We have finally gotten back to diving deep in Mystavaria. We didn’t get much done in February (as expected), but a lot has been going on the last couple weeks and I wanted to go ahead and post an early April update so that anyone who checks in here doesn’t think we’ve given up!
Also, we did our first “live demo” in our Discord server with a handful of people that have been kind enough to volunteer to help us with some of the front end aspects of MUD building, from writing room and object descriptions to coming up with entire quest ideas. We had TONS of fun during the demo, and it was really exciting and motivating for us to hear the responses and have other people excited about some of the customization features we’ve implemented to really make the world feel truly immersive and alive.
We would love to host more of these, either to potential builders and to those that might actually be interested in our game as a player. Even though we’re still in pre-pre-pre-Alpha phase, it already feels pretty amazing to step back and see how much you can already do in our little world.
Alright, enough babble, let’s dig into the latest updates!
New Features:
- Perhaps most excitingly, we have been doing work to get more quests implemented. As a result (and props to Aion for taking this on), we now have “Exit Quests”, which can trigger rewards or secrets, or initiate another quest when certain hidden exits and locations are found.
- Another one of our biggest features for the month is the preparation of having friendships between players and NPCs. Friendship can be improved (or impaired) through certain interactions, and also earned as a quest reward.
- Shortbows and longbows are now fully functional with the SHOOT <target> <direction> ability in the RANGED skill. Shortbows can hit a target up to three locations away, while longbows can shoot up to six locations away.
- A few other new abilities have been implemented in the RANGED skill, including TWINE VINES and FLING <target>, which launches a surprise attack on a target (within the same zone).
- Most sky locations slotted for Phase 1 have been created (though not described) and all are now accessible with the FLYING minor skill.
- Barebones of BEAST, DRUID, NEMOPHILISM and VINEDREAMING Sylvan profession skills now exist in the world.
- We have a lot of new attribute possibilities for objects, including setting a weight, declaring whether the object can be used as a seat, if the object can contain other objects (even down to the specifics of only solids or liquids), and if they are a container, how much they can hold.
- Along with the new object attributes, players can SIT <seat> to sit on objects defined as seats, and also FILL <container> WITH <liquid> or EMPTY <container>. Players can also no longer pick up any object with a weight that exceeds 200. We’ll be implementing further weight limitations, though they are not necessarily prioritized for Phase 1.
- Also, hold onto those seats that you can now sit on, because I know everyone was anxiously waiting for this next ability! Players can now PICK GRASS from fields, meadows and grassland locations (which are all new location types in preparation for expanded farming and harvesting abilities).
- Also in the realm of highly exciting updates, players can DESEED COTTON to prepare it for spinning into thread and cloth.
- New “ocean” location type added, and when containers are filled with water from ocean locations, the water will be saltwater instead of freshwater. We may be revising this to create a “deep water” location type with the ability to tag “saltwater” or “freshwater” separately (since large rivers and lakes are also a thing), but that is currently TBD.
- Implemented a number of new dynamic description tags that can be used to describe locations. These tags can change entire location descriptions or just singular sentences or words depending on time of day or current weather conditions. Super excited to have these, as it should be a great way to both make the world less static AND hide little Easter eggs and quest hints in a very unique way!
Bug Fixes:
- Our “damage view” function (which displays damage during combat) needed to be patched up to take into consideration ranged attacks when the attacker and target may not be in the same location.
- Adjusted error messaging when players try to LEARN a skill that does not exist, or when either the player or the teacher do not have the skill to learn/teach.
- QUIT PROFESSION command now appropriately removes profession skills, however it does not refund lessons as appropriate yet.
- When a player acquires a new skill, the appropriate command sets are applied now so that the player can actually access the abilities IN the skill. On the opposite end, if a player FORGETs a skill, access to that skillset is now appropriately removed.
- Fixed an error message that was occurring when the TIME command was used.
