- The Benevolent Management
#############
Message 2047 : Re: Mithril (Petrel)
Written on Wed Jan 21 16:51:39 2004
By the way, although there may have been some confusion on this point,
white chain mail is not mithril and can be handled normally by competent
armourers.
#####################################
Message 2038 : News from the east of Moria (Nienor)
Written on Sun Jan 18 20:42:13 2004
Eagles were the first to bring messages from beyond the dreaded Moria and the
snow-covered Redhorn Pass. Cartographers, on hearing them, shook their heads in
disbelief, yet updated the maps according to their stories.
Soon, the first travellers to brave the terrors of Moria or the freezing
heights of Redhorn, confirmed that the stories were indeed true: that indeed,
the golden forest of Lórien is not as impassable as it used to be, and that
passage is now possible for elven folk and for their travelling companions to
the very Naith and to the city of Caras Galadhon.
Credits for the creation of the inner Golden Wood go to:
Builders: Nugle, Aredhel, Chicken, Fëanor, Nienor
Second chief,
Celeborn's secretary: Fëanor
Mudllers: Mint, Vivriel, Frór, Dáin, Thor, Nienor
Proofreaders: Ria, Eärendel (no typo)
Extra design help: Rik, Ferumbras
Our thanks go also to Frór, Yavanna, and Námo for their priceless help.
/Nienor
#####################################
Message 2039 : Changes to camping (Nienor)
Written on Sun Jan 18 21:33:09 2004
Effective from the next reboot:
- Black Numenoreans will be able to "camp rent retire".
- While camping, you will be able to type some other commands.
More changes to come.
#####################################
Message 2046 : MUME.ORG is BACK! (Manwë)
Written on Wed Jan 21 00:43:21 2004
Rejoice as Vairë and I managed to get back the domain MUME.ORG!
So you can now telnet mume.org to play and http://www.mume.org to reach the
website of your favorite game ;-)
It may take a while (1-2 days) so that this info propagates over the net.
--Manwë.
PS: Thanks to Lochdale and Axel for their help.
#############
Message 2048 : Re: MUME.ORG is BACK! (Manwë)
Written on Wed Jan 21 19:54:33 2004
FIRE's website (the organisation that hosts MUME) can now be reached at
http://fire.mume.org
--Manwë.
#####################################
Message 2049 : Donating for a new FIRE/MUME machine (Manwë)
Written on Fri Jan 23 22:31:43 2004
Why a donation?
---------------
The machine currently running MUME is getting old (more than 6 years old!),
and it is time to get a new one. With a new machine, we will have less lag,
more frequent backups, not run out of disk space, and reduced chances of
sudden hardware death.
As MUME is hosted by FIRE (http://fire.mume.org), a non profit organisation,
by donating to FIRE you will allow it to buy a new machine for MUME.
*** Donating is in no way mandatory, and grants no privileges on MUME. ***
Sending money
-------------
We will do the collection pretty much like last time (which brought us the
current machine), but since paypal now exists, it will also be possible to pay
with paypal. This should be cheapest from most countries.
If you wish to contribute, please follow the instructions on:
http://mume.org/donate.php
Use of money
------------
The money will be used to buy a new machine, and if there is money left after
buying a reasonable machine, will be put in a fund for later upgrades, repairs,
and possible hosting costs (we still have free hosting at PVV for the
forseeable future).
See FIRE's balance to know how the money is spent.
--Manwë.
#############
Message 2051 : Re: Donating for a new FIRE/MUME machine (Gothmog)
Written on Tue Jan 27 13:11:05 2004
PayPal:
-------
A reminder; if you would like to be anonymous or if you forgot to add a
character name to your PayPal donation, please MUME mail me or
mailto:donate@mume.org. By default you will be credited for the donation in
the list of FIRE members.
Direct money wires:
-------------------
I have had several unidentified money transfers to the Swedish bank account
mentioned in http://mume.org/donate.php and if you would like to be mentioned
in the list of donators/member registry of FIRE, please contact me via
MUME mail or mailto:donate@mume.org. Provide RL and/or character name, date
of transaction and the sum you wired, please.
If anybody else is going to wire money directly to the account, please add
a little "message to recipient" with your RL name or MUME character name.
Balance update:
---------------
The balance is updated daily on http://fire.mume.org/mume/balance.html
Right now we are above $1,400 so we are slowly making progress, but there
is still a long way to go.
Remember that small contributions are just as valuable as large ones.
Since you (the players) are so numerous we can easily raise just as much
through many small contributions as we could through larger ones.
Every donation, no matter how small, is a valuable contribution to MUME.
We sincerely thank all of you who has already shown your support,
keep those donations coming!
-- Gothmog
#############
Message 2053 : Re: Donating for a new FIRE/MUME machine (Manwë)
Written on Wed Jan 28 09:04:18 2004
First, let me thank all of you who have already donated. FIRE collected around
1500 usd (i.e., 33% of the targetted 4500 usd) which is not bad in 5 days.
Second, I've read that some you are willing to "donate to the management if X
is imped".
Let me stress out a few things:
- You are *not* giving money to the management. We cannot earn a single cent
through MUME as per Diku license. You may contribute to FIRE, a non profit
organization created by some of us, that will buy and maintain a new machine
for MUME. For more details, see FIRE's charter on http://fire.mume.org.
- Second, as I stated in my previous post, donating to FIRE grants *absolutely
no right on MUME*. What this means? It simply means that if you like playing
MUME, don't want to take the risk of an unrecoverable hardware failure
(because the current machine is old) or of a database loss (because we have
no disk space left for backups), wish to improve the overall performance of
the game and allow us to code new time and memory consuming features then you
should probably donate if you can. That's all.
We (I) have ran MUME for 12 years now. For me the success of MUME is shown
by the fact that we have a large and active player base, and hence I am
convinced that our long term vision of the game isn't inherently wrong.
However, if in the end it turns out that not enough money is collected, I
doubt anyone in the management will feel encouraged to find a replacement
solution.
--Manwë.
#############
Message 2055 : Re: Donating for a new FIRE/MUME machine (Gothmog)
Written on Thu Jan 29 10:18:14 2004
The FIRE member registry has been updated: http://fire.mume.org/members.html
Note that there are several transactions that are not credited yet, see
the notice at the bottom of the 2004 Member Listing for more information.
-- Gothmog
ps. I will do another update within a week or so. I'm not doing daily updates
to avoid cross-referencing with the balance sheet - we want individual
donation amounts to remain hidden.
#####################################
Message 2052 : Donation goal! (Ilie)
Written on Tue Jan 27 15:53:15 2004
The goal we are aiming for is $4500 (or 29248 NOK to be precise).
This will allow us to get:
Dell SC 1600 (3 year warranty, replaced next business day)
2 x 2.8GHz Xeon
1GB ECC memory
2 x 36GB, 15k SCSI disks, RAID 1 config (5 year warranty)
1 x 160GB IDE disk (for backups)
This machine will ensure ultra-fast boots, vastly reduced global
freezes, plenty of backup space, and is about as stable as it is
possible to get a PC right now.
- Ilie
#####################################
Message 2058 : My views on donating to FIRE (Dáin)
Written on Tue Feb 3 20:43:43 2004
We need about USD 4500 to buy a good machine to run MUME on, with some
room for paying for bandwidth the day we cannot be hosted for free
anymore, and to be able to buy spare parts if anything breaks.
So far, a few people have been interested in helping out
financially. I am personally Very grateful to those who have, since
the current machine is really getting too old to depend on, and we
really need some new hardware that will last us a few years more.
It is, however, very disappointing that we still haven't got more than
two thirds of what we need in order to be able to afford a new
machine. For now we are sort of OK with the current machine (as long
as there is no disk crash, since we don't have space for real
backups), but the day it breaks down without a replacement, MUME is
very likely to be permanently closed.
I doubt anyone in the management will feel encouraged enough to bother
trying to find a replacement at that point, given the low interest we
see from most players today.
Not only is this money meant as an investment in the stability and
survival of the game; a new machine would also allow us to develop
MUME in more interesting ways, making mobiles more intelligent,
expanding the world, allowing more storage for players (e.g.,
providing room for more aliases and what not), etc.
I know I am trying to guilt-trip you here, but if you can afford, say,
$10, that would be very welcome. Given the amount of players we have,
it would actually be more than enough if everyone did that.
Thank you,
Dáin
#####################################
Message 2056 : Elven Guilds (Fëanor)
Written on Thu Jan 29 15:03:56 2004
The Elven masters of magic and arcane arts have become updated to more reflect
on the nature of the abilities taught in the different Elven strongholds.
/Fëanor
OOC: Some skills are now being teached to a slightly lesser level in certain
places.
#####################################
Message 2057 : Mending items in the "brand new" bracket ... (Gothmog)
Written on Tue Feb 3 07:41:56 2004
... is now possible again.
-- Gothmog
#####################################
Message 2060 : A minor change to Khuzur's shovel (Nienor)
Written on Wed Feb 4 18:37:33 2004
Tunnels dug with the help of the shovel now have the alignment of the
surroundings.
If more than one tunnel exists at the same time, they will all have the same
alignment.
#####################################
Message 2061 : Massive Rent Changes -- READ THIS (Ilie)
Written on Thu Feb 5 20:57:31 2004
No rented characters will be affected.
Gold costs money to rent. The cost is the same as the rent cost for
most items of the same value. So - your total fortune is accounted
in your rent cost.
Some items which were heavily under-rent-valued have been given an
increase cost. These are jewels, poison vials, and fine chainmail
It's is slightly cheaper to rent in non-hometown and non-citizen-towns.
Receipts are double rent cost of the item they are a receipt for.
BNs will have to pay rent if their total wealth (equipment + gold) is
excessive.
The level penalty for renting is gone, you no longer pay extra for
your level.
- Ilie
#############
Message 2062 : Re: Massive Rent Changes -- READ THIS (Ilie)
Written on Thu Feb 5 21:11:48 2004
To clarify:
It's is slightly cheaper to rent in non-hometown and non-citizen-towns.
Means:
It's is slightly cheaper to rent in non-hometown and non-citizen-towns
than it _used_ to be, it it still more expensive than in your home town.
Also - BN rent change is not active yet, will be soon. We'll keep you
up to date.
- Ilie
#############
Message 2064 : Re: Massive Rent Changes -- READ THIS (Nienor)
Written on Thu Feb 5 22:28:55 2004
BN rent change is effective now.
Rent for a not very good set should be free, and you can now do "camp offer"
and "camp offer retire".
#####################################
Message 2065 : Donation progress! (Gothmog)
Written on Fri Feb 6 02:52:42 2004
Great news!
In little over ten days, FIRE has raised over three thousand US dollars, and
as such we have accumulated *TWO THIRDS* of the target number we set.. which
I think is incredible in so little time!
I would like to extend a very big Thank You to everybody who was donated so
far..
.. but there is more! I have heard of several national collections going on,
including the Czech republic, Estonia and Australia. From what I hear, they
will be wiring money in at the end of February. Plus, we still see donations
come in on PayPal daily!
So, people, we are doing really good. Even though we all had some doubts at
first - now that we're seeing so many of our players coming through for us I
have no doubt in my mind that we will reach our target number --- we might
even get a little extra to cover future needs!
Again, thanks for your great support, it's really an inspiration to see that
so many are willing to contribute to this community!
-- Gothmog
ps. The 2004 member list has yet again been updated, you can find it at
http://fire.mume.org/members.html
If you are missing from the list or want to be excluded from the list, please
MUME mail me, or mailto:donate@mume.org and we will sort things out.
I still have several international money wires without any identification,
even though the bulk has now been identified through e-mail.
#############
Message 2066 : Estonian Collection (Gothmog)
Written on Fri Feb 6 14:43:58 2004
The Estonian collection for the FIRE donation is picking up pace, and if
you're living in Estonia and thinking about donating a little, please contact
Liliah on MUME (or reach her on mailto:liliah@hot.ee).
Any contribution, no matter how small or how large, will be most appreciated.
-- Gothmog
#############
Message 2087 : Re: Donation progress! (Gothmog)
Written on Mon Mar 8 12:17:43 2004
Great news!
Currently we have received little over $4,400 in the donation process. :-)
The machine mentioned in News 2083 will arrive at the FIRE location this week,
and I'm sure Ilie will try to get a time slot for the install as soon as
possible. No guarantees on when we will see the new system up and running
though, as I'm not sure how much work it is doing the data transfer.
As noted previously, the machine ordered lacks backup disks. However with
the cash we have left on the balance there is definately a budget for some
kind of (IDE) backup disks.
-----
A warm and big thank you to all of you who supported the development and
survival of MUME.
If you haven't donated and you still feel like becoming a FIRE member and
pitching in a little, please do.
There is always room for more backup space, or money to cover future fees
and maintenance costs (for more information see http://mume.org/donate.php).
Even the smallest contribution means a lot!
-----
The member registry will get a final update within a week or two. If you have
wired money to the bank account mentioned on the donation page and you didn't
mail us your RL name, please do so if you wish to be on the FIRE member list.
-Gothmog
#####################################
Message 2067 : RULES ABUSE has been updated a bit (Petrel)
Written on Fri Feb 6 21:42:13 2004
so read it :-)
#####################################
Message 2069 : Legend home rent rates (Ilie)
Written on Sat Feb 7 19:06:36 2004
Legend home rent rates have been reduced slightly, the level penalty
has been removed.
The level penalty used to be 5 copper per day per level (wohoo...)
Legend home rent rates are now identical to hometown rent rates,
except that the first 2.5 gold per day in rent are "free" (It has been
this way for quite some time).
As usual, rent in legend homes itself is free, the amount due is paid
after you log in in the normal way.
- Ilie
#####################################
Message 2070 : Rent changes (Ilie)
Written on Sun Feb 8 22:08:29 2004
Gold in moneybags will now automatically be used if you could not
affort your rent. If this happens, all gold from all moneybags will be
converted into cash, any remaining cash will remain with you of course.
Legends now have a 5 gold free limit per day before they start paying
rent in legend houses (upped from 2.5 gold).
Linkless rent and quit have been modified as follows: They are now
twice as expensive as renting in a city where you are not citizne.
- Ilie
#####################################
Message 2071 : Law enforcement in good cities (Nienor)
Written on Mon Feb 9 01:44:04 2004
Instead of attacking wanted criminals on the spot, the cityguards of good
cities will now attempt to make them follow.
