Best Of
Announcements post #127: Welcome Zersiax!
Subject: Welcome Zersiax!
I'm happy to announce today that we have hired Starmourn's new coder - and he starts today! Please give a warm welcome to Florian Beijers - aka Zersiax. Florian hails from the Netherlands, and has a lot of ideas about how to improve Starmourn.
You'll start hearing directly from him once he's finished getting himself situated, but on his behalf I will say he's excited to be here - and we're excited to have him!
Moonchild Tesseract Party this Sat!
Just a reminder that the Moonchild Rainbow Party will be held on Saturday at sync - IRL that's August 8th at 7PM CST / Midnight GMT / 1am BST. Sync time tomorrow, to make it simple.
You still have time to pick up a rainbow tesseract and attend the party! (you don't have to but obviously the more tesseracts we have to open the more goodies we all get!)
Don't miss it! Previous attendees have received lots of goodies, including artifacts. The party will be held at Lamentations on Omni Station so that everyone can attend.
Hope to see you there!
(p.s. There will also be goodie bags, food and drink! Woo!)
Re: Character Race/Class/Faction Breakdowns?
Races:
Classes:
I didnt have a query function for factions, but I do now.
Celestine:
Scatterhome:
Song:
Hidden:
Hope this helps. :pleased:
Announcements post #122: Starmourn Discord Goes Official.
Subject: Starmourn Discord Goes Official.
For several years, our enthusiastic playerbase has been discussing Starmourn in an unofficial, fan-made Discord channel. In fact, the community has grown to such a great size, and has such a great moderating team, we've decided to take steps to improve the Discord experience and integrate it more fully with our game. Starting today, the Unofficial Starmourn Discord will now be known as the Official Starmourn Discord!
Here's a few questions you probably have, and, hopefully, answers to these questions.
Q: What will this change, for people who are already active participants in this online community?
A: The biggest change for everyone is the presence of the #newbie channel, which is a mirror of the newbie channel in game. That means people on the Discord can talk to people currently in the game, and vice versa. We hope this will increase the pool of available people new players have to talk to. Note that #newbie will have some mild slowmode features enabled to prevent spam, and we expect all chatter taking place on it to be discussions and answered questions that serve to grow and support a new player's journey.
Q: Ok, anything else?
Other things that have changed are the links to the Discord channel on our website, Facebook, and forums. We've also brought Bandus, our hardworking Discord moderator, into the ranks of the Starmourn "Storytellers" (though he'll continue to just do what he does best and run our Discord, unless he wants to do more!)
Q: Does this mean I can file issues and bugs in the Discord?
A: Nope! Issues, bugs, and other things will continue to be filed through all the regular in game channels. Talking on Discord about changes you'd like to see is also not guaranteed to get a response from the development team - use the IDEA command, or start a new thread on the forums, for a better chance of a discussion that sticks.
Q: Will the Starmourn staff be actively moderating the Discord?
A: Because of the ever-scrolling nature of the Discord, it's impossible to enforce the rules from our forums and game there. We are going to continue to enforce good behavior in both areas with seperate moderation strategies, but because it's currently impossible to link game accounts and discord accounts with any consistent accuracy, consequences for poor Discord behavior will be limited to Discord, and consequences for poor game behavior will be limited to the game.
Q: Will the regular community question and answer sessions continue?
A: Yes!! We love those!
We want to thank Bandus for all his hard work over the years. Without his efforts (and the supplemental efforts of player moderators like RocketCat, Chimera, and Ordarris), we wouldn't have been able to do this. So thank you, Bandus, and welcome to the official team!
Interested in joining the Starmourn Discord community? Follow this link! https://discord.gg/2e3WX3D
Mudlet 4.9 - Public Test Builds & ANSI art
We’ve improved Mudlet’s editor and highlighting as well as even more improved art display. Also, you can now every day receive new Mudlet developments with our Public Test Build (PTB) version!
