Updates

The following is the record of public game progress for April 18th, 2019 through May 31st, 2019.

  • New commands: copy, finish
  • New items: heavy hooded robes, keys, more hempen twine, more thread, more twine
  • Updated items: belled anklets, belled bracelets, bows, crossbows, firewood (now combines by tree type), fishing poles, fur-trimmed leather vests, heavy robes (were "wool robes"), hempen twine, longbows (merged with "oak longbows"), ponchos (were "wool ponchos"), practice crossbows, recurved crossbows, ring-ended wood crossbows, shortbows (were "oak shortbows"), short-sleeved loose coats, simple bows, slings, thread, twine, wool coats, woolen jackets
  • New/Updated helpfiles: archery, banks, campfires, claw, copy, crossbow, discard, ferry, finish, fishing, get, leather working, locks, sewing, sling, smithing, style, tend, throwing
  • It is now possible to take partial amounts of bulk-mass objects (such as meat, charcoal, and sand) out of containers using the usual syntax ("get 1 pound of ore from sledge" et.al.). This works with both objects on the ground, such as tents, or in a character's hands or inventory, such as a belt. It does not function with other people's containers.
  • Players leaving out the "of" when getting a partial amount of an object (i.e. "get 1 pound sand" instead of "get 1 pound of sand") in the same room as multiple piles should no longer have the game get confused over which pile they mean.
  • Taking partial amounts of bulk objects that have set traits -- such as colored yarn and mineral dust -- now properly reflects those traits in the partial amount. For example, taking five ounces from a bolt of purple silk no longer leaves a character with undyed silk. This change will affect newly-acquired objects immediately, though those acquired before April 23rd, 2019 may not properly reflect it until a reboot due to the nature of the fix.
  • Getting partial amounts of bulk objects now uses more reasonable math based on set IC weights, ideally causing fewer strange behaviors when dealing with larger masses.
  • The "finish" command can now be used to kill helpless targets, such as smaller fish out of water or animals knocked unconscious, after a brief wind-up period based on the size of the target. Any interruptions during the wind-up period will halt the attempt. See "help finish" for more information.
  • Characters may now try to duplicate keys using the "copy" command, which works the same way as normal crafting save that it will attempt to match the locking and unlocking properties of the original key. Making a key without using the "copy" or "duplicate" syntax will yield an unpaired, purely cosmetic key instead. See "help copy" for more information.
  • Crossbows now have slightly smarter behavior when reacting to the "string," "unstring," and "load" commands, and also recognize "unload" as a valid syntax. One can also "load crossbow with <ammo>" or "load crossbow from <container>"; these behaviors prioritize held ammo over anything on the ground. In addition to quivers, bolt sashes now automatically count as an ammo source and track how many shots are remaining in them, and containers targeted with "load crossbow from <container>" will also count remaining shots. Existing crossbows may be updated using the "exchange" command.
  • Much like crossbows, bows also exhibit smarter "string" and "unstring" behavior, and will recognize arrows on the ground at a character's feet as valid ammo. Existing bows may be updated using the "exchange" command; if your bow cannot be automatically updated due to name changes, feel free to contact a staff member for assistance.
  • Also like crossbows, slings may now be loaded "with <ammo>" or "from <container>". Attempting to load a sling without available ammo will check if rocks can be taken from the room and, if available, load the sling with those. Existing slings may be updated using the "exchange" command.
  • Attempting to throw a weapon that isn't immediately on hand will attempt to draw it before throwing it; this only applies to specialty containers on a character's person, such as a sheath or knife sash. This requires a free hand to do. Throwing weapons in this way does not affect the speed at which a character can throw multiple objects, whether for good or for ill.
  • Players currently aboard a ferry can now "check schedule" or "check ship" to see when the ship is expected to next leave from or arrive in port. If the ferry is moving, this will also mention its current direction; note that this is the direction appropriate to its part of the route, not necessarily what direction its destination is from the ship's current location.
  • Both the "health" and "fatigue" commands can no longer be used on others in the room while a character is unconscious, though they can still display the state of an unconscious character themselves. Trying to check on other people while unconscious now includes failure messages explaning so. These commands also have slightly smarter behavior for attempts to check the health or stamina of something no longer in the room (most commonly via "health/fatigue opponent"). The "fatigue" command now recognizes "stamina" as a valid alias, as well.
