tbamud/README.md
2026-01-02 07:26:40 -08:00

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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 <message>
* 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