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<channel>
	<title>Cities of M&#039;Dhoria</title>
	<atom:link href="http://mdhoria.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://mdhoria.net</link>
	<description>A Medieval Fantasy Roleplaying MUD</description>
	<lastBuildDate>Wed, 22 Feb 2012 02:29:09 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Unspecified RP Event for Friday the 24th</title>
		<link>http://mdhoria.net/2012/02/unspecified-rp-event-for-friday-the-24th/</link>
		<comments>http://mdhoria.net/2012/02/unspecified-rp-event-for-friday-the-24th/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 02:29:09 +0000</pubDate>
		<dc:creator>Iskvarren</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2090</guid>
		<description><![CDATA[[ February 24, 2012; 6:00 PM to 10:00 PM. ] In preparation for some coming game changes, we will be holding an RP event in game on Friday the 24th.  The time is currently TBA, but the event will probably start between 6:00 pm EST and 10:00 pm EST, depending on how many people are around.

There will be prizes*.  Be there!

*for certain definitions of prizes.]]></description>
			<content:encoded><![CDATA[<p></p><p>In preparation for some coming game changes, we will be holding an RP event in game on Friday the 24th.  The time is currently TBA, but the event will probably start between 6:00 pm EST and 10:00 pm EST, depending on how many people are around.</p>
<p>There will be prizes*.  Be there!</p>
<p><sub>*for certain definitions of prizes.</sub></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Glorified Movement Revamp Post</title>
		<link>http://mdhoria.net/2012/02/movement-revamp/</link>
		<comments>http://mdhoria.net/2012/02/movement-revamp/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 07:22:14 +0000</pubDate>
		<dc:creator>Iskvarren</dc:creator>
				<category><![CDATA[Code Updates]]></category>
		<category><![CDATA[Iskvarren's Blog]]></category>
		<category><![CDATA[coding updates]]></category>
		<category><![CDATA[Fast food delivery via portal.]]></category>
		<category><![CDATA[I swear I'm going to oilslick everything now.]]></category>
		<category><![CDATA[movement]]></category>
		<category><![CDATA[Now you're thinking with portals.]]></category>
		<category><![CDATA[There will be no more hilarious "tree" incidents if people jump out of trees. What a dilemma.]]></category>
		<category><![CDATA[Your horse works funny.]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2041</guid>
		<description><![CDATA[I know it&#8217;s February, but welcome to a new year!
It&#8217;s been a while since I&#8217;ve had time to write, but now that I&#8217;ve wrapped up one of the bigger coding projects, I&#8217;ll talk about what&#8217;s new next code update.  Yep, this time, it&#8217;s all about movement revamp.  Interested readers should continue on.

Why are we doing [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>I know it&#8217;s February, but welcome to a new year!</p>
<p>It&#8217;s been a while since I&#8217;ve had time to write, but now that I&#8217;ve wrapped up one of the bigger coding projects, I&#8217;ll talk about what&#8217;s new next code update.  Yep, this time, it&#8217;s all about<strong> movement revamp</strong>.  Interested readers should continue on.<span id="more-2041"></span><br />
<strong></strong></p>
<p><strong>Why are we doing this anyways?  Isn&#8217;t movement fine?</strong><br />
You&#8217;re right in that it works as is.  The original reason I wanted to revamp movement was to organize the code.  Think about what the code has to check if you try to move from one room to another.  Are you paralyzed?  Are you in a tree?  Are you too big for the room?  Do you have enough movement?  If you&#8217;re going through a door, is the door open or can you pass through it?  If you&#8217;re going onto water, can you travel on water?  There are many more checks for if movement is possible that I haven&#8217;t listed.  Every method by which you can move from one room to another—walking, entering a portal, casting a gate spell, being pushed and dragged, vanish, and so on—had its own set of checks for whether a character can move or not.  Since many of these are the same across movement types, it&#8217;s much cleaner to combine these into a single check.  This also makes it easier to change things later on; instead of having to change code in several different places, only one change would be needed and it would affect all movement.<br />
<strong></strong></p>
<p><strong>So it helps you organize the code.  That&#8217;s great, but what&#8217;s the benefit in game?</strong><br />
A more organized movement structure allows us to fix some of the persistent bugs we have with movement.  One notorious example is mount code.  If a mounted rider on a flying horse enters an oilslicked room, the rider will fall off even though the mount is unaffected.  Additionally, if a character rides a horse and tries to walk into a water room, the character is quietly dismounted and the mount is left behind.  The current code attempts to fix mount-rider separations by magically poofing the mount back to the character&#8217;s side.  A second, less obvious example is in dragging code; it&#8217;s possible to successfully drag another character and then fail to have enough movement to end up in the new room.</p>
