Dartmud Bulletin Boards: Important Notices

Last updated: Thu Aug 21 10:49:21 2008

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1: [Mar 09 1999] Pest Control (Arryn)
A few bug updates:

1. Many riding bugs have been fixed including when your mount dies,
riding indoors and mounting something indoors, riding bugs related
to pets and the bug when you are being lead in a party.

2. You can no longer give yourself to items, this only applies
to yourself, otherwise it's considered a feature.

3. Scabbards and Baldrics will no longer bug if you try to retire
something that isn't a weapon.

4. If your fishing pole breaks you are no longer considered fishing still.


We're still working on another bugs and please make full use of
the bug board, we are in the process of cleaning it up now.

Arryn

2: [Mar 25 1999] Autoload Object Bug (Raven)
Progress! I found and fixed at least one thing
that would cause you to lose all or most of
your autoloading items. Bug messages and logging
should now be more thorough, also, so please
continue to report anything you see.

R.

3: [Apr 10 1999] Storerooms and Ingredients Repopping (Raven)
I think I've killed the bug in which ingredients
repop in storerooms where crafting had taken place
at the next reboot. It'll probably take a couple
reboots for everything to settle out, but if you
continue to notice repopping ingredients after, say,
a week from now, please drop me a line.

Thanks,
R.

4: [Apr 13 1999] Backpacks (Raven)
Backpacks should be working better now.
Suggest you trash any you have in storage
and get new.

oops.

-Raven

5: [Apr 14 1999] Stacking Objects (Raven)
The bug with taking half the pile of a
stack of objects out of a backpack is
hopefully fixed. Lemme know if it's not,
or if anything else misbehaves.

R.

6: [Apr 18 1999] Teaching (Raven)
You may now select specific skills *not* to teach.
Use: teach all except (skill) or stop teaching (skill)

R.

7: [Apr 19 1999] Castle Storerooms (Raven)
See "help motd" for an update on castle storerooms.

8: [Apr 26 1999] missing storeroom objects (Raven)
Apparently a bunch of chests, etc, got lost from
storerooms in the last couple reboots... apparently
these object files got overwritten because the code
decided it wanted to start over and number things
from 0 instead of from 10,000,000 like it was supposed
to. We'll see what number it starts with at the next
boot... I can't see any way that this is related to
the size limited storerooms.

9: [May 02 1999] Hooded clothing (Arryn)
Hooded clothing should function properly during hiding after the next
reboot.

Mail me any problems,
Arryn

10: [May 04 1999] Hide and Leather (Ogma)
Certain creatures, namely those with exoskeletons (insects) are no longer skinnable.
Bees, ants, spiders, scorpions, tyhr-kreen and spyders do not have a skin that is
reasonably tannable into leather.
However, leather is now dyable and bleach has been added to allow the crafting
of white leather and cloth. There are plenty of mammals and reptiles around
yet to fulfill your leatherworking needs. Also, suede is now craftable from
normal leather. You can now fulfill your burning need for that pair of
blue suede shoes.

11: [May 06 1999] Rowboats (Celetar)
Rowboats will now work in water rooms, like the pool at Randall's.
Not that there are many stretches of water to use them on, but
I thought I'd mention it.

12: [May 11 1999] Cheaters deleted (Desla)
Sneakabout has been permanently bansihed from creatordom for attempting to
help Kuma complete the vampire quest.
Kuma has been deleted as well, for receiving inappropriate creator assistance.
Silverarm, Goku, and any other characters we may later uncover as belonging to
either one of the individuals will be summarily deleted as well.

Yes, we take creator cheating seriously.

Desla

13: [May 11 1999] modified show command (Arryn)
The show skills command has been modified to allow you to read one
page a time if you want to.

Example: 'show skills -p'

Also a new command has been added 'show quick skills'.
This will also work with the -p option and both still use the old
options.

Arryn

14: [May 13 1999] Player/Creator Relations (Arryn)
After some recent events and having spent some time as a player,
I will be assuming the role of a mediator to player/creator issues.
What this means is if you feel there are instances of cheating, unfair
aspects of the game, or problems you don't know who to talk to about,
you can come talk to me. I will try to provide you with an answer in
a timely fashion and if necessary can hold a meeting to discuss issues.

One of the reasons I'm doing this is because many times players feel
like we the creators aren't listening and don't care what goes on.
That is not true, however having seen this from both perspectives I would
like to help clear the problem. Also, I find that many times people
will talk to their friends about what they believe is a problem but it
never reaches the ears of a creator, or if it does the story has been
changed so much it's hard to discern any truth from it. Talking to your
fellow players about things like that can't help you, they are in the same
position as you are. But if you bring it up to the creators we can review
it.

Also, don't think I'm the only one you can talk to, any creator you see
will respond if they have time. There is also a complaints board which
we do look at and respond to.

Arryn

15: [May 17 1999] Security Improvements (Desla)
The following security changes have been made, in an attempt to
upgrade our security here:
* 16 idle creators, including six idle senior creators, have been
locked out. These folks arewelcome back anytime, but I've disabled
their accounts until such time as they want to use them again.
* Logging is now broken down into two levels, where previously only
one log repository had been kept. Now, events that may be sensitive
in nature are logged where only Senior Creators and above can see the
data.

Desla

16: [May 18 1999] Swimming (Raven)
Water rooms (like the pond and swimming pools) should
be less deadly after the next reboot than they have
been for the past couple weeks.

17: [May 20 1999] Player/Creator Relations (Lilith)
Just FYI, I'm always happy to chat with players about issues or
problems. I may not be able to help directly, but I can certainly
find someone who can. And I will not rip your arms out of their sockets
just for pestering me. Honest.
Even if you just feel like venting, be my guest. I can also give some
ancient old hugely decrepit perspective, if anyone cares. ;)

--Lilith

18: [Jun 01 1999] re: Stats adjustments (Desla)
Fergus' strength stat was adjusted to be more in line with reality. Rather
than being singled out because of any PC war--which I hear is happening--we
just did a little poking around:

Name Race Stat Value rb %rb
a***** std/races/troll.race resilience 312 250 125%
a** std/races/ogre.race strength 307 250 123%
a**** std/races/ogre.race strength 343 250 137%
a**** std/races/troll.race resilience 315 250 126%
a**** std/races/braman.race strength 362 330 110%
b**** std/races/braman.race strength 341 330 103%
b**** std/races/braman.race strength 364 330 110%
c******** std/races/ogre.race strength 323 250 129%
c***** std/races/braman.race strength 335 330 102%
c***** std/races/elf.race night_vision 335 150 223%
c****** std/races/ogre.race strength 311 250 124%
d******* std/races/troll.race resilience 324 250 130%
d**** std/races/ogre.race strength 324 250 130%
d**** std/races/ogre.race strength 307 250 123%
e***** std/races/braman.race strength 337 330 102%
f**** std/races/ogre.race strength 323 250 129%
g*** std/races/troll.race resilience 319 250 128%
g****** std/races/braman.race strength 436 330 132%
g******* std/races/ogre.race strength 320 250 128%
g***** std/races/braman.race strength 350 330 106%
g***** std/races/ogre.race strength 347 250 139%
h**** std/races/troll.race resilience 320 250 128%
i*** std/races/braman.race strength 349 330 106%
j**** std/races/gnome.race constitution 304 150 203%
j**** std/races/troll.race resilience 310 250 124%
k****** std/races/braman.race hearing 307 250 123%
k******* std/races/ogre.race strength 303 250 121%
k***** std/races/braman.race strength 339 330 103%
k****** std/races/sasquatch. hearing 302 200 151%
l*** std/races/ogre.race strength 309 250 124%
l****** std/races/ogre.race strength 310 250 124%
l***** std/races/ogre.race strength 302 250 121%
m*** std/races/catfolk.race agility 332 175 190%
m******* std/races/troll.race resilience 306 250 122%
m***** std/races/braman.race strength 316 330 96%
m***** std/races/braman.race strength 317 330 96%
m***** std/races/braman.race hearing 308 200 154%
m***** std/races/orc.race smell 331 200 166%
m****** std/races/braman.race strength 334 330 101%
m********* std/races/braman.race strength 341 330 103%
n**** std/races/braman.race strength 330 330 100%
o******** std/races/ogre.race strength 323 250 129%
p***** std/races/catfolk.race hearing 318 140 227%
p**** std/races/ogre.race strength 301 250 120%
q**** std/races/troll.race resilience 346 250 138%
r****** std/races/troll.race resilience 313 250 125%
r*** std/races/ogre.race strength 316 250 126%
r*** std/races/ogre.race constitution 303 180 168%
r***** std/races/braman.race strength 334 330 101%
r**** std/races/troll.race resilience 302 250 121%
s********* std/races/braman.race strength 338 330 102%
s********** std/races/braman.race strength 334 330 101%
s***** std/races/ogre.race strength 308 250 123%
s**** std/races/braman.race strength 337 330 102%
s****** std/races/ogre.race strength 301 250 120%
s******* std/races/troll.race resilience 333 250 133%
s**** std/races/ogre.race strength 310 250 124%
s***** std/races/ogre.race strength 309 250 124%
s***** std/races/ogre.race strength 307 250 123%
z******* std/races/braman.race strength 342 330 104%

fergus(before) std/races/orc.race strength 464 150 309%
fergus(after) std/races/orc.race strength 264 150 176%

Statistically, I believe that's called an "outlier"--not only was Fergus'
stat dropped, but the code is in test right now that will prevent the
occasional "super orc" from happening again. We may go through and adjust
other players who ended up with stats more than 200% of the race base stat,
but in such case, we won't just look at those who have 300+ stats.
\
Desla

19: [Jun 01 1999] Re: Stats adjustments (Raven)
Just to put that list in perspective:
Out of the roughly 1600 player files, those were the only ones
other than creators and creator test chars with stats over 300.
There were two players with a stat over 400, Fergus and G*****.
G*****'s stat constituted 132% of the racial base for braman.
Fergus' was 309% of the racial base. After it was adjusted,
it was still 176% of the racial base, which is still a better
roll than all but 4 of those players listed above got.
There were two other orcs on the list of players with high
stats - in both cases the high stat is smell.

20: [Jun 02 1999] Lock Picking (Raven)
Chests now use the same code as doors for
purposes of lock picking.

R.

21: [Jun 11 1999] Fighter Alignment (Raven)
Fighters should find that their alignment will adjust
itself to their bloodthirsty ideations. Let me know
if it's too out of whack.

-R.

22: [Jun 24 1999] candles, tapers and torches (Ogma)
I've revamped candles, tapers and torches recently. Unburned ones are now
combinable, so you can have a stack of 20 tallow candles, then light them one
by one. They also now show how much they are burned down when you look at them
and will vanish when they are burned out. Only newly made candles will be able
to have these advantages, so I suggest you get rid of all your old lighting
materials.
Also mining helmets now take this new type of candle.
Ogma

23: [Jun 25 1999] Why chests are bad and racks and bins are good (Raven)
So everybody knows: The reason bins and racks will
reduce lag, is because when items are stowed in them,
the items are removed from memory, and thus do not
contribute to the hourly lag which we know and love.
Items in chests, even in storerooms, do make lag.

24: [Jul 04 1999] More Babysitting (Raven)
Okay, so now we're keeping a log of who witnesses
player killings, so nobody can claim they were
hiding in the room or any other garbage like that.