  • The "discard" command now properly checks the distance between a character and whatever they're trying to discard; characters who are not already next to or holding their target will attempt to approach it first. Characters using their common sense will refuse to discard objects that still have something inside them (be it solid or liquid) unless told to "discard
  • The "fill <container> with <gettable object>" command now has better messaging for both the act of filling a container and when said container has run out of/never had enough room, and should no longer leave a spare gettable thing in a character's hand. It is also possible to use the plural of gettable objects with "fill," so one may "fill bag with rocks" addition to the existing "fill bag with rock" options. This currently only affects potentially gettable objects, not items already in the room. Containers acquired before May 14th, 2019 may not properly reflect it until a reboot due to the nature of the fix.
  • The "eat" command will no longer attempt to take a single bite of everything it can find in the room if it's given a target that can be interpreted as plural, such as grapes or fish. This can be interrupted as usual. Characters may now also engage in more cosmetic behaviors with this command, as "bite cheek," "bite lip," "bite nails," "bite tongue," and "bite
  • It is now possible to use the "style reset" or "style none" syntaxes to reset your current style allocations to the default. Remembering, forgetting, and switching styles also have slightly different messages that mention the name of the style in question.
  • Using the "survey" command in a non-wilderness area will now redirect to the "map" command instead of simply looking at the room, assuming there is no custom survey behavior present.
  • Characters with common sense active who try to sleep when not lying down will now attempt to change their posture first. This works whether or not they're using furniture at the time. If there is not enough room for them to lie down, or they are for some reason otherwise unable to do so, the attempt will fail as usual.
  • The "where" command now properly counts characters who are in areas close to, but not actively a part of, existing cities, provided they're within the usual range. This was most obvious when characters using the Ox River crossing were considered to not be close to Kungesvald, despite appearing properly when on either bank.
  • Fishing now has clearer messaging for when a successfully-caught fish has eaten the bait on a pole, not just when bait has been stolen. In the event a pole has a valid type of bait on it but said bait is not likely to attract any of the local fish, characters with "novice" or higher levels of fishing skill will be told this after pulling a line from the water. It may be theoretically possible to reel in a catch using the current bait; this is an intentionally vague threshold mainly meant to help more skilled fishermen gauge whether they're having bad luck or actually need to change tactics.
  • Wasteland water sources (such as corrupted rivers) should now behave better for those trying to fish in them.
  • Upon creating a campfire, characters will now be told what (if any) fuel they automatically added. This message is only visible to whomever made the fire, and the initial fuel-gathering behavior works as always save for some slightly smarter capacity checks. Looking at a campfire will show its contents as usual.
  • It is now possible to "tend fire with <thing>," provided that <thing> is a valid source of fuel that is next to a tending character and their fire. This behavior will last until the character runs out of the designated fuel on hand or is manually stopped. Using this syntax will look for any and all matching objects nearby, so "tend fire with wood" will look for any wood in the room (including boards and wood chunks intended for crafting), whereas "tend fire with maple firewood" will only use firewood harvested from maple trees. If the fuel source is a bulk object, such as updated firewood, tending a fire will only use a partial amount of the total mass whenever possible. The original "tend fire" behavior still exists and is unchanged.
  • Characters who end up away from a tree they're trying to cut down (such as when following another player who moves after logging begins) will now properly stop chopping.
  • Characters who move away from their starting location while gathering (again, such as by following a moving target) will now properly stop gathering. Messages that imply a character is moving around their chosen room will not trigger this behavior; it looks exclusively for changes in coordinates.


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