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The merchant's sailing ship

There has been seen a merchant ship at the Midgaard levee, passing through from time to time.  It has been said that Jon, the ship's captain, travels to various ports, all the way to Rome, bringing magical treasures and purchasing various goods from those who wish to sell them.

Jon is also willing to allow folk to board his merchant ship as it travels, and (at this time) charges no fee to do so.  For those who would like the opportunity to travel to Rome or other strange places they have not yet visited, this is a golden opportunity.

Design thoughts

This will probably remain a work in progress:

  1. Reduced emphasis on classes
  2. Enhanced emphasis on race & type
  3. Free-to-learn skills/spells/abilities (tree?)
  4. Simplified interface (good luck with this one)
  5. Improved help documentation
  6. Enhanced GUI
  7. Completely unique world (huge amount of work)
  8. Better (automated?) quest system

Fun with flashpolicy and init

So a while back I set up the front page for the Meat MUD Classic website with an embedded FMud (F for Flash) client that automatically connects to Meat MUD Classic as soon as you open the page, giving instant access to the MUD.  I've wanted this for a while to entice new players - nothing makes getting into a new game easier than having it automagically start working as soon as you open a web page.

Flash MUD Client disabled

Due to Adobe requiring a special permission tool running on a certain port for the FMud telnet app to connect to Meat MUD, and due to the tool repeatedly freezing, resulting in no connections being possible without a server reset, and due to the frequency of this occuring, I have disabled the FMud client for the time being.

You may still access the MUD directly using our Java based JamochaMUD Client in the meantime.

Please contact me immediately if you experience any problems with this.

Website appearance

Yet again I am dissatisfied with the layout and design of this website.  Part of it is probably envy of Sloth III's site, which in my opinion is rather fresh and awesome.

Truth to be told, I've got some plans to completely rearrange how things appear here, but the question is when/how I'm going to get around to doing it.  At least in the meantime we now have a working WYSIWYG editor again.

So that's that.  Expect appearance to change more drastically in the not too distant future.

Player file corruption issues

UPDATE: It appears that the bug has gone away, for now.

In case anyone was wondering - we do offer manual character file restores in cases of file corruption, or any other situations that are not part of the game (crashes, backup restores gone awry, etc). We do not, however, offer restores for equipment, gold or objects that are stolen or destroyed by in-game monsters, non-player characters, or characters that are PK or have managed to become Vampires.

Original post:
I'm not entirely sure what the issue at hand is, but for some reason we seem to have player file corruption issues that we are having problems resolving.

Please bear with us while we are working on this issue.

Thanks!
Your Implementors

Directions in a tintin script

I created some tintin++ aliases that will display the level for an area, and after a programmable delay, recall and speedwalk the directions. I took most of the directions from Dorsh's directions. Sorry about the ugly formatting :)

The Void

Some of you are already aware that we were experiencing an issue with player file corruption. This seemed to be related to how the MUD handles idle player characters.

Originally MERC based MUDs would send idle players to the Void if they were idle for more than a few minutes. If you returned to play within a certain period of time, you would return from the Void and reenter the game in the room from which you had vanished. This was a good safety mechanism particularly if you were in an area filled with aggressive monsters.

If you did not return to play after a certain amount of time the game would force you to quit. The issue with this is that (presumably) a small bit of code left over from the days of needing to "Rent" at a Inn to prevent loss of your equipment would result in your player character losing their equipment in the Void. After the MUD rebooted, the equipment would be lost permanently.

Scan, Scrolls, Staves & Wands

For some reason (I imagine conformity to AD&D rules) it has been necessary to practice the skills listed above. This was never part of the original Meat MUD, and as far as I'm concerned detracts from the fun of the game. Therefore it is no longer necessary to practice these "skills". If anyone has spent practices on these, please contact me and I'll reimburse your character up to 3 practices per skill.

MUD Overhaul Ideas

While I steadily get around to wrapping up Meat MUD Classic 1.0, I also would like to list a batch of ideas I would like to see happen with the next release series (1.0 to 2.0):

  • Simplification of class structure: The idea here would be to reduce classes available to new players down to the classic four (warrior, priest, rogue, mage), and eliminate the option of dual-classing during char creation entirely. However - I would like to add a system of acquiring new skills and spells that are not typically available to these classes while playing the game.
  • Improvement of race structure: Each race should have innate abilities, but also skills and spells as well. I would like to add a few additional race choices during character creation, and also make it possible to change one's race while in the game.
  • Syndicate content