Public Test Builds
While these have been prepared for a few months now, PTB are finally mature enough to be mentioned here. You can now always play with the most recent Mudlet developments enabled, if you don’t want to wait for the next official release.
New PTB versions are built nightly, hence their icons are dark, whereas new developments start with a dim red sun light. See immediately which is which via distinct icons both before and after you started Mudlet.
Mudlet PTB will be installed right next to your regular Mudlet. Meanwhile, the original release version will stay unchanged, so you can always go back. Find the latest PTB on top of Mudlet’s snapshot website: https://make.mudlet.org/snapshots/?platform=all&source=ptb
Please beware: Even though we test new features, the PTB may actually still break sometimes. Please report any doubts or feedback to us, so we can fix things long before the official release happens. This is why we’re doing this: for better Mudlet quality.
Improved ANSI art display
While Mudlet 4.8 started CP437 support, we received a request for help in Mudlet forums. A player wondered why Mudlet would not display their game’s sweet ANSI art upon connection as expected. SlySven investigated and fixed the issue, even surpassing the original request:
Please feel free to let us know any display problems you may find with Mudlet in your games, so we can look into them as well. Or even better, send us a fix to review! ;-)
Highlight foreground or background only
Even non-tech-savy users can easily use triggers in Mudlet to highlight interesting words or phrases happening in their games. The default highlighting will use red foreground and yellow background color.
With the new Mudlet version, you can now choose to only use one of them for highlighting and keep the other one as-is. In the example, keep the (maybe different) foreground colors, just use yellow background.
Editor placeholder text
Mudlet’s feature-rich script-editor (edbee) just learned a new trick: The initial comment “put your Lua code here” will vanish, as soon as you start typing. No more left over fragments at the beginning of your code scripts!
Credits
Thanks to all coders: Damian Monogue, Edru2, Gustavo Sousa, Kebap, Manuel Wegmann, Nicholas Molen, Stephen Lyons, and Vadim Peretokin.
Thanks to all translators: Alan Sneath (alsneath), Leris, Marco “M0lid3us” Tironi (wiploo), rodeos, and Vadim Peretokin for their work on this every day.
Changelog
added:
- Public Test Build (PTB) versions of Mudlet for macOS and Linux
- New icons for Mudlet’s Public Test Builds and development versions
- IRE mapper automatically installed for Starmourn as well
- Lua code in Mudlet can now be translated in Crowdin
- Option to keep color highlighting, so you aren’t forced to specify both fore and background colors
- New sysWindowMousePress and sysWindowMouseRelease events for user windows
improved:
- A single echo’s size was raised from the 10k character limit in the last release to a million characters
- Check for updates will check for updates more regularly
- The generic mapper script will automatically run ‘find prompt’
- The generic mapper script will handle room titles with embedded mini ASCII maps on the side
- Geyser HBox/VBox are now much quicker
- Geyser now stores stylesheet in the object
- Mudlet’s website is now shown in the Discord line
- MXP support rewritten, now supports colours
- Faster in-script search in the code editor for big scripts – won’t search on first two characters anymore
- Support graphics on Durismud (mud.durismud.com)
fixed:
- Prevent crash when closing a profile that hasn’t successfully connected
- Event handlers continue running now after one of them had an error
- Locking and minimization on creation is working now as expected for Adjustable Containers
- Module sync can’t be enabled for mpackages, as those aren’t supported for syncing yet
- Improved pixel precision in Adjustable Containers
- Replays now process cr+null correctly
- Time units aren’t translated in the UI anymore, making it work for other languages
- Userwindows can now still show up if previously closed/hidden
- Ctrl+C breaking when you have played a lot
infrastructure:
- Linux builds now use Qt 5.12.8
- Removed unused code
Piloting QoL + Ideas
-Assaulting pirate stations gives next to zero captaincy XP. I generally bring along help to hack, which is cool. A semi-group event, we don't have enough of those. However, the pilot gains nearly nothing in character advancement.
