Build 5.1.0

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CoffeeMud Version 5.1.0

Released on Mar 23, 2006

Here it is, and every bit as late as I promised. Hopefully something in there yall will like. As always, there are INI changes to watch out for, and another library JAR file has been added which needs to be included in your startup script (mud.bat or whatever).

  1. New Area types. These include grid type areas, uncached (thin) areas, and combinations of both. (see Archons Guide)
  2. MUDGrinder support for "grid" area types -- supports "painting" huge swabs of rooms at once.
  3. Languages being spoken can now cause problems for ORDERing, and Shopkeeper/Banker/Postman interactions.
  4. Serious optomizations in all tracking-related behaviors and skills.
  5. New command: Replay (sort of a command-line scrollbar)
  6. Many common skills now have attribute and other skill and profficiency requirements. This is the stick -- the next version will have tons of enhancements to them through Education flags.
  7. Default non-combat commands & skills/round changed from 4 to 10 and 4 to 6 respectively (in INI file).
  8. A first in the history of CoffeeMud! An INI entry has been REMOVED (MINMOVETIME). It's redundant now with the round timing code.
  9. New INI entry: AUTOAREAPROPS for automatically adding properties or behaviors to new/old Areas.
  10. Disease Obesity has been toned down slightly. No pun intended.
  11. Some networking issues with the HTTP/web server have been worked out. Pretty important bug fix.
  12. Prop_ReqCapacity has a new parameter: indoor
  13. Skills/Spells/etc can now have requirements that include: other skills, profficiency in other skills, and ANY other Zapper masks. These requirements can be built on a class-by-class basis instead of being global to a skill.
  14. ItemGenerator behavior now weighs its random selections by value (more valuable == less likely)
  15. MudChat behavior can now have combat-only message/response handling.
  16. You can now export and import areas from the MUDGrinder.
  17. RUNning is now faster than walking around, though its more expensive of movement.
  18. Player Records now have a "notes" field you can jot misc stuff into about them.
  19. Quests (the automated of course) can now have a priority/run level set to prevent them from overlapping.
  20. Quests can also have minimum players online, which can be narrowly defined using a player zappermask if you like.
  21. CoffeeMud now supports MCCP (text compression), and it supports it reliably and well. There is another jar file in the LIB directory to make sure is in the classpath, however.
  22. DEFAULT PROMPT now includes the combat opponents health text. It was removed from its previous place. Old players will have to update their prompts.
  23. Due to the mudmagic.com coding context, CoffeeMud now has a configurable and expandable Extended English Parsing system. You can enter all kinds of complex things like: get the third axe ; get the axe and the sword ; get the sword and wield it ; get sword, axe, and helmet and put all in the bag
  24. Zapper mask now includes SKILLS (including optional profficiency checks), EDUCATIONS, SECURITY flags (but only if they are defined in your ini file)
  25. (Internal) CoffeeMud is now FAR stingier with threads, and has been drastically optimized for speed without costing another byte in memory (heck, perhaps using even less in the process).
  26. If your muds been up long enough, you can actually start reviewing your players leveling-dates from the MUDGrinder Player List.
  27. Siplet also supports MCCP now, and has had a few Firefox/Browser related issues addressed.
  28. The MUDGrinder main menu has been shuffled a tiny bit. A minor change to the Threads listing makes it a bit more useful.
  29. A whole circus of bugs tamed, and hopefully as few new ones introduced as possible.