<p>Another bonus to having new movement code is that different movement types can be changed to be more similar.  Walking into a room will have you slip on an oilslick, for example, but entering a portal or entering the room via blend ignores oilslick.  We had almost 10 different program triggers for all the types of room-entry/exit methods as well.  These were all consequences of separate checks for separate movement types.  By having one single function that sets off those room effects and entry programs, it&#8217;s easier to have all sorts of room-entry methods be affected.<br />
<strong></strong><strong></strong></p>
<p><strong>What exactly will change at next code update?</strong><br />
Most of it will still look and act the same (which is good since it&#8217;s almost entirely new code).  A good portion of the movement features that change will be standardizing across movement types, i.e. different movement types set off the same things and have the same requirements.  I&#8217;ll try to touch upon some of the newer features to expect.</p>
<p><em><em>Common Changes Across All Movement Types<br />
</em></em>All movement types will be affected by the following:</p>
<ol>
<li>Entering any room will check skills such as sneak, backtrack, fly, and sixth sense for improvement (and in the case of sixth sense, warn you of danger).  The message is also moved to after the room description for better visibility.</li>
<li>Most movement will cost movement points.</li>
<li>If you are mounted, all movement will check if your mount can enter the room and return a proper message if needed.  Various types of movement that affect your mount may either move you with your mount or make you fall off your horse to the hilarity of all.</li>
<li>Many more movement types set off room effects.  For example, temporal quake will hit summoned elementals or demons and send them elsewhere in the area.</li>
<li>A bug in following that would cause multiple follows or multiple steps was fixed.  Additionally, mounts will always follow first when multiple followers are involved so there will no longer be a sequence such as &#8220;You enter room on mount, friend enters room and falls on oilslick, your mount enters room and falls on oilslick, you fall on oilslick.&#8221;  This also fixes a problem where a mounted rider enters a portal with one charge and the portal vanishes.</li>
<li>A bug in stare was fixed that would be set off inappropriately.  Spells such as locate spirit move the caster to the room that the spirit is in, force the caster to &#8220;look&#8221;, and then transfer the caster back.  Stare was being set off in cases such as this.</li>
<li>Mounts can be used to traverse water or air rooms even if the rider is not able to do so himself.</li>
<li>Mounts and pets that are teleported away by random transportation spells will try to return to their owners regardless of where the owner moves.</li>
<li>Ghosts can enter wizard locks.</li>
</ol>
<p><em><em><em></em></em>Walking<br />
</em>This is the most common movement type and consists of the commands n/s/e/w/u/d<em></em>.  Next to nothing has changed with regular walking.</p>
<p><em>Portals<br />
</em>Portal objects are actual objects that lead to another room.  The goal for portals was to make them more like regular exits from walking.  Some notable changes for portals include:<em><br />
</em></p>
<ol>
<li>You no longer have to see a portal to use it.  You can enter a portal, close a portal, or push something in a portal even if it&#8217;s invisible to you.  This is the same as regular exits since you can still walk n/s/e/w/u/d while blinded and open doors as needed.</li>
<li>Portals have a flag NORMAL_EXIT.  This has been changed to designate a portal that is a non-magical entryway rather than a shimmery dimensional gateway.  It&#8217;s possible to sneak through NORMAL_EXIT portals.</li>
<li>You can no longer use portals to rooms that you cannot travel in, such as water rooms without a boat/levitate/waterwalk.  This makes it less likely for someone to get stuck since it&#8217;s also impossible to sleep in air/water under certain conditions.</li>
</ol>
<p><em><em>Gate, Roam, Astral Walk, Portal, Nexus, Summon Void<br />
</em></em>These are transportation spells that move the person and his mount/pet to the new target or spells that generate a portal to the target.  Portal objects are regulated by the section above.<em><em><br />
</em></em></p>
<ol>
<li>There is no longer a saves check on mobs that would cause random failure of the spell.  This is because it makes little sense for a spell to always succeed on a player but have a chance to fail on level 5 kittens.</li>
<li>You can no longer use these spells to rooms that you cannot travel in, as with portals.</li>
</ol>
<p><em>Vanish, Blend, Trailblaze, Explore, Translocate, Banish, Exorcism, Teleport<br />
</em>These are spells/skills that randomly move a target through an area or through the world.  Very little has changed except some move mount/pet with you while others leave them behind.<em><br />
</em></p>
<p><em>Recall</em><em><em>, Word of Recall<br />
</em></em>These are commands that move you to designated points.  The following changes have been made to recalling.<em><em><br />
</em></em></p>
<ol>
<li>Every character will have access to the &#8220;recall&#8221; command regardless of religion.  A delay has been added to recalling.</li>
<li>All characters with the &#8220;Word of Recall&#8221; spell have lost the spell and regained practices.</li>
<li>Potions remain with &#8220;Word of Recall&#8221;.  Any held potion can be quaffed with just &#8220;quaff&#8221; even if the person cannot see the potion.</li>
<li>If the user cannot access the recall room due to wizlock or death ward, he is transported to an adjacent room.</li>