If the criminal leaves the room after the last warning or rents, if the
guard is killed or made to leave the room, or if anything else happens that
will prevent the guard from making the criminal follow, the criminal will
become an outlaw as before.
This applies, as of this date, to elven cities, Bree, Fornost, Shire, Ingrove,
Blue Mountains, and will likely apply to any good cities built in the future.
This does not apply to any lawless places or places with unconventional justice
systems.
In a few towns the change is effective now. In the other towns it will be
effective after the next reboot.
#####################################
Message 2073 : More rent changes (Ilie)
Written on Mon Feb 9 15:24:31 2004
Rent cost for trolls and orcs (torcs that is), has been reduced by a
factor of 1.41, making it identical to citizen rent for whities.
Rent cost for zaugurz orcs has been increased by a factor of 1.41,
making it identical to orcs/trolls/bns.
Zaugurs and BNs still have a free allowance before they start paying
rent.
- Ilie
#####################################
Message 2075 : Earthquake, Night vision and Escape (Frór)
Written on Sun Feb 15 12:13:14 2004
- The level of the 'earthquake' and 'night vision' spells have been swapped.
Earthquake is now a level 8 spell, night vision is level 7.
- The "escape" skill has a new side effect: it makes it easier to be rescued
during a fight or protected successfully.
#####################################
Message 2076 : A change to city justice (Nienor)
Written on Tue Feb 17 04:31:39 2004
Citizen mobiles in cities now (again) yell when attacked. Cityguards may come
to their aid on hearing the yell.
#####################################
Message 2078 : Had some downtime (Ilie)
Written on Thu Feb 19 22:15:36 2004
The power socket on fire is almost worn out, that had caused it to
repeatedly lose power and in genearl not have a very good time.
I managed to glue it together a bit, so I think it will stay together
if not too many people bump into it...
Loaded last backup, only lost a few hours I think.
- Ilie
(yes I see the typo, no local editing here and no time to remember
how this onilne editor works..)
#############
Message 2079 : Re: Had some downtime (Nienor)
Written on Thu Feb 19 22:44:11 2004
Although all the playerfile backups seem to be at most a few hours old (thanks
Ilie), the information in your account list appears to be much older and may
not match the playerfiles.
If your account list shows very old information for any of your chars, do not
panic. The next time you log them in (and maybe earlier), it will be updated
to the correct information.
#####################################
Message 2082 : Refugees from the Wilderness (Petrel)
Written on Tue Feb 24 21:11:24 2004
In days of old, legends did build great country manors east of the Brandywine
River, outside the city limits of any town. In their pride, some of them
built great towers and buildings of strange design. Many of these domains
did occupy many square miles of the terrain, and distorted space itself
in a manner suggesting the work of the Great Enemy in marring the face of
Arda from the beginning. Others built more modest and proper retreats.
In these days, however, all those lands are infested by the creatures of
Sauron the Enemy, and these homes have been haunted by orcs, trolls,
and evil sorcerers. The guards and housekeepers of these homes can no longer
be asked to work under such conditions. It is not likely that any captain
of the West could maintain a home against the constant depredations of
such foes.
Evacuations are being organized from these areas and will begin two years
from today. The traditional homes of elves, dwarves, halflings, and men
have stretched out their hands to receive their fellows who are moving inside
their city walls. In addition, the Dunedain of Fornost have offered to
allow any refugee from the wilderness to rebuild in that city.
People traveling in those areas should expect, over the coming years, to find
that the homes are no longer there, and that the owners, if they can be
located, are living elsewhere. It is likely that previously unnoticed
tracts of land will be discovered.
Owners of homes in these lands will receive notices when evacuation from
their regions is imminent. These notices will detail their options. No one
is called upon to take any action until a notice has been sent to him or her.
We express gratitude for the help of all in these critical times.
(Note: see also HELP LEGEND HOME LOCATIONS)
#####################################
Message 2083 : Donation update (Ilie)
Written on Thu Feb 26 11:57:00 2004
The machine has been ordered.
More details on http://fire.mume.org/mume/machine.html
I'll keep this page up-to-date with the current state.
We are still a bit short of funds for proper backup disks, but these
can be bought after a few weeks.
- Ilie
#####################################
Message 2084 : Wounds and first aid (Frór)
Written on Wed Mar 3 19:54:26 2004
Wounds and the first aid skill have undergone some changes.
Most important of these is the fact that wounds are no longer just "bound up"
or not: depending on one's skill in first aid, medication can result in a
loosely bound, bound or securely bound wound. A better bound wound will heal
faster and have a lower chance of worsening.
Wound conditions will worsen with the passage of time: a securely bound wound
will become "bound", then "loosely bound", and then the bandage will fall off.
At any point during this process, of course, you can remove the old bandage
and replace it with a fresh one.
Neglecting an open wound can be dangerous, as it might become dirty and then
infected. Infected wounds will take longer to heal and have a higher chance
of worsening. Unless you're a Troll, that is.
The chances of (at least partial) success of the first aid skill have
increased. However, binding a severe wound without sufficient skill will still
take some time.
The severity of wounds (light, deep, serious, grievous, critical) and the
effect of wounds on characters remain unchanged.
Many thanks to Scar for the idea and his valuable help.
#####################################
Message 2085 : Shops and mending (Ilie)
Written on Sun Mar 7 19:58:27 2004
The shops have changed quite a bit:
- They never run out of money
- They store what you have sold over reboots
Mending works like this:
- You pay in advance.
- You mend items, and the shopkeeper remembers who you are. The items
are finished in a couple of hours game time (about two minutes rl).
- if you are in the room when the shopkeeper is done, you will get
the item immediately.
- if you are not there, you have EIGHT minutes rl to show up to
get the item, otherwise it will be put up for sale.
Ie: from you start mending until the item is put up for sale
automtically, it takes 10 minutes.
- You automatically get the item when you enter the shop, or if you
are in the shop, when it is done.
- If you don't trust your link - STAY IN THE ROOM.
The shopkeeper continues mending even after the shop is closed, so you
should not wait until morning before coming back (then it might be too
late).
Old receipts will be served until futher notice.
- Ilie
#####################################
Message 2086 : The plan for receipts (Ilie)
Written on Mon Mar 8 10:29:08 2004
The old receipts will time out after some time, but not yet.
Step 1: Readjust prices of equipment
- This must be done _before_ the recipts start to decay, otherwise
you may only get 2 gold for something that will sell for 20 gold
the next week, which we think is very unfair to those who trade
in their receipts.
Step 2: Phase out old receipts.
This will be done in the following way, a separate news message will
be posted before this takes effect (and prices will be updated first too):
The first time you log in while not retired, all your receipts will
get a lifetime of a few weeks. Each time you log in after that, you will
see how much time you have before the first receipt will disappear.
If you are retired, your receipts will not start to decay before you
unretire and log in again.
Summary: You probably don't want to trade in all your receipts yet.
- Ilie
#####################################
Message 2088 : Update on new machine (Ilie)
Written on Tue Mar 9 16:55:21 2004
The new machine arrived at my office today at 12:59.
I have added 2 IDE backup disks as well, so the machine is now fully
configured HW-wise and ready to go.
The machine boots, if finds its disks, the network card is working,
and the machine is in the initial phases of OS install right now.
Not sure exactly which day the new machine will replace the existing
one, but I'll keep you updated!
- Ilie
#############
Message 2091 : Re: Update on new machine (Ilie)
Written on Thu Mar 11 10:32:10 2004
The machine is now fully configured with backup disks. It compiles and runs
MUME fine (game boots in about 19 seconds, from about 120 seconds now..)
There are some things remaining to install, such as a webserver. The
machine is still in my office, but I'm planning on moving it during
the weekend - so we should be running on new hardware before Monday!
- Ilie
#############
Message 2093 : 2091 (Ilie)
Written on Thu Mar 11 21:32:49 2004
We are still running on the old machine, but the old machine has been moved
to a temporary location in the server room.
The new machine is now placed where the old one used to be, in what will
hopefully be its permanent home...
Copying over all the data and making sure that the webserver and so on works
as it should on the new node is going to take a few days I guess.
- Ilie
#####################################
Message 2090 : Bandaging wounds (Frór)
Written on Wed Mar 10 20:45:04 2004
The skill and command formerly known as "first aid" have been renamed to
"bandage".
Hopefully, most of the problems with how wounds appear on "examine", as well
as some misleading messages an unskilled character would get while bandaging
a wound, are now fixed.
#####################################
Message 2089 : Legend Home Building Standards (Petrel)
Written on Wed Mar 10 19:52:48 2004
The leading bodies of the various towns of the west have met and agreed
on the following building code which will apply to all home construction
henceforth:
RESTRICTIONS:
1) New legend homes must be built in such a way as to fit in with the general
atmosphere of the towns in which they will be located. For example,
homes in Bree will be homes that you might find in a village - not palaces.
Homes in the Shire should be smials or modest above-ground homes.
2) A legend home in a town must have a non-hidden front door. (This is
retroactive.)
3) Except in the Blue Mountains and the Shire, homes should be aboveground
structures, not excavations. The entrance to a home may not lead DOWN into a
public street.
4) Legend homes will generally be located on residential streets. In no event
are they to be connected to existing structures in the zone with other uses,
such as guilds, shops, guard posts, Bill Ferny's house, etc., nor are
they to be located in public parks or graveyards.
Owners of existing homes which violate these standards may be asked to
cooperate in rectifying the matter. In the case of new construction, waivers
can be granted ONLY by an Arata of zones or a Vala under the direction of the
Az, and this will be done only in the rare event that there is an exceptionally
good role-playish reason.
(This language has been added to the helpfile on "LEGEND HOME BUILDING".)
#####################################
Message 2092 : Odd shop messages (Petrel)
Written on Thu Mar 11 17:46:39 2004
Something is causing odd messages to be generated when a shopkeeper returns
mended item, like:
"An elven herbalist gives you a forest green cloak." (to a BN)
"Kormock, the orkish armourer, gives you a Dunadan blade." (in Rivendell)
or:
"Angdil gives a thick metal breastplate to XX." (but XX is in some other city)
The good part is that this is just a problem with messages. The right people
are getting back their stuff from the right shops. We will fix this as soon
as possible. No more bug reports are necessary :-)
#####################################
Message 2094 : Now running on new machine. (Ilie)
Written on Sat Mar 13 16:00:41 2004
Game is now running on the new machine.
- Ilie
#####################################
Message 2095 : Network problems (Ilie)
Written on Sun Mar 14 18:33:32 2004
There is a slight incompability between the kernel, the driver and the
network card.
I'll fix it tomorrow at school, either by putting in a different
kernel or by putting in one of the spare ethernet cards I have lying
around.
Until then, there will be occasional ~15 second freezes while the
kernel thinks the ethernet card is timing out.
- Ilie
#############
Message 2097 : Re: Network problems (Ilie)
Written on Mon Mar 15 11:55:20 2004
I put in one of the other ethernet cards I had, and we'll see how this works
out. We'll know in a few hours I guess!
- Ilie
#####################################
Message 2096 : The end of dented weapons and tattered armour.. (Ilie)
Written on Sun Mar 14 19:38:00 2004
The way the status of objects is shown has changed a bit.
For a while now item damage has internally been represented with two
values Item state, and item permanent damage (or age). The permanent
damage has never been shown to players though, but has affected shop
prices for example. Both states will now be visible, and go like this:
State, from best to worst:
flawless
well-maintained
satisfactory
used
worn
neglected
marred
unavailing
deteriorating
worn out
Permanent damage/age, best to worst:
new
fresh
seasoned
well-seasoned
aged
old
hoary
timeworn
age-old
antiquated
Now, this is important: ONLY THE STATE decides how good the item is.
The older an item is, the quicker its state will go down though.
So - a (flawless, new) sword, is just as good as a (flawless, old) sword.
Items that are timeworn or older cannot be mended in any way, and have
little value.
- Ilie
#####################################
Message 2099 : Major updates (Ilie)
Written on Tue Mar 16 12:15:59 2004
1. The mend cost of items has been recuded a lot.
2. The rent cost of all normal objects has been halved
3. The rent cost of treasure objects has been reduced a bit
4. The value of a lot of objects has been increase A LOT
(and also rent costs & mend costs with value).
Pretty much ALL "legend" eq has been repriced.
- Ilie
#####################################
Message 2100 : Receipt lifetimes (Ilie)
Written on Tue Mar 16 15:13:34 2004
Receipts are now valid for 3 weeks RL (about 3.5 years game time)
after you log in with them unretired for the first time.
If you examine the receipt, it will tell you how long it lasts.
- Ilie
#####################################
Message 2101 : Misc changes (Ilie)
Written on Fri Mar 19 14:49:45 2004
- Objects now load in a random age (always better than time-worn)
- Trolls are blinded by sun while scouting sunny rooms (not sure if this
already made it in by last boot..)
- consider object tells you whether an item will fit or not
- show <number> in a shop tells you whether an item will fit or not
Example:
> list fine
You can buy:
3525. a fine pair of chain mail leggings (flawless, new) for 198 gold 9 silver
> list 3525
3525. a fine pair of chain mail leggings:
4358. (flawless, new) for 198 gold 9 silver
(there is only one right now, but could be more)
> show 4358
They weigh three pounds.
They are too small for you.
- Ilie
#############
Message 2102 : Re: Misc changes (Ilie)
Written on Sun Mar 21 19:53:50 2004
Object states are now a lot better for items that load in the wild,
both state and age wise. Items produced in shops are always new, of
course.
The display of object age has been moved to the "consider" command, so
the output of "examine <char>" and "eq" will be much less spammy.
Shops still list items with both state and age.
- Ilie
#####################################
Message 2103 : Brief power outage (Ilie)
Written on Tue Mar 23 09:34:16 2004
There was a 1 second power outage at ntnu it seems.
It took out a whole lot of routers. Including the one to pvv.
It seems they managed to bring it up again pretty quickly. The fire
machine didn't even reboot, which was good from a HW point of view.
- Ilie
#####################################
Message 2104 : 40 minutes lost, reloaded from backup (Ilie)
Written on Fri Mar 26 13:38:50 2004
12:55 boot was with backup from 12:17 (2004-Mar-26, GMT times).
