tbaMUD is the continued development of the codebase formerly known as CircleMUD. http://tbamud.com/
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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