</ol>
<p><em><em></em></em>These changes were made so that recalling ability is equal across classes.  Everyone is able to &#8220;recall&#8221; and everyone is able to quaff potions for &#8220;Word of Recall&#8221; if they need to reliably flee out of combat.</p>
<p><em>Vanish, Blend, Trailblaze, Explore, Translocate, Banish, Exorcism, Teleport<br />
</em>These are spells/skills that randomly move a target through an area or through the world.  Very little has changed except some move mount/pet with you while others leave them behind.  Handling of mounts is less buggy.<em></em></p>
<p><em>Push/Drag<br />
</em>These allow you to push or drag an object/char into a new room.  Drag moves you along with whatever you&#8217;re dragging.<em><em><br />
</em></em></p>
<ol>
<li>There&#8217;s a new formula for objects rather than a flat 35% failure rate.</li>
<li>Pushing/dragging a furniture object will move everyone on it into the new room if possible.</li>
<li>You can drag/push objects and characters through portals.  Mobs, of course, will have restrictions since many of them do not want to leave their area or room.</li>
<li>Ghosts can push or drag each other.</li>
</ol>
<p><em>Fleeing<br />
</em>This is how you run out of combat<em>.<em><br />
</em></em></p>
<ol>
<li>You can now flee into portals.</li>
<li>You can target a flee (&#8220;flee north&#8221; or &#8220;flee portal&#8221;).</li>
<li>Dexterity matters more for fleeing, and it&#8217;s easier to flee from things larger than you.</li>
<li>It&#8217;s harder to flee from more enemies, but enemies that are dazed or fallen on ground don&#8217;t count.</li>
</ol>
<p><strong>Are these all the changes?<em><br />
</em></strong>There are a number of other changes that I intend to make, but haven&#8217;t had time to do yet.  These include:<em><em><br />
</em></em></p>
<ol>
<li>Allowing you to look through NORMAL_EXIT portals to see where you&#8217;re going.  This would be like looking through the door in the City of the Gods to the library or out the hatch of the boat.</li>
<li>Other movement-based commands, such as allowing you to jump down through air rooms and take damage, or allowing you to traverse air/water with grappling hooks.</li>
<li>Any other bug fixes that are needed.  If you feel that movement is behaving in a way it shouldn&#8217;t be, please report it so that it can be fixed.</li>
</ol>
<p><strong>Examples?<em><br />
</em></strong>A few examples for fun:</p>
<p style="padding-left: 30px;">Iskvarren has arrived through a gate.<br />
A chestnut colored stallion has arrived through a gate.<br />
a chestnut colored stallion slips and falls on an oil slick!<br />
Iskvarren falls from his mount and crashes onto the ground!</p>
<p style="padding-left: 30px;">You utter the words, &#8216;banish&#8217;.<br />
A chestnut colored stallion begins to shake violently!<br />
Test falls from her mount and crashes onto the ground!</p>
<p style="padding-left: 30px;">Test has arrived through a gate.<br />
Test is sucked into a distortion in space!<br />
A chestnut colored stallion has arrived through a gate.<br />
a chestnut colored stallion is sucked into a distortion in space!</p>
<p style="padding-left: 30px;">You utter the words, &#8216;demon band&#8217;.<br />
You have summoned a skull demon.<br />
a skull demon is sucked into a distortion in space!<br />
You have summoned a skull demon.<br />
a skull demon is sucked into a distortion in space!<br />
a long-tusked boar&#8217;s charge misses you.<br />
A long-tusked boar is in excellent condition.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Old Building Updates as of 02/14/12</title>
		<link>http://mdhoria.net/2012/02/old-building-updates-as-of-021412/</link>
		<comments>http://mdhoria.net/2012/02/old-building-updates-as-of-021412/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 03:39:04 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Building Updates]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2060</guid>
		<description><![CDATA[A list of old building updates from before 02/14/12.

-Added some lords history to Ruins of Lords
-Updated HELP STEAL, HELP BLACKJACK, HELP LUCK SPELL
-Added HELP LUCK VALUE
-Updated Enclave Ranks, Hierarchy, and all Enclave helpfiles
-Added HELP ONE CITY HISTORY
-Added HELP QOOSA VALLEY
-Updated HELP KRAKNUL
-Updated HELP LORDS
-Added HELP KAEKRYN GROVE
16.11.2011 &#8211; Added HELP CONTACT THE STAFF
16.11.2011 &#8211; Added [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>A list of old building updates from before 02/14/12.<br />
<span id="more-2060"></span><br />
-Added some lords history to Ruins of Lords<br />
-Updated HELP STEAL, HELP BLACKJACK, HELP LUCK SPELL<br />
-Added HELP LUCK VALUE<br />
-Updated Enclave Ranks, Hierarchy, and all Enclave helpfiles<br />
-Added HELP ONE CITY HISTORY<br />
-Added HELP QOOSA VALLEY<br />
-Updated HELP KRAKNUL<br />
-Updated HELP LORDS<br />
-Added HELP KAEKRYN GROVE<br />
16.11.2011 &#8211; Added HELP CONTACT THE STAFF<br />
16.11.2011 &#8211; Added Thymir&#8217;s Journal to Icewind Pass<br />
16.11.2011 &#8211; Added items for water walk in common boat shops<br />
17.11.2011 &#8211; Updated Rhysdale&#8217;s things<br />
19.11.2011 &#8211; Updated all spider hide items<br />
20.11.2011 &#8211; Updated progs in Rhyodin Keep<br />
20.11.2011 &#8211; Updated magical items in Bortuln<br />
21.11.2011 &#8211; Tweaked HELP DAGAHASI<br />
22.11.2011 &#8211; Updated HELP FIRE ELEMENTAL and HELP DEMON HORDE / BAND<br />
22.11.2011 &#8211; Updated HELP EXCHANGE to have proper experience return for permforget<br />