- Ilie
#####################################
Message 2105 : Shields repriced (Ilie)
Written on Fri Mar 26 14:20:25 2004
Some shields have been repriced to make more sense (the overall price level
of shields has not been changed though).
The rule now is that better shields cost more, for example shield of
Cardolan is more expensive than full metal shield and so on.
All shields in shops have been repriced.
- Ilie
#####################################
Message 2107 : Board moderation (Nienor) (Score:5, Informative)
Written on Thu Apr 1 00:52:10 2004
Messages on MUME boards (both mortal and immortal) are now moderated by a
slashdot-style system (see http://slashdot.org/faq/com-mod.shtml#cm600).
In short, any message on a board now gets a moderated score from -1 to 5, which
depends on the message's content, on the poster's karma (his posting history),
and on the score assigned by the moderators. Messages with score -1 will be
invisible to anyone but the moderators. Some messages will also get a text
rating (for example, Informative, Funny, Troll).
We are planning to copy slashdot's policy of banning abusers. As on slashdot,
if a single user is moderated down more than once in a short time frame, he
may get banned from posting for a few days.
#####################################
Message 2108 : Message database (Arla) (Score:2, Funny)
Written on Thu Apr 1 02:50:51 2004
The message-database that stores mudlle-messages has been corrupted. This means
that some in-game messages might be sent to incorrect mobiles or objects.
This concerns _only_ the message-database, there is no need to worry about
loss of equipment or experience.
We are working on it, please have patience.
/Arla
#####################################
Message 2109 : Introducing our new account types (Ilie) (Score:4)
Written on Thu Apr 1 06:52:58 2004
Full information on http://mume.org/account_upgrade.php
Due to the incredible success of our recent fundraising campaign, we
have decided to make MUME a for-profit game. By now you have probably
seen advertisements popping up during your gameplay. We plan to use
advertising revenue to offset the cost of development. You may
continue to play the game for free, or you may upgrade your existing
account. Upgraded accounts will not be forced to see these
advertisements (though you can toggle them on if you want to help us
get paid more -- or if you simply like them).
In an effort to accomodate the varying needs of our players, we have
decided to introduce 6 new account types. These range from the novice
account type at $6.95/mo up to the elite account type at $39.95/mo
(all prices are in US dollars). To show our appreciation to everyone
who helped us buy the new machine, we have decided to waive account
startup fees and reduce your monthly bill by one half for the first 3
months!
When you sign up for an advanced account, you will get:
* Exemption from in-game advertisements.
* Visible warpoints.
* Ability to read mail from the account menu.
* Ability to delete your own characters.
* Group tell.
.. and much more! Go to the web page for all the details.
- Ilie
#############
Message 2111 : Re: Introducing our new account types (Nienor)
Written on Fri Apr 2 20:51:12 2004
Here is the list of April 1st ads.
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| FREE online roleplay. |
| |
| telnet://mume.org:23 |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Are you paying too much rent? |
| Upgrade your account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Get moderation points; rate the news. |
| Upgrade your account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Want visible warpoints? |
| Upgrade your account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Earn up to twice as many practice points. |
| Upgrade your account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Avoid being forced to see advertisements like this. |
| Upgrade your account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Get moderation points; rate other moderators. |
| Upgrade to an Adventurer account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Want to see enemies on where? |
| Upgrade to a Champion account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Want to see hitpoints during fights? |
| Upgrade to a Hero account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Free warsword for the first 10 Legend/Elite accounts. |
| Hurry! Offer expires soon... |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Tired of only being able to play one character at a time? |
| Upgrade to an Elite account. |
| http://www.mume.org/account_upgrade.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Get a bigger sword |
| at |
| the Mighty Hammer Weaponry. Fornost. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Your ad here. |
| Contact MUME management for pricing information. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| This space for rent. |
| Contact MUME management for pricing information. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Knowing the rules can keep you out of Morgul Vale. |
| http://www.mume.org/rules.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Coming soon: MUME IX |
| |
| Where do you want to rest today? |
| http://www.mume.org/mume.php |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Think you can outsmart the Dealer? |
| |
| Gamble at the Blue Hand Casino. Bree. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| ~ Beer ~ |
| It's what's for breakfast. |
| |
| Visit the Thirsty Ranger's Inn in Tharbad. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Got beer? |
| |
| Jasper's Tavern is only 40 miles northwest of Tharbad. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| For sale: A lightly-used shining breastplate. |
| |
| Bring your cash offer to the Great Hall of Moria. |
| Come alone. Ask for Tibbles. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| It's coming. |
| |
| 19 January 2038. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| MUME Management |
| |
| We Try Harder. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Think Different |
| |
| Visit Thinker's Hill in the Shire. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Taste the Rainbow |
| |
| For Lessons in Colour Spray, come to the Rivendell Mage Guild. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| We love lembas. Now it's a special price |
| |
| A slice of elven tasty heaven, only 5 celeb. That's 5 silver. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| It keeps going, and going, and going.... |
| |
| For an Ever Ready light source, visit Nordi's Treasure Chest. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Taste the Rainbow |
| |
| Now offering Free Colour Sprays to all eligible minions. |
| Offered daily at the Ford of the Bruinen. Don't tell your friends. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Hobbit |
| |
| The other wight meat. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| I am stuck on bandaging, and bandaging's stuck on me! |
| |
| Visit your favourite Ranger Guild for the skill to bind even |
| the hardest to cover wounds. |
| |
+----------------------------------------------------------------------+
+--------------------------- ADVERTISEMENT ----------------------------+
| |
| Can you hear me now? |
| |
| With a new MUME Adventurer Account you can hear *enemy* narrates. |
| |
+----------------------------------------------------------------------+
##########################
Message 2110 : April Fools (Mint)
Written on Fri Apr 2 00:14:09 2004
Here's a summary of this year's April Fools jokes.
- Slashdot-inspired board ratings system.
- Pop-up advertisements.
- Upgraded accounts.
- Talking equipment.
- Elrond acting like Agent Smith from the Matrix.
- Random global echos from bored Valar.
Vote for your favorite by posting about it on the general board!
##########################
Message 2112 : Break & block door changes (Ilie)
Written on Wed Apr 7 12:14:09 2004
The spells will fail if someone opens the door while the spell is
being cast. From next reboot.
- Ilie
##########################
Message 2113 : Minor Landshifts in the Shire (Yavanna)
Written on Sat Apr 10 00:51:27 2004
Travellers in the vicinity of Hobbiton might notice some places that they do
not remember from earlier visits.
Credit for opening these hitherto undiscovered areas goes to Rashnak, under
the supervision of Vairë.
##########################
Message 2114 : Misc updates (Ilie)
Written on Sat Apr 10 18:26:22 2004
From next reboot:
- Break door and block door will be cancelled if the door you're
working in is opened/closing while you cast.
- Shields will get their parry bonus adjusted by the state of the
shield. Only a flawless shield will give full parry.
- The price of some equipment has been adjusted.
- Ilie
#############
Message 2116 : Re: Misc updates (Ilie)
Written on Sun Apr 11 15:38:56 2004
Prices have now been adjusted.
- Ilie
##########################
Message 2117 : Web server moved (finally) (Ilie)
Written on Mon Apr 19 11:53:50 2004
The web server has now been moved over to the new machine finally, and
war status and so on should be functional again.
There may be some things that do not work properly on the new
webserver yet, I only tested the basic pages. Please send me a mume
mail if something is missing..
- Ilie
##########################
Message 2118 : Searching for exits (Frór)
Written on Sat May 1 12:38:06 2004
Starting next reboot, searching for a hidden door when the exit is
plainly visible (not hidden, open, or even an exit with no door at all)
will no longer cause a delay.
Search will still be delayed if there is a hidden door, or if there is
no exit at all.
Thanks to Gruenthar for the suggestion.
##########################
Message 2119 : Crossbows (Frór)
Written on Sun May 2 14:37:24 2004
If you are using a crossbow, you can now LOAD it with a bolt before actually
using it in combat. If you do, the first shot will be much faster than it is
now, since you only have to take aim and push the trigger.
For more details, see HELP LOAD and HELP UNLOAD.
##########################
Message 2120 : Latched doors (Frór)
Written on Sun May 23 20:04:13 2004
In the next few days, some doors will become latched from inside: it will be
possible to lock or unlock them with no need for a key. From the opposite side
of the door, you will still need a key (or a burgl... erm, a skilled treasure
hunter) just like now.
##########################
Message 2122 : Bug: Trolls hiding (Námo)
Written on Tue Jun 15 06:35:17 2004
Recently we've discovered that Trolls can hide. This is a bug and should've
been reported by the ones who first discovered it.
Any troll abusing this bug will be dealt with HARSHLY. If anyone sees any
troll using this bug to gain an advantage in pk or in any other way, please
report to me or Staer. I'm sure we can find a sunny ro... deal with it quickly.
- Námo.
##########################
Message 2123 : Potential network downtime tonight (Ilie)
Written on Thu Jun 24 10:55:27 2004
A router is being upgraded today (June 24) in the interval
20:00-20:30GMT. The network connectivity to fire may be down in that
period.
- Ilie
##########################
Message 2124 : Fame (Frór)
Written on Sat Jul 3 11:46:58 2004
The "fame level" reported in "info" has become more granular. Here are all
the possible messages for a member of the Free Races:
You are not known for any acts of war.
You have been involved in some skirmishes against the minions of the
Dark Lord.
You have fought a few battles for the armies of the West.
You have fought many battles for the armies of the West.
You fought well in some important battles for the armies of the West.
You have gained some renown in battles against the minions of the Dark Lord.
You have exchanged deadly blows with the minions of the Dark Lord.
You have been victorious in several battles against the minions of the
Dark Lord.
Many know of your recent victories on behalf of the armies of the West.
Your deeds in battle spur on those who fight by your side.
You have won great renown in battles for the armies of the West.
Your prowess in battle is well known among the armies of the West.
Tales of your victories have spread throughout Arda.
You are widely recognized as a leader of the armies of the West.
You are known among the greatest leaders of the armies of the West.
Your campaign on behalf of the armies of the West has become legendary.
Your supremacy in battle is beyond question.
Fame levels for minions and Zaugurz are similar, with some obvious differences.
In order to achieve the highest levels of fame, it is now necessary to win
battles against other famous characters. Once you are famous enough, killing
inexperienced characters by the hundreds will not increase your fame further.
##########################
Message 2125 : Rent changes (Frór)
Written on Sat Jul 3 11:52:40 2004
Rent charges currently depend both on the equipment you own, and on the amount
of cash you are carrying.
The "cash" component is now discounted if you rent for a long time.
This means you will be able to rent longer before your equipment is
confiscated - even if the rent cost for the first day is unchanged.
This change is effective ONLY for characters who rent AFTER next reboot.
##########################
Message 2126 : New Arrival in Caras Galadhon (Fëanor)
Written on Sat Jul 3 12:56:44 2004
Recently, one of the surviving jewel-smiths from ancient Ost-in-Edhil has
taken up his craft again in the fair city of Caras Galadhon.
/Fëanor
##########################
Message 2127 : The Mighty Hammer Weaponry (Fëanor)
Written on Sat Jul 10 18:20:48 2004
The Weapons store in Fornost have struck a deal with a few
Dwarven merchants and now stock a few crossbows and the
ammunition used by it.
/Fëanor
##########################
Message 2128 : Powerful magic items (Nienor)
Written on Wed Jul 14 04:47:08 2004
The Black Numenorean Sage from the Redhorn is now on a holy quest to free Arda
from those powerful magic items that give the weaklings of the West an edge
over the warriors of the Dark Lord.
So far, the rewards for these items are mostly gold and orkish draughts.
Rumours have it that some lucky bastards that came to the Sage with
particularly rare and exquisite items went away with more than Sage's token
gratitude.
Not to be left behind, the captain of the Zaugurz outpost, Bulgôtha, decided
to offer similar assistance in dispensing of these appalling artifacts, having
realised that the brave Zaugurz are much more likely to come by such objects
than their faint-hearted brethren.
##########################
Message 2129 : MUME meeting in Estonia (Diamonium) (Námo)
Written on Thu Jul 22 09:51:39 2004
It is time for a grand MUME meeting in Estonia!
Taking place 30. July - 1. August
Please check the official meeting page:
http://mume.freyja.pri.ee/index.php
SIXTYFIVE (65) MUMErs have already registered and will come!
About 20 of them are non-citizens of Estonia!
If you have too much free time or are interested in friendly vacation,
- join us!
BR,
Diamonium the Messenger
PS. All contacts and information can be found on the official site.
##########################
Message 2131 : Watch room (Dáin)
Written on Thu Sep 23 18:49:56 2004
You will now see fights when watching rooms and some actions will be
colorized properly.
- Dain
##########################
Message 2132 : Housing and Development (Námo)
Written on Mon Sep 27 15:46:46 2004
The Mayors of Bree and the Shire, Cirdan the Shipwright, Elrond the Half-
Elf, King Thorin II and the Commandant of Fornost have recently joined
forces and come up with a standard process for legend citizens wishing to
build homes in their respective towns. It is their hopes that through the
opening of new offices in these towns that the planning and building of
residences will run more quickly and smoothly than in previous years.
If you are currently waiting on a home to be constructed or eligible and
interested in future home construction in these towns, visit newly opened
land offices located adjacently to the citizenship offices in each town.
You may also notice some construction and/or excavations in these towns
to make areas more habitable for new residents.
- Námo.
##########################
Message 2133 : Alignment and Elbereth's list (Nienor)
Written on Sun Oct 3 20:58:38 2004
In a few hours, Elbereth's list will be gone with all of its effects.
However, people with very evil alignment will now suffer most of the effects
that used to be suffered by people on Elbereth's list. Also, attacking or
killing certain protected mobiles will start affecting alignment much more
severely than before.
Note that knowingly aiding an unrepentant evil-doer is an evil act, and that
Valar will feel free to adjust alignment of those who do it until hard-coded
measures take care of most of these situations.
Since both Elbereth listings and Elbereth delistings used to be notoriously
inconsistent, many of the people that are currently on Elbereth's list will
be taken off without any penalty. If, however, you are currently on the list
and good-aligned despite apparently deserving to be evil according to your
trophy, your alignment may be adjusted; if it is adjusted, you will receive a
mail warning you about it.