-Several "hard" incursions are laughable. Looking at you, devourers.
-There is no 'end game' content really. Cp assaults I suppose, but again platforms don't seem to give any real captaincy xp for some reason. However, that's end game pvp, which is good, but not end game pve space content.
Ship Crews and Armadas.
So with the addition of Dynasty ships, we noticed something VERY cool. People can crew a ship. One person can fly, one person can target, one person can fire. Everyone can beacon. Or any mix of the above. It's super fun! And all ships should be able to do this. Imagine a SHIP PERMISSIONS command, that gives you a list of like. Doors, beacon. weapons, piloting, captain. And you can use the current permissions tags to assign rights to those powers. Boom, instant fun crew events!
//To really highlight my issue. We are a SPACE based Multi-User Dungeon. Our /spaceships/ are anti-social. It's backward feeling.
But what about the multi-ship activity! Well, frankly, Cp or bust I guess? Or larger pirate factories. But again it's more of a 'we're here together I guess' than a group activity. Maybe add a few new higher skills to Captaincy? A taunt, that pulls aggro for 10 seconds? A coordinated fire command that boosts damage for all ships effected for 10 seconds? The ability to heal other ships? Could make an entire ship class around this. Healing and tanking support hull.
End game space content:
None exists really for combat nor mining. How about an event for both!? Every so often conflict announces "A swarm of pirate ships has been seen chasing Ishvana debris in sector Rs-1234!". Boom, we're off to the races. You need a super hauler with a special mining laser mod, or just the tractor beam, or maybe both! You rush out to find the spawned item. Anchor it down, and start drilling. But wait! NPCS are already there and need clearing out. And more and more arrive as you work! So you need to hire escort pilots! These can be tiered events, with easy enough for one escort to hard enough for several being required. And there can be really rare, extremely profitable spawns that become free pvp, allowing for even bigger brawls.
Just some thoughts. It's extremely boring out there right now.
Re: Quality of Life Wishlist
A conflict message when a new incursion appears.
Configurable alerts on the conflict channel so you can enable and disable the ones relevant to your interests.
A unique line above the hacking map to enable easier map capture in scripts.
A different line above COSMPIERCER INFO so it isn't also captured in existing map capture scripts.
Re: Player Artwork/Designs?
That's so cool! I love the Arthurian-themed names.
I created a new headshot avatar for Mordred too.
Re: Announcements post #117: Covid Heroes Fund Fundraiser Result.
Announcements post #117: Covid Heroes Fund Fundraiser Result.
Subject: Covid Heroes Fund Fundraiser Result.
Greetings everyone,
We'd like to thank you all for your support with the fundraiser effort, you've all been beyond awesome. Here is a message from Jeremy Saunders, IRE President:
Iron Realms Entertainment is excited to announce a donation of $15,000
dollars to the Covid Heroes Fund from RIP Medical Debt. This is a
direct result of your credit and pet purchases. Everyone at Iron
Realms would like to thank our players for their generous donations.
The support and response to this effort was amazing. Players purchased
over 500 pets in the last two weeks.
Your donations will help American first responders and healthcare
workers by purchasing and abolishing their medical debts. Healthcare
workers around the world have been laboring nonstop to assist the sick
and elderly during the global COVID pandemic. Many of these people
have struggled with inadequate safety equipment, protection, and
wages. Combined with the financial stress of job loss and medical
debts, many of these families are struggling to survive while
continuing to help others in their communities.
Your purchases help relieve the pressure on these families.
You can read more about how this money goes to work on their website.
https://ripmedicaldebt.org/campaigns
RIP Medical Debt will make a purchase of debt with your donations
later this month. The moment we receive the details about this
purchase, we will share the details with you.
I want to thank you for helping make a positive difference. Your
support encourages us to continue finding ways to help our local and
global communities.
Jeremy Saunders