22.11.2011 &#8211; Updated HELP NOCTURNAL SHIELD for proper targeting<br />
23.11.2011 &#8211; Standardized skull demons and druid elementals<br />
23.11.2011 &#8211; Updated HELP THROWN to include additional keywords<br />
26.11.2011 &#8211; Updated HELP SEANCE LOCATE OBJECT<br />
27.11.2011 &#8211; Updated some Ishon equipment<br />
27.11.2011 &#8211; One-way&#8217;d entrance rooms in Sea of Shegath.<br />
27.11.2011 &#8211; Updated HELP SKINNING<br />
27.11.2011 &#8211; Removed indoors from some rooms in Shegath, then added storm effects.<br />
28.11.2011 &#8211; Updated HELP CTITLE<br />
28.11.2011 &#8211; Updated items in Battlefields<br />
01.12.2011 &#8211; Updated HELP FIREPROOF<br />
01.12.2011 &#8211; Updated HELP ACID BREATH FIRE BREATH FROST BREATH<br />
01.12.2011 &#8211; Flagged all areas in Seria as AREA_SERIA so hometown check now works properly<br />
02.12.2011 &#8211; Added anthills to Serian Forest<br />
02.12.2011 &#8211; Added beehive to Serian Forest<br />
02.12.2011 &#8211; Fixed all guard mobs so assist flags don&#8217;t interfere with spec_guard<br />
02.12.2011 &#8211; Tweaked HELP AVIAN<br />
02.12.2011 &#8211; Fed honey to bear<br />
06.12.2011 &#8211; Updated HELP RESCUE<br />
07.12.2011 &#8211; Updated room flags in Tower of the Arcane<br />
09.12.2011 &#8211; Added HELP SCRUTINY<br />
14.12.2011 &#8211; Updated HELP GORUSIRIYU ELYSIRIYU to list allowed colors<br />
15.12.2011 &#8211; Updated ghost pets to check for charm<br />
16.12.2011 &#8211; Updated HELP GORUSIRIYU again to reflect removal of tan from siriyu skin colors.<br />
16.12.2011 &#8211; Added HELP THE ENCLAVE<br />
17.12.2011 &#8211; Updated HELP GORUSIRIYU again to reflect addition of ashen to siriyu skin colors<br />
18.12.2011 &#8211; Added HELP RPFORCE<br />
19.12.2011 &#8211; Added shiny new effect to quartz and lightning weapons<br />
31.12.2011 &#8211; Updated stats/cost of Cranezmore Warehouse items<br />
01.01.2012 &#8211; Updated junk items used for skills to be identified<br />
01.03.2012 &#8211; Updated HELP CLAN ALTS to reflect changes to clan systems<br />
01.05.2012 &#8211; Fixed bug hitting ungrouped pets in Shegath<br />
01.05.2012 &#8211; Fixed bug loading dark dwellers on ghosts</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Human and Siriyu Race Revamps</title>
		<link>http://mdhoria.net/2012/02/human-and-siriyu-race-revamps/</link>
		<comments>http://mdhoria.net/2012/02/human-and-siriyu-race-revamps/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 02:39:05 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[RP Updates]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2044</guid>
		<description><![CDATA[[ February 11, 2012; 9:00 PM to 10:00 PM. ] Next weekend on Saturday, February the 11th at 9 PM EST we are having our human and siriyu race revamp meeting. This meeting is open to anyone who wishes to attend regardless of having played either of these races.  We will be reviewing mechanical and RP facets of the two races to determine standards.

Please [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Next weekend on <strong>Saturday, February the 11th at 9 PM EST</strong> we are having our human and siriyu race revamp meeting. This meeting is open to anyone who wishes to attend regardless of having played either of these races.  We will be reviewing mechanical and RP facets of the two races to determine standards.</p>
<p>Please come to the meeting with an open mind and willingness to concentrate on balance rather than powering up your character. We will mostly be discussing physical characteristic colors, racial skills, and racial standards of RP.  Start brainstorming so you have ideas for the meeting!</p>
<p>If you can&#8217;t attend, feel free to email any ideas to lyseri[at]mdhoria.net.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Winter Quest Prizes Now Available</title>
		<link>http://mdhoria.net/2012/01/winter-quest-prizes-now-available/</link>
		<comments>http://mdhoria.net/2012/01/winter-quest-prizes-now-available/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 05:41:30 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2009</guid>
		<description><![CDATA[We hope everyone enjoyed the end of our winter quest event!
Individual prizes may be claimed from the Preeminent Apprentice in the Tower of the Arcane.  We&#8217;ll be adding a few more lower-priced trinkety items tomorrow, but for now, enjoy the massive selection as detailed in HELP WINTER PRIZES!
Clan prizes will be discussed with clan [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>We hope everyone enjoyed the end of our winter quest event!</p>
<p>Individual prizes may be claimed from the Preeminent Apprentice in the Tower of the Arcane.  We&#8217;ll be adding a few more lower-priced trinkety items tomorrow, but for now, enjoy the massive selection as detailed in HELP WINTER PRIZES!</p>
<p>Clan prizes will be discussed with clan leaders and handed out in the next few days.  Individual prizes will be available for claiming for the next week or two.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>End of Winter Quest</title>
		<link>http://mdhoria.net/2012/01/end-of-winter-quest/</link>
		<comments>http://mdhoria.net/2012/01/end-of-winter-quest/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 01:44:14 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2006</guid>
		<description><![CDATA[[ January 16, 2012; 10:00 PM to 11:00 PM. ] Our long-lasting winter quest will end tomorrow, Monday, January 16 at 10 PM EST.