- FINALLY got a solution implemented to store maps on locations (so they don’t have to be drawn every time), as well as had some help from a fellow Evennia developer to find and fix a bug in our map logic. This has completely resolved our lag issues when a player moved through a location with a large number of exits, and was one of our main goals to have fixed for Phase 1 release. We’re both proud and extremely relieved to officially check this one off.
- WOODWORKING skill has been brought up to speed with our latest standards and reformatted commodities.
- Players can no longer drop objects they’re wearing without first removing them.
- Discovered some of our previously built commodities and gathering commands never made it over from when Alora’s laptop died last year. Fortunately, we were able to track down that code and get them all back into the world again (papyrus, sand, clay, etc.).
- Corrected a bug that caused your inventory to error if you were holding a commodity that is no longer recognized. In this instance, we updated the name of “cloth” to “cotton cloth” (since we’ll have different types of fabric eventually). This bug wouldn’t have likely happened often anyway since our commodities will be solidly in place and unlikely to change once we launch, but better to be safe than sorry.
- Fixed a bug in the CONSTRUCT command that was causing exits not to build between rooms.
- We’re working on developing an internal targeting system so players don’t necessarily need to create extensive settings in external clients. This system will also handle determining differences between when a target is another player (percentage based damage) vs. when the target is an NPC (fixed damage).
Other Progress and Minor New Stuff:
- WIELD and UNWIELD commands are now stopped if the player has broken arms.
- Previously, players could only learn skills from NPCs. That has been adjusted so that players can now also learn from other players. Same goes for teaching skills. Added a LESSONS command for players to quickly review the number of lessons they can currently learn.
- Admin now have a command to forcefully redraw a stored map in a location, which will occasionally need to be updated when new exits are created (because the map is stored and doesn’t recognize there’s been an update yet).
- RATIO command received an improvement update and now shows kills, deaths and what you were killed by (or what you killed with).
- NPC combat is being worked on to adjust so that they use actual skills when fighting rather than just some basic default brawling attacks.
- DROP and GET commands have been updated to reference commodities by keyword. Previously, if the player held a “papyrus reed” but tried to drop “reed” instead of specifying the entire name, it would inform that that they were holding no “reed”.
- Spent some time updating files and resources for our Builders as we prepare to bring on more people to help us out. We’re reaching a point where most of the difficult coding systems are in place, but the world is lacking descriptions, quests and general things to do. We’re trying to even that back out so we can keep momentum going on both sides of the project at the same time.
- Players can now use CONTAINERS to view a list of “liquid containers” and their contents (like buckets, bottles, jars, etc.). These containers can also be used to pick up the sand commodity, which would otherwise just slip through your fingers.
- PROBE command has been updated to provide more detailed information based on an object’s attributes.
- Coal has been added as a new commodity and now spawns in quarries with flint and marble.
- We went through the world and updated some of our zone names as well as the names of our seasons, which were revised from our original names as we developed a version of “Old Mystavarian” language to give some consistency to naming within the world.
- On the lore side of things, we finalized the details of Mystavaria’s creation story, which details the first geographical features of the world and explains certain things like warmth, cold, night, day and how the seasons came to be. Additionally, we created a world calendar and brainstormed holidays, festivals and other ideas for realm events.
- Character arrival and departure messages (when they enter and leave a location) have been updated to be less clunky.
- Clans are being revisited and attributes associated with them are being improved and simplified in preparation for when we introduce functionality to convert a clan into a guild. Clans can also be flagged as dissolved/closed, which will remove all members from the clan and prevent any new members from joining. The original clan deed will be preserved for historical records.
- Brainstormed around 100 abilities to be worked into various dream magic skills (with a particular focus on the Mage’s DREAMWEAVING ability).
PHEW! That was a lot to cover, and the crazy thing is we’re not even all the way through April yet, so there’s likely still more to come in the next few days!
We’re officially on the hunt to find more builders (particularly those interested in description writing) to help us bring Mystavaria to life. If you’re interested (or even just curious about the game), please come join us in our Discord server and give us a shout!
We hope to see you there!
– Alora and Aion