@jaskar - Mudbot, in theory can still be used. There are some core strings you need to change, such as patterns for survey and farsight and the who layout. I spent many hours trying to compile an updated version of Mudbot and I kept getting library errors, so I gave up, but that's one option. If you manage to get that working, Xon's mudbot should be fine.
You can also just use Xon's mudbot as-is and manually update areas in the IMap file. Just open in notepad and add a header above a list of rooms to denote a new area. It won't be ideal, but this may be the method I decide on myself if I can't figure out a way to do area search and such on the Mudlet mapper (new to Mudlet, so maybe this is an easy option).
Just in case you don't know, you can run mudbot with any game, just change the destination in the config.txt file. Xon's is set by default to aetolia.com and the original IMTS is set to imperian.com
There are also some Achaean versions of mudbot floating around, such as vadi mapper. This version seems pretty functional: http://mudbot.weebly.com/ - it includes a fairly extensive map file, too, although it's rather outdated.
Some of the older players do. Imperian had a few, as of 2 years ago. It's not super common, overall, though. I used CMUD in Aetolia because I had years of scripts and stuff and I didn't want to be useless for weeks. Starting over, it's easier to swap, so I'm learning Mudlet now.
Also, mudbot isn't a CMUD thing. It's a pretty powerful mapper (and proxy client, if you need one), with tons of options.
I don't know about others but I was able to do pretty well at combat in Aetolia using CMUD and a home-grown system. I was hoping to do the same here but it seems Mudlet has finally caught up with me.
What's wrong with CMUD though? I can't think of anything I would want to do that I can't do with it, I guess, (Except of course the map / navigation which is a huge enough reason to switch anyway).
It's harder to find scripts for it, since most people don't use it. CMUD does have some annoying quirks and blind spots that require derpy coding and workarounds, and since it's no longer supported, those won't ever be fixed.
It's funny - I remember when CMUD came out, there was this whole debate over switching to THAT over zmud, where lots of people were all skeptical...and then you had the old holdouts praising stuff like tintin instead.
Mudlet actually feels like it has a little bit of client-lag to me, compared to CMUD. I've played about with the mapper for a bit and it's nice but it's slow as hell actually getting to places because of what seems like the client lagging. Might just be me - I'm using goto with sprint (don't have wings yet) - is that about the fastest option?
Yeah, the mudlet mapper is noticeably slower than mudbot. I heard that the mapper is essentially a bunch of scripts inside mudlet? Maybe that's a factor.
@kiet - I was just saying it's interesting how stuff comes around in cycles
The last time I used Mudlet, I was getting horrific input lag without anything but the mapper installed. It could be related to my pc being pretty meh, but I just decided to stick with Mushclient. Never had any problems with it, and I can run it with mudbot just fine.
Pretty sure Writs last 30 IC days (so about 30 RL hours), unless they're yielded and the Order hires a Champion/Assassin (in which case it's treated the same as any other contract).
@jaskar - Mudbot, in theory can still be used. There are some core strings you need to change, such as patterns for survey and farsight and the who layout. I spent many hours trying to compile an updated version of Mudbot and I kept getting library errors, so I gave up, but that's one option. If you manage to get that working, Xon's mudbot should be fine.
You can also just use Xon's mudbot as-is and manually update areas in the IMap file. Just open in notepad and add a header above a list of rooms to denote a new area. It won't be ideal, but this may be the method I decide on myself if I can't figure out a way to do area search and such on the Mudlet mapper (new to Mudlet, so maybe this is an easy option).
Just in case you don't know, you can run mudbot with any game, just change the destination in the config.txt file. Xon's is set by default to aetolia.com and the original IMTS is set to imperian.com
There are also some Achaean versions of mudbot floating around, such as vadi mapper. This version seems pretty functional: http://mudbot.weebly.com/ - it includes a fairly extensive map file, too, although it's rather outdated.
Former maintainer of the vadi-mapper here. If someone wants to do the updates needed, I can have a look at compiling and uploading it again. I should still have all the scripts and info somewhere.
ETA: or pass on the knowledge of compiling of course! @Qwyn
Have a look at "mhelp mapping", "mhelp mapping 2" and "mhelp commands". This should have all the info that is needed needed. Just note that "vm upload" won't work, so you'd have to send me the IMap file in another way.
For code changes I will need to look up all the tools that are needed to compile...
Not sure of the feasibility @Worves@Keneanung but it may be worth looking into a custom dump of the current crowdmap and attempting to import that via a custom script in some way? @Czanthria is rebuilding her map right now and it's a fucking pain, so its probably less work to ex/import, depending on whether or not its possible.
I used mudbot years ago on another game and as someone who prefers mushclient to mudlet I'd be happy to see it updated and functional.