You will have up until that time to farm points and earn rewards for yourself and your clan.  We will be making prizes available tomorrow night after the last event for the quest!]]></description>
			<content:encoded><![CDATA[<p></p><p>Our long-lasting winter quest will end tomorrow, <strong>Monday, January 16 at 10 PM EST</strong>.</p>
<p>You will have up until that time to farm points and earn rewards for yourself and your clan.  We will be making prizes available tomorrow night after the last event for the quest!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>January RestringFest</title>
		<link>http://mdhoria.net/2011/12/january-restringfest/</link>
		<comments>http://mdhoria.net/2011/12/january-restringfest/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 01:33:22 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=2000</guid>
		<description><![CDATA[[ January 1, 2012; 8:00 PM to 9:00 PM. ] This Sunday, January 1st at 8 PM EST will be RestringFest!

Come kick off the new year with shiny new restrings. This particular RestringFest will be OOC, meaning you will not be required to RP with the blacksmith/tailor, but you will still need to bring materials that make sense for your string. For further information and [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>This <strong>Sunday, January 1st at 8 PM EST</strong> will be RestringFest!</p>
<p>Come kick off the new year with shiny new restrings. This particular RestringFest will be OOC, meaning you will not be required to RP with the blacksmith/tailor, but you will still need to bring materials that make sense for your string. For further information and rules see HELP RESTRINGFEST. </p>
<p>If you have any questions, please ask staff BEFORE the fest!</p>
]]></content:encoded>
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		<title>Code Updates 12/17/2011</title>
		<link>http://mdhoria.net/2011/12/code-update-12172011/</link>
		<comments>http://mdhoria.net/2011/12/code-update-12172011/#comments</comments>
		<pubDate>Sun, 18 Dec 2011 07:14:27 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Code Updates]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=1994</guid>
		<description><![CDATA[New Features
-added RPforce for RP Team to facilitate running quests
-added act_shifter flag for mobs to let them think to players
-added ashen skin choice for char gen (currently only available to siriyu)
-added combat_hit trigger and isfighting check for mud programs

Skill Changes
-changed tame to allow calming any form-animal creature
-updated tame to allow charming up to 3/4 level [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><strong>New Features</strong><br />
-added RPforce for RP Team to facilitate running quests<br />
-added act_shifter flag for mobs to let them think to players<br />
-added ashen skin choice for char gen (currently only available to siriyu)<br />
-added combat_hit trigger and isfighting check for mud programs<br />
<span id="more-1994"></span></p>
<p><strong>Skill Changes</strong><br />
-changed tame to allow calming any form-animal creature<br />
-updated tame to allow charming up to 3/4 level of form-animal<br />
-updated siren formula to be less dependent on only int/wis<br />
-standardized all reveals to 1 tick<br />
-cleaned up flash and made it strip sneak/backtrack<br />
-standardized level of meditation for all classes<br />
-standardized levels for fast healing and fireproof</p>
<p><strong>General Changes</strong><br />
-changed shock element damage to damage jewelry rather than instantly destroy<br />
-adjusted do_order to use new_interpret to support RPforce<br />
-allowed mobs that are act_shifter to thinkto nonshifters visibly<br />
-adjusted OLC and save/load code to support rpforce<br />
-made mobs regain sneak after a while if revealed<br />
-made spec_fido only eat NPCs of smaller size than character<br />
-added SECT_GARDEN to list of default ambient sectors<br />
-blocked all names in chargen starting with self<br />
-cleared lass/lad/maiden from chargen for being too young<br />
-added room properties to show in rstat (for immortals)</p>
<p><strong>Bug Fixes</strong><br />
-fixed sneak/backtrack reveal to occur from fighting or reveal spells<br />
-Fixed act() crash when ch->god is null<br />
-fixed bug in mind flay that made failure to save cause mind flay<br />
-fixed bug that caused casting on nonexistent target<br />
-fixed prog bug that crashed with TAR_OBJ_CHAR</p>
<p>Version r779</p>
]]></content:encoded>
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		<title>Reminiscing About Churrocite</title>
		<link>http://mdhoria.net/2011/12/reminiscing-about-churrocite/</link>
		<comments>http://mdhoria.net/2011/12/reminiscing-about-churrocite/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 11:41:56 +0000</pubDate>
		<dc:creator>Iskvarren</dc:creator>
				<category><![CDATA[Iskvarren's Blog]]></category>
		<category><![CDATA[FYI your character's school was built on a brothel.]]></category>
		<category><![CDATA[Maybe we should have let the toad run around so everyone had to find it to turn in points. Or made it invisible. Or put it in the Ishon...]]></category>
		<category><![CDATA[The first bag didn't work. Dump them all in!]]></category>
		<category><![CDATA[We crashed again. Who has the most recent clan totals?]]></category>
		<category><![CDATA[What is this stash of quartz weapons I have here...]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=1975</guid>
		<description><![CDATA[A few years ago, Chirondin had a rough idea for what he called a &#8220;token quest&#8221;.  Basically, players would gather some sort of token object and turn them in for points in a competition.  The goal was to give players a reason to learn to be better leaders for their clans.  It wasn&#8217;t until later [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>A few years ago, Chirondin had a rough idea for what he called a &#8220;token quest&#8221;.  Basically, players would gather some sort of token object and turn them in for points in a competition.  The goal was to give players a reason to learn to be better leaders for their clans.  It wasn&#8217;t until later that we fleshed this out and threw what we call the Churrocite Quest now.<span id="more-1975"></span><strong></strong></p>