The precise effects of evil acts on alignment will change in the (hopefully
near) future.
##########################
Message 2134 : Unexpected reboot (Ilie)
Written on Tue Oct 12 12:59:44 2004
The fire machine rebooted unexpectedly today, no clue as to why
yet. May have been a power fluke, but maybe we'll never know...
- Ilie
#############
Message 2135 : Re: Unexpected reboot (Ilie)
Written on Tue Oct 12 14:19:48 2004
It just got confirmation that there was indeed a small power outage today.
That's good news in some sense - the machine is stable at least!
- Ilie
##########################
Message 2136 : Backups... (Dáin)
Written on Mon Oct 18 20:39:44 2004
Sorry, had to restore from a backup (a few hours ago).
- Dain
##########################
Message 2137 : Rent cost reduction (Nienor)
Written on Tue Oct 26 20:44:48 2004
Rent costs have been reduced by 33% for most characters.
The actual rent reduction for Black Númenoreans, Zaugurz Orcs, and legend home
owners is slightly higher due to their fixed free rent credit.
More changes are to come (eventually).
#############
Message 2138 : Re: Rent cost reduction (Nienor)
Written on Tue Oct 26 21:16:53 2004
Two clarifications follow.
- All rent costs have been reduced at least 33%. A few exceptions mentioned in
the previous post got a slightly higher rent reduction.
- Rented characters (with exception of those rented in legend homes) will
continue paying old rent costs until they log back on and rent again.
##########################
Message 2139 : An Election Reminder (Phier)
Written on Sun Oct 31 19:50:37 2004
With the US presidential election being this Tuesday, and emotions being
quite high, this is just a "friendly" reminder to keep all political
statements off narrate. You can use the sing channel all you want for
it. This IS your warning, there will be no other warnings.
##########################
Message 2140 : News from the South (Vairë) (Amandil) (Fëanor)
Written on Mon Nov 1 18:51:16 2004
After many long years of rumours and wild stories from the South and East, the
veil over Nan Curunír and the Riddermark has started to lift - rolling gently
back towards the east and revealing the eaves of the deep, enchanted forest of
Fangorn.
Intrepid explorers may now travel through the Gap of Rohan into the green
fields of the Mark and take a glimpse of the mighty tower of Orthanc, within
the circle of Isengard.
But beware - the Rohirrim guarding the Fords of Isen are wary of strangers,
and the White Wizard welcomes no one into his Keep.
Travel these lands as you please, but tread lightly. It is not wise to meddle
in the affairs of Wizards or to rouse the anger of the Horse-Lords!
/Fëanor, Vairë, and Amandil
-------------------------------------------------------------------------------
And to the people who made this possible, our most sincere thanks!
Building - Axel, Calmacil, Gonfor, Loden, Mandor, and Trent
More building - Blimb, Chay, Firebolt, Karlsburg, and Svex
Proofreading and other contributions -
Aielë, Almarian, Ausir, Belegor, Conklin,
Feagil, Foobitz, Harad, Liliah, Naga, and Voile
Storyline - Aredhel, Ghostly, and Trent
Mudlle - Arla, Axel, Mint, Nienor, Scar, and Thor
Supervision - Fëanor, Vairë, and Amandil
More supervision - Eärendil, Eolung, Ghostly, and Námo
Review - Frór, Námo, Nienor, and Yavanna
#############
Message 2141 : Re: News from the South (Vairë) (Amandil) (Fëanor)
Written on Fri Nov 5 17:41:34 2004
In the list of contributors a name hade unfortunately slipped away. We have now
caught the name (It was hiding in a hole with Bathmhûrz the Ancient), dragged
it back to Valinor and firmly attached it to the list of contributors.
The name is Rómendacil and we would like to extend our thanks to include his
work in and around the Fords of Isen.
/Fëanor
##########################
Message 2142 : Miscellaneous bug fixes (Frór)
Written on Sun Nov 14 14:43:54 2004
It is my pleasure to report that the infamous Bug 25549, that caused Trolls
(and everyone else) to lose some hit points when a wound changed severity,
is now presumed dead. Please file a bug report if it should reappear.
Other news from the front:
- You can no longer use "me" as a label for someone else
- Beornings in Bear shape, when using "train all", will no longer try to
refresh their spells (which would automatically fail due to lack of mana)
##########################
Message 2143 : Spell changes: dispel magic, magic blast (Frór)
Written on Sun Nov 28 18:15:38 2004
These incantations used to give the caster an all-or-nothing chance of
removing magical effects (such a defensive spell) from the target.
Now there is also a chance that the target spell will be dispelled in part,
losing some of its effects. For example, the victim might lose some, but not
all, of the extra defence granted by 'shield'.
##########################
Message 2144 : Archery ranges (Mandor)
Written on Sun Dec 5 23:03:16 2004
The Beornings have taken it upon themselves to improve the archery skill of the
free people in their battles against the evil forces. As masters of the art,
they have exported archery targets and built ranges in many of the free
strongholds.
In responce to the new techniques of the free people, the Great Goblin ordered
a new cave to be excavated and prepared, along with some fresh slaves as
targets. Eventually his scouts managed to steal a real target as it was
transported through the pass above.
There's also a new helpfile about them: "help target shooting".
/Mandor
##########################
Message 2145 : Smother spell (Frór)
Written on Tue Dec 7 09:02:15 2004
Shamans and clerics added a new, low-level spell to their repertory -
'smother'. Please ask your local guildmaster for details.
As usual, expect some tuning in the near future.
##########################
Message 2146 : News from Moria (Nienor)
Written on Thu Dec 9 23:27:51 2004
Recently, the White Council met to discuss the latest findings about Durin's
Bane. It appears that the Valarauko might have grown weaker during its long and
uneventful sleep in the depths of Moria. However, the Council believes that
the protective magic that assisted the travellers in the fiery domain might
have grown weaker as well. It is also likely that should the ancient evil be
bothered, it might regain some of its former strength - at least for some time.
Credits for the code go to Frór.
Please MUME-mail me the log if you encounter the Balrog within the next few
weeks. (One log per group that engages him will be enough.)
##########################
Message 2147 : Austrian Winter MUME Meeting (Mandor)
Written on Tue Dec 21 00:27:03 2004
/* This is not from the management, but a players' initiative. */
/* Posted on the behalf of Sarinda: */
Currently, Eis and I are organising a Winter MUME-Meeting after the very
successful meeting organised by Estonian players last summer. This winter
meeting will take place in Innsbruck, Austria, from February 11 to February 14,
2005. Many people have already announced their interest in showing up there for
skiing, snowboarding, and having a lot of fun! If you are interested as well,
please visit our homepage and sign up:
www.mume-meeting.at.tt
For all those who have already registered: Please let us - Sarinda or Eis -
know when you intend to arrive, how long you are going to stay and what you
plan to do during your stay in Innsbruck! You find a form for filling in the
information on the homepage under "Registration".
I hope that many of you will manage to come to Innsbruck in February! I am sure
it is going to be a lot of fun!
See you in Innsbruck,
Sarinda
##########################
Message 2148 : shops and enchanted items (Mint)
Written on Tue Jan 4 19:40:30 2005
Shops will no longer buy items that would zap the shopkeeper.
In practical terms, this generally means that shops will
not buy items that were enchanted by the opposite side.
For example: Angdil will not buy an evil-enchanted eket,
and Kormock will not buy a good-enchanted eket.
Note that shopkeeper inventories have not been filtered,
so some shops still sell items they won't buy back.
##########################
Message 2150 : Reminder (Námo)
Written on Thu Jan 20 09:36:18 2005
We do not tolerate racism, sexism or any other kind of abuse in MUME, not on
any communication channel (narrate, shout, whois, titles, notes etc). We will
strike down fast and hard.
This is a Tolkien-based game where people are supposed to have fun. If you
want to shout out your political or oppressive viewpoints, "do have the guts
to do it in real life instead of here". (yes, this is a reminder, you've been
warned before, see news post 1627).
- Námo.
##########################
Message 2151 : Small Change to Residential Doors (Námo)
Written on Fri Feb 4 06:51:59 2005
The doors of many of Arda's residences (read Legend Homes) have been fitted
with new locks. From inside of a residence it is now possible to unlock and
open the door without a key. Entering a dwelling from the outside will still
require the appropriate key.
- The Legend Home Staff.
##########################
Message 2152 : Tales from the south (Fëanor)
Written on Mon Feb 7 09:54:35 2005
Rumours are spreading that the ancient watcher of Ost-in-Edhil, the High
Daedeltir, is troubled by yet another burden. The faithful servants are
short an Acolyte, long overdue after an arduous journey through ancient
Eregion.
An escapee from the fortified village of Wulfston bore horrible tidings
to the Rohir garrison at the River Isen. Foul experiments are being
conducted upon innocent captives and captured beasts in a hidden area
beneath the village. Not many details were unveiled before the greatly
disfigured and twisted fugitive died, but the mere sight of him and the
horror behind his eyes were enough for the Marshal to issue a warning
for all travellers.
These rumours where spread by a host of the ainur - Scar, Quillis,
Fror, Namo, Nienor and Feanor.
##########################
Message 2154 : Hardened rangers (Nienor)
Written on Sun Mar 20 21:35:24 2005
Hardened rangers may now hunt bad guys into some town-like areas they used to
avoid. Very few, if any, areas east of Brandywine will be affected.
##########################
Message 2156 : Thank you @Cirdan (Aldereon)
Written on Mon Mar 21 06:56:38 2005
Thank you for acknowledging my concerns and sending me the two extra guards.
Henceforth, I will also personally be more careful regarding my own safety.
Yours, Aldereon.
##########################
Message 2157 : Abilities training (Frór)
Written on Wed Mar 30 20:01:49 2005
Instead of retiring to obtain a stat reroll, it is now possible to TRAIN
one's base abilities - strength, intelligence, perception... - in order to
achieve the same end result.
In order to do so, you need to select some abilities you want to improve, and
some other abilities you want to neglect. For example:
> train improve strength
You will try to improve your strength.
> train neglect constitution
You are going to neglect your constitution in order to concentrate on other
abilities.
After typing these commands, your abilities will change in the direction you
specified. The change is very slow (it should become noticeable after about
a RL month) and it goes on even while your character is rented.
You can see your current choices with the "train status" command. Please note
that you need to specify at least one ability to improve and one ability to
neglect, otherwise none of your abilities will change.
Finally, you can stop the change at any time, as follows:
> train maintain strength
You will try to maintain your strength at its current level.
Some related changes:
- You can see your base abilities (the ones you picked when you created your
character, or when you last rerolled) by typing "info %b"
- Skills that you choose to forget (via "train off <skill>") will now decay
even while you are in rent
#############
Message 2165 : Re: Abilities training (Frór)
Written on Mon Apr 25 08:18:23 2005
There used to be a bug in the training of abilities: when you were close to
reaching the maximum amount of training on a certain stat, it was possible
for some character creation points to disappear into nothingness, instead
of being moved to another stat.
The bug is now (presumably) fixed, but if you used "train improve" or "train
neglect" in the past few days, you might receive the following warning within
one hour of logging in:
WARNING: your ability training has been cleared due to a bug.
Please write a bug report about this.
If this happens only once, please disregard the warning. It means your
character was affected by the bug before it was fixed. On the other hand,
if you receive this message twice on the same character, or after more
than one hour of consecutive playing, please let me know.
#############
Message 2191 : Re: Abilities training (Frór)
Written on Sat Feb 4 20:24:17 2006
As some players asked, it will soon be possible to "revert" one's
abilities towards their original values, after you have used "train"
to improve or neglect them.
This has the same effect as using "train improve" on a formerly neglected
ability, or "train neglect" on an improved ability, but once the ability
reaches its "natural" value it remains constant.
Example:
*> train revert con
You will try to bring your constitution back to its original level.
*> train stat
You are trying to improve the following abilities:
- intelligence
- perception
You are neglecting the following abilities:
- strength
- wisdom
You are bringing the following abilities back to their natural condition:
- constitution
You are trying to maintain all other abilities as they are.
This change will become active at reboot.
##########################
Message 2158 : Tidings from the West (Círdan the Shipwright)
Written on Fri Apr 1 00:07:56 2005
Greetings, free people of Arda,
For the past few days, sailors on the ships in the Gulf of Lhûn and in the
Sea beyond have been bringing news of black shapes sailing the waters with
an unnatural speed, shrouded in a cold mist and most of the time heading West.
Upon hearing the news, fair Ciryariel, one of our most renowned ship-captains,
resolved to clear the mystery. It is with deep regret that I must inform you
that the splintered prow of the Númeninquë washed ashore this morning. We can
only assume the worst.
##########################
Message 2159 : The new Age of Arda (Melkor)
Written on Fri Apr 1 00:21:21 2005
Greetings, my minions, new and old.
At long last I am free of the Timeless Void, where my misguided brother
Manwë had exiled me: now I come back to my rightful place as ruler and Lord
of Arda.
Of those who caused my previous defeat, those who could die are now dead.
Those who could not, I cast into a mortal form, which I doubt will be to
their liking. As for my sibling, he took punishment in kind for his past
deeds: he lies forever in the Abyss, bound and gagged.
As my strength increased, my loyal allies, Gothmog and Phier, grew in
power. They will aid and advise me in ruling Arda.
I have no need of weak-minded thralls of my brother, but I will pardon all
those immortal and mortal beings who were loyal to me and had to go into
my brother's service to bide their time until my return. I will reward those
whose wisdom and knowledge may be of use in ruling what was so unjustly taken
away from me and then ignored.
The new Age begins today. We will shape Arda that was forgotten by its old
rulers and fell into decay, lacking my part of the Music.
##########################
Message 2161 : The Return (Elbereth Gilthoniel)
Written on Sat Apr 2 00:22:55 2005
Imprisoned by Morgoth in the Timeless Void, Manwë broke away from his chains
and challenged Morgoth to a battle. In that battle, the Black Enemy lost, and
the world order has been restored.
Manwë is back, and Morgoth is once again imprisoned in the Timeless Void.
The Valar have returned to Valinor.
The way West is once again open, and the ship of Mithlond has been rebuilt from
the debris.
The Eagles have come back to their eyries.
Blood no longer runs in the springs and the wells of Arda.
The evil spirit formerly known as Advisor is now vanquished.