25: [Jul 15 1999] disabled bodyparts (Raven)
The bug with disabled bodyparts appearing as
very near death should be fixed.

26: [Jul 21 1999] The bank has been fixed... sort of. (Desla)
All,
As of the last reboot, the Bank of Eristan apparently lost a number of
accounts, resulting in people having no balance aside from their most
recent deposits. Those accounts which were lost have been re-added to
the bank from a file 10 days old. Sorry about the loss of your hard work,
but that's about the only "fair" way I know to get some money back to the
people who lost theirs.

Near as we can guess, someone tried to make a deposit while the mud was
actually shutting down, resulting in the bank's "database" file being
truncated on write. There exists the possibility that some other, not
before seen bug was responsible for the data loss, and we'll keep our
eyes open for it. Please make sure to report NEW bank account loss on
the bug board.

Desla

27: [Jul 30 1999] Underdark and Mines (Raven)
Permanent objects (like amulets) should now save
properly in the underdark and mines, even more so
than they previously had been...

28: [Aug 05 1999] Lag Reduction (Raven)
I'm thinking that weapons and armor which are not
on racks may not be saved in storerooms at some
point in the not too distant future.

Just a little economic stimulation...

<---complaint-board-one-west----

Raven

29: [Aug 07 1999] Castle Keys (Raven)
The castle key shop is now open for business.
It may take a while to get some of the kinks
out of the system, so we'll be keeping an eye
on it. Wouldn't be a bad idea to mail creators
when you're going to rekey a castle to make sure
all goes smoothly. Thanks in advance for your
patience.

R.

30: [Aug 16 1999] Marissa (Raven)
Marissa should now be selling clothes
which actually (gasp) fit the person
buying them. Have fun.

31: [Aug 25 1999] Tourists (Raven)

Ogma and I have cobbled up a system whereby spirits
can leave purgatory and wander around Eristan
and look at stuff. They're limited to a minimal
set of commands, and cannot speak. Be nice to them:
tourists today are fodder tomorrow.

I hope that this will "hook" the newbies who might
never register a character to see what we have to
offer, based on being stuck in Purgatory.

This system is _not_ to be used (or abused) by players
with registered characters. Don't mess with it, or
your characters will be deleted. Make my day.

See the new "tourist" helpfile.

R.

32: [Nov 12 1999] Skill Weirdness??? (Raven)

There have been a few unconfirmed and one confirmed
report of people experiencing reduced effectiveness
of certain skills. Please post on the bug board if
you notice anything unusual, so we can try to track
this down.

Thanks,

-Raven

33: [Nov 17 1999] Racks and Chausse and Hauberk Layering (Raven)
To ensure that your chausse and hauberk get stowed
properly on your armor rack, you must pick them
up and wear them in order. That is, you must pick up
the chausse, wear it, then the hauberk, and wear that.
Then your rack should handle them properly. If you
pick up the hauberk, then the chausse, then wear the
chausse, then wear the hauberk, they may not be stored
properly.

34: [Nov 23 1999] Deathtells (Raven)
Having an isolated mind will now provide some protection
against receiving deathtells.

35: [Nov 25 1999] Lumbering (Ogma)
Within the next few days, lumbering v2 will be installed. It has several
advantages over the old lumbering and is slightly different. Hopefully,
this won't cause too much panic.

Differences:
* Lumbering will produce trees instead of board and dowel.
* Trees will need to be milled using the 'mill' command to make board.
This will still use the lumbering skill.
* There will be over 30 different types of trees added to the standard
pine, ash, maple, oak and ironwood.
* Some types of trees will only be found in southern climes, i.e. Tirachi
(the Gilmore continent) and some will only be found in northern climes.
* Bigger trees will produce more board from milling. A skilled lumberer
will be able to get more board faster than before.
* As a corallary to the above, most lumber will not be worth as much.
Quality and species of tree will determine the value of board. (In
general, the more difficult a tree is to fell and mill, the more
valuable it will be.)
* There will only be three different qualities instead of the five we
have now. This will help in stacking wood. Also, a lumberer will
more consistently produce the same quality of tree. The qualities
are poor, knotty and clear, more in line with the way actual wood
is graded in the real world.

This change will not be immediate, and the syntax to chop down a tree
is not significantly changed. A new lumber help file will be installed
once V2 is activated.

Ogma

36: [Nov 29 1999] Lumbering Installed (Ogma)
The new lumbering system is installed and online.
Two new commands have been added 'mill' and 'stop milling'.
Appropriate helpfiles have been updated.
Any problems, post on the bug board.
Ogma

37: [Dec 03 1999] Fishing (Ogma)
Within the next day or so, fishing is going to be changed.
Thanks to Cronel's work, we have new and improved fishing code.
Some of the main differences:

* You will be able to fish in the river, lake, or ocean from the shore
next to it.
* There will be different fish in freshwater and saltwater and different
fish between northern waters and southern waters.
* Most of the fish are familiar RL fish and butchering a sturgeon
might give you a surprise.
* When you catch a fish, you get a live fish, which then proceeds to
flop around and die, making a standard corpse which you can then
butcher.

No, we are not making ice gatherable in the mountains (which should
melt by the time you get it down to the plains) or ice chests.
Having the fish be the standard butcherable corpses though, should
help with the problem of rapidly rotting fish and make it no more
onerous than hunting for regular meat.

Recipes that call for raw fish will be changed to use fish meat
and the object that required a brith fish will use brith fish meat.

Ogma

38: [Dec 03 1999] Fishing (Ogma)
Fishing is now changed. You might have to make a new pole to make it
wor.
Ogma

39: [Dec 03 1999] Notice and Fair Warning (Raven)

1. Permanent deaths which are caused by any means other than:

a. Destroying an occupied amulet except as the
obvious intended result of a quest (It'd say so.)

or

b. Exploiting an actual bug.

are legitimate and shall stand.

2. There's a new paragraph in the "death rules" helpfile.

- Raven, by concensus of all active senior creators

40: [Dec 13 1999] Pol and Tells (Pol)
Pol is usually on the who list, with his isolate turned off.
This is not because he loves people and small talk.
This is because Pol is available as an emergency response creator.
If you are in lifethreatening danger because of a bug, tell pol.
He will show up and look into the situation.
If you are _not_ in life threatening danger, and you tell pol, you will
be in life threatening danger. Pol logs in these days to actually write
new code. He is easily distractible. If you distract him, he doesn't write
code.
If you just want to chat with pol, or mention something that won't make you a dead person real quick, send him mail. That is safe.
If haven't had a trip to the bottom of the volcano recently, tell pol about
the weird colors on your display, or how your pet has the sniffles.
Pol, Exploding Head Person, or Evil High Priest

41: [Dec 14 1999] preserve_corpse should be finite (Pol)
As was originally the intent, preserve corpse should now expire completely
unless periodically restored.
Pol

42: [Dec 15 1999] Bug reports about apartments and inn rooms. (Raven)
If you post a bug report, it would help us greatly
if you could specify what room you're talking about
when you say "my room". There are a lot of different
lodging options these days, and most of us don't keep
track of who lives where.

43: [Dec 19 1999] Climbing changes (Pol)
I am working on some updates to climbing. Check in on the board at the
Eristan University Gym. Comments and ideas (on that topic)
appreciated.
Pol

44: [Dec 26 1999] An actual change to Split Defense (Raven)
For the record, I tweaked split defense today, hopefully
so that it will be more effective.

45: [Jan 02 2000] Tails and Nicknames (Raven)
Don't nickname "Tailchaser" as "tail", or else
your tail will quit working properly (where applicable).

Same thing goes for other bodyparts, but I've seen
this one happen twice now.

46: [Jan 15 2000] music and lutes (Pol)
lutes and arachnichords are fixed. If you have a broken on, send me mail
and I will see about getting you a working one.
Pol

47: [Jan 15 2000] climbing (Pol)
I moved my changes to climbing into the default climbing. Free hands and weight
carried are now factored into the equation more directly. More actions (dancing)
may be difficult while climbing. As always, climb comments belong on Randall
or on his bulletin board.
Pol

48: [Jan 16 2000] music problems... (Jedra)
As pol has fixed his instruments, could those of you who have Arlas's please email me if they are broken as well?

49: [Jan 17 2000] Bank (Raven)
Bank was restored to the pre-crash backup.
Mail me if this annoys you.

50: [Jan 23 2000] Plaques, the saga continues (Raven)
Okay, after the next boot, plaques should work
properly on storage bins, too. Blah.

51: [Jan 28 2000] Crafting Changes (Ogma)
As part of a bit of clean up of the files on our disk, I removed the <color> cloth and <color> leather items. (such as red cloth or yellow leather)
If you want to craft colored cloth or colored leather, use:
craft dyed cloth or craft dyed leather. It will make it the color of the first
dye in the room.

Also, if you are crafting plain cloth from cotton, linen, wool or silk, just use
craft cloth..it will make it from the first fiber it finds in the room.
Ogma

52: [Jan 29 2000] Second Char Abuse (Raven)

Fair warning: We are just about sick of second
character abuse. The first way that you can
limit the attention that we pay to your second
character would be to move them out of the castle
that your primary lives in. Doing this within
the next couple weeks would be wise. Deletions
and privelege revocations may occur without
warning if your characters are not being played
as two separate individuals. I'm not going to
list the other stuff that you shouldn't be doing.
Reread the rules helpfiles if you need a refresher
course.

Raven, on behalf of the general staff.

53: [Jan 31 2000] Mail (Raven)
If you die and rename, your saved mail will be transferred to
the new name. If you don't want your new character to have
to think about your old character's mail, well, delete it.

54: [Feb 05 2000] Tanning/skinning changes and enhancements (Ogma)
released
The changes to skinning and tanning have been installed.
You will now be able to get fur and feathers. Certain creatures
will produce 'skin' which will work exactly like leather.
Fur will be able to be used in many things that take leather, so
try it out.
Any problems, report on the bug board.
Ogma

55: [Feb 11 2000] slice (Ogma)
Slice was changed a bit. The thing you'll notice most is that more things are sliceable,
like sandwiches and cheese.

If there are any more foods you'd like to see sliceable, mud-mail me.

Ogma

56: [Feb 24 2000] Dire threats (Pol)
This random attacking of people sucks. It isn't fun. We do have a policy of non-
interference here, so us Creator types have been sticking out of it.
I am getting impatient, though. Clean up the situation, or I may be forced to
take steps.
Nothing too bad, mind you. Maybe a skill wipe. Or something.
Get with the program and have fun. The creator stick is the biggest.
Pol, with aliases to the plague server and random damage

57: [Feb 24 2000] re: Dire threats (Desla)
FWIW, Pol isn't the only one getting sick of things. He speaks for me, too.
Desla

58: [Mar 01 2000] New privacy policy (Desla)
See 'help privacy'--This has been the de facto privacy policy for a while now,
but I thought we ought to be up front and crystal clear on it, so we don't
have any misaligned expectations.

Desla

59: [Mar 05 2000] Bond (Raven)
Bond was deleted for blatant second char abuse,
after a month or so in my jail cell.
Who wants to be next?

60: [Mar 07 2000] Finger (Raven)
Finger now displays the date on which a character
was generated, to allow you to differentiate between
different incarnations of people with the same name.
Characters rolled prior to somewhere around 6 months
ago don't have a roll date. If they permadie and
reroll, they will.