<hr />
<p>&nbsp;</p>
<p><strong>Plot:</strong>  The plot was more or less an excuse plot for the whole event.  Iskvarren sent out mail to all four clans (we had four back then, the Ge&#8217;siri, the Nai&#8217;van, the Triage, and the Enclave), inviting them to an evening at Guilty Pleasures, the brothel on the Northern Road.</p>
<p style="padding-left: 30px;"><em>Esteemed heads of state, be you King or Tal&#8217;siri or Emperor or Overseer,</em></p>
<p style="padding-left: 30px;"><em>You are cordially invited for a night of entertainment at the fine establishment of Guilty Pleasures. The event shall be held within the month, with the exact date to be determined based on availability.</em></p>
<p style="padding-left: 30px;"><em>Immediate RSVP is requested should you choose to attend. Each guest is permitted one companion to prevent his demise or to witness such. I assure you that declining this invitation shall incur no penalty, although the event may be much of significant interest to you and your people.</em></p>
<p style="padding-left: 30px;"><em>I await your response,</em></p>
<p style="padding-left: 30px;"><em>Iskvarren</em></p>
<p>When the clan representatives arrived, they found that not only was Chirondin present as well, but one of the main rooms of Guilty Pleasures was covered in spell arrays.  It was stated that Chirondin wished to cast a spell to increase faith in one&#8217;s leaders and gods and needed the clan leaders as reagents.  With the threat of dismemberment should any decide to leave the party early, the clan representatives agreed to assist.</p>
<p>However, the spell failed and merely created a stony golem.  Its heart was ripped out and found to be a piece of magical stone, which was named Churrocite.  As the brothel was filling with more and more of these golems, of obsidian, quartz, clay, and tar, Chirondin stated that the spell had failed because the clan leaders were not good enough reagents and urged them to help collect the churrocite so the spell could be properly casted.  The clans were pitted against each other and offered a divine blessing depending on the degree of success.</p>
<hr />
<p>&nbsp;</p>
<p><strong>Format:</strong>  The points were counted by a stone toad which swallowed the churrocite and shouted out a score for the clans when requested.  The event was formally split into a farming part, which required killing the golems to hit the caps for each clan, and an event part, which granted Churrocite and also raised the caps depending on a clan&#8217;s success in an event.  Individual contributions were capped so one person could not farm all of a clan&#8217;s points and it was necessary to recruit more members to boost a clan&#8217;s strength.  An example of how the points went goes like this:</p>
<p><span style="text-decoration: underline;">Start</span>: 1000 point cap per clan, 200 points per person.  After a character hits 200 points for his clan, he is unable to pick up Churrocite without it vanishing.</p>
<p><span style="text-decoration: underline;">Event</span>: 600 points to first place, 300 to second place, 100 to third place, and 50 to fourth place.  The clans would receive those points at the event and then have their caps raised to 1600, 1300, 1100, and 1050 points.</p>
<p><span style="text-decoration: underline;">Next cap increase</span>: +1500 points, so the clans become capped at 3100, 2800, 2600, and 2550 points.  Individuals might be capped to 500 points total.</p>
<p>And so on until the end of the event.  A clan could succeed in events and still lose if its members did not work hard enough to reach each cap increase, or a clan could collect enough Churrocite but lose because it did not do well enough at events.</p>
<hr />
<p>&nbsp;</p>
<p><strong>Events</strong>: A variety of events were held, representing each of the gods.  Some of them required RP, some of them required interacting with mobs, some of them were combat-related.  Some of them could have easily been IC events, while others had clearly defined rules and times.  Events were designed to foster team play and interdependence as well as intelligent strategy.  Here are a few with the workings described for the public for the first time:</p>
<p><span style="text-decoration: underline;">Tar Golem</span>: Tralen/Order&#8217;s event was meant to teach moderation and temperance, that less is more sometimes.  Each clan had an opportunity in which an officer/leader and other subordinates were greeted with a massive tar golem that had 20,000 HP.  Players were expected to deal as much damage as possible to the tar golem without stunning it.  They could hit it any way they desired until they felt that they were &#8220;done&#8221;.  A stun was considered an instant fail which would net 0 points, while any clan that finished above 0 HP would be ranked based on how close they had gotten to 0 HP.</p>
<p><span style="text-decoration: underline;">Ishon Fun Run/Scavenger Hunt</span>: Players were told that there would be an event on a certain day and to bring as many members of their clan as possible.  They were surprised by Chirondin/Magic and Iskvarren/Corruption running their events simultaneously, with a characteristic 600, 300, 100, 50 point distribution for placing.  Each clan had to decide which members to dedicate to each event to maximize wins (or whether to dedicate all members to one event and lose any chance of scoring in the other).</p>