I grabbed the sources linked from the mudbot.weebly.com site and was able to compile them on my windows system so happy to offer any help if people are struggling to get it going.
Is it possible to specify what you want to cure when applying epidermal? For instance, something like APPLY EPIDERMAL TO EYES for blindness or APPLY EPIDERMAL TO EARS for deafness? If not, can you configure to cure deafness before curing blindness, which seems the default priority?
Is it possible to specify what you want to cure when applying epidermal? For instance, something like APPLY EPIDERMAL TO EYES for blindness or APPLY EPIDERMAL TO EARS for deafness? If not, can you configure to cure deafness before curing blindness, which seems the default priority?
APPLY EPIDERMAL HEAD cures blindness. APPLY EPIDERMAL EARS cures deafness.
Is it possible to specify what you want to cure when applying epidermal? For instance, something like APPLY EPIDERMAL TO EYES for blindness or APPLY EPIDERMAL TO EARS for deafness? If not, can you configure to cure deafness before curing blindness, which seems the default priority?
Touch mindseye.
But afaik it's always vision first and then deafness. As far as I know though, there is never a reason that you'd really want to be undeaf.
Is it possible to specify what you want to cure when applying epidermal? For instance, something like APPLY EPIDERMAL TO EYES for blindness or APPLY EPIDERMAL TO EARS for deafness? If not, can you configure to cure deafness before curing blindness, which seems the default priority?
Touch mindseye.
But afaik it's always vision first and then deafness. As far as I know though, there is never a reason that you'd really want to be undeaf.
Assuming I haven't screwed up somewhere in my spreadsheet: On average, a 2% crit bonus (without any other crit bonus) is a ~2.8% DPS boost at level 80, ~5.5% at 99. Upgrading from L1 to L2 pendant (still without any other crit bonus) is ~2.9% more DPS at 80 and ~5.8% at 99. Diadem is about a ~17.6% DPS boost on average, so it gives more DPS per credit.
The more crit bonuses you have, the more effective they are. But even for a human alchemist with lucky (estimating that to be a total crit bonus of about 3%, which is likely a bit off), you'll need to be level 98 for upgrading the pendant to level 2 to give more DPS per credit than a diadem.
An update on this, since I did find a problem with the spreadsheet.
2% crit bonus with no other crit bonus: ~3.7% dps boost at 80, ~7.9% at 99. Upgrading pendant from level 1 to 2 with no other crit bonus: ~4% dps boost at 80, ~8.2% at 99. Diadem is still more dps per credit than upgrading the pendant below level 90, at 90+ upgrading the pendant would be better. With a total of 3% non-pendant crit bonus, level 88 is when the diadem falls behind.
Comments
You can also just use Xon's mudbot as-is and manually update areas in the IMap file. Just open in notepad and add a header above a list of rooms to denote a new area. It won't be ideal, but this may be the method I decide on myself if I can't figure out a way to do area search and such on the Mudlet mapper (new to Mudlet, so maybe this is an easy option).
Just in case you don't know, you can run mudbot with any game, just change the destination in the config.txt file. Xon's is set by default to aetolia.com and the original IMTS is set to imperian.com
There are also some Achaean versions of mudbot floating around, such as vadi mapper. This version seems pretty functional: http://mudbot.weebly.com/ - it includes a fairly extensive map file, too, although it's rather outdated.
Also, mudbot isn't a CMUD thing. It's a pretty powerful mapper (and proxy client, if you need one), with tons of options.
What's wrong with CMUD though? I can't think of anything I would want to do that I can't do with it, I guess, (Except of course the map / navigation which is a huge enough reason to switch anyway).
It's funny - I remember when CMUD came out, there was this whole debate over switching to THAT over zmud, where lots of people were all skeptical...and then you had the old holdouts praising stuff like tintin instead.
@kiet - I was just saying it's interesting how stuff comes around in cycles
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Now that weapons are normalized, I have no idea how strong the artefact weapons are.
Results of disembowel testing | Knight limb counter | GMCP AB files
ETA: or pass on the knowledge of compiling of course! @Qwyn
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
For code changes I will need to look up all the tools that are needed to compile...
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
I grabbed the sources linked from the mudbot.weebly.com site and was able to compile them on my windows system so happy to offer any help if people are struggling to get it going.
But afaik it's always vision first and then deafness. As far as I know though, there is never a reason that you'd really want to be undeaf.
2% crit bonus with no other crit bonus: ~3.7% dps boost at 80, ~7.9% at 99.
Upgrading pendant from level 1 to 2 with no other crit bonus: ~4% dps boost at 80, ~8.2% at 99.
Diadem is still more dps per credit than upgrading the pendant below level 90, at 90+ upgrading the pendant would be better. With a total of 3% non-pendant crit bonus, level 88 is when the diadem falls behind.