Welcome back to Arda.
##########################
Message 2162 : The latest findings of the White Council (Nienor)
Written on Thu Apr 14 18:02:25 2005
- As Durin's Bane slept untroubled in the depths of Moria, the powers that
withstood his fire grew stronger once again.
So the White Council reports, but its members will not say how they got these
tidings.
##########################
Message 2163 : Power outage 2005-apr-26 1700-2200 MET (Ilie)
Written on Fri Apr 15 11:32:20 2005
A power outage is planned at the following time:
2005-apr-26 1700-2200 MET (1500-2000 GMT)
- Ilie
#############
Message 2164 : Re: Power outage 2005-apr-26 1700-2200 MET (Dáin)
Written on Mon Apr 18 17:44:08 2005
Norway uses CEST last I heard (this time of year).
Admittedly CEST and MET are kind of the same, but...
- Dain
##########################
Message 2166 : Poison (Frór)
Written on Mon May 16 21:42:38 2005
Poison has been changed to cause damage less often than before.
At the same time, the damage inflicted each time has increased.
Cumulative damage per RL minute should remain about the same as before.
Effective next reboot.
#############
Message 2167 : Re: Poison (Nienor)
Written on Tue May 17 18:13:51 2005
- Antidote potions now take much longer to decay.
- Poisoning mobs now have a limited, though still large, amount of poison.
Once their poison is spent, it will recharge gradually.
The change to antidote potions is effective now. The change to poisoning mobs
is now partially in effect; it will be fully effective at next reboot.
##########################
Message 2168 : Linkless rent fix (Nienor)
Written on Sat May 21 19:24:05 2005
Due to a bug in rent code, some characters have been able to linkrent for free
after unretiring.
Starting from the next reboot, these characters will be paying the same amount
of cash for linkless rent as everybody else.
##########################
Message 2169 : Backup restore (Dáin)
Written on Sun Jul 3 08:43:49 2005
We unfortunately had to restore all players from a backup that was
about 1 hour old...
- Dain
##########################
Message 2170 : Travel Points (Frór)
Written on Mon Aug 1 20:38:11 2005
Gaining travel points now depends, much more than before, on the places you
have already visited.
- You gain points by visiting places *you* haven't been to in the past few
MUME weeks. This means, running to the nearest legend home every time you
log in will grant fewer points than before. Walking through those hills
you haven't visited in a while, on the other hand, will give more - even if
other players have just been there.
- Beside the points you gain from going to places you haven't seen in a while,
there is now a consistent bonus for the first time you ever visit a new zone.
You gain this bonus even if you remain on the main road. For example, walking
from Fornost to the Grey Havens should grant you about 1500 travel points
the first time you do it.
- To compensate for the new-zone bonus, the tp requirement to gain new levels
has been increased. As a consequence, high level characters may find
themselves short of a few thousand tps for their current level.
If you are in this situation, my suggestion is - before taking any risks,
make a quick walk around Arda to gain your first-visit zone bonus. No
reimbursements will be given if you disregard this advice, die and lose
a level because of missing tps.
As usual, expect some tuning in the next days.
#############
Message 2171 : Re: Travel Points (Frór)
Written on Mon Aug 1 20:56:12 2005
A few clarifications:
- If, after the change, you do not have enough travel points for your present
level, you do not lose your level unless you die before gaining the points
you need. Take care, if you die multiple times you may lose multiple levels.
- The "1500 tp for walking from Fornost to GH" applies to newbies and to
those legends who haven't walked the West in a while. If you went to GH
in the past few days, you will gain your points by going there - just not
right now. Or you might still go to GH, staying offroad.
##########################
Message 2172 : Gatekeepers (Nienor)
Written on Tue Aug 16 21:56:30 2005
The gatekeepers of Arda should no longer close the gates immediately after
opening them. (As far as I can see, the instant closing of the gates has likely
been a problem since 1994.) This change is effective for some gates now and for
all gates from the next reboot.
Please let us know if any behaviour of gatekeepers looks like a bug.
##########################
Message 2173 : War points (Manwë)
Written on Fri Sep 2 11:33:06 2005
You can know your amount of war fame in "info" and "info %K".
However, turning the narrate channel back to a bragging wp channel will
promptly make wps invisible again.
--Manwë.
##########################
Message 2174 : Rivendell bugfix (Frór)
Written on Sun Sep 4 21:37:40 2005
There used to be a bug that sometimes affected groups trying to enter
Rivendell. If character B followed character A, and both character tried
to "seek Rivendell", sometimes the following happened:
- A finds the way in
- B follows A inside Rivendell
- B immediately moves outside
From now on this shouldn't happen again; apart from this situation, entrance
into Rivendell should keep working exactly as before. If the problem happens
again, or in case of other oddness, please post a bug report.
##########################
Message 2175 : Mount fatigue (Frór)
Written on Wed Sep 14 21:47:36 2005
Expert riders can now look at a mount (even if they are not riding it) and
judge whether the mount is fresh or tired.
##########################
Message 2176 : Some small changes (Frór)
Written on Sun Sep 25 17:03:39 2005
- The "reborn" command now clears the travel trophy of sundead Trolls, as well
as the experience trophy
- The death cry message has been changed. Not that this should affect you:
since it's the same message for PCs and NPCs, you shouldn't have any client
#actions that depend on it...
- Some locks on Arda have a random difficulty level that used to change at
every zone reset. From now on, the difficulty level will only change if
the zone reset actually *locks* the door - if it's already locked,
difficulty will remain the same.
- When a 'watch room' spell expires, you will see the key of the target room
(thanks to Funz for the idea)
- At the end of one's trophy, MUME now displays the total number of kills
and the total number of distinct kills (thanks to Sigil for the idea)
#############
Message 2177 : Re: Some small changes (Dáin)
Written on Sat Oct 8 18:29:34 2005
You'll now see that you are watching a room in "info" (along with the
other "affected by" entries).
- Dain
#############
Message 2178 : Re: Some small changes (Frór)
Written on Sun Oct 9 18:25:04 2005
Starting in a reboot or two, guardian shadows will inherit keywords from their
deceased owners. For example, if you kill Grinder, you can refer to her shadow
as "grinder-shadow" or "troll-shadow" (and of, course, as "shadow").
Shadows will also speak an appropriate language (same as the owner).
Thanks to Bogger and Armauk for the suggestions.
##########################
Message 2179 : Tiny improvement to "who" (Dáin)
Written on Wed Oct 26 06:34:36 2005
As of the next reboot, "who alpha" will list players alphabetically.
You can also do a combination with a group: "who elves alpha" will
list all Elves alphabetically, and "who morons alpha" will list all
immortals alphabetically.
You can abbreviate "alpha" to "al". In fact, you can even write
"alphabetically" if you are bored enough!
- Dain
##########################
Message 2180 : Removing belts (Dáin)
Written on Thu Nov 3 23:45:10 2005
When you remove belts, things on the belt will now end up in your
inventory instead of on the ground.
- Dain
PS. As of the next reboot.
##########################
Message 2181 : Geology of Arda (Dáin)
Written on Mon Nov 7 01:41:14 2005
The Powers That Be have noticed that the very fabric Arda is built from was
rupturing from too frequent earthquakes.
Therefore, they have decided, in their infinite wisdom, to modify the stability
of Arda, hopefully making it less dangerous for those who find themselves at
the epicenters of sudden geological movements of the land.
- Dáin II Ironfoot
PS. As of the next reboot.
#############
Message 2185 : Re: Geology of Arda (Manwë)
Written on Thu Nov 10 02:22:38 2005
The Powers That Be have decided to debate further on tectonic consequences of
the arcane arts. In the meantime the spell 'earthquake' will work as earlier
after the next reboot.
--Manwë.
##########################
Message 2187 : Tales from the Forest of Fangorn (Vaire) (Amandil)
Written on Mon Dec 26 20:00:25 2005
Tales are spreading through Arda of a lone man having entered the Forest
of Fangorn and coming out alive again. For ages none have ventured into
the strange and foreboding forest, as those who had dared were seldom heard
from again. The survivor's ramblings were barely coherent, but what could
be understood were tales of the forest itself attacking his camp, thrashing
tree limbs running up and down, confusing and twisting paths, and an
eerie feeling of being completely isolated and alone yet constantly being
watched. From this tale it seems entering the forest is now possible;
however, one should not be hasty in deciding to venture forth.
CREDITS:
Builders
Belegor, Chauncey, Everminda, Harad, Isildyr, Isoldir, Jahara, Karlsburg, Kril,
Liliah, Loden, Macabre, Pilois, and Tabris
Designing/Supervising
Vairë and Amandil, helped by Draught, Námo, Trent, and Yavanna
Coding/Supervising
Avitar, Arla, Dáin, Frór, and Nienor
Proofing
Anólad, Aielë, Badin, Caesar, Djinn, Firebolt, Grimble, Gruenthar,
Sarinda, Saeth, and Yeoma
Thanks also go to Manwë for allowing us to undertake this project and for
his invaluable assistance at its onset.
#############
Message 2188 : Re: Tales from the Forest of Fangorn (Vaire) (Amandil)
Written on Sat Dec 31 12:27:38 2005
An addendum to the credits list for the Fangorn Forest Project:
Mint and Thor should of course also be included for their contributions to the
coding of the area among other things. Many thanks for your help!
##########################
Message 2189 : Object position modifiers (Dáin)
Written on Sat Feb 4 01:40:10 2006
(This was apparently never announced, but has been available for years
and years...)
Everyone probably knows that you can use "1.", "2.", "all.", etc. to
restrict which objects or characters a certain command should operate on.
Examples:
kill 2.elf
put all.sword 3.sack
Howver, it seems like it is not widely known that you can use
"inventory.", "equipment." and "room." to restrict it as well:
put sword room.sack
get all inv.2.sack
The above will put your sword in the first sack in your room, and the
second will get everything from the 2nd sack in your inventory.
- Dáin
##########################
Message 2190 : Climbing (Frór)
Written on Sat Feb 4 16:08:28 2006
The following changes have been made to climbing:
- In general, succeeding in "hard" climbs has become more difficult.
There are now some climbs that even with 100% skill can be a challenge.
- If you fail a climb attempt, MUME will calculate from which height you fell,
which in turn determines the actual damage. As a consequence,
- If you are very unskilled and try to climb up a cliff, you will fall from
a small height and suffer little damage. Being slightly more skilled,
but not skilled enough to make it to the top, might actually result in
a longer fall (and in higher damage).
- When climbing down, the situation is the opposite: if you are unskilled,
you are more likely to fall from the top, taking maximum damage; if you
are more skilled but still fail, the fall will be shorter.
- On average, climbing down is more dangerous than climbing up.
- You can now check how hard a climb would be, and how much you might get hurt
by falling from close to the top: for example,
>look up
The ascent ahead seems quite difficult to climb, while falling down might
inflict some pain.
Please note that difficulty and damage messages are relative to your current
skill and hit points.
In some rooms, the static exit description might describe a fall as "hard"
when in fact it is easy for you; in this case please report this as a typo.
- In order to prevent nasty surprises, MUME will require you to confirm the
climb attempt if the chance of failure or the potential damage are high
(again, compared to your situation).
>up
The ascent ahead seems quite difficult to climb, while falling down might
inflict some pain.
If you still want to try, you must 'climb' there.
>climb up
You failed to climb there and fall down, hurting yourself.
HP:Fine>climb up
Top of the Cliff
- Climbing with a tied rope works exactly like before (automatic success)
#############
Message 2194 : Re: Climbing (Frór)
Written on Sun Feb 26 13:22:14 2006
It is now possible to choose between three different ways to approach climb
exits.
"Climb always": shown as "C" in your prompt. When faced with a climb exit, you
will always attempt it, regardless of its difficulty or the
potential damage.
"Climb safe": shown as "c" in your prompt. You will try to climb only when it
is reasonably safe to do so: for example when the climb is easy,
when it is difficult but falling wouldn't hurt you much, or when
(due to the presence of a tied rope) you are safe from falling.
"Climb off": you will not try to climb at all.
The "climb" command, without parameters, will toggle between "climb off" and
whatever you used last between "climb always" and "climb safe".
Regardless of your climb settings, you can always use "climb <direction>" to
attempt a specific climb.
##########################
Message 2192 : Earthquake spam-XP bug (Dáin)
Written on Thu Feb 9 08:41:51 2006
As a lot of you have noticed, it's possible to exploit earthquake to
spam-gain XP.
This is, of course a bug, and we are going to fix it. In the meantime,
be assured that we will punish those who exploit the bug.
Should be pointed out that we haven't started looking through the logs
for offenders, but we'll get around to that relatively soon.
If you know that you have been exploting this bug, I suggest you
contact your friendly neighbourhood V+ and ask for penance before we
get around to it...
- Dain, Friendly Neighbourhood Arata
##########################
Message 2193 : Stronger Christmas tree-feelings (Dáin)
Written on Fri Feb 10 16:58:27 2006
You will now (after next reboot) be able to see room descriptions in color!
For example:
> cha col roomd blink bold red on blue
- Dain
##########################
Message 2195 : Rangers and incognito (Frór)
Written on Sun Mar 5 19:36:44 2006
Rangers will soon be able to go incognito.
While incognito, a ranger will not be listed under "who rangers".
##########################
Message 2196 : Langauge on narrates (etc.) (Dáin)
Written on Mon Mar 27 04:24:09 2006
There is a very annoying "trend" to use really
annoying/childish/derogatory langauge on narrates (and similar public
channels). While each of these narrates on their own are quite
harmless, together, they get old really fast.
I do realize that we have a lot of young players who don't have better
(or any) sense, but I for one am not inclined to have all that much
oversight with youth and stupidity (especially combined), and will
start noshouting and/or demoting people who cannot stop using foul
language on narrates.
- Dain
##########################
Message 2197 : Minor change to wands, staves, and scrolls (Dáin)
Written on Mon Mar 27 20:02:09 2006
You should now be able to use wands, scrolls, and staves like "normal"
spells with respect to their targets.
For example, that means that a scroll with fireball can be used as
"recite scroll" to hit your current victim, and a wand of bless can be
used on objects, etc.
I don't think any backwards-incompatible changes were made, but please
look out for bugs.
- Dain
##########################
Message 2200 : Flee (Manwë)
Written on Tue Apr 4 14:17:03 2006
As per next reboot you will be able to know in which random direction you fled.