<p style="padding-left: 30px;"><span style="text-decoration: underline;">Ishon Fun Run</span>: All players started off with maximum drunkenness in this event.  Pedestals with cups of absinthe were placed at four locations in the Ishon Forest, which were disclosed to players.  Drinking the cup at each pedestal would set a player to maximum drunkenness and net a token.  Each team finishing by entering the crystal archway would be granted a fraction of points depending on how many tokens they had collected and the place they had finished in.  For example, a team finishing in first with two tokens would win 300 points, while a team finishing in second with all four tokens would win 300 points as well.  However, one unspoken rule was that a team did not have to be alive to finish.  A dead team was permitted to enter the archway and block out first place, earning zero points for zero tokens.</p>
<p style="padding-left: 30px;"><span style="text-decoration: underline;">Scavenger Hunt</span>: A less hungry alternative for players as well as an option since the Ishon Fun Run was biased towards Cranezmore citizens, who were likely to be more experienced with the area (and also because entry into the Ishon was forbidden by Cranezmore law).  Players were sent off to fetch as many of a certain type of item as they could think of, but were not permitted to use any location spells such as locate object or seance.  This event banked heavily off of player knowledge of the game.</p>
<p><span style="text-decoration: underline;">Grand Ball</span>: Sarma/Love threw a ball in which players were judged in several categories.  Each clan was pitted against another of a similar size, so two balls were thrown.  First, players were judged based on most original costumes.  Second, players were judged based on a dance prepared for the event.  Third, players were judged for most loving couple.  Finally, a secret contest awarded a handful of points to the greatest gossip during the entire event.</p>
<p><span style="text-decoration: underline;">Groth Merchant</span>: A grothtalian comes to town and offers to sell several bags of Churrocite.  However, he states some of it was a little &#8220;funny feeling&#8221;.  A clan could opt to purchase a bag for several hundred gold pieces.  Bags 1-4 held (I think) twenty pieces of Churrocite each, but half the pieces were positive points and others were negative points.  Each bag had a certain &#8220;rule&#8221; for good versus bad Churrocite.  The rules depended on the weight; for example, one bag might have all even weights good, all odd weights bad, and another might have all primes good, all non-primes bad.  Players had to feed the toad until they figured out which pieces were good and which were bad.  As an additional complication, the merchant had four more bags, 5-8.  He states that these were even &#8220;funnier feeling&#8221; than the first four, but he&#8217;ll sell them if there are buyers.  Unbeknownst to players, ALL of the Churrocite in these additional bags were bad.  Some clans opted to not turn in any stones for this event, while others methodically tested weights and turned in all the useful ones.  One clan dumped the first bag in, noticed no score change, and dumped the second bag of all negatives in, finishing with a net negative score.</p>
<p><span style="text-decoration: underline;">Worm</span>: A number of you fought the great worm during Halloween, but few of you know that this is from the Churrocite Quest.  This event was one of the more subtle ones (only one clan figured out how to succeed).  Goblins ran into three members of each clan, one of whom was a leader or officer, and told them that they needed food because there was a giant worm that was very hungry and had lots of &#8220;shinies&#8221; in its belly.  A piece of Churrocite would be displayed as an example of a &#8220;shiny&#8221;.  If the goblins were only given food, they would trade a handful of stones and run off.  The way to pass on to the second part of the event was to say any variation of &#8220;Where is the worm?,&#8221; &#8220;Show me the worm,&#8221; or &#8220;I&#8217;ll help you bait it more.&#8221;  Each member was one chance for the clan to move on to the second stage, which featured the actual worm mob.  The mob had several hundred stones worth of Churrocite on it, which slowly decayed over time.  However, being eaten by the worm would generate a special piece of Churrocite, so it was also possible to farm the mob indefinitely to raise the clan cap as high as possible.  The one clan that succeeded did not realize this and killed the mob as quickly as they could, netting most of the Churrocite on the mob and a handful of pieces from being eaten.</p>
<hr />
<p>&nbsp;</p>
<p><strong>Prizes</strong>: I&#8217;m sure some of you wanted this article to know what sorts of prizes might be offered for CoM Christmas Event.  Along with the rare weapon drops off of the higher-end golems, points earned by individuals could be redeemed for item prizes.  This meant that even if an individual&#8217;s clan did not succeed in the competition overall, an individual who worked could still claim prizes for himself.  Here are a handful of interest:</p>
<p><span style="text-decoration: underline;">Weapons</span>: The fiery quartz weapons were initially unstable so any enchantment or magical repairing would cause them to instantly destruct.  If they were damaged through use, they would gradually repair themselves.  The final prizes offered unstable weapons for those who had not been lucky enough to get their preferred weapon as a drop.  Another prize was the conversion of an unstable weapon to a stable one that could be enchanted, maenored, and magically repaired.  Finally, any extra quartz weapons that a player did not want could be turned in for a handful of points to be spent on other prizes.</p>