61: [Mar 07 2000] Combat Misses (Raven)
New command:
set misses to [on/off]
will automatically toggle combat
misses, without having to mess with
the clunky detail command.

62: [Mar 29 2000] Quit Delays (Raven)
There is now a much longer quit delay after aggressive acts.
Plan your gameplay accordingly.

63: [Apr 02 2000] New Sewing Options (Ogma)
Tailors and seamstresses can now embroider clothing with thread or trim
clothing with leather, fur or cloth. See 'help embroider' for more
details and syntax stuff. If there is an embroidery pattern you'd
like to see added, MUDmail Ogma, or post it on the ideas board. Do
NOT send him a tell. Secret patterns will be available in the future,
but I am not adding any at this time.

For even more details, see Norgon's board at the University.

Ogma

64: [Apr 07 2000] Spell Research (Raven)
There will be no spell research until further notice.

This is because:
a. It breeds accusations of favoritism.
b. It usually doesn't work very well, as creators go
on hiatus and leave the researchers hanging.

If you have an idea for a spell, post it or mail it in.

65: [Apr 07 2000] A reminder (Ogma)
It is the creators policy not to replace items lost in a crash
or reboot. Don't ask. Chalk up your losses as sunk cost and
move on.

There are a couple reasons for this:
a) We would be constantly replacing items. This leaves us less
time to code and take care of bugs. The administration duties
we already have do this enough.
b) We have no way of knowing that you actually had any said item
or if it was lost to the crash or because some clever thief
stole it from you.

Just remember, Dartmud comes to you AS IS: There are no warranties
as to merchantability, useability or to your continued breathing.
Warning: Excessive Mudding can lead to the loss of your education
career, and relationships.

66: [Apr 10 2000] Botting, Re-Post (Raven)


Note 77: [Jan 27 2000] Re: Botting (Raven)
Stay awake, watch your screen, or step away from whatever
practicing you may be doing if you need to idle. Failure
to react promptly will often prove fatal, whether it's
one of your fellow players, a creator, or a horde of
barbarians. If you're clever, you can use your triggers
to gag all the practice spam, color code or bell any
stimuli that you need to react to, etc. It worked for me.
If you walk away from your computer and continue to practice,
you should count yourself lucky if you find yourself alive
and free when you return.

-Raven
*** DONE READING NOTE 77 ***


67: [Apr 15 2000] More Quit Delays (Raven)
Ambushes and fire bolts directed at players now
have a longer quit delay associated with them.
Plan your gameplay accordingly.

68: [Apr 22 2000] amulets and the who list (Raven)
Being in an amulet will once again cause
you to show up on the who list, at least until
we come up with something that sucks less.

69: [Apr 28 2000] New OOC Board (Raven)
There is a new board, OOC Confidential, all the way
south and west. Use it for second character requests,
reporting suspected rules violations, or anything else
you want creators only to be able to read.

70: [May 02 2000] Plaques, take 3. (Raven)
If plaques didn't work on bins before,
they should now.

71: [May 10 2000] Forges! (Ogma)
I will be installing new forges in all smithies during the next few days
and old forges will vanish. These new forges burn coal and must be lit to
function. They also must be used either outdoors, or in a room with a
chimney. (All rooms specifically set up to be a smithy will have a chimney
installed free of charge). Use indoors without a chimney can be hazardous
to your health.

These new forges add the 'scrap' command. Any craftable item made with
ingots can be melted down with these forges. If you have a crucible and
are good enough, you may recover some of the metal used to make these
items. NPC junk equipment is too low in quality to yield any metal as are
such small things as vials, darts or fishhooks.

A competent smith may construct a forge from a set of bellows and some
rocks. These forges will stay where they are built until you 'dismantle'
them.

I believe that the added utility of these forges far offsets the minor
inconvenience of having to fuel them. Happy smithing!

Ogma

72: [May 13 2000] Crafting Bugs Fixed(?) (Raven)
The too-long-eval bugs when crafting stuff like
kilts should be fixed now, I hope, or will be
at the next reboot.

73: [May 14 2000] Weapon tweaks (Ogma)
Some weapons have been tweaked. Longswords should be competitive with
katanas now, and broadswords somewhat better weapons than they used to
be. You can also now craft a longsword instead of just crafting a size
125 spadroon.
.

74: [May 23 2000] new command (Flandor)
show <object> to <person>

-Flandor

75: [May 24 2000] Kennel (Raven)
You don't need to physically take your pet to
Tauber for him to be able to fix it. Many times
he will be able to magically fix them wherever
they may be, so please give him a try before
posting a bug note.

76: [May 28 2000] wagons and carts (Ogma)
Wagons and horse carts are now permanent objects. They will save (but not
their contents) where ever you put them. Try not to make a bunch of them
or we'll have to change them back.
Ogma

77: [May 29 2000] Need security? (Ogma)
Galron now sells locksets that can be installed in newly crafted chests.
He sells 5 levels of locks from relatively easy to maximum security. Just
remember you get what you pay for!
Buy a lockset, then install lock in chest and you'll get the shiny new key.

Also, after next reboot, most bins, tool cabinets and wardrobes will be
able to have a lockset installed in them.

With these new locksets and plaques, you can now have the functionality of
the old castle chests.
Ogma

78: [Jun 27 2000] FYI, falling tweak (Raven)
I tweaked falling (from high places) such that
it now uses the same code as combat for selecting
which parts of your body get hit. So if you have
a relatively small head in comparison to your body,
you may be less likely to hit it. Previously it
was purely random. People are still dying from
falling since I made this change, so don't expect
it to change the world - just a little "fairer".

79: [Jul 03 2000] Ghanima Posted (Raven)
for botting. Surprise.

At least 5 minutes idle time while sparring Nort and Thalia,
while we threw fireworks at her, set her clothes on fire,
and provided various other stimuli. Log available for the
doubters.


80: [Jul 06 2000] Reroll/Rename Delay (Raven)
The delay in Purgatory for returning spirits
should now be an _absolute_ 10 minutes from
the time of death, as opposed to having to sit
there for 10 minutes. Feel free to sit there
if you so desire, though.

81: [Jul 07 2000] Obsidian Daggers and Bloody Thigh Bones (Raven)
May be missing from storerooms, as they've been
tweaked recently.

82: [Jul 09 2000] Teachers (Raven)
If you find any teachers who aren't working properly:
1. Check to see if they have a moneybag - your money
is probably in there.
2. Post about it.
Seems that the automatic set moneybags messed 'em up.

83: [Jul 17 2000] Is that buzzing you hear? (Ogma)
You can now practice apiculture to your heart's content. Check out the
beekeeping help file. Hint: pay attention to the first sentence.

- O -

84: [Jul 17 2000] Castle Construction (Raven)

1. We (Ogma mostly) are addressing construction requests which
were previously posted, in an effort to clear the backlog.

2. No new requests are being accepted at this time except for
those which will be necessary to install the new thrones.

3. The plan is that we will open the request board on a
quarterly or biannual basis, accept a number of requests,
close the board, and complete the requests in a timely
manner. This should reduce the tendency for requests to
go unanswered for long periods of time.

-Raven

85: [Jul 25 2000] Kitchens (Ogma)
Some public kitchens have been converted to using fireplaces which take
firewood and need to be lit. Eventually all kitchens will be converted
to these. The fireplace takes the place of a stove, oven and grill.

The University and Farmtown kitchens have servants that periodically
check the fireplaces and put wood in them.

86: [Jul 26 2000] Infinity Posted (Raven)
For second char abuse.

87: [Jul 27 2000] Josie Deleted (Raven)
for multicharing

88: [Jul 28 2000] Farms and Gathering (Ogma)
Climate zone now makes a difference in farming and gathering. Certain
plants will only grow well in the correct climate, or will be much more
difficult to gather.
Some new plants have been added that grow only in the tropics, most
notably sugarcane.
If your crops are not growing or ripening and weeds are taking over
like crazy, you probably have planted something that grows best in
tropical climates.
-O-

89: [Jul 30 2000] Machine upgrade (Teehmar)
I just completed moving Dart onto a new machine at a new location.
If you can read this, congratulations, you've found it.
It'll take a little bit before the "dartmud.com" name makes it around
the net with the new IP address. Hopefully it'll sort itself out
in a few hours.
This new machine should be much faster. Let's see how it runs.

Teehmar

90: [Aug 04 2000] A note about sending tells to creators. (Ogma)
If a creator is not on the who list, it is inadvisable to send him or
her a tell unless the situation you are in is caused by a bug and
is life threatening, or you are trapped in a room with no exits.

Other bugs should be reported *in full detail* on the bug board.
This means reporting not only the error message, but also what you
were doing at the time and what commands you issued to recieve that bug.

If you have a question about rules, send mudmail.

Read 'help telling' for possible repurcussions to violating these rules.

Ogma

91: [Aug 08 2000] PK and Permadeath (Raven)

Permadeath is an integral part of DartMUD.
Having an amulet is no guarantee against it.
We will *not* nerf every possible way to
permakill someone. Some people sorely need
to be permakilled, and if someone is sufficiently
clever to accomplish it, good for them.


92: [Aug 09 2000] The Economy and Shopkeepers (Raven)

We're experimenting with a dynamically adjusting
economy. Unfortunately there are a few things we
need to get done first. In the meantime, your best
bet is diversity. If the stores already have
150,000 apples, they probably don't really need any
more. Instead, make apple pie, or baked apples, or
whatever the store doesn't have any of.

R.

93: [Aug 09 2000] Amulets (Flandor)
As of the next reboot, you'll be able to use the
listen command while in an amulet. Maybe this
will help some of you figure out where you've
been stashed. :)
-Flandor

94: [Aug 10 2000] Show skills (Ogma)
There is now a new option to show skills.

'show skills (skill name) <>' will now show that skill, plus the
two skills immediately lower in level and the 2 skills immediately higher
in level sorted from lowest to highest, so you can see the relative skill
level of a specific skill. The skill name must match exactly a skill you
have or it will not work.

Also, if you append '-p' to any show skills command, it will show it
a page at a time, as with help files.

Ogma

95: [Aug 20 2000] Starfox (Raven)
Deleted for tourist abuse.

96: [Aug 21 2000] Quests (Raven)
A number of quests which previously had the same
"prize" each time, now have random prizes for your
exploring enjoyment.

97: [Aug 24 2000] Second Char Requests (Raven)
Second character requests may now be made in the
Hall of Mortals, directly east of the OOC entry.


98: [Sep 03 2000] Argent currency (Ogma)
The administration of Argent has started to mint new currency.
They are copper bits, bronze groats, silver marks, gold beards and
platinum dragons.
Moneybags will automagically convert the old beards into the new minting.

99: [Sep 05 2000] Property Taxes (Raven)

Castle taxes will now be adjusted by the amount of
junk in your castle. The cleaner the castle, the
lower the taxes. Junk piled to the ceiling? Pay
through the nose.


100: [Sep 06 2000] Second Char Abuse (Raven)

A plea: Be part of the solution, not part of the problem.

Just because "those other guys" are getting away with it, doesn't
mean you should do the same. We, the creators, have basically
two options: we can start deleting seconds literally by the dozens,
or we can let it slide most of the time, and verbally counsel people
who blatantly need it. If you want us to start deleting seconds
wholesale, take a moment and draw up a list of people in your own
clique who may fall into the same category. If you still want us
to, cast your vote on the confidential board.


