Jump to Navigation

Sunlight bug fixed, other minor changes

A strange bug has been plaguing me for a while now, ever since switching to the Greed MUD source code from Envy.  Undead monsters, deep underground, could be damaged by sunlight even though they were nowhere near the sun.  The exact source of this problem has been difficult to track down, until finally I realized it had to do with susceptibility to light inherent in the undead and also vampire racial types.

To address this issue the code causing damage by sunlight will now only affect outdoor sectors such as city, field, forest, etc.   If an undead monster or vampire is in an "inside" sector, they will not be affected by sunlight, because rooms that are "inside" should not be affected by direct sunlight, which in my mind is the only possible source of this damage.

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.

Front page MUD client

Following a server upgrade the FMud client for Meat MUD Classic is no longer functioning properly due to some incompatibility that I have yet to discover now working properly again. Consequently there is no working FMud client until I find a workaround or solution to the damaged utility managing it.   In the meantime feel free to click "Play" to download and launch the Java-based JamochaMUD client which will also immediately connect you to Meat MUD Classic.

It is also possible to connect directly to the MUD with your own preferred telnet/MUD client by connecting via telnet to:

Address: fatedtoend.com Port: 4000

(some clients may need to use one of the following strings - refer to your client documentation for details)

telnet fatedtoend.com 4000

telnet fatedtoend.com:4000

First official release of Meat MUD Classic

As of April 26th, 2010 - Meat MUD Classic is now officially version 1.0 and no longer in BETA.

You may download a copy of the entire MUD including source code, areas and documentation here:

Meat MUD Classic 1.0

 

Website has been updated

Most likely you have noticed the rest of the Meat MUD Classic website has finally been changed to match the front page.  Please let me know if you have any issues with navigation or the new layout in general. 

Wrapping up loose ends

Castle Dracula is now officially completed.  You can reach Castle Dracula by heading east from Midgaard, north toward Moria, east before you reach the entrance to Moria, then north and east through the dwarf forest (head north past the waterfall, then east).  You will eventually reach the entrance to the Carpathian mountains, which should be your first indication that you are getting close.

Castle Dracula may seem impossible to enter, but it's not - just look for some clues to find a secret way in.  As I start developing for a 2.0 release, most likely this will feature a portion of a quest to become a "true" vampire, as opposed to infected with vampirism.

FMud Client Reenabled

As you may have already noticed - the front page with an embedded client for Meat MUD Classic has returned.  The purpose of this is to enable ease-of-use for new players.  Please let me know if you experience problems connecting this way.

Castle Welmar has returned!

With some effort, the Castle Welmar zone has been imported from CircleMUD into Meat MUD Classic.  Meat MUD oldtimers will remember this as one of the more popular areas for players looking to gain experience during their climb to level 51.

Castle Welmar has been returned to its original location east of Midgaard, with the King's Road beginning on the eastern side of the holy grove.

The Ranger's Guild has been relocated from the eastern side of the holy grove to the north-western corner, and is still accessible.

Castle Welmar is a great area for levels 5-20, and also boasts not just one but two high-level targets (King Welmar and a newcomer) for characters in the 35-50 level range.  Also...try not to touch the zombies.  They carry the plague.

Rome has been added to Meat MUD Classic

For those of you who are old-timers from the original Meat MUD, one of the missing areas that was part of Meat MUD but was not included with the Envy MUD code (from which Meat MUD Classic is based) is Rome.

Rome is an excellent area for a wide range of players, there are low level mobiles for new players to fight, and there are also mobiles for mid-range and high level characters.  There is also some great equipment and items to be found, the most valuable of which is worn by the Roman gods and goddesses.

Time

Some of you may have noted a certain lack of updates here and also on the MUD.  This is primarily due to a lack of available free time on my part to devote to this project.  That may change in the not too distant future, but a factor in this process is that I can't do it all by myself.  I need help in the form of builders and/or coders.

I hope everyone is having a Happy Holiday season and isn't too badly affected by the economy.  Feel free to contact me by e-mail (click Yaddoshi, then click Contact) if you have any questions or if you are interested in contributing toward Meat's development.

Syndicate content