MUME VII: Summary of ChangesAfter more than one year of development, when many thought it was just but a myth, the 7th version of MUME has finally been released!
Designing a new game system can be hard. Designing a new system that is
compatible with an existing world and the habits of an existing player base
is even harder... So, we changed some basic concepts of MUME, straying even
more away from the 'Dungeons & Dragons' approach inherited from our diku
base, but tried at the same time to lessen the re-learning curve of the
game. It is too early to say if we have completely succeeded, but the first
reactions of the players are really encouraging.
What are the most important changes from MUME VI to MUME VII?
- Chosen Statistics
- Inexperienced Players
- Dynamic Classes
- Changing Class
- Skills & Spells
- Continuous Regeneration
- Delayed Actions
- More Info?
Thus, stats are not random anymore: they are choosen while creating
the character. Raising a stat from 17 to 18 costs much more than
raising it from 8 to 9 - so, to have three exceptional stats the other
four will be quite bad.
Stats also have been rebalanced (e.g. to avoid that everyone takes 'Dexterity' since it is important for many skills). Willpower and perception are much more important than in MUME VI. Willpower influences total mana and mana regen rate, and affects more spells; perception affects several warrior and thief skills.
New 'easy' stat sets are simple to add: if you find some particularly good
statsets you wish to share, put them on
who newbie shows the characters who said they
are not expert.
change classand see a list of titles that match the skills, race, alignment, history, etc, of his character.
change class Xto choose a new class. This choice only affects where to appear on
who cleric..., and
Hit points and Offensive Bonus depend on skills - they improve by learning
warrior skills, they worsen when learning spells.
A new warrior skill,
hit/move total and hit/move regen.
Casting level (determined by level, efficiency in the spell
and casting success) detemines mana usage and spell effect.
Spells don't fail anymore but can sometimes backfire when the casting
level is not high enough.
Spells can be cast at different speeds, which affects their mana usage
and their efficiency.
It is possible to choose what skills to refresh and what skills to forget via
Some spells have undergone changes (
This affects the casting level of spells, Offensive Bonus, and so on.
lookdoesn't detect sneakers anymore.
sets the awareness level of the character. High alertness
levels improve the chance of automatically detecting sneakers and
backstabbers, at the cost of slowing down regen.
sense life is now a boost to awareness.
The MUME 7 Hack^H^H^H^H Development Team.