101: [Sep 06 2000] Re: Second Char Abuse (Raven)

If there are 25 "yea" votes, we'll do the wholesale deletion.


102: [Sep 08 2000] Blocking and Grappling (Raven)
Blocking got tweaked, and should be somewhat more effective.

I'm logging data on grappling - if you are bored, try
grappling each other and attempting to escape a couple
times to give me some data to work with.

Thanks,

R.

103: [Sep 21 2000] Hoods (Raven)
Hooded robes and cloaks should now handle sneaking
differently, so you may see "A robed figure furtively...".

104: [Oct 11 2000] old bugs (Flandor)
We have quite a few very old bugs here on Dartmud. It appears
that some of these are so commonplace that no one bothers to
post them. I guess the thinking is that everyone knows about
them so someone else must have posted them already.

Examples: 1) You can't look in the direction that leads out to
the hexes. 2) You get goofy messages when you see someone come
from an area out to the hexes (like "so-and-so springs up from
the ground in a very startling manner").

Well, I would like you all to forget these assumptions, and
post any and every bug that you notice. (Aside from the two I
just mentioned.) It doesn't matter if you or someone else
already posted it. As a matter of fact, a second post might
help us find and correct it that much quicker.

If you're too lazy or too forgetful to come to the OOC bug
board, feel free to use the bug command.

Thanks,
Flandor


105: [Oct 17 2000] Rune (Ogma)
Rune tried to catch an anvil on his skull while botting at Thad after
repeated warnings.
The Mgmt

106: [Oct 22 2000] Duke (Raven)
Deleted because of the Golem reinc, to be fair to Shzerinar.

107: [Nov 02 2000] Showing skills by group! (Ogma)
You can now use 'show skills fighter', 'show skills mage' or
'show skills thief' to only list skills in those particular groups.
The mage group does not include spells.

Other groups are probably forthcoming. Enjoy!
Ogma

108: [Nov 02 2000] Show spells! (Ogma)
The show spells command has been changed to work more like show skills.
You can specify a string to match, sort them by skill level, and show
only certain groups of spells (the only groups at the moment are
healing and offensive).

Check out 'help show' for more information.

You might notice, that instead of index numbers, show spells now
shows an abbreviation for the spell. That's right! You can now
cast spells using the abbreviated name show in the show spells listing.
Sometime soon, I will add this ability to scroll and spellbook writing
as well.

Enjoy!
Ogma

109: [Nov 03 2000] More stupid show spells tricks. (Ogma)
You can use a sort flag of <a or >a to sort your spells list by aura cost

Ogma

110: [Nov 03 2000] Scrolls and spellbooks (Ogma)
Now allow you to refer to the spells written on them by abbreviation.

As an added bonus, you can now refer to a blank spellbook as 'blank book'
or 'blank spellbook'.

Ogma

Note: This only applies to newly crafted scrolls and spellbooks
until our next reboot, after which time, previously created items
will be updated.

111: [Nov 04 2000] I'm back. (Slinky)
I'm back for the most part, part-time.
I've been doing the rl thing a lot lately,
but I've given up on that for now. =)

.

112: [Nov 04 2000] Scrolls (Ogma)
You will find that newly purchased or made scrolls are stackable, and a
little bit nicer. Blank scrolls will stack together as well as inscribed
scrolls of the same spell and quality.

The old scrolls you might have lying around will still work, but I
suggest you use them up and get the new improved versions.

Ogma

113: [Nov 06 2000] Communications (Ogma)
Various forms of communications, such as shouts, death tells, the tell
and skyrdin's_zephyr spells and tells from creators have had color
added to help in distinguishing them from normal says.

This is, of course, if you have 'set term to ansi' and have ansi colors
enabled in your client.

Enjoy
Ogma

114: [Nov 16 2000] Feathers! (Ogma)
You'll find that birds produce fewer feathers, depending on their size.

You can now trim garments with feathers! Most garments take several
feathers, but hats take only one feather.

There are also two new garments you can make. A feather cloak and a
feather hooded cloak. These take hundreds of feathers.
Ogma

115: [Nov 17 2000] Tragic (Flandor)
Tragic's right to post notes has been taken away.

116: [Nov 28 2000] Bakuretsu (Raven)
Permadied due to an apparent bug.
Bug fixed, I hope, and Bakuretsu restored to his prior condition.

117: [Nov 29 2000] Tragic permakilled and banished for botting (Ogma)
A hint...there are creators on even in the wee hours of the morning.
And triggers to pick up tallow won't save you.

118: [Dec 01 2000] War and Kimar Deleted (Raven)
Kimar died. It came to our attention that information about his
death had been distributed by OOC means, when there had been no
witnesses to the event. I then moved Kimar's amulet from its
location into a dark room with a pet with a unique name.
The next time Kimar logged in, War was found scrying the unique
name less than an hour thereafter. Both characters have been
deleted. Those who knew Kimar will recall how vociferously anti-
cheating he proclaimed himself to be. Ironic.

119: [Dec 03 2000] Castle Construction Now Open (Raven)
You may now post your castle construction requests on
the bulletin board in Narg's Construction Shop. I
strongly suggest you consolidate your requests into one
post, and make sure it is as clear as possible. This is
only for castles. Requests for any other player-owned
properties will be ignored.

120: [Dec 12 2000] New command: empty (Flandor)
See 'help empty' for more info.
-Flandor

121: [Dec 16 2000] Time Zone and Date (Flandor)

To our non-US players:
You can now set your time zone to anywhere in the world and
have the 'date' command display the proper time. See 'help
set tzone'.

-Flandor

122: [Dec 16 2000] Word Wrap (Flandor)
You may now turn off the mud's word wrap feature and let
your telnet/mud client handle the word wrapping. The
command to do this is 'set word wrap to off'. To switch it
back, 'set word wrap to on'.

Those of you with your term set to vt100 or ansi may have
noticed problems with word wrapping. Namely, lines with
colored or bold text often wrap too short. Setting word
wrap to off fixes this problem.

-Flandor

123: [Dec 20 2000] Spyder armors (Ogma)
Up until now, Spyder armor has been wearable by non-arachnids, and was
layerable over regular plate armor and chain armor as well. Many people
have abused this irregularity so I fixed it. Spyder armor is no longer
wearable by non-arachnids. It is not a bug if you can't wear it and you
are not a bug.
Ogma

124: [Jan 09 2001] New command: yell (Flandor)
Yell is like a short-range shout. Only people in adjacent
rooms can hear you, but it's not so hard on your throat.
-Flandor

125: [Jan 14 2001] Swords and Bladed Weapons (Ogma)
There is now a difference in the way swords and most bladed weapons
are crafted. This includes, longswords, daggers, katanas, skinning knives,
etc, (but not throwing knives).

Hilts are now crafted separately, allowing you to use decorative metals,
hides, woods and, for katanas, cloth to make a weapon of distinction.
The materials you use will show in the long of the weapons so now you too
can have that steel rapier with a gold cup guard and ivory grip.

The types of hilt used depend on the type of the weapon you are making
and the type of materials you want to use to construct it.

Rapier (estoc, foil, stiletto etc): cup hilt, wooden cup hilt
Katana (wakizashi, nodachi, tanto): katana hilt, leather katana hilt
All others: hilt, wooden hilt

Enjoy!
Ogma

126: [Jan 25 2001] Message Editor (Flandor)
I've added a feature to our message editor (the interface used to write mail and post notes). You can now actually edit the message. :)

The ~d command will delete the last line of the message. You now have no excuse for posting notes with
conc
in them. (As if you did before.)

Also, you can now send a regular game command while in the editor. Simply precede the command with a ':'.

See the editor's help page (~h) for more info.

-Flandor

127: [Jan 29 2001] Pets (Ogma)
If a pet has no owner or if the owner has not logged in for 6 months, I
will eliminate said pet. Pets are permanent objects and place a strain
on our resources, not to mention, they cause untold problems with other
permanent objects loading. If you have more than 2 pets, you have too
many. Fair warning.
Ogma

128: [Feb 17 2001] New Mail System (Flandor)
We have implemented a new, cooler and more realistic mail
system in which you mail letters and packages (yes,
packages!) to specific locations. This mail system costs a
little money and takes some time for delivery.

Letters must be written on parchment with quill and ink.
The letters can be sealed with sealing wax, and you can put
an impression in your seal with a signet ring. You can
address your letters if you want, though that isn't
necessary; the clerk will take care of that when you mail
it. The letters and packages get postmarked so you can tell
where they came from, and when.

One of the major advantages of the new system is that it
allows you to mail packages. These must be packed in boxes
which are available at the post offices. Parchment is also
available at the post offices.

You can find parchment, ink, inkwells, ink bottles and
sealing wax at shops. Quills can be crafted from feathers.
You can craft parchment from sheepskin, tannic acid, and a
knife. You can craft red, black and blue inks with a
bottle, the appropriate dye, a pot and a stove. Signet
rings are available with custom intaglios at the jewelry
shop.

The commands at the post office are as follows:
check mail
mail <what> to <whom> at <which office>
buy <what>

Here's a list of offices:
Blackhold Dismal Keep
Eristan Farmtown
Gilmore Segliz
Soriktos The Hole
Tobermore Westmore

The new post offices are in the same locations as the old
ones. One of the old style has been moved to the OOC area.
Please use the OOC post office for OOC communication only,
and keep IC communication in the new mail system.


Enjoy.
-Flandor

129: [Feb 24 2001] Construction (Ogma)
Construction will be closed on March 1, 2001. Get your construction
requests in while the it's open!
More than likely, construction will be closed for 3-6 months while we
complete the requests.

Ogma

130: [Mar 04 2001] Banishment (Ogma)
Alucard, Natasha, Belaron and Angelus have been deleted and sitebanned
for multiple false registrations, multiplaying, violations of seconds
rules, gross stupidity and trying to lie to me when I caught him dead
to rights.

Ogma

131: [Mar 10 2001] New embroidery technique! (Ogma)
You can now use 'embroider name on <item> with <thread>' to put your name
on clothing and such. It won't show up in the short of the item, but will
show up when you look at it.

The most useful aspect of this is the fact that satchels and packs can
be embroidered in this manner.

Perhaps other cloth and leather goods will allow this in the future.

Ogma

132: [Mar 15 2001] Seeds and such. (Flandor)
You will be pleased to know that seeds, pies, and other
stackable items can no longer be referred to by their type.
In other words, when you go to 'buy apples' you won't get
apple seeds or apple pies accidentally.

I fixed seeds, pies, breads, sandwiches, leather/skin/fur,
flours, and several others, but I'm sure I forgot some. If
you come across something that I forgot, please use the bug
command to report it and it will be promptly fixed.

-Flandor

133: [Mar 16 2001] Seeds and such - Addendum (Ogma)
This means that seeds and such can't be refered to *solely* by type.
You can still 'get apple seeds' or 'buy cherry pie'. You also won't
stupidly try to attack the pile of rat pelt instead of the rat sitting
right there if you 'attack rat'.

Ogma - who has mistakenly eaten too many apple seeds instead of apples. Yuck!

134: [Mar 17 2001] Bins with many different items. (Ogma)
Bins that contain an unreasonable number of different items will cause
much pain and numerous bugs. This usually happens with bins that contain
furs/hides/pelt/cloth/dyes. If the contents of a bin take up a screenful
of text or more, IT IS TOO FULL! The cause is people keeping 3 square
feet of pink linen brocade and 4 square feet of rat pelt and so on. My
suggestion is that if it's less than 10 units, TRASH IT! You can always
make more and you generally do.

