Recent posts

#11
GreaterMUD / Re: A Fork in the road.
Last post by Rage - September 11, 2023, 11:06:19 PM
I just want to say here that I appreciate you both tremendously.  Thank you for giving me a place to play for the past 15+ years.  Here's to 15 more.
#12
GreaterMUD / Re: A Fork in the road.
Last post by Vitoc - September 11, 2023, 06:21:21 PM
Thanks Winterhawk!

Thanks for everything you have done over the years -- from all the awesome time-saving MegaMUD paths & loops we're all still using to all the years you managed the unruly player-base in our realms after Gardner moved on. Thanks to all the content people for their amazing contributions, especially the insane amount of work that went into new content over the past 7+ years. Well done! I wish you all the best moving forward.
Finally, thanks to all the players who have come and gone over the years with GreaterMUD. We'll keep the lights on.

I'll help answer questions on the greatermud.com side of things over there. It will be more clear when the sites are up and DNS is all settled and people see the distinction between the two projects.

All the best to everybody,
Vitoc and the GreaterMUD project
#13
GreaterMUD / Re: 3rd Good - gleaming shard?
Last post by gazarsgo - September 11, 2023, 05:11:47 PM
nah it's a good speed bump for god align which is already OP
#14
GreaterMUD / A Fork in the road.
Last post by Winterhawk - September 11, 2023, 09:37:05 AM
The GreaterMUD project began by Vitoc and an assorted group of others as a way to faithfully recreate the majormud experience we all came to love. After many years of work, many many late nights, missed appointments and unhappy family members, that goal was finally reached.
The next step seemed to logically be to start to extend the content and engine into new areas, hopefully in the spirit of the original game. In doing so we drifted from the initial goal of a recreation and moved ever further as we expanded. At this point, we arrived at a crossroads and a decision was made to take GreaterMUD back to its original goal and split the expansion project we have been working on for the past 7 years into its own space. Thus is born paramud,  A paradigm shift in the evolution of MUD. Vitoc has graciously agreed to allow us to continue to use the engine that we are currently using and the existing games will stay as they are with only the need to change the domain address in your bbs settings from greatermud.com to mud.paramud.com (this is already live and pointed at the current games ). The scheduled reset for 9/16 will still go on as planned. I expect Vitoc will address things from his end and lay out his plans for future realms.

Winterhawk and the Paramud team
#15
GreaterMUD / 3rd Good - gleaming shard?
Last post by Reveal - September 10, 2023, 11:53:13 PM
Hey guys - been thinking about 3rd align quests, and the gleaming shard for 3rd Good is the only alignment quest at any level that still has a single drop quest item. Any thoughts from devs on making monstrosity drop a shard for everyone that's on the same quest step?
#16
GreaterMUD / Re: 2023 Changelog & Informati...
Last post by gazarsgo - September 05, 2023, 02:16:05 AM
Congrats on the release of mod 10!

Are you going to publish a list of Angel class monsters or are they in the dats someplace?
#17
GreaterMUD / Re: Poll: PVP Range for the Ma...
Last post by De4uth - September 01, 2023, 06:38:52 PM
too late for a recount? :p
#18
GreaterMUD / Re: 2023 Reset Dates/Times and...
Last post by rifth427 - August 30, 2023, 05:32:19 PM
thank you guys for your unending contribution to this project.

it'll be fun
#19
Downloads / Re: GreaterMUD Explorer and la...
Last post by Winterhawk - August 30, 2023, 02:59:52 PM
Updated 8/30/23
#20
GreaterMUD / 2023 Changelog & Information
Last post by Greater - August 30, 2023, 10:32:03 AM
Note: We may have a few fixes/changes go in before reset day. If/when this happens, I'll update the log and tag these additions with (UPDATE).

Introducing... Module 10: Game of Bones
Months have passed since the encounter with Zanthus, his escape bringing lasting uncertainty to the realm. News of a new doom has arrived from the western human kingdom of Albion, where undead stream forth through strange portals, blighting the land and extinguishing its inhabitants. The Three now marshal their greatest champions, intent on exploiting the conflict to their own ends, while searching for an ancient artifact which promises to unlock the very secrets of Death itself. Meanwhile, the western avalanche in the Dragon's Teeth hills has been cleared, opening the way for the champions of the Three to make their way westward to Port Blackwater and to Albion beyond.

Travel west with your allies, boarding a ship at Port Blackwater and exploring the kingdom of Albion.
Discover new lands and environments, many new bosses and monsters, new class and side quests, new items, new spells and more, both in Albion and around the realm.
Accept the challenge of the 6th Alignment Quest, which promises both great dangers and great rewards and advances the story of Module 9.