--Manwë.
##########################
Message 2201 : XML output (Manwë)
Written on Tue Apr 4 14:17:21 2006
I hope to see the offspring of a new generation of clients whose interface
will be more accessible to players not really at ease with a telnet interface
(e.g., a window for narrates & such, another for current room info, a third
for the known map of the surroundings, etc).
Thus, in order to provide some semantics to MUME's output that can be (more)
easely parsed by your clients, MUME output can now be XML:ised.
The command "change xml" toggles between normal and xml output.
When XML mode is enabled the following XML tags are issued:
<prompt>...</prompt> : MUME prompt
<room>...</room> : Room region
<name>...</name> : Room name
<description>...</description> : Room description
<terrain>...</terrain> : Room terrain information
<magic>...</magic> : Room Magic info (portal, detect magic, watched)
<exits>...</exits> : Exits (autoexits or manual command)
<movement dir=direction/> : Movement in given dir
<movement/> : Movement in an unknown (or unapplicable) dir
<tell>...</tell> : tell
<say>...</say> : say
<narrate>...</narrate> : narrate
<song>...</song> : song
<pray>...</pray> : pray
<shout>...</shout> : shout
<yell>...</yell> : yell
<emote>...</emote> : emote
<hit>...</hit> : hit (given)
</damage>...</damage> : damage (recieved)
<weather>...</weather> : weather message
More tags will probably be needed. Report the lacking ones with the 'idea xml'
command.
Note that no XML tag should grant an info that you would not have in non-xml
mode. Please bug report if some info leaked through...
--Manwë.
##########################
Message 2202 : Some downtime (Ilie)
Written on Tue May 2 13:51:26 2006
There were some network issues at PVV, and some machines had been turned off
including ours it seems. Up again now, everything looks ok as far as I can
tell right now.
- Ilie
##########################
Message 2203 : Nightmares (Dáin)
Written on Wed May 3 17:40:45 2006
Nightmares have been added to MUME, the specific details of which are
kept secret by Morpheus.
- Dain
PS. See http://www.amazon.com/gp/product/1563890119/ for more
information.
##########################
Message 2204 : Bree (Nienor)
Written on Mon Jun 26 21:18:17 2006
In the past few years Bree has grown, attracting many well-known people who
built houses in the town. Finally, the powers of Arda marked Bree on their maps
as a place of significance.
You can now pray to Bree from the Halls of Mandos.
##########################
Message 2205 : Fornost defence (Nienor)
Written on Thu Jun 29 01:23:50 2006
Fornost defenders will now enter all legend homes if they believe that an
enemy or a criminal is hiding inside.
(To the best of my knowledge, the few homes that had been set up incorrectly
have been this way for around 10 years RL. Credit goes to Ausir for finally
noticing this problem.)
##########################
Message 2206 : Travel points (Frór)
Written on Sun Jul 2 15:18:51 2006
After next reboot, it will take considerably fewer travel points to reach the
first few levels.
Total travel points required for becoming a legend remain unchanged.
##########################
Message 2207 : We just had a few days downtime (Ilie)
Written on Thu Jul 13 15:05:17 2006
The cooling system at PVV failed, so the temerature in the machine room
rose to dangerous level. Most machines had to be turned off to avoid
a meltdown.
The cooling system was repaired again today, so we should be good
again!
- Ilie
##########################
Message 2208 : Amazing improvement to "reply" (Dáin)
Written on Fri Jul 21 01:00:58 2006
If you reply to a message on a board, you can now automatically quote
the message you are replying to:
> reply quoted 1234
"quoted" can be abbreviated to "q".
- Dain
#############
Message 2227 : Re: Amazing improvement to "reply" (Dáin)
Written on Fri Oct 13 21:29:15 2006
Another improvement to "reply"!
If you include the magic words "by mail" when replying to a board
message, you will instead send a private mail to the author.
Examples:
reply 123 by mail
reply 4711 by mail A new title
reply 5 b m # abbreviations work
- Dain
##########################
Message 2209 : A new start (Frór)
Written on Sat Jul 22 10:13:22 2006
The Third Age of the Sun is over: the War of the Ring has been fought;
the One Ring has been destroyed; the Ring-Bearers and the last of the Noldor
have departed from Middle-Earth.
For the fifth time in the history of MUME, the clock starts over.
So, once again, it is now the year 2850 of the Third Age. Gandalf has just
received the key of Erebor from Thrain, in the dungeons of Dol Guldur, and
all the events told in "The Hobbit" and "The Lord of the Rings" are ready
to happen.
##########################
Message 2210 : Action and Punishment (Dáin)
Written on Tue Jul 25 19:02:31 2006
As everyone who has read our rules knows, it is illegal to have
actions (including mapper actions) that automatically inform your
client about the names of hidden doors and make it possible to alias
or keybind actions on these doors without your participation (in PK
situations).
Specifically, the following is clearly illegal:
- Your mapper gets the hidden door names out of its database when you
enter the room, sets them to your door variables, and allows you to
open a hidden door in a certain direction.
- Same, only you manually have to hit an alias saying 'please make
keybindings or aliases for hidden doors here'.
While these variants are not:
- Your mapper shows you the doorname of a hidden door in a room, but
does nothing further to it. You manually type it in, setting it to a
door variable.
- Same, except that instead of setting it to a door variable, you use
an alias involving that particular door.
We are aware that a significant part of legend population has been
using illegal door actions for the past few years, but since we
haven't exactly been diligent with punishing those who have, we
understand that some may even believe that this is legal.
To show our infinite leni^H^H^H^Hbenevolence, we will not punish
people for actions predating this news post.
- Dain
##########################
Message 2211 : Twiddling prompts (Dáin)
Written on Fri Jul 28 07:06:00 2006
You will now be able to control whether to see the twiddling
(/-\|/-...) promptor not, separately from "spam" mode.
This will be done using "prompt twiddlers":
> prompt twid
Your prompt will display twiddlers when you are busy.
Note that only if you are in spam mode, will "prompt all" turn on
twiddlers.
- Dain
##########################
Message 2214 : Falling Down (Dáin)
Written on Mon Aug 14 22:02:17 2006
Eru Ilvatar has decreed that any object, while falling down slippery
slopes and similar, will cause more audible disturbances, thus making
it infinitely much more difficult for anyone to covertly descend such
slopes.
- Dain
##########################
Message 2215 : Armour (Frór)
Written on Wed Aug 16 18:56:24 2006
In the next few days, many armour items will be renamed and their properties
will change.
Before the change, there used to be a continuum of armour sets, from thin soft
leather through rigid leather and chain mail, up to thick plate.
After the change, there will only be four main sets of "normal" armour
(not counting mithril, white chain, ring mail, etc):
- Soft leather (low absorb%, low max-absorb)
- Rigid leather (high absorb%, low max-absorb)
- Chain mail (low absorb%, high max-absorb)
- Plate mail (high absorb%, high max_absorb)
For each set, there will be three levels of quality. So you will be able
to find, in ascending order of usefulness,
- a chain mail coif
- a sturdy chain mail coif
- a fine chain mail coif
Existing "fine" armour (i.e. mithril chain) is being renamed to "shining".
Loading spots of armour have changed and are still changing - fine armour
is not going to be common.
Expect further adjustments in the near future.
##########################
Message 2216 : Re: New socials (Dáin)
Written on Fri Sep 8 18:22:16 2006
I, again, challenge you to find the new socials!
- Dain
##########################
Message 2217 : Leading mounts (Dáin)
Written on Wed Sep 20 22:44:40 2006
As of the next reboot you will no longer be able to lead a mount out
from a room, if that mount has a rider who's fighting.
- Dain
##########################
Message 2218 : Unbashable mobs (Gothmog)
Written on Wed Sep 20 23:13:22 2006
Some mobs that up until now has been impossible to bash down, have lost
this ability. Mobs that are impossible to bash should either be too small,
too huge, too quick, or perhaps not entirely solid. If you find anything
that goes against this idea, please drop me a MUME mail or post a note on
the bug board.
##########################
Message 2219 : Some downtime... (Dáin)
Written on Thu Sep 21 17:28:42 2006
For some reason the machine MUME runs on rebooted earlier, which left
MUME down for some time (7 hours and change).
Everything seems to be fine now though...
- Dain
##########################
Message 2220 : Legendhome locations (Dáin)
Written on Thu Sep 28 22:27:49 2006
As everyone knows, legendhomes are horribly abused for PK situations.
In order to fix that, legendhomes will not longer be allowed to:
(a) be close to city gates, or
(b) have a locked exit out of them (latches are OK).
It will take a while to get this fixed for all current legend homes,
but we'll try to fix the more atrocious ones first.
- Dain
#############
Message 2269 : Re: Legendhome locations (Sung)
Written on Mon Dec 31 18:06:08 2007
To speed up the replacement of legendhomes which have been (or could be)
abused in PK situations, I have closed down a large number of those located
east of the Brandywine river and outside the good cities.
Owners of such homes, please contact me by the Legendhomes board or directly
by mail so we can discuss what needs to be changed.
See news 2089 and 2220 (as well as help for "LEGEND HOME LOCATIONS") for
details on acceptable home placement. Also please report any homes which
are still causing problems.
- Sung
##########################
Message 2221 : Butchering and cooking meat (Frór)
Written on Sat Sep 30 20:14:43 2006
From now on, when you butcher or cook some meat, you will be able to recognize
what animal it came from.
For example:
a piece of raw horse meat
a piece of smoked horse meat
a piece of smoked, cured horse meat
For some animals, the new feature might give unexpected results. If this
happens, please write a bug report about it.
Grisly trophies from slain foes (e.g. sweet meat) remain unchanged.
#############
Message 2238 : Re: Butchering and cooking meat (Dáin)
Written on Wed Oct 18 03:59:26 2006
Some minor updates to this should make for slightly nicer messages.
Again, please use "bug" to report any problems.
- Dain
##########################
Message 2222 : Iron rings (Gothmog)
Written on Mon Oct 2 03:36:48 2006
Any possible strange behaviour of iron rings (after the armour change) should
probably be less strange now.
-- Gothmog
##########################
Message 2223 : Strength (Dáin)
Written on Fri Oct 6 20:07:38 2006
The 'strength' spell has been improved to have slightly less discrete
behaviour when cast on top of the effect of an older spell.
Enjoy!
- Dáin II Ironfoot
PS. Frór did it!
#############
Message 2229 : Re: Strength (Dáin)
Written on Sat Oct 14 11:31:44 2006
As of the next reboot, the above has been somewhat tweaked.
- Dain
##########################
Message 2224 : Re: Tiny improvement to "info" (Dáin)
Written on Mon Oct 9 20:22:00 2006
As of the next reboot, "info %M" will show your own name.
Presumably useful in automated session annotations/logging.
- Dain
PS. Gothmog's idea!
##########################
Message 2225 : Mobiles' equipment (Frór)
Written on Wed Oct 11 22:03:03 2006
The mechanism that loads clothes, weapons and other equipment on mobiles
has been upgraded.
In the short term there shouldn't be any visible differences; during the next
few weeks, however, you can expect some mobiles to show more variety in their
clothing.
Many thanks to Mint for the idea and its implementation, and thanks also
to those who discussed and tested it - most noticeably Incanus, Gruenthar
and Timodeus.
##########################
Message 2226 : Tables (Dáin)
Written on Thu Oct 12 03:32:47 2006
You will now be able to put things on tables and similar.
They work pretty much like regular containers, except that what's on them will
be shown with "look". You will still need to "get <thing> <table>" to be able
to do anything with <thing>.
- Dain
#############
Message 2237 : Re: Tables (Dáin)
Written on Tue Oct 17 21:26:53 2006
As of the next reboot, tables with several items on them should be
sligtly less spammy.
Further work may be needed though. Send me a mail if you have further
complaints!
- Dain
##########################
Message 2228 : Changes in melee fighting (Frór)
Written on Sat Oct 14 09:15:47 2006
Characters will now behave in a slightly more clever way during melee fights.
Most noticeably, if your opponent has a weak spot in his defence (for example
is wearing full metal armour without a helmet), you will concentrate your
attacks on that body part. Conversely, if you have a weak spot in your defence,
you will concentrate your efforts in protecting that body part - making
yourself slightly more vulnerable to attacks on more protected body parts.
The overall result is that both attacker and defender will try to take
advantage of the opponent's weaknesses and behaviour, instead of targeting
randomly as it happened before the change.
The behaviour described above is automatic: there is no need for players
to aim at specific body parts during a fight. If the defender is wearing
homogeneous armour (or no armour at all!) then there are no differences
with respect to the previous system.
Moreover, if you are already engaged in an intense fight with an opponent,
possibly chasing each other from room to room, you will no longer be
subjected to extended reaction delays due to being attacked first.
The purpose of this change is to make the game slightly more fair to those
with slow link, and also to make a flee-hit strategy less appealing.
Note that the net effect of this will be more noticeable for slower weapons.
- Fror and Dain
#############
Message 2234 : Re: Changes in melee fighting (Gothmog)
Written on Sun Oct 15 21:02:12 2006
The targetting of weak spots in an opponent's armour has been tweaked; you
will now experience less single-minded targetting (and success thereof).
More changes to this may, or may not, follow.
-- Gothmog, Fror's whipped test-slave.
##########################
Message 2230 : Staves (Dáin)
Written on Sat Oct 14 11:32:41 2006
Some ancient staves, for some time believed to be useless, will no
longer be useless as of the next reboot.
- Dain
#############
Message 2232 : Re: Staves (Dáin)
Written on Sun Oct 15 09:09:41 2006
I guess it needs clarification that a black candle is a staff from
DIKU's point of view...
- Dain
##########################
Message 2231 : Forwarding mails (Dáin)
Written on Sun Oct 15 08:57:50 2006
You can now use "forward <number> @recipients" to forward a mail in a
mailbox to another player.
- Dain
##########################
Message 2235 : Renaming the "zone" command (Dáin)
Written on Mon Oct 16 04:27:08 2006
The "zone" command will, as of the next reboot, instead be available as
"look around" (because "zone" is a lousy "verb").
- Dain
##########################
Message 2236 : Accidental change to "track" (Dáin)
Written on Mon Oct 16 04:35:32 2006
The format of output for "track" was, as of the next reboot, slightly modified
(sort of by accident).