I personally have seen bins where the contents list go on for multiple
screensful. Bins like this have been known to crash the mud. If you
don't police yourselves, I will put a hard limit on the number of different
items that can be placed in a bin and/or a minimum size of a pile that can
put in them. Don't keep stupid scraps of stuff!

Ogma

135: [Mar 20 2001] Prodigal caught an anvil on his head. (Ogma)
Botting is bad, people. Making triggers for a few responses such as
people saying hellow, bowing or entering the room is simply *proof* that
you are botting. Too bad you can't make a trigger for an anvil falling
on your head and killing you.

Ogma

136: [Apr 13 2001] Spell System Changes (Raven)

We've recently expanded the capabilities of the
magic system. Normal operation should be unchanged,
but you may occasionally experience spell behavior
which differs from what you are accustomed to.
You may find some of this behaviour helpful, while
other situations may challenge you.

R.


137: [Apr 15 2001] OOC Abuse (Raven)

Welcome to Zero Tolerance month!

This month, if there's even the faintest hint that a player
is using OOC communications about IC matters, everyone concerned
wins a free month in jail! Larger prizes available. One lucky
player will be the recipient of a siteban!

Zero Tolerance month started tonight, with two lucky winners.

Who will be next?

We're serious, and we're sick of this. We're seriously sick of it.
Just tempt us. You only think I'm joking.

See "communications" "death rules" and "seconds rules" helpfiles
for details. Purchase of ICQ software does not increase odds of
winning. No purchase necessary. Prohibited in the void.

138: [Apr 15 2001] bor's_doom (Raven)

The spell bor's_doom now works regardless of aliases,
as it should. Plan accordingly.


139: [Apr 16 2001] Griffith and Raistlin (Raven)

The characters Griffith and Raistlin have been deleted
for OOC communications which have benefitted and harmed
various characters. Both players are restricted to one
character until further notice.


140: [Apr 16 2001] Who list, tells, and searching for amulets. (Raven)

There now exists a method other than the who list for
communicating with amuletted souls. The use of the
tell spell will still be your best bet to elicit a
response. The method of receiving the reply, is yours
to discern.

As of now, the who list may not accurately reflect the
idle status of an amulet's occupant.

Reincers should check carefully with the soul to be
sure they are ready for reinc.

We strongly encourage you to discover and use this new
method in lieu of the who list, lest ye be whacked with
a clue-by-four, or worse.

R.


141: [Apr 17 2001] Scrollcases (Ogma)
Scroll cases can now hold parchment and letters.

142: [Apr 18 2001] Lobster! (Ogma)
A new fishing method is now available. See help lobster fishing.

Ogma

143: [Apr 20 2001] More Fishing! (Ogma)

Fishing nets are now available. See 'help net fishing'.

Also, lobster pots and fishing poles now take string instead of thread.
String is crafted similar to thread.

With the new fishing methods, I've made a few more recipes and posted
them on the recipe board in the University Kitchen.

Ogma

144: [Apr 30 2001] Mines (Raven)
Mines are inherently unstable, here as in real life.
If you make your home in one, or store your valuables there,
don't be surprised when it collapses.
We'll recover occupied amulets, but that's about all we can do.

145: [May 19 2001] Wagons and horse carts (Ogma)
Wagons and horse carts are permanent objects so you can leave them in
a stables or other area over reboot and find them there when you return.
However, it has come to our attention, that this unintentionally made them
storage objects in their own right. They are meant to transport goods,
not act as an extra storeroom.

This situation has been remedied. Wagons and horse carts will no longer
store their contents unless they are in a storeroom.

The Mgmt

146: [May 20 2001] Herding (Ogma)
Herding is released!

Help herding has the details of the system. You might have to log
out and back in to make the commands work for you.

Stock can be purchased from the stockyard, which you might try finding.

Happy Herding!

Ogma

147: [May 21 2001] Barns (Ogma)
Barns are the only place that herds will save over a reboot. There is
a public barn at the stockyard that you may use to keep your animals.

Although castle construction is closed, for a short time, Narg will
accept orders for barns and *minimal* construction associated with them.

148: [May 21 2001] Cannibalism (Ogma)
You might find shopkeepers reluctant to purchase things made from the
meat or skin of sentient races (the player races in general).

149: [May 29 2001] Butchering expanded (Ogma)
You can now extract organs from corpses. See help extract. Currently, the
only extractable organs are heart, stomach and intestines.

150: [Jun 05 2001] Membership Drive - Unregs! (Raven)

In the hopes of increasing our numbers of players,
we have added the ability for new players to enter
the game before submitting registration by e-mail.
These unregistered characters ("unregs") will operate
under certain restrictions, which we hope will prevent
most of the possible abuse.

The new helpfile "membership" details these restrictions.

Players with registered characters are expected not to
use unregs, and all rules still apply in full force.

If you believe that an unreg is being abused, please
bring it to our attention.

If the game fills up with twinks, or more twinks than
we are accustomed to, we can easily turn this feature
back off.

Additionally, the chargen routine has been fixed so that
you may read helpfiles, etc., while in the vortex tunnel.

R.

151: [Jun 06 2001] Security Issue (Raven)

Greetings,

By now you may have heard that we believe that some of the
code (computer programs) of the mud has been disclosed to
players, presumably by a probationary creator.

A disclosure of this sort is significantly worse than your
average botting/multiplaying situation. Because it directly
affects the economic value of the mud and our contract with
the corporation on whose system we operate, this breach may
also be considered a violation of the relevant federal wire
fraud laws.

If you have any information pertaining to disclosures of this
sort, we would appreciate your help. If you have ever seen or
been offered what you believe to be DartMUD code, (and you were
not a creator at the time) or if you have any other information
you think may be pertinent, please contact me, or any creator.

This does not apply to bug messages you may have encountered
in the course of the game - what we're interested in are
complete files which appear to contain computer programs or data.

Those coming forward willingly with information will of course
fare better when we determine how to fix whatever damage may
have been done.

Thank you,

-Raven

152: [Jun 13 2001] Yves deleted. (Raven)
Yves has been deleted in connection with the security
investigation noted above.

153: [Jun 28 2001] Mail (Flandor)
Forwarding has been implemented in the IC mail system.
See 'help mail' for more info.
-Flandor

154: [Jul 24 2001] IP Address Changed finished (Teehmar)
64.64.109.142 has been disconnected. The new number is 216.43.55.190.
Mail me and let me know if you're having any problems reaching Dart.
Also, let me know if this new T1 is faster/slower than the old one.

Thanks,
Teehmar

155: [Jul 28 2001] Bins (Raven)
"Compressed" bins should no longer be movable, as
of the next reboot.

R.

156: [Aug 12 2001] Beasts o' Burden (Raven)

Tauber's retraining service should work, or work better, for
horses, donkeys, and mules now.

Remaining pitfall: if your pet's name is not a unique name,
the service may not work.

R.

157: [Aug 28 2001] Tourney Racks (Ogma)
For your added enjoyment of the Sport of Nobles, tourney racks are now
craftable. These combine the previous lance rack and shield rack (and hold
more shields than lances.)

158: [Sep 03 2001] Stealth Mods (Raven)

1. Consider this a work in progress. If everyone hates it,
we can tweak it further, or tweak it less.

2. Please, please, refrain from killing one another until we
get this sorted out. I wish I had a better way to test it
than to turn the player population at large loose on it,
but you guys are a lot better at finding the bugs than we are.

3. The practice of using cantrips to search a room will no
longer be effective.

4. The guard command is not yet ready for prime-time, but is
in the process of being coded.

Thank you for your patience,

R.

159: [Sep 21 2001] Lock Picking Loophole (Raven)

The loophole in lock picking has, I believe, been fixed.
Kindly inform me if you find that this is not the case.
If you don't know what the loophole was, so much the better.

And for those of you who may be bitching, I got my old
mortals to 1k lp without benefit of guild locks, castle
locks, or loopholes.

R.


160: [Sep 28 2001] Wagons (Ogma)
Wagons can no longer be picked up and carried. You'll have to have a horse
or other draft animal pull them around. Also, wagons now have an empty or
dump command. You can 'empty wagon' or 'empty wagon into bin'.

Ogma

161: [Sep 28 2001] Ingested Poisons (Raven)
Ingested poisons are now fixed.
It was an easy fix, once somebody told me it was broken.

162: [Sep 30 2001] Liquids (Ogma)
A new system of liquids and thirst is approaching completion. New liquids
have been in use for a few things already, most notably ink with inkwells
and the ink bottles being examples of the new form of liquid containers.
Note that old liquids and containers (such as draaf and the booze sold by
Skull) are not compatible and will give you strange results if you try
to use them together. They will eventually all be converted, but it is
a work in progress.

You might have noticed that several towns now have water sources, wells
and fountains etc. In some cases, I took existing features in the
description of the room and made them into new style liquid sources. They
still won't show up in the contents of the room. I've also made several
of the liquid containers craftable, most notably waterskins.

You won't get thirsty yet, but the code is in place to allow it. We've added
the water sources and containers for you to get accustomed to the process.
I will probably turn thirst on within a week.

The rate of thirst is similar to the rate of hunger and a waterskin full will
last for a couple hours of play. We've no intention of making this an undue
burden.

Ogma

163: [Oct 06 2001] New command (Ogma)
I've added a new command: 'define'. Usage is 'define <word>'. This will
give you a definition of a word from the Dartmud Dictionary if there is one.
If there isn't one, it will tell you so and log the request so we might
be moved to add one.
Ogma

164: [Oct 07 2001] Re: usr/panther/serv/rand_monst bug (Raven)

We believe this bug was caused by a certain player getting
lost at sea and filling several thousand ocean hexes with
bread crumbs. Should be gone now.


165: [Oct 07 2001] Which reminds me, (Raven)
If people persist in wearing so many scabbards and
baldrics that it causes their inventory to bug out,
we will eventually have to fix it... and the last time
we tried that, it made everyone very unhappy. Pass the word.

166: [Oct 08 2001] Define revisited: The Dartmud Dictionary. (Ogma)
If you haven't already looked, try typing 'help define'. It is evident by some of the failed attempts that people have not done so.

A note about the Dartmud Dictionary. Its main purpose is to define
unfamiliar words, such as mazer, amphora, barbute or tirachi. It is
not used for things like allocs or ambush or such common words as
day or player or baron.
Ogma

167: [Oct 13 2001] Dead Pets Society (Raven)
Mail me if your pet dropped dead subsequent to
being ressed during this reboot.

R.

168: [Oct 14 2001] Construction (Ogma)
Narg and crew are now open for business. Get your construction requests
into him while you can. Priority is being given at the moment to
requests for wells.

169: [Oct 17 2001] New command: guard (Flandor)

We have implemented a new command: guard. You are now able to
guard people, things, and exits. With this command you can keep
a close watch on suspicious characters, protect your stuff,
secure a room, ensure your privacy, and otherwise indulge your
paranoia.

The syntax is 'guard <what> [how]', where <what> can either be a
person (or other living creature), an object, or an exit. [how]
is optional, and can be either 'aggressively' or 'very
aggressively'. If not specified, you will guard
non-aggressively.