Code/Engine Changes
    Dodge diminishing returns have been reworked, which trims some of the excesses of dodge as the game progresses. Dodge classes (Ninja & Mystic) may gain an additional 10% dodge before their diminishing
    returns begin.
    Added 'deaths' command
    Added set suicide command
    Added set follow command
    Added set logon/logoff command
    Added set entrance command
    PvP realm kill messages have been simplified and are easier to track in MegaMUD
    Alias for listing Mystic powers improved
    Alias for =time command added
    Changed information displayed from game menu where it concerned experience tracking
    Top list experience is no longer live and will update in hourly increments
    Improvements to guard monster behavior where monsters were inappropriately attacking players (example: Western Outpost)
    Ganghouse shop message fixes
    Auction chat capability added
    First kill drops will now properly work with summoned bosses (Previously bosses that were spawned through spells/blocks wouldn't drop items on first kill)
    Ganghouse taxes will draw from other banks if Godfrey has insufficient funds
    Added profile line to show 'set keep' on/off setting
    Set keep is now set to on by default at character creation
    Ganghouse shops will clear when deeds are sold or repossessed for failure to pay ganghouse taxes
    Added new action/emote commands
    Fixed bug that allowed certain spells to hit players in PVE realm
    Many minor bug fixes
    Stat all now shows recently casted spells
    CastOnKill mechanic added - utilized for a class quest reward
        Ability value in MME represents the % chance for an item's spell to cast when player kills a monster or player
    Angel class monsters implemented - Angel type monsters despawn after a short period of no players being in the room. Adjustments have been made to which monsters are classified as Angel
    Engine optimizations allowing the server to run with less resources and better response time
    GreaterMME has been updated. Get the new version of the program on the forums and use: Options - Settings - Recreate settings.ini for an error-free experience. (UPDATE)
        Dodge calculator updated for GreaterMME
   
Classes/Races
    *Experience charts have been raised across the board in an effort to temper the speed of progression.
        Class charts have been modified by 1.15 (a 15% proportional increase), with rounding up/down where appropriate
        All race charts have been raised by a +10% flat increase - Human is the lone exception, remaining at 0% exp chart
    Witchunter chart has been raised slightly after the modification mentioned above
    Halfling enc bonus has been reduced

Quests
    6th Alignment quests are complete and ready for play! It is recommended to copy/paste each step into a text file to help you stay on track.
        Several alignment quest bosses can only be spawned by those currently on/past certain alignment quest steps. To seek their drops, make friends of different alignments!
        Note: The setup of the 6th quests is done in a way where no items are exchanged for any quest steps. The intent is to simplify the process and remove annoying obstacles, which should make it simpler to jump
        back in for players who do a few steps, take a break and come back later.
    New Bard class quest
    New Ninja class quest
    New Thief class quest
    Several new side quests

Items
    Cosmic staff spell's strength and agility stat increases have been removed
    Most items offering an increase in Alter Spell Damage now have a dodge penalty
    Fine tuned available +max mana, mana regen and SC, reducing excess where appropriate
    Priest censer weapons have had proc rates reduced, as well as proc damage. Censers are also now a little slower
    Armour types below plate have had some additional defenses granted in an effort to lessen the defensive gap between them
    Changes to several sphere items from Ancient Fortress
    Various spells, potions and wands that remove certain debuffs have had more spells added to their list
    Skirts of flame have had their +dodge reduced
    Many new items added
    Several new light sources added
    A few Albion items have had stats adjusted where their stats encroached on subsequent upgrades
    Powerful new experimental items added to new endgame pinnacle boss

Spells
    Blazing Light (Priest) damage and efficiency reduced
    Holy Ire (Priest) retuned
    Dark Flagellation (Priest) bonuses and self-damage reduced
    Arcane Assault (Mage) retuned
    Some spells that remove debuffs have had more spells added to their list
    Made several buff spells remove various versions of spells granting similar buffs
    Several new spells added, including new Bard spell
   
Monsters
    tuning of Rugged Plateau monsters should make the many areas here more viable
    tuning of Terra Ista monsters to remove some difficulty/add some value
    tuning of Terra Fuego monsters to remove some difficulty/add some value
    tuning of Aerathyn and surrounding area monsters
    Some altering of guards/soldiers in Kingsport and the Crownlands to relieve pressure on evils
    Fixing of various messages on various monsters
    Increased the spawn timer of several bosses including sphere Nahr
    Decreased the spawn timer of some Albion bosses, with drop rates/exp values adjusted to match
    New late-game pinnacle boss added - This is a very difficult boss, and will require quality planning, coordination and execution to kill!
   
Rooms/Areas
    Tuned up the spells that drive spawn in dinosaur forest
        This area is now set to level 90 minimum
    Several new elemental-themed areas added
    Small new section of Void area with new pinnacle boss
    Albion map now complete with many new areas
        Albion's network of rivers offers access to all parts of the kingdom
        Explore the Tagesh Highlands, the Vale of Durand, and the Lorthan Lowlands, all of which have many new sub areas!
    Continuing work on Shadowmere
        Areas before Shadowmere updated
        Areas added beyond Shadowmere
   
Shops
    More items are sellable in shops, some which stock and some which don't
    Adjusted base item values of a handful of items (impacts their stock value in gang and regular shops)
    Several new shops
   
Misc
    Fixed some parts of the Hard Trainer class sections where there were details preventing certain classes from progressing properly
    Reduction in value/drop rate of some items that were excessively available and valuable
    Trimming of excess cash drops where appropriate