<p><span style="text-decoration: underline;">Armor</span>: A few pieces of unique armor could be purchased with points.  All of this armor was set as high-level gear that was better than standard level 50 equipment available in game.  Among these was a fiery quartz obsidian band that gave resistance against acid, which used to be the most powerful damage type and was extremely difficult to protect against.  Other pieces of armor took inspiration from the golems: a cingulum with a clay buckle, an armlet with quartz beads, and a lantern of ever-burning tar.</p>
<p><span style="text-decoration: underline;">Novelty Items</span>: The cheapest items were a handful of novelty items with programs on them based on the gods.  Sarma, for example, had a jar of bubble liquid that could be used to blow poppable bubbles in a room.  Chirondin had a squat stone toad figure that would spit out fish-shaped candy like a PEZ dispenser.  Iskvarren had a razorvine-etched shotglass that would slowly refill with absinthe and convert any liquid inside it to absinthe.</p>
<hr />
<p>&nbsp;</p>
<p><strong>Conclusion</strong>: The conclusion of the event was a dramatic show-off between one clan that had reached its cap and another clan that had yet to reach its higher cap.  The clans competed for several resets for drops off of the golems.</p>
<p>At the finale, Chirondin stated that the spell had been a hoax from the start and it was working as a clan that truly created faith among clan members and toward the gods.  At the award ceremony, clans were honored with prizes in treasury gold (and a blessing that soon became obsolete because I forgot it for so long), and the brothel was destroyed in the celebrations.</p>
<p>&nbsp;</p>
<p>There&#8217;s much more detail that could be said, but this is a rough (but long) synopsis of the event.  While the Christmas event is noncompetitive, we&#8217;ll be running some small RP events that don&#8217;t affect the caps, but will still net you points for participating.  Hopefully you can still see elements of the original event and why it was fairly popular among players.<br />
If you&#8217;ve got any questions about this event or the current event, feel free to ask.</p>
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		<title>Code Updates 9/12/2011</title>
		<link>http://mdhoria.net/2011/12/code-updates-9122011/</link>
		<comments>http://mdhoria.net/2011/12/code-updates-9122011/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 04:38:46 +0000</pubDate>
		<dc:creator>Lyseri</dc:creator>
				<category><![CDATA[Code Updates]]></category>

		<guid isPermaLink="false">http://mdhoria.net/?p=1964</guid>
		<description><![CDATA[Code updates through 9/12/2011.
NOTE: There is currently a bug in sneak/backtrack being revealed. We will fix it ASAP and edit this list to reflect it.
New Features
-Fireproof now permanently protects objects from elemental damages (this includes lightning which used to be protected by Maenor&#8217;s and also other previously unprotected damages such as ice, fire, and acid).  [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Code updates through 9/12/2011.<br />
<strong>NOTE</strong>: There is currently a bug in sneak/backtrack being revealed. We will fix it ASAP and edit this list to reflect it.<strong></strong></p>
<p>New Features<br />
-Fireproof now permanently protects objects from elemental damages (this includes lightning which used to be protected by Maenor&#8217;s and also other previously unprotected damages such as ice, fire, and acid).  Beware of breath attacks and weapon effects if your items are not protected.<br />
-allowed burnproof to be seen with examine<br />
-added scrutiny, a skill that lets a thief/vagabond see through disguise<br />
-allowed newbie helpers to see inventory of [new] characters below level 25<br />
-prevented NH&#8217;s from seeing inventories of disguised/morphed chars<br />
-allowed players to see ghost names rather than shorts if ghost is intro’d<br />
-allowed ghosts to introduce themselves and others<span id="more-1964"></span></p>
<p><strong>Command Changes</strong><br />
-changed maenors to protect against wearing-out damage and moved lightning damage over to fireproof with other elemental damages<br />
-lowered cost of maenors and raised cost of fireproof<br />
-made hide/camo stripping remove sneak and backtrack as well for fighting and revealing spells<br />
-disabled sneak/backtrack while revealed<br />
-set revealed time to 1 tick instead of 0 tick<br />
-set a cooldown on disguise<br />
-added tender effect for disguise cooldown<br />
-forced fighting position for mug<br />
-set astral walk to same mana as gate/roam<br />
-reduced extra effect of mental scythe<br />
-allowed tame on anything flagged animal/tame</p>
<p><strong>Bug Fixes</strong><br />
-fixed guards assisting on dead targets<br />
-fix to prevent crash when someone uses pray/prayto crash and an imm is switched<br />
-fixed mob walk to char bug caused by checking area of a char_data</p>
<p><strong>General Changes</strong><br />
-made wimpy mobs not chase unless they are also aggressive<br />
-made wimpy mobs not attack if too injured unless also aggressive<br />
-made wimpy/aggressive mobs not flee during combat<br />
-updated damage values and modifiers for mob breath attacks<br />
-set host on all char objects upon logging in<br />
-made janitor/scavenger discard untouched items from own area<br />
-removed some autosetting of AC and dragon brains<br />
-enabled dirt kicking in garden sectors<br />
-cleaned up damage in acid breath/trap to damage items on person<br />
-set all guards to attack foreign nonsentients against sentients</p>
<p><strong>Immortal Stuff</strong><br />
-allowed helper command to work on self<br />
-cleaned up some tabs and formatting</p>
<p><strong>Typo/Message Fixes</strong><br />
-fixed message error in gas trap</p>
<p>Version r729</p>
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