When guarding a person you are watching him in order to prevent
him from hiding or leaving the room. When guarding an object you
are watching it to make sure no one tries to take it or mess with
it in any way. Guarding an exit is the opposite of blocking; you
watch the exit looking for anyone who might come in.

If you are guarding aggressively you will attack anyone who
challenges your authority. If you guard very aggressively you
will have a lower tolerance for challengers. The level of
aggressiveness has different behaviors depending on what you are
guarding. For example, when guarding an exit aggressively you
will attack anyone who tries to sneak into the room; when
guarding an exit very aggressively you will attack anyone who
tries to enter, whether sneaking or not. In some situations
there is no difference between aggressive and very aggressive
guarding.

Of course, you have to be paying attention in order to catch the
offending person. Action in the room can distract you and cause
you to lose focus on the task at hand. Your own actions may also
distract you. You will also tire from constantly staring at the
thing you are guarding, so you will need to take periodic breaks.

As with any new feature, there may be a period of adjustment
while we get things fine-tuned. Comments, bug reports,
complaints, praise, and other feedback are encouraged.

Have fun.

Flandor

170: [Oct 27 2001] Amulet Changes (Raven)

We've done a bit of tweaking on amulets, including but not
necessarily limited to the following:

Only one amulet per character will autoload, all others will
be dropped on quit. You may want to seriously consider stashing
your spare amulets somewhere rather than wearing them, in order
to prevent loss. Note that amulets are (and have been) immune
to reboots and so can be left anywhere you like.

Characters in amulets will now be able to use the OOC
command and a number of noise-related socials. (laugh, etc.)

R.

171: [Nov 06 2001] Want venison but can't find a deer? (Ogma)
Try hunting!

172: [Dec 16 2001] Toril (Raven)
The permadeath of Toril was ruled a bug.
Because there was a backup available, he or she was restored.
Any questions, mail me.

173: [Dec 16 2001] OOC Cheating Accusations (Raven)
The next time I see any reference to OOC cheating of any
type on an IC board, I'm zotting the person who posted it.

Take it to a creator, take it onto an OOC board, or take
it to my web board, but keep it out of the game.

I feel that you would do well to keep it out of IC conversations
as well, but I'm not going to go zotting people for that
just yet.

New helpfile: rules -> accusations.

R.

174: [Dec 29 2001] Haplo (Ogma)
Haplo was eviscerated for botting, and his head piked as a reminder.

175: [Jan 17 2002] The New Improved Who Customization Machine (Ogma)
This machine has been reworked and adjectives and nouns are much
easier to add. Feel free to make suggestions, they're more likely
to get put in now.

176: [Jan 20 2002] Raesh banished (Ogma)
Ordinarily we wouldn't post about this, but this is a serious offense
and this should be taken as an example.

Raesh was player-killed, without an amulet and without a chance to send
a deathtell. She rerolled after ten minutes, ran from Barrot's to the
swamp and commited suicide by toad. She then used this rerolled newbie
character to send a deathtell to someone telling them who killed her.

This violates several of our rules and is absolutely blatant cheating.
Fortunately, it was caught before the OOC information could spread and
the person to whom the deathtell was sent won't reveal the information.

When confrontined in purgatory, Raesh said 'Pardon me, but that's
a load...this place is full of 8th's and 9th's.' Implying of course
that since 'everyone else' is cheating, it excuses her blatant
offenses. This begs the point that she thought everyone else was
cheating since she did it. Because of her weak grasp on morality
Raesh has been permanently banned.

177: [Jan 25 2002] Pathos Deleted (Ogma)
Pathos has been deleted for posting completely inappropriate
information on an OOC forum and revealing IC information in
violation of a number of rules.

It should also be noted that he *knew* it was inappropriate and
stated in the post that he expected to be deleted.

178: [Feb 25 2002] Cass Deleted (Ogma)
Apparently Cass the braman died while wearing an amulet in the wilderness.
Some time later, Kakkt the spyder was in town yelling that Cass he had
gotten a deathtell from Cass and giving (faulty) directions to find her
amulet. I heard about this and dumped them both in my jail along with a
nice little note.
It was pretty obvious that there was OOC cheating here, but it turns out
that it was all done by Cass. She apparently knew Kakkt IRL and had
seen him type in his password. I did some backtracking and indeed, Kakkt
logged on briefly from her IP address. She evidently not only told
people OOC information, but stole his account.
She has been deleted and sitebanned

179: [Mar 31 2002] Burke Deleted (Raven)

Burke has been deleted, and a few other characters are taking
a nice little time-out in the wake of some OOC communications
issues.


180: [Apr 14 2002] cloaks, robes and helms, oh my! (Ogma)
You'll find that (new) cloaks and robes work a little differently. They
should be somewhat less buggy.

Also, certain types of helmets might conceal your identity, and some have
visors which you can raise and lower.

181: [May 02 2002] show skills (Ogma)
You may now 'show skills movement' or 'show skills move' to see your
skills dealing with movement: travel, hiking, swimming, climbing, acrobatics,
riding, sailing, navigation and spelunking.

182: [May 08 2002] Overlords (Raven)
You can't be an overlord and a vassal at the same time.
However, if you were a vassal, and then became an overlord,
you could end up as both until you had to reswear.
That has been fixed, so don't be surprised. Also there
was some reshuffling done when it was fixed, so some folks
may need to reswear to get it all sorted out.

183: [Jun 09 2002] Docswift Deleted (Raven)
Suspected multiplayer, reg'd from an aol/hotmail/yahoo address = deleted.

184: [Jun 11 2002] Yowzaine Banned (Raven)
Multicharing, registered to yahoo.com = banished.

185: [Jun 15 2002] Omnicron killed (Flandor)
Omnicron was found botting "examine plants". He was killed
and his corpse was left to rot. Just because it's not
obvious doesn't mean you can get away with it.
-Flandor

186: [Jul 18 2002] Hex animals (Cronel)
Some of you may have noticed that the number of animals in the hexes
has decreased dramatically over time. We have finally come around to
fixing the cause of this. However, the decrease is to the point that
it will not just fix itself; we need to wipe the slate clean.

So when I install the new code, the old counters will be deleted. This
will cause all hexes to be full of animals, thus more dangerous, until
they adjust themselves. Even after that, they will be more dangerous
than they are now, like they should.

This will happen in a few days. You have been warned.

187: [Aug 01 2002] OOC Boards (Raven)
Some of the OOC boards and the "idea" command now require
you to have a significant accumulation of skill improves
before you may post notes or submit ideas.

And yes, the limit is really high. Deal with it.


188: [Oct 09 2002] Kerghis sitebanned (Raven)
for lame newbie killing and bogus registration info.

189: [Oct 11 2002] New Driver (Teehmar)
We've upgraded drivers. This driver is about 4 years newer, and gives us
more features for the creators, and more stability for the players.

Short term, there'll be a few bugs, but let us know, and we'll get them fixed.

Teehmar

190: [Oct 30 2002] Dropping Link (Raven)

If you habitually drop link rather than using the 'quit' command,
we will not be restoring / reimbursing for any unexpected deaths,
lost skill points, or lost equipment. The command exists for
a reason. Use it.


191: [Nov 04 2002] Economy (Raven)

Try not to freak out too badly about the economy right now.

I'm playing with it and letting it run a bit wild to try to
get some baseline numbers, and will be adjusting it.

R.

192: [Dec 13 2002] Who descs (Ogma)
I cleaned out the suggestions log for the who description machine and added several
adjectives and nouns that have been suggested since april.

Ogma

193: [Jan 31 2003] hp (Flandor)
The hp command has been improved. You can now get a
description of the overall health of someone or something
other than yourself. See 'help hp'.
-Flandor

194: [Feb 08 2003] jewelry shop improvements (Flandor)
I've made some improvements to the jewelry shop in Sorkitos. I fixed the
bug with the buy command where the shopkeep would take your money but not
give you the item. I fixed a bug that prevented non-wearable items (charms
and pendants, for example) from showing up in the list of items. I also
improved the list command to make the list more readable.

My apologies to anyone who lost money due to the buy bug, but we have a
no refund policy.

Remember, if you would like to see a greater variety of items offered at
the jewelry shop, post on the ideas board or use the idea command.

And before you ask, yes, I will be adding a jewelry resizing service to
the shop some day soon.

Flandor

195: [May 06 2003] Vulder/Ronan/Runic/Gatlin (Ogma)
Deleted and sitebanned for being a lying little piece of filth and multicharing.

196: [May 10 2003] Arawyn Sitebanned (Ogma)
For violating death rules and OOC rules.
Just say no to OOC information.

197: [May 12 2003] jewelry resizing (Flandor)
Jewelry resizing service is now available at the jewelry
shop in Soriktos.

-Flandor

198: [Jun 07 2003] Wagons and carts (Ogma)
Wagons and carts can now have plaques affixed to them. You might need
to make a new plaque or run it through a bin to make it work.
Ogma

199: [Jul 10 2003] tinder boxes (Jiles)
Due to popular demand they are now listed in shops as "tinder boxes"
instead of "tinderboxes". If you see a shop that I missed, send me
a mudmail.

Jiles

200: [Jul 21 2003] Botting (Jiles)
I'd rather not have to go about enforcing the rules, as it takes time away
from being able to add improvements to DM. I have, however, been finding a
rather large number of botters lately, and it's beginning to get rather
irritating.

Remember: Just say no to botting.

Thanks,
Jiles

201: [Aug 02 2003] Donations (Jiles)
In order to determine whether or not it would be feasible to attempt to
organize a method of donation collection (e.g., form a nonprofit corpotation
or ask a small hardware vendor to collect payment from various sources) we
would appreciate it if all players who are willing and able to donate funds
for, in order of precedence, a new server, colocation/dedicated internet
connection, and advertising to please post an estimate of the amount of
money they are willing to donate to the OOC confidential board.

Thank you for your time,
Jiles

202: [Aug 11 2003] Arrows and other combinables (Ogma)
I fixed combinables so that crafted arrows should stack correctly
now. You can cycle old ones through a bin to get them to stack, but
be very careful how many piles you put into a bin. If you notice
any weirdness in combinables, let me know.

Ogma

203: [Aug 16 2003] Power (Teehmar)
Ok, the power's back on.

Teehmar

204: [Aug 16 2003] Lanterns, lamps and nut oil (Ogma)
Lanterns have been changed to use liquid oil. You'll have to craft a
new one. The stackable nut oil won't work in them, in fact nut oil is
no longer craftable in that manner. You will need to craft lantern nut oil.
It uses the same tools to craft it, but you'll need a bucket to hold it.
Also, olive oil is now craftable and lanterns will burn that as well.

If you have a large stockpile of the old nut oil, I might see fit to trade
it for a jug or barrel of the liquid lantern nut oil, send me mail to
arrange an appointment.

Ogma

205: [Aug 19 2003] More downtime (Teehmar)
If you didn't see the motd:

******* MORE DOWNTIME AHEAD *******
We'll be shutting back down around 5:30 EDT tonight, so they
can attempt to finish the repairs to the building power.
If they finish by 11, it'll should be back up tonight,
otherwise it'll be tommorow morning.

Sorry for the downtime....
******* MORE DOWNTIME AHEAD *******


Hopefully after this, we'll be good for a while.