If I receive enough whines I might revert the change (after you've
play-tested it)!
- Dain
##########################
Message 2239 : Zaugurz draughts (Gothmog)
Written on Wed Oct 18 12:22:13 2006
The Zaugurz draughts are now a little bit less effective, and their side-
effects are a little bit more painful.
// Gothmog, wielding the Hammer of Nerf.
##########################
Message 2240 : Small change to doors (Dáin)
Written on Thu Oct 19 06:49:13 2006
The grammar around the interaction with certain doors should be improved as of
the next reboot.
- Dáin, language fascist
##########################
Message 2241 : Rules around (external) mappers (Dáin)
Written on Sun Oct 22 04:27:58 2006
As per nagging from Timodeus, we have added "help mappers" and
"rules mappers". Please read :-)
- Dain
##########################
Message 2242 : Glowing swords (Gothmog)
Written on Sat Oct 28 11:51:42 2006
The glowing swords have changed slightly in how they detect the presence of
an enemy. If you find something odd or broken in how they work, please mail me.
-- Gothmog
##########################
Message 2243 : Storms (Gothmog)
Written on Sat Oct 28 21:02:55 2006
A certain stormy area in the vicinity of the Last Bridge has been reported
to become even more stormy lately. Local weather-seers are very excited about
this phenomenon, and have been telling stories about getting knocked over by
the strong winds. Some blame the Necromancer, others shake their hands at the
sky -- cursing Manwë Sulimo, Lord of the Breath of Arda.
-- Gothmog, your friendly weather man.
##########################
Message 2244 : Spellcasting time (Frór)
Written on Sat Nov 11 18:07:07 2006
Effective next reboot, casting times will have a small random component.
This shouldn't affect normal combat much, if at all, but it should make it
"slightly more difficult" to coordinate a volley of simultaneous spells
against the same unsuspecting target.
##########################
Message 2245 : News from the North (Frór)
Written on Mon Dec 25 17:45:50 2006
A captured Zaugurz scout provided some interesting information before his
premature demise. It seems that the Zaugurz leader, Bulgôtha, is boasting
of a new "reluctant ally", that will open the way for Zaugurz domination
of the Misty Mountains - if only he could be "persuaded" to help.
Thanks to Amandil, Aredhel, Fëanor and Nienor for their work!
##########################
Message 2246 : Unintended side effects of long uptime (Frór)
Written on Fri Feb 23 14:10:31 2007
Lately, MUME is having very long uptimes: we haven't had crashes for months,
and an average of one reboot per month since December.
An unwanted consequence is that, if by any reason some very rare item got
confiscated, the probability of another copy appearing would remain zero
or close to zero for weeks.
This problem should now be fixed - enjoy!
##########################
Message 2247 : The new dawn of Arda (Maedhros)
Written on Sun Apr 1 06:27:57 2007
As MUME's newest implementor, I am pleased to announce the long-awaited arrival
of MUME IX.
.|>. We have decided that the game needs a new direction. For too long MUME has
|> followed the path of the other MUDs, sacrificing roleplay for
hack-and-slash. From now on, we will direct our full attention towards
enforcing roleplay.
Here is the list of the changes that will be effective on the next reboot.
Other changes, as well as rules enforcing roleplay, are currently being
negotiated.
- We are removing all non-Tolkienish forms of communication: tell, narrate,
sing, and shout.
- We are removing long-range transportation spells: teleport, word of recall,
and portal. No practice resets will be given; you will have to use the train
command to get rid of these practices.
- Hobbits will no longer be able to bash or use magic.
We hope that this new direction will breathe life into the game and help us
attract new players.
#############
Message 2248 : Re: The new dawn of Arda (Sauron)
Written on Sat Apr 7 22:43:38 2007
April Fools!
##########################
Message 2250 : News from Lóthlorien (Sung)
Written on Sun May 20 13:45:32 2007
"Then he looked eastward and saw all the land of Lórien running down to the
pale gleam of Anduin, the Great River. He lifted his eyes across the river
and all the light went out, and he was back again in the world he knew.
Beyond the river the land appeared flat and empty, formless and vague, until
far away it rose again like a wall, dark and drear. The sun that lay on
Lothlórien had no power to enlighten the shadow of that distant height."
(Frodo in FotR, Chapter 6, Lothlórien)
The Elves of Lórien may regard the eastern lands warily...but the brave souls
willing to travel outside the borders of the Golden Wood can soon see for
themselves. New adventures await!
- Sung
Many thanks to the current contributors!
Builder............. : Swix
Assistant........... : Yeoma
Supervisors......... : Sung, Námo
Testzone builders... : Freyja
Testzone supervisors : Rashnak, Óin
Proofreading........ : Sarinda
Review and advice... : Frór, Nienor, Yavanna
#############
Message 2251 : Re: News from Lóthlorien (Sung)
Written on Sun May 20 14:52:48 2007
Further thanks go to Temdor, Azan and Kalev for writing some room descs!
/Sung
#############
Message 2256 : Re: News from Lóthlorien (Sung)
Written on Sat Aug 4 08:29:35 2007
Elven scouts report an increase in the orkish forces along the river Anduin
just east of Lóthlorien. It can only be guessed what they are up to, but one
thing is certain: the dark clouds hanging over southern Mirkwood seem closer
now than ever...
Many thanks to the contributors!
Builders............... : Almarian, Terdamon, Timodeus, Sum
Supervisors (& mudlle). : Námo, Sung
Mudlle................. : Nienor, Yeoma
Testzone builders...... : Alantir, Andróg, Björn, Mirimandil, Röhic, Tuor
Testzone supervisors... : Arla, Isóldir, Liliah, Óin, Rashnak
Playtest, mob design,
proofreading, and misc. : Finwë, Sarinda, Shalott
Review and advice...... : Frór, Yavanna
#############
Message 2260 : Re: News from Lóthlorien (Sung)
Written on Sat Sep 8 13:42:28 2007
An ancient trail between Lórien and Mirkwood has been rediscovered, leading
travellers even further north along the Anduin...
Many thanks to the contributors!
Builders............... : Celebsil, Yeoma
Supervisors & mudlle... : Námo, Sung
Mudlle................. : Nienor, Yeoma
Testzone builders...... : Araw, Hanne, Gnomette, Lede, Omega, Rut, Swix
Testzone supervisors... : Aredhel, Arla, Liliah, Rashnak
Proofreading........... : Sarinda, Shalott
Review and advice...... : Frór, Yavanna
##########################
Message 2252 : The black many-tailed whip (Alkar)
Written on Thu Jun 7 03:48:19 2007
After careful consideration, the black many-tailed whip has seen some changes
made to the way it works. As a result, it is now once again fully functional.
Further changes may be made once it sees some action on the battlefield.
Happy hunting,
/a
##########################
Message 2253 : City defence and legendhomes (Nienor)
Written on Fri Jun 8 13:31:13 2007
Tired of private homes in the free cities becoming a harbour for enemy scouts
and criminals, the city councils have voted to allow the guards to enter
private homes in cases of emergency. The councils assure the residents that
this measure was necessary for their own protection.
Credits for the idea and the mudlle go to Alkar.
##########################
Message 2254 : Estonian MUME-meeting 2007 (Freyja) (Sung)
Written on Wed Jun 20 10:09:12 2007
Hello gamers!
We are going to have an international Mume Meeting again in Estonia
summer 2007! If you like to meet your old friends or see the faces behind
characters come and join us in Tallinn. Starting from 27th of July 2007 and
ending 3rd of August 2007. Registration and more information is available
http://freyja.pri.ee/index.php?option=com_facileforms&Itemid=28
See You there!
/Freyja and other organizers
##########################
Message 2255 : Cure disease (Frór)
Written on Sat Jun 23 12:45:08 2007
Some wise healers have discovered a simple incantation to cure most common
ailments. They are willing to share their newly acquired knowledge with
anyone who is willing to learn.
##########################
Message 2257 : Threats (Frór)
Written on Sat Aug 18 09:50:52 2007
Most mobs have learned a few more threats - enjoy!
Thanks to Naga, Elemmakil, Barney, Ryalnos, Freyja, and ElerrÃna for their
contributions, to Alkar for proofreading, and to Timodeus for coordinating
their efforts.
##########################
Message 2259 : News from Moria (Frór)
Written on Sat Aug 18 10:38:50 2007
After the recent unrest in Moria, Durin's Bane seems to have fully awakened.
Those who seek treasure in the depths of Khazad-Dum should be extremely
cautious and may want to bide their time, in the hope that the Valarauko
will return to its long slumber.
##########################
Message 2261 : Artifact bugfix (Mint)
Written on Sun Sep 16 23:29:57 2007
Bugfix: Abandoned artifacts will no longer prevent new copies from
loading. (MUME's prolonged uptimes have made this issue more important.)
One side effect of the change is that artifacts carried by players will
also have more opportunities to crumble. Although the formulas have not
changed, objects carried by players may now crumble a few hours sooner
than they would have in the past.
##########################
Message 2262 : Various changes (Frór)
Written on Sat Oct 13 07:59:18 2007
- Trolls can choose a new class (Smasher) - thanks to Esme for the idea
- Eagles and other birds, while they can still hold items in their talons, can
no longer use them effectively as weapons
- Victims of a failed incantation, for example a 'sleep' spell, can realize
more easily that the failed spell was targeted at them
##########################
Message 2263 : Charmies and pets (Manwë)
Written on Mon Oct 22 05:35:57 2007
Expect different behaviours when failing to 'order' your charmies or your
pets as an old bug has been fixed.
--Manwë.
##########################
Message 2264 : Familiars (Manwë)
Written on Mon Oct 22 05:39:01 2007
A new spell, 'call familiar', will soon be available at a guildmaster near
you.
A familiar is linked to the caster and can perform simple tasks through the
command 'tell familiar <command>'. Familiars can also be ordered (but not
when not in the same room than its owner) as regular charmies.
--Manwë.
#############
Message 2288 : Re: Familiars (Manwë)
Written on Sun Mar 16 16:36:44 2008
All familiars have now the ability to see in darkness.
--Manwë.
##########################
Message 2265 : The Hammer of Belegost (Alkar)
Written on Sat Nov 10 15:22:29 2007
Due to the relative ease with which solo players were able to obtain the Hammer
of Belegost, it is now somewhat more difficult to find the required quest item
without a decent group of players.
##########################
Message 2266 : social actions (Mint)
Written on Thu Nov 22 01:30:07 2007
Starting now, many of your socials will cause you to act for a few seconds.
Example:
>
Gandalf smiles happily.
>look
Old East Road Meets Greenway
Gandalf is standing here smiling.
Please report any strange behavior resulting from this new feature.
##########################
Message 2267 : Action Looting in PK (Alkar)
Written on Mon Nov 26 21:17:02 2007
A number of people have been caught using actions to loot various things
(including coins) from corpses in PK. We will not tolerate this. If you are
caught using these, or any other actions, while PKing, expect the following:
1. You will come to know Morgul Vale as your new home for some time.
2. You will leave a lesser being than when you entered.
For the less intelligent that are scratching their heads, you will be jailed,
and you will be punished. If you are confused, read the following:
> JUSTICE 35
> RULES ACTIONS
Consider this your fair warning. If you are caught, there will be no leniency.
##########################
Message 2268 : Various small changes (Frór)
Written on Tue Dec 25 21:12:09 2007
Some Christmas presents from yours truly:
- When fighting an armored opponent, attackers try to concentrate hits where
they can hurt most (see news 2228)
The chances of succeeding at this task now depend on how large the melee is:
in a large melee, hits will now be targeted less accurately. One-on-one
fights remain unchanged.
- You will see "r" in your prompt if someone is riding you
- Some ancient game messages have been changed, some missing messages
on "rarely used" spells have been added
##########################
Message 2270 : Official WEB-forums installed (Ilie) DELETED
Written on Sat Feb 23 23:32:01 2008
We have now installed official MUME forums on our web site. To
use them, please register with your main character name.
If you register with a name that is not in your MUME account, you
WILL lose access to that forum account. Accounts and passwords
will be merged in from MUME soon.
Access URL: http://mume.pvv.org/forum/
- Ilie
#############
Message 2271 : Official WEB-forums installed (Ilie)
Written on Thu Feb 28 13:36:37 2008
We have now installed official MUME forums on our web site. To
use them, please register with your main character name.
If you register with a name that is not in your MUME account, you
WILL lose access to that forum account. Accounts and passwords
will be merged in from MUME soon.
Access URL: http://mume.org/forum/
(Previously this posting said mume.pvv.org, but that doesn't work
properly with cookies, so please use mume.org).
- Ilie
##########################
Message 2272 : Official WIKI is up (Ilie)
Written on Wed Mar 5 00:40:11 2008
As of right now it has zero content, but that should change quickly
when YOU put in some content!
http://mume.org/wiki/
To edit the wiki, you log in with one of your existing MUME characters
and account pass phrases (this will soon work on the forum too).
- Ilie
##########################
Message 2273 : Forums integrated with MUME accounts (Ilie)
Written on Sat Mar 8 01:31:45 2008
You now use your normal MUME character names and account pass phrase
to log in on the forum as well. There is no longer any need for
registration of any kind to post on the forum.
- Ilie.
##########################
Message 2275 : Aging (Gothmog)
Written on Sun Mar 9 16:36:47 2008
Ilie pointed out that the 'HELP AGE' file was very much outdated. It has been
changed to reflect the current situation, which may or may not change soon.
-- Gothmog
#############
Message 2276 : Re: Aging (Gothmog)
Written on Sun Mar 9 21:07:28 2008
To reduce the penalties of having little or no age, and to add some consistency
in the aging system, the modifiers have been changed. See 'HELP AGE' for more
information.
A full comparison can be found at http://mume.org/forum/viewtopic.php?f=2=72
##########################
Message 2277 : Mandos sleep (Nienor)
Written on Sun Mar 9 21:18:25 2008
Mandos sleep has been renamed to "shadow of death". Characters affected by
shadow of death can enter Arda but suffer debilitating penalties.
There may be more changes to this affect in the near or the more distant
future.
