***Files for Cataclysm MUD.*** Cataclysm MUD is a continuation of tbaMUD/CircleMUD, which is built on DIKU MUD. Due to licensing issues with tbaMUD, all licensing attributions should remain the same and not changed from the original, pre-LGPL license model. TO be clear: **this is not an LGPL licensed fork**. Changes from stock tbaMUD 2025 to Cataclysm MUD v1.0.0-alpha: * The city of Caleran is available for exploration * Experience points and levels are removed in favor of skill based progression * Initial skills/spells based partly on tbaMUD code and 5e conversion (to be cleaned up in later release) * Expanded emoting system for roleplay * Permanent character death * A hybrid "5e-like" system where: - [ ] Legacy THAC0 systems are removed in favor of the modern 5e system - [ ] Your skill level translates to a proficiency bonus on a per-skill level - [ ] Saving throws are based on 5e rules (if your class has them, you do) - [ ] Your spell save DC is 8 + skill profiency + ability mod for your class - [ ] AC and to hit d20 rolls typical of 5e, capped at +10 to hit and +8 to AC - [ ] Introduction of basic 5e skills which are used for multiple commands * QUIT room flags to designate a room safe to quit in, as well as quit ooc * SAVE room flags for players to drop their loot in (such as an apartment or barracks) * NPC's can be equipped with items and their prototypes saved for quick future loading * Rooms can be saved with their objects and NPC's to be loaded on the next boot * Converted action descriptions to main descriptions for items * Mapping command now supports new terrain types * Players do not pay to keep their items when they log out * Furniture items now allow items to be placed on top of them (a mug on top of the bar) * Furniture items can now be stood at, sat on, rested on, and slept on * Furniture items in rooms can be reviewed with "look tables" * Think, feel, and OOC commands for roleplay purposes * Expanded say, talk, and whisper commands to allow for greater roleplay * Sneak/Hide have been updated and an opposed roll against observers occurs * Ability to stealthily put or get items from containers via Palm/Slip commands * Listening in on conversations nearby is possible * Modernized stat output for immortals * NPC's can now be assigned a class like a PC and inherit the relevant skills * PC's now use a short description for identification instead of name * Backgrounds are now available for PC's and NPC's * Account system for tracking players/characters over long periods of time Changes in v1.1.0-alpha: * Cleaned up legacy practice system code * Added skill caps for classes to limit ability of everyone to reach skill level 100 (and respective proficiency) * Race/species selection and stat ranges (elves have higher dex, dwarves have higher str, etc) * Renamed move to stamina in code to reflect how much energy is used for certain actions * Species have base hit/mana/stamina now, plus their class modifier rolls * Prioritized stats during character generation * Ability to change ldesc of PC/NPC's * Ability to look in certain directions to see what is 1-3 rooms away * PC's and NPC's can now have an age set between 18-65 * "audit armor" and "audit melee" commands for immortals (formerly "acaudit") to check non-compliant items * Minor score output change to only show quest status while on a quest, PC/NPC name, sdesc, and current ldesc * Added ability to reroll initial stats if they are not to player's liking, and undo reroll if needed * Removed alignment from game - no more GOOD/EVIL flags or restrictions on shops * Removed ANTI_ flags related to class restrictions on what objects they can use * Mounts added to help with long trips, and ability to use them as pack animals * Introduced AGENTS.md file to ensure code quality * Migration away from OLC with new commands "rcreate" and "rset" for builders to modify rooms * Migration away from OLC with new commands "ocreate", "oset", and "osave" for builders to modify objects * Migration away from OLC with new command "mcreate" and for builders to modify NPC's * Fixed issue with msave not saving items in containers on NPC's Features that would have been implemented in the next few releases: * Height and weight normalized to species * Stables allow for purchasing of mounts * Stables will take mounts and provide tickets to get them out * Updated door code so that it can be closed/locked/saved with rsave code * SECTOR/ROOM type changes to make terrain movement easier or more difficult * Subclass selection to personalize character further * Combat is slowed down so it isn't over in < 15 seconds (unless you're far outmatched) * Wagons added to help with caravans * BUILDING object type created to allow enter/leave * Updated BUILDING object type so that it can be damaged and no longer enterable (but someone can leave at cost to health) * Plantlife introduced, allowing a plant object to produce fruit or herbs every few hours/days * Plantlife can be refreshed to spawn fruits/herbs more frequently by watering it * Updated lockpicking skill * Trap as a skill - one focused on city and one focused on desert * Poisons and antidotes * New alcohol and drugs/stimulants * Skimmers/ships to traverse difficult terrain * New elemental classes * Introduction of gathering mana/magic for sorceror class * Highly modified magic system * Ranged weapons and ammo * Components for some magical spells * Reading/writing limited to specific castes of society * Haggling and bartering system * New calendar and moon cycles * Heat based on time of day increases/decreases, changing hunger/thirst levels * Weather updates and sandstorms limiting visibility * Shaded rooms providing bonuses to regeneration * Criminal system for cities and jails * Basic Psionics * Basic crafting system * Apartment rentals for storing your loot * Enhanced quest system * Dialogue trees with NPC's * Additional zones/cities based on Miranthas world map * Resources on the world map can be claimed by different city-states or independent factions * Claimed resources improve quality of armor/weapons/food/prices available * Death from old age if you roll badly on your birthday after the expected lifespan of a species * Attacks hit different parts of the body and have different damage effects * Armor degradation based on damage taken per body part * Weapon degradation based on damage dealt - potentially shattering weapons ...and down the road: * Replace ASCII files in favor of SQL database on the backend * Replace DG Scripts with a Python abstraction layer for modern scripting support * Replace Oasis OLC with more modern interface for easing builder duties * Discord server integration for ticketing and community * Full documentation for admins and easy to follow improvement guides * ...suggestions from anyone who uses this game