Teehmar

206: [Aug 20 2003] Shouting for Creators (Ogma)
Do not shout for a creator unless it is an emergency which needs to be handled
right away and is the result of a bug. If I arrive and find out that you could
have sent me mudmail or posted on a board about a problem, you will have far
more problems than you did before my arrival.

Ogma

207: [Aug 21 2003] New Calendar (Ogma)
A new calendar for the Common Reckoning has been released. It now has
a six day week, and days of the month are expressed in numbers.
Look at a calendar somewhere to check it out. One advantage to this
system is that one common week is equal to one real life day.

This system will also allow the additions of holidays. There are currently
only two holidays in the common year (and one in the Thorpian year), but
more can be added easily. If you have a suggestion for a holiday, discuss
it on the player discussion board.

Ogma


208: [Aug 22 2003] Kitiara, Musumu, Shax and Tyr (Ogma)
Kitiara, Musumu, Shax and Tyr have been deleted and banished from the
lands of Ferdarchi. It has come to our attention that they have systematically
violated the rules regarding death, OOC communication and second characters
to the detriment of several people.

209: [Aug 25 2003] Wagons (Ogma)
You will no longer be able to coax a horse that is hitched to a wagon
or cart into the water.

On a happier note, zealous hunters have made the seamonsters
inhabiting the southwestern waters near Ferdarchi and Tirachi
disinclined to attack ships.

210: [Aug 26 2003] Passwords, Registrations (Raven)

New commands:

forgot my password - sends a new password to your e-mail of record
forgot my registration code - sends you your reg code
forgot my name - if you can't remember what you renamed to... sends you your names
change my email - update your e-mail of record - please use a real e-mail account

Post bugs on the bug board. Abuse at your peril.

R.

211: [Aug 27 2003] Lianna deleted + sitebanned. (Raven)
Found to be player returning after repeated cheating and prior siteban.

212: [Aug 27 2003] Ramik deleted + sitebanned. (Raven)
Lying to creators in connection with cheating investigations,
OOC cheating via ICQ and other means, facilitating other cheaters
in their activities.

213: [Aug 29 2003] Characters deleted/sitebanned. (Raven)
The following characters have been deleted and sitebanned in
connection with the ongoing cheating investigation.

Arius
Auryn
Cristos
Dax
Dracula
Hraithe
Kuriethan
Lacan
Light
Louie
Moogle
Moontear
Mosiah
Sshaithis
Sui
Tharizdum
Vahnatai
Vex

214: [Sep 02 2003] Characters deleted/sitebanned (Raven)
In connection with the ongoing investigation:

Orchid/Nazrac

215: [Sep 03 2003] Registrations (Ogma)
If you think that your registration might be in error, for instance
your email is incorrect or you supplied us with a false name, now is the
time to confess and have a certain amount of immunity from deletion and
sitebanning. This grace period will not last for very long, so don't miss
this opportunity to put your conscience at rest.

216: [Sep 08 2003] Castles (Jiles)
Even if you manage to cobble together enough funds to pay off the listed
taxes, destroyed castles will not be rebuilt at present or at any
time in the forseeable future.

Jiles

217: [Sep 13 2003] Farming (Ogma)
Farming has been nearly impossible with the dust and ash from the comet
still hanging in the air. Once it is possible to farm again, you will
notice a few adjustments to the ridiculous oversupply of farmable goods.

Plants that once bore fruit in less than 2 hours will now take approximately
twenty-four hours to bear fruit. Trees and the like, which matured in 24 hours
and bore fruit every 2 hours or so will take approximately 4 days to
begin producing fruit and will produce every 24 hours after that.

Weed growth has also been similarly slowed, and the window of time you have
to get your harvest in has been expanded. Crop yields have remained the
same, but that may be adjusted in the future, depending on what works out.

218: [Sep 15 2003] Keys (Ogma)
The lockshops have been modified to use a new kind of key. Current castle
and guild keys should convert themselves automagically. If you have a
key for a castle or a guild and the locksmith refuses to recognize it
(as might happen if it was on a keyring), wearing the key and relogging
should fix the problem.

As an added bonus, guild officers with rekey permissions can now use
the lockshops to get new keys and rekey their locks (if they have any
still in existence).

219: [Sep 21 2003] Mortika/Liona Deleted (Ogma)
Multiple false registrations, multiplaying, general immaturity.

220: [Oct 12 2003] New Castle (Yoru)
The time has come for the construction of a new castle. However, we are
currently at a loss for what to call the new addition, and so we're opening
the stage for all of you folks to submit suggestions. We'll pick the one
we like best, and it will be assigned to this new keep. The winner receives
the gratification of seeing the name he/she suggested used in daily life.

The castle in question has been placed on the southern shore of Ferdarchi,
in the forests near Argent. If you're interested in submitting a name, or
eventually owning the castle, I suggest poking around there and examining it.

Once a name has been selected, a throne will be installed in the castle.
In order to be considered 'founder' of the keep, a lord must maintain
sovereignty over the castle for one (1) common year (30 days Real Life Time).

Any interruptions in control, whether by abdication, loss of fealty, or
usurpation by a competitor, will reset our count, and the process will start
over again.

Whomever manages to fulfill this condition will be granted founder's rights,
and may then begin proper construction, Due to the circumstances under which
this castle is being introduced, the initial construction fee will be waived.
All additional construction will be priced as normal.

All players are invited to take part in the naming contest. However, no
member of a Guild will be allowed to take the title of founder, and any person
accepting fealty from a guild member will be disqualified.

Suggestions for castle names, or questions regarding this process, should
be mudmailed to both myself and Ogma.

- Yoru

221: [Oct 12 2003] Some notes about naming castles. (Ogma)
In the past, our castles have been named after the keep itself: Dismal Keep,
Forest Keep, The Hole etc. However, the castle itself isn't the important
bit of a noble title, it's the demesne and the patent of nobility that
goes with it. Medieval nobles held titles over stretches of land, not
just a castle. When thinking of names for the new castle, I suggest
you try bearing this in mind. For example, this new castle is in the
Argent Forest, so might bear the name Bois D'Argent or Silverwood.

222: [Oct 12 2003] Dartmud Moving (Ogma)
Dartmud has lost our home at Teehmar's place of work and will be moving
to a new home sometime this afternoon or early evening.

We will be shutdown for between 30 minutes to an hour while the current
mud is archived up and transfered to our new site.  After that, we will
come up at the new location.

The name entry for dartmud.com may take about an hour or so to propagate,
and if you have the IP address hard coded into your client you will have
to change it.

A temporary DNS entry of new.dartmud.com already points to the new server
and should be valid for a few days.  The new IP address is 69.55.226.66.  
The transition should be smooth and relatively transparent to most people.

This is a temporary home until we get a new, dedicated server box setup,
probably around the first of November.

Ogma


223: [Oct 13 2003] New Castle (update) (Yoru)
The naming contest has ended, and I would like to extend my thanks
to all the competitors for the overwhelming response. The name chosen
is 'Silverwood Reach', which came about after compiling and comparing
what we liked about several names.

Now, let the games begin.

-Y

224: [Nov 11 2003] Silverwood Reach: Taken (Yoru)
The competition for the foundership of Silverwood Reach has now ended,
congratulations to the winner.

-Y

225: [Nov 30 2003] Recent Pet killings (Desla)
Review help lameness, please. Senek and his second have been deleted for
rampant pet killing.
Desla

226: [Dec 04 2003] Vigilante Justice (Desla)
It's come to our attention that players are killing other players for
OOC reasons, such as suspecting them of being former cheating players.

Cut it out.

If you suspect OOC rules violations, report them to a creator, via OOC
mail if there's a detailed accusation or log, and let us handle it.
When in doubt, let things be and let the creators handle it. We've
added the capability to restore players from backups, so if any of
The Banned really do come back and start killing people, we'll make
it right.

Also, feel free to report suspected botting, rather than NOT reporting
mild instances and killing for major ones. Since the creators have
the ability to see who used to be who, we can track persistent abusers
through their different lifetimes here for more severe sanctions, if
appropriate.

Desla, for The Management

227: [Dec 04 2003] BAI fixed (Desla)
Buzz *animal* invisibility has been fixed to work as advertized. No longer
will it work other than on animals. The exact limits of the spell should
be determined carefully by casters relying on it. You have been warned.
Desla

228: [Dec 04 2003] Changes (Jiles)
We will most likely be making many more modifications to the game mechanics
that may or may not have a material impact on your character's performance.
Check this board often for updates.

You have been warned.

Jiles

229: [Dec 10 2003] Uptime (Desla)
For what it's worth, after nearly three weeks of uptime, Dartmud is
running at 9.3% of available memory, and the sustained load average
rarely creeps higher than 0.20--even though the host is used for
several other things (X workstations, firewall, webserver, etc.)

I don't know about the chances for absurdly long uptimes are, and
going into the winter season in Washington State, I suspect power
outages will be our biggest problem. Yes, I have a UPS, and it
does great against protecting us from periodic <1 second outages,
but won't run the system forever.

Thanks again to all who have donated and made this a much less
financially painful decision.

Desla

230: [Dec 10 2003] Butchering (Jiles)
Butchering has been changed to be more consistent.

Jiles (please don't shoot the messenger :D)

231: [Dec 13 2003] Recall (Jiles)
Has undergone 1 minor change in behavior.

Jiles

232: [Dec 17 2003] Requesting Feedback (Jiles)
Please post feedback regarding the new command, {c:fg_cyan:bold:testinv}, which
is being considered as a replacement for the current inventory
command, on the ideas board.

Thanks,
Jiles

233: [Jan 01 2004] Pets (Desla)
Pets will no longer respond at all to "come here" commands, either via
shout or by whistle. Their attempts to find their masters are my #1
suspect for recent CPU lag, and, as such, have been commented out for the
duration.

Desla

234: [Jan 14 2004] OSS nerfed (Desla)
Just kidding. We did fix an abusable bug, though. If you know what it is,
it's gone. If you don't, you may now learn about it in an historical context.

Desla

235: [Jan 22 2004] Player misconduct (Desla)
Per Jeraim's Souk note, those who were toying with/ganging up on/
torturing Rinn have been reprimanded for their conduct. I expect
stupidity to be punished by a quick and painless death, not
shameful abuse--even if the player spouting the abuse, and Rinn was,
seemingly deserves it.

Rinn registered from a new account, and has not returned. Good
riddance. I saw him bring out the worst in a number of normaly
helpful PC's--in a way that made me ashamed to provide for such
a negative environment. The insults given--and returned--were
not consistent with role playing at all.

Our "don't kill newbies" guidance does not extend to ex-DIKU morons
who are actively ruining the game. After a suitable attempt at
educating them, just kill 'em. Certain PC's have the reeducation
of newbie-thief-wannabe's down to a near science.

There is some indication Rinn may have been affiliated with
a bannee or himself be a bannee. Don't let such unknown
folks ruin your enjoyment of the game. That may be their
goal.

Desla

236: [Jan 28 2004] Upgrades (Desla)
Read 'help motd' for more info
Desla

237: [Jan 31 2004] lesser_portal and sz (Jiles)
Have been changed. It is highly unlikely that the change will affect
you. Just a minor bugfix revision.

Jiles

238: [Mar 10 2004] Dov sitebanned and removed (Desla)
Lesson to all:
1) Do not let friends who are jerks play from your computer. You will be held
responsible for their actions.
2) Do not make up stories about "my friend..." when your character logged on
one minute after your "friend" logged off.