##########################
Message 2278 : Recent modifications (Ilie)
Written on Mon Mar 10 20:56:14 2008
Mar 11:
o Legends (26+) will no longer autodelete, other chars will live
level * (level - 1) + 14 days before autodeletion (was: (level - 1) * 5)
Mar 10:
o Tons of internal fixes, no player visible results (hopefully)
Mar 9:
o Mandos sleep modified to "shadow of death" - you can now enter the world,
but with debilitating penalties. Same duration for now.
o Age modifiers were improved for young people.
http://mume.org/forum/viewtopic.php?f=2&t=72
o You can unretire at any time. You will be sent back to the room
you retired in if you unretire after less than 30 days.
o wizlist split in "wizlist" and "wizretired". also updated them.
Mar 8:
o /command for putting objects in objects fixed (zone reset issues)
o Passwords with spaces in them work on forum/wiki
- Ilie
##########################
Message 2279 : Shamans and the command skill (Gothmog)
Written on Mon Mar 10 22:40:17 2008
Tarkhnarb orcs can now get a few more pracs in the command skill, to compensate
for the changes made to commanding charmed/raised mobiles a while back.
##########################
Message 2280 : Recent modifications (Ilie)
Written on Tue Mar 11 14:10:20 2008
Mar 11:
o New command LINK. Shows info about your connection
o /user Ms+ command updated with link info of everyone (and is now sorted)
o Reboot warnings will now not show more than 60 minutes before a reboot
o Legends (26+) will no longer autodelete, other chars will live
level * (level + 1) + 14 days before autodeletion (was: (level - 1) * 5)
- Ilie
##########################
Message 2282 : Windows and TCP options (repost) (Ilie)
Written on Tue Mar 11 17:50:20 2008
If you type "link" you will see what TCP options your OS currently uses.
The following 3 options can be enabled:
o sack
o wscale
o timestamps
On windows systems, wscale & timestamps are disabled by default,
that's not optimal. I'm pretty sure there are some small freeware
tools you can download that will set all these for you, but here is a
link I found if you want to enable these options manually:
http://support.microsoft.com/kb/224829
Cutting & pasting:
The Tcp1323Opts value in the following registry key can be added to
control scaling windows and timestamp:
HKEY_LOCAL_MACHINE\System\CurrentControlSet\Services\Tcpip\Parameters
1. On the toolbar click Start, click Run, and then type Regedit to
start the Registry Editor.
2. In the Registry Editor, click Edit, point to New, and then click
DWORD Value.
3. In the New Value box, type Tcp1323Opts, press ENTER, and then on
the Edit menu, click Modify. Note The valid range is 0,1,2 or 3 where:
0 (disable RFC 1323 options)
1 (window scale enabled only)
2 (timestamps enabled only)
3 (both options enabled) ### THIS is what you want!
- Ilie
##########################
Message 2285 : Noidea revision (Ilie)
Written on Fri Mar 14 00:01:54 2008
The noidea list is under revision. The following are being considered
(sorted roughly from most likely to least likely to be implemented) :
o Jewels used to pay for the rent cost
o A delete character command
o Evil characters being able to become immortal
o Group-tell or report command
o Coded features that support player organizations, etc.
We could use your input, preferably on the forum in the idea section,
for how the last three could be implemented in a way that fits the
atmosphere of the game (i.e. "Tolkienism" .. coherent with the
universe described by Tolkien).
- Ilie
##########################
Message 2286 : Fear spell modified (Ilie)
Written on Fri Mar 14 21:30:51 2008
This spell might not be used 1000 times a day, but anyway:
o Fear now works in about 50 cases it didn't work, most importantly:
- fear works properly on people who are sleeping, resting and sitting
- you can fear people while they are doing non-cancellable delayed actions,
(such as rescue, rescue lag, teleport jetlag, movement lag,
being bashed, being held, ...)
o Fear also fears people in berserk mood. This might affect your Moria plans.
o Fear is now considered an aggressive spell, so it will trigger justice,
and all those who save the spell will start attacking the fearer
Oh and also retired legend will show up as "retired" in the account
list instead of as "never".
- Ilie
##########################
Message 2287 : Testmume up, scout changes (Ilie)
Written on Sat Mar 15 23:48:41 2008
I want you to test this out a bit and come with some feedback.
Note: This is probably NOT what will finally go into the game, since
this is a very intrusive change to thief/scout mechanics, and the
effects may be a little different than we hope.
Some questions to answer:
- is it still possible to xp efficiently as a thief?
- is escape now useable? too good? not enough?
- is it too easy or too hard to track down/flush/find sneakers?
Modifications:
o Panic duration has been reduced
o Escape now takes HALF as long as it used to
o Flee (manual, wimpy & fear spell) cancels sneak
- This means: flee direction is seen
o Moving out of a room when hidden takes a little more time, during this
time you're more vulnerable to seek/flush
o You can not sneak while panicked (but you can still hide)
Testmud for testing this is open on port 4001.
- Ilie
#############
Message 2289 : Re: Testmume up, scout changes (Ilie)
Written on Sun Mar 16 22:07:16 2008
Testmume is closed again, and will reopen in a day or two with a new
revision, adding some of the feedback!
- Ilie
##########################
Message 2288 : Re: Familiars (Manwë)
Written on Sun Mar 16 16:36:44 2008
All familiars have now the ability to see in darkness.
--Manwë.
##########################
Message 2290 : Testmume up. Thief changes v2 (Ilie)
Written on Tue Mar 18 11:10:09 2008
All these changes are relative to the real MUME, not to the previous
test version.
This is now open on testmume & testbot. Characters are kept from
the last testrun so chances are you have matching equipment.
Again, this is probably not will be in the real game, but please try
it out and come with constructive feedback. The chances for discovery
and so on might be way too high or way too low, for example.
o escape skill has been fixed a bit
- Escape is now twice as fast
- Escaping from a single opponent is a tad harder
- Escaping from multiple opponents is a lot easier
- Escape <direction> if you are not fighting will just move you
- Escape if you can disengage will disengage you instantly (like disengage)
and then move you if you gave a direction.
Note: Your defense is not reduced while doing escape (this is not a change).
o flee has been changed a bit:
- Panic lasts a bit shorter
- If you get panic, you cannot sneak for 4 seconds. Sneak will be
auto-enabled again as soon as you can sneak. You will see this in
your promt as "s" instead of "S" - "s" means you want to sneak but
are unable to right now. You also get a message when you can sneak
again, but this might be too spammy.
o Enter and leave have been fixed to behave more like movement commands.
o backstab has been slightly fixed
- you can no longer backstab people who were bashed during a
backstab attempt
o Hide/reveal/flush mechanics have been altered
- If you are searching/revealing/flushing, you will stop instantly as soon
as anyone in the room reveals or flushes anything and you can see it
- if you were flushing, you will join the fight
- It's probably a good idea to sometimes use search/reveal/flush t
instead of q if you want to find something.
- If someone who is hidden tries to leave the room, there is a chance that
you will detect it if you are currently searching or flushing.
If you detect it, the following happens:
- if you were searching, you will see it & the direction of the exit
- if you were revealing, you will see it and also reveal it to your group
(and everyone will see the direction)
- if you were flushing, you will attack
Testmume runs on port 4001.
- Ilie
##########################
Message 2291 : No more Arda-streaking... (Gothmog)
Written on Tue Mar 18 17:58:26 2008
... unless you're one of Sauron's minions. You will now receive some proper
clothing after praying from the Halls of Mandos. The Committee for Decency on
Arda are currently debating whether or not the evil men who fight for the Red
Eye are actually decent enough to get some clothes as well.
-- Gothmog
#############
Message 2292 : Re: No more Arda-streaking... (Gothmog)
Written on Wed Mar 19 04:05:22 2008
After hours of heated debate, the Committee for Decency on Arda has come to the
conclusion that the Black Numenoreans will also be given the gift of some
basic clothes upon returning to Arda. Unfortunately it seems like all good
tailors go to Valinor, so these wretched souls will have to wear something
slightly less fashionable.
##########################
Message 2293 : Clarification on search/reveal/flush and effort (Ilie)
Written on Wed Mar 19 20:56:34 2008
If you read the help files on seach/reveal/flush, you see that you can
specify an effort along with the command.
There seems to be some confusion about how these levels work. The
higher levels is just a shortcut for multiple "quick" commands. E.g:
search fast = search quick; search quick
..
search t = search q; search q; search q; search q; search q
So a search t really does 5 quick searches, you are not doing nothing
for ages and then at the end doing a single search.
- Ilie
##########################
Message 2295 : Thief skill updates (Ilie)
Written on Thu Mar 20 23:43:03 2008
Escape has been improved substantially.
Flee has been tuned a bit, panic dration is shortened a bit, and flee
has a chance (depending on the level of your opponents) to give you a
short nosneak effect.
Reveal, Flush, and Search should be better at stopping immediately if
you discover someone who was hidden by any means.
If someone who is hidden leaves the room sneaking, people who are
currently revealing, flushing or searching have a chance to detect
that the sneaker tries to leave.
Track has been improved a bit. If you are following a track and enter
a room where you cannot track, you will stop tracking
immediately. Also, if you enter a room where your victim has hidden,
you have a chance of detecting him immediately, and if that fails, a
chance to detect that the person is somewhere in the same room.
- Ilie
#############
Message 2296 : Minor escape update (Ilie)
Written on Fri Mar 21 11:13:48 2008
It now costs 1 move point to attempt to escape (so it costs 1 extra
move point compared to walking normally, for example).
- Ilie
##########################
Message 2297 : bugfixes (Ilie)
Written on Sat Mar 22 16:01:31 2008
I'll try to keep the forum updated with bugfixes as well, you can read
more details there.
o bash can now break block door on unbashable doors
o bashing exits while fighting gives saner better error message
o climb command works in any position (climb safe toggle etc)
o You cannot hide if you cannot see (dark, blinded, sunlight, ...)
o Blinded chars will not select bodyparts for attacking
o Break door and block door will not attempt to cast & drain mana if you
misspell the door name
o If you try to bash something you aren't fighting (and cannot start
fighting), you will be told immediately instead of after the bash delay.
- Ilie
#############
Message 2298 : Re: bugfixes (Ilie)
Written on Sun Mar 23 20:54:26 2008
Small fix to hide:
Sequences like this would not work in the dark for non-orcs:
hide q; hide t
Since the first hide auto-covers your lightsource.
This is now fixed, the second hide will "auto-uncover" any
lightsources so that you're able to do the second hide (it will also
do it automatically for the first one, should all your light sources
be covered for some reasons).
- Ilie
##########################
Message 2299 : Free food for the poor (Gothmog)
Written on Sun Mar 23 23:55:30 2008
You can now 'eat' and 'drink' in the halls of the dead, and your mortal needs
will be taken care of.
##########################
Message 2300 : A disturbance in the force (Ilie) ### Removed on April 2.
Written on Tue Apr 1 13:41:06 2008
There has been a small rebellion in the immortal ranks, many levels
have been adjusted.
- Ilie
##########################
Message 2301 : Improved linkloss detection (Ilie)
Written on Wed Apr 2 19:12:59 2008
The game will now detect that you are linkless in a maximum of ~40
seconds even if you are completely idle.
- Ilie
##########################
Message 2303 : wear all vs. positions (Dáin)
Written on Wed Apr 2 23:21:36 2008
As of some reboot in a not too distant future/universe, you will be able to
"wear all" and "wear all.keyword" with wear "positions".
Example: "wear all.sack belt" will try to wear all your sacks on your belt.
And "read" will not work for looking at things when you are asleep anymore, but
reading boards should still work.
- Dáin II Ironfoot
##########################
Message 2304 : News from the Vales of Anduin (Sung)
Written on Sat Apr 5 20:22:41 2008
Gladden Fields, known as Loeg Ningloron to the Elves, are the marshlands
located at the mouth of the Gladden River just south of Beorning homelands. It
is said that ancestral Hobbits called it home, and spent their days fishing
among the beds of reeds and rushes. For centuries the lands have been quiet,
with only occasional travellers disturbing the birds and frogs.
Now the powerful of Middle-earth turn their gazes upon these marshes, for
something very preciousss was lost there once...
Many thanks to the contributors!
Builders............... : Alantir, Almarian, Force, Waba, Sung
Supervisors............ : Námo, Óin, Ausir
Proofreading........... : Aratan, Elemmakil, Tabris, Xellia
Other help............. : Swix, Thor, Timodeus
Mudlle................. : Arla, Yants, Yeoma
More mudlle and reviews : Frór, Nienor
##########################
Message 2305 : Apologies (Dáin)
Written on Wed Apr 9 12:45:27 2008
The 'apologize' command has been renamed 'apologise' (as of the next reboot).
- Dáin
##########################
Message 2306 : Crossbow revision (Ilie)
Written on Mon Apr 28 20:49:34 2008
You can now only load the crossbow you are wielding. If you remove it
it will unload.
- Ilie
##########################
Message 2307 : A reminder: Idling actions and RULES ROBOT (Alkar)
Written on Sun May 4 10:24:55 2008
Just a quick reminder that keeping yourself online in order to keep items (keys
or such), artifacts, or avoid paying rent cost, is against the rules. Setting
up a script to do things for you while you are not at the keyboard is not
permitted on MUME.
If we catch you keeping yourself online in this manner, we will linkless rent
you. This means you will actually pay more for rent than you would have if
you'd simply rented your character at an inn. We will pay no attention to how
much gold you actually have -- so you might end up losing everything as a
result!
The bottom line: Rent when you aren't playing.
##########################
Message 2308 : Updates (Ilie)
Written on Tue Jun 17 10:40:41 2008
Modifications:
o Charmies that kill will cause alignment modifications for their master
no matter if they are grouped or not, and no matter where the leader is.
o If you are slept on water you will wake up again rather quickly if you have
to swim.
o Darkness now snuffs snuffable lit items on the ground, not only in equipment
o Added who uruk, who olog, and other Ainur´s invisibility level
o Let people in room see when one player wakes another.
o Fix crash when character has zero mana
o Fixed the bug with Istari not levelling when at 0 exp and 0 tp to lev.
o Typo-fixed a message in the fire breath spell.
o Allow all stunned characters to eventually die
- Ilie
##########################
Message 2309 : More labels (Dáin)
Written on Wed Jul 16 17:36:56 2008
You will (as of some reboot in the not too distant future) be able to use up to
100 simultaneous labels, rather than 25 which was the old cap.
- Dáin