Tag Archives: walraven


Ok, I’m all but done with my little break from the mud. Pre-req’s for my resuming work on the game:

  • The game & associated web page must be running off of Esme. A’tuin is fired.

Yup. Long list. I’ve compiled the latest driver on Esme already and am copying the lib dir over right now. Whenever that’s copied, I’ll hammer on it until the game runs – at which point I’ll prolly make a cleaner copy (shut down game and forums for a bit in order to guarantee a clean shift).

So, hopefully very soon not only will Walraven be back in active production… it will be in production on a much sturdier machine. Yay!


Well, it’s the 22nd and I’ve still not finished migrating the mud… typical. Worst case scenareo is that we make it happen on the 28th – when Acius arrives in town for a week 😛


I’ve just churned out the first nonmagical combat type ability to hit the mud in a while (the last one was damage soaking, which has been around for one or two years).

The idea for the warcry command had been floating around in my little brain for a bit now, but when Snarky went and wrote a completely social version of the command before skipping town for the holiday, my hand was forced and I had to actually implement the thing 😉

The basic idea is that you can shout a warcry right before entering combat and generate a good bit of adrenaline for yourself. Sufficiently skilled fighting types will also be able to psych their enemies out.

The effects last just under a minute at maximum skill levels but the command is cheap to use and, in most cases, pays for itself within a few heartbeats of starting combat.

The skill used here is combat.tactics, and is set at maximum difficulty (cost) to advance. There will be numerous additional commands that use the tactics skill, but none of them will offer very many practices per use. Currently, one warcry results in 1 practice plus a bonus for each additional enemy affected. Two enemies earn 3 pracs, three enemies would earn 6 pracs, four would earn 10, etc… But the command stops practicing at level 25/100, so even if players manage to find a way to warcry against 20 bunnies at once, they’ll hit the cap fairly quickly and will not be able to abuse the system any more.

In an effort to make sure the ability wasn’t heinously unbalancing, I’ve done the math for a maximum effect warcry. This is with capped skill and a perfect roll.

16 endurance
700 readiness + 28/hb * 14 = 1092 total readiness
7 endurance/hb * 28 = 196 total endurance (-16 = 180)
17 hb of stun
-140 readiness/hb * 10 = 1400 total readiness

So… the buffing effects on the shouting player have a maximum of 28 hb of duration, with the haste effect wearing off long before the invigorate does.

The debuffing effects have a maximum potential duration of 27 hb and because of the way things work, they will start on the heartbeat after the battle begins (where the buffing effects happen on the first hb). So, both effect sets will potentially end at the same time.

In total, a disparity of 2492 points of readiness are created plus whatever happens over the 17 hb of stun. On average, combatants regenerate 200 points of readiness every heartbeat. So, an average 400 points per hb are generated over the duration of the stunning (total 6800).

This gives us a grand total of 9292 points of readiness, or just over 9 whole bars. Most melee actions cost less than a whole bar and most spells cost multiple bars. This makes the effect incredibly powerful for fighting types and useful – but not terribly useful for spellcasters (since they have potential for better results with their spells).

Either way, this means that the ability (when capped) could give a swashbuckling type player over 10 free hits on their enemy before any retaliation happens – and then we consider that getting hit also affects the victim’s readiness… it is possible to drive your enemy’s readiness so far negative that even given high health and armour, they still never get a chance to retaliate after how many times they’ve just been pummeled.

I like it, but that 16 end cost feels a bit low. I think we’ll have to at least triple the cost, just to make it non-trivial – a dwarf character with no skill and good stats has a little under 100 endurance to spend. The sort of character who is likely to have maxxed tactical skill is also likely to have maxxed endurance skill – and could have as many as 218 points to spend. 16 points that regen after 3 hb feels more than a bit pointless – esp when they’re about to earn 180 more.

So, the base cost will probably need to go from 2 end up to 20 points, I think. This makes it cost something for beginning users, but won’t result in paralysis from lost endurance. And the max cost will probably be going up to 50 points.

Otherwise, I think the total effects are good. Saving throws are currently still a work-in-progress, but nobody is going to get high tactics skill any time soon so I doubt that we have to worry about unresistable warcries very much.

the whole nine years

As I gear up for the birthday party in a little less than 8 hours, I wish I could be sentimental, but I’m not. It has been a long haul, and we are nowhere near as advanced as we should be. It has been discouraging in the extreme. Not enough people show interest, and those who do aren’t always helpful.

That said, I’ve been killing myself this week to prepare a few little surprises for our loyal players. What we’ve got are four special presents and one consolation prize for everyone else.

Sora – Sora gets a new spell, Call of Hearthfires. It is basically a quick teleport back to a specified home point. This basically gives him a second beacon to which he can port only himself. The spell is also easier than our standard Teleport spell and is meant to be distributed to players at large, at least to all members of the PW guild.

Zaecus – Zaecus also gets a new spell, Animal Messenger v1.0. It is a silly little communication spell that summons an animal to send a message to a target player. Delivery takes time, and if the recipient logs out, they should get the message eventually when they log back in. The future version will be more featureful, interesting, and reliable.