Desla

239: [May 30 2004] The Great Reminting (Ogma)
The currency changes that have been discussed will go into effect
as of the next reboot (tentatively scheduled for later this week)
At that time, Argent and Segliz will convert over to the new all
Ferdarchian currency (based off of the Eristan currency). Money
in the bank at Segliz will be converted to the equivalent in the
new currency. Any old Argent and Segliz coins you have lying
around can be converted either at the Eris Queen or the Foreign
Exchange in Soriktos.

The names of the coins for both the Ferdarchian currency and the
Tirachian currency will be changing. Old coins of these that you
have lying around can be depositied in a bank or put in a moneybag
and will be converted at your next logoff/logon. New helpfiles will
be in place at that time to hopefully avoid confusion.

240: [Jun 05 2004] Gathering (Yoru)
Some tweaks have been made to gathering. Behavior should be mostly
similar to what was previously observed. Please report any bugs you
find to me.

-Y

241: [Jun 29 2004] Ceramics has been released (Yoru)
After a long delay, the ceramics system has been released.
Please post on the bug board, or ooc-mail me, for any bugs you find.
Should guilds or castles wish to have a pottery installed, ooc-mail
me directly and we'll get it settled in short order.

-Y

242: [Jul 17 2004] DPD (Jiles)
DPD has been changed in several ways that will become immediately obvious
upon experimentation.

Jiles

243: [Jul 21 2004] Spellbook creation update (Desla)
The minimum skill needed to create a spellbook of a particular spell has
been increased substantially. This shouldn't pose a problem for any
serious mage, but will keep an unskilled mage from writing a spell.

244: [Aug 21 2004] Inks (Ogma)
The formulation of inks has changed. See the crafts board
at the smithy in Soriktos.

245: [Aug 27 2004] Death rules (Desla)
Everyone who's been permed in an ongoing war, PLEASE
remember to read "help death rules." Once you've
been killed, you (as the player) are OUT of the story
line for as long as it lasts. That means, if you're
in HH and someone's having a discussion about your
death, LEAVE. Don't contribute comments about the
situation, even if you believe those comments are
common knowledge.

Desla

246: [Sep 26 2004] External posting of game information (Desla)
It has come to our attention that several recently
banned characters have been intentionally posting
detailed information regarding skills, quests, and
characters, as well as session logs of game events,
with the intent of damaging this game.

We object to their use of copyrighted material in
this manner, and believe it is a legally actionable
violation of our intellectual property rights.

However, at the same time, it is only appropriate
to recognize that the aforementioned banned cheaters
are late teens and early 20's losers who have no
life, low-paying jobs, and really aren't worth suing.

Given these realities, here is a brief outline of
the courses of action that the creators will be
taking to mitigate the damage they desired to inflict:

SKILLS: Stealth skill learning may be altered.
This may take the form of decreased access to
teachers, alterations and permutations in the skill
progressions, or other similar changes.

AREAS: Quests that have been known or suspected to
be disclosed in OOC manners may be updated. Certain
previously necessary actions may prove useless, or
even fatal (in extreme cases).

CHARACTERS: Any players attempting, in the view
of the creators, to exploit inappropriately posted
information about current characters may face
disciplinary action.

LOGS: Any participant of a conversation logged by
another person and posted inappropriately may
privately pursue a copyright action against the
infringing posting of such logs. Email Desla if
you are seriously interested in doing this.

The creators will neither confirm nor deny the
accuracy of any posted information, nor validate
the accuracy of any posted log.

In general, however, the postings consist of
some accurate information, some incomplete
information, some incorrect information, and
some information that has already been rendered
obsolete through rather superficial changes to
the game code.

Thank you for your patience during this time. We
will make every effort to speedily alter that game
content which CAN be altered in a manner to foster
the continued enjoyment of our substantial base of
non-cheating players.

Those most recently banned cheaters, like many
before them, claim that the mud is ONLY populated
by cheaters like themselves. While we reject that
characterization of you, our users, as a pack of
cheaters, we realize that we have not--and cannot--
ban ALL such cheaters without making the game so
restrictive that it is impossible to play for fun.

While we will be carefully monitoring new and
recent registrations for fraudulent activity,
the best way we can keep such activities from
happening in the future is for you, the players,
to report suspicious activities that you spot.
It's your game, and you have a right to invest
your effort into keeping it fair and legitimate.

Desla

247: [Dec 07 2004] The Crystal Ball (Ogma)
The crystal ball has been broken for a little while when scrying
hexes. It's been fixed.


248: [Mar 26 2005] Pets (Desla)
Pets may no longer be named the same thing as NPCs or other pets.
Desla

249: [Apr 10 2005] Thrown (Ogma)
Thrown now requires a teacher for the first improve, just like any
of the rest of the combat skills.

250: [Sep 05 2005] See Player Discussion Board (Desla)
New discussion re: Spell/Skill Trading.

251: [Sep 22 2005] Web Forum Registration (Raven)
E-mail registration for the web forum should now be unbroken.
My hosting provider apparently upgraded software, causing the
board's old crufty software to break. Fortunately I am an expert
at debugging old crufty software; I learned it working here.

252: [Feb 27 2006] Donations for CPU? (Desla)
As part of my normal systems expenditures, I improved my personal gaming system
from a 3.4 GHz P4 to a 3.6 GHz P4 (which also has 2MB L2 and supports EM64T)

Tonight, I am taking the Mud down to install the 3.4 GHz chip in our existing system.
We'll also be running a new Linux kernel, but the 3.4 GHz system should give us
about 10% CPU speed headroom as well.

I haven't made any sort of appeal for donations lately, but I could have resold
this processor. New copies are going for $160 on eBay, so this represents another
$80-100 of my own cash I'm putting into the Mud, in addition to the monthly
connection charges.

If you're interested in donating a buck or a few to help defray the costs of this
upgrade and ongoing Mud connection fees, please feel free to Paypal me at
jclemens@jclemens.org

Desla

253: [Mar 16 2006] A reminder (Ogma)
If you die, you may not communicate how you died to anyone except
via sanctioned IC methods. You can't call them up on the phone,
send e-mail, IM them, talk to them in person, send smoke signals,
post it on a board or post it in your fricken' blog! If you
were PK'd this goes double. When you reroll, you need to act
like a different character and not get in the same conflicts with
the same people as your last character. If something touches on
your old character or his/her life, keep your nose out of it.


If you receive OOC communications from someone about how they
were killed, and do not report it to a creator, you are an
accessory after the fact. If I find out about it, you will
receive the same punishment as the person who did it.

Ogma

254: [Jun 27 2006] Metals (Ogma)
You may notice that some weapons, armor and tools are no longer craftable
from zinc, lead, tin, pewter, white brass, silver, gold and platinum.
This is intentional. I am in the process of changing the definitions
of various metallic objects, and it may take a little time. You
can still make such things out of copper, bronzes, brasses (except
white brass), iron, steel, black steel and dragon metal.

I will probably eventually start trashing old items that are made of the
softer metals whether you are carrying or wearing them or not.


- Ogma

255: [Jun 27 2006] A few changes as of next reboot (Ogma)
A few changes coming over the next reboot (probably around
the July 1-2).

Innrooms will be completely cleaned out when rent expires.
Any extra bins, racks or other storage items will be
removed except for the cupboard and armoire usually supplied
by the inn. Pets will be sent to the kennel in Soriktos.

Also, dealing with innrooms, players who awaken in an innroom
and do not have a current key for the room will be evicted
to the lobby of the inn. If you have roommates, make sure they
have a key.

Armoires will no longer remove the embroidery on embroidered
war fans.

Bins, cabinets and armoires will now automatically close 4-5 minutes
after the last player has left the room, instead of while people are
in the same room.

-Ogma

256: [Jul 15 2006] New Inventory Mode (Ogma)
The option to view your inventory in a new manner has been added.
To turn it on, type 'i sorted', to go back to the old way you can
type 'i unsorted'.

Essentially, this sorts your inventory list into four categories,
HELD, WPNS, ARMR and WORN. Held is what you are holding, and will
show what hands you are holding things in. WPNS are any weapons you
might be carrying in scabbards or baldrics etc. This will show even
concealed weapons with (concealed) after them. Armr is armor and
Worn is everything else you are wearing. The (worn) tags are surpressed
in this mode.

If you have this mode on, people you look at are also displayed in
this manner. Examine is a little different in that it will show
the inventory in this manner and display armor and only armor on
each limb. (Note that this might not apply to all NPCs until next
reboot).

Even if you don't use this option, there has been one slight
change to inventory in that your concealed weapons (boot sheaths, etc)
will be shown in your inventory list.

Ogma

257: [Jul 19 2006] Important Announcment For Guilds! (Ogma)
As of the next reboot (happening most likely at the end of the first
week of August ), guilds will be charged taxes. Guild treasurers
may pay taxes to Muhsi at the tax office in Soriktos when it is open.
They will be notified by zephyr on when the tax office opens in the
same way that castle lords and castellans are notified.

Taxes are calculated every common week (24 hours RL) and interest is
calculated monthly (2.5 RL days) on owed taxes at a 10% APR, (as is
the case with castles as well).

The guilds have been untaxed for years, and tax rates may be adjusted
in the future. Castles should find that their taxes are lower once
the guilds start paying.


258: [Aug 06 2006] Changes going in this reboot (Desla)
1) Guild Taxes, as Ogma indicated above.
2) Pets have been tweaked. They may attack you if you're mean to them. They
may also have some other altered reactions. Please provide feedback via
the OOC board on these changes.
3) Blocking has been modified. Brawling skill and a few other relevant traits
will help a character block more effectively, or evade someone else's block.
4) Various other changes have been made which may not be obvious at this time,
but are not likely to be lethal or obvious to players. Some of these can be
discovered by adventurous players. Others are simply setups for advanced
creator mischief, on which you may feel free to speculate.

And no, we didn't put vamps back in the game.... yet.

Desla

259: [Aug 07 2006] Pets (Desla)
If you have a dog, cat, falcon, or ferret, and notice typos or oddities in their
activities, you may retrain them at the pet store, or wait until next reboot.

Desla

260: [Aug 30 2006] Prizes (Desla)
New help file: 'help prizes'

261: [Sep 04 2006] Reboot Duration (Desla)
This time, I'm going to be re-doing the UPS arrangement and power setup
in my office/server room, so Dartmud will be offline for a while. It's
already on its own UPS, so I'm not sure if I'll be rebooting the
server itself or not, but I WILL be adding another UPS, and that will
mean taking down the comms gear, and juggling it all around. The new
UPS will also include surge protection for the cable itself, so if
my neighborhood cable gets nuked, odds are the mud might survive.

Desla

262: [Sep 05 2006] Changes this reboot (Desla)
- Several long-standing and popularly-abused bugs have been fixed.
If this impairs your play style, be glad we're not punishing folks
who took advantage of them.
- A number of additional pet changes are being implemented, the most
significant one of which is PET AGING. Beginning the subsequent
reboot, pets will die of old age. If your pet is worth unaging, you
know what to do. You have been warned.
- The shrink and enlarge spells have been rewritten and now work.
- A couple of new trinkets have been coded.
- Hex animals have received a pretty substantial makeover.

Additionally, I'm going to be adding another NIC to the mud machine,
in case I do get QWest DSL for when Comcast cable fails. If you want
to help with this endeaour, paypal donations to jclemens@jclemens