Garvin – Garvin _also_ gets a new spell, Fire Blast. It is our first 1st order nuke spell, and is basically just Fire Bolt on sterroids. It does about 2-3x the damage and takes less time, more mana to cast. Right now, it has the same description as the 0th order spell, but that will change… eventually.

Focker – Focker gets an artifact weapon. For lack of any better name, I threw together some random syllables and got Sharov. It is a broadsword that does ice damage and has a 10-minute special ability to heal the wielder for a full meter’s worth of readiness points. Cool stuff.

Everyone else gets the potion goodie bag. I invented two new potions for the occasion, bubbling orange and bright yellow. The orange pots will permenantly increase the drinker’s stats randomly. The yellow pots are better than normal heal (white) potions, and will take the drinker over max (to a potential of 225% or so).

I’ve written little boxes to put the presents into. Now all I need are silly hats, firecrackers, and wrapping paper.

the trees of reboot

Ok, so because of the downtime yesterday and the issue with the whole gateway address changing on me, I figured rebooting the server might not be a bad idea – to flush cached funk.

While not a bad idea, it was apparently not a very good one. Something must have happened that truncated our save file the last time the world did its thing before I shut the mud down – it was about 3mb, about 1/4 of its actual size.

When the game came back up, we were lacking a great many areas, so I brought things back down, dug out the last backup save (we make backups every morning at 4am), and tried installing with it. Even wierder errors happened, so I gave up and called Adam for help and spent the hour before he wrapped things up at work in attempts to fix the network so he would be able to repair us 😉

He got the world back up and running and all was well. He went home, I went home.

Then the trees came out to play.

Something wierd is going on with the tree death code. They’re spawning like rabbits on fertility pills. Malap just complained to me of having discovered 14 trees in his current location. Typically, the math won’t allow for more than 4 or 5 in the average overworld room.

Every second or so, we get spammed on the error channel and the trace log gets an entry like this:

So, I check line 303 of /econ/plant.c and find that it is the end of the block of code where trees die from overcrowding. The block simply executes a call_out() on the function to update the room map and then destroys the tree.

The problem is… these call_out()‘s aren’t happening, thus the trees aren’t destructing. So, I commented out the call_out(), made it call the room update immediately, and rebooted the game. Why reboot, you ask? Simple.

The update wiz command isn’t working now either. This is troublesome in the exteme. Acius has a lot of work cut out for him.

And, argh… the errors persist. It looks like code isn’t getting recompiled? Grumble, mumble. destruct() isn’t working. I’m scared now. Definately a job for Adam 😛

And here I was hoping to get birthday presents finished this morning. Oh well.

midsized feature maration

I had stomach and headache issues again this morning. The whole vivid dreams thing is starting to make sleep pretty much pointless again, I think. I took a pill last night and that helped me crash, but didn’t do anything to the dreams…

My old high school choir visited a Right Guard factory in China when we were really looking for a person who was hiding out at an Old Spice warehouse. We wound up getting chased by bandits on horseback across the border into a more civilized nation where we hung out at a fairly nice house until the bus arrived to pick us up. For some reason or another, we decided to hold Sarah hostage in the back room, but she untied herself and came back out to join us after a while. Then everyone’s clones showed up. This was particularly disturbing when the twins’ clones arrived… then there were four of the guys… shudder.

I managed to spend the greater majority of the day (after I started feeling better) in programming features on the mud. I churned out a huge pile of non-trivial additions to the game, so today was at least productive in that sense.

And the list I reported to the ML isn’t complete either… I also upgraded the meditate command, updated the FAQ, edited carnivore ai so they stopped leaving the inedible bits of their prey all over the mud, and hacked on the codex site for a while.

dull brainache

The vivid dreams have not stopped. They are actually quite consistent. I am kind of dreading this evening, I don’t know that I really want to go to sleep because I know that they are out there. The dreams are not troublesome in and of themselves, but they do prevent me from getting much rest. Hence, I am voluntarily awake at 2am for the first time in a while.

I have recently put the Walraven Codex into a wiki format. I am really quite liking the software that I have here (TikiWiki) – it is the best content management system I’ve played with so far, and the wiki aspect is faster than MediaWiki was.

I have written up a document on the Guild of Hunters for the game and just finished working on what will eventually be a similar document for the Templars. I am quite thrilled to be producing actual game content again. It’s kind of funny, I haven’t really written anything about either of these two groups in years – and they have finally decided to consume my mental processes for the last week or so. Both docs are posted as articles on the Codex site.

I have a new toy. It is pretty. A Dell Axim x50v PDA. The thing flies at over 600mhz and has a 16-bit 480×640 screen. Thing is truly wonderful. I picked up a 512mb compact flash memory card and it looks like I will be able to put about two hours of high quality DivX video on there. I’ve been watching Macross (愛・おぼえていますか) on there with much happiness so far.