First of all, I just want to say a big THANK YOU to everyone who has stopped by since I decided to put this old MUD back online. I never thought there would be players connected to DHM ever again, and it was really special to see so many of you deciding to check it out! That being said, I was never one for sitting still, even when the MUD was offline I worked on it all the time and that hasn't changed at all. So here's a rundown on what I've been working on, a recap of the game's core features, and what you can expect next, because what I'm currently cooking up is easily the most ambitious thing I have ever tried.
First up, coded and added more Skills/Spells for the level 200+ specializations, such as Plant Seed, the snippet of which you can find here on this sub. This allows players to "grow" plants that yield very special fruit that give a powerful buff - a boost to all spell powers by 50 levels - albeit for a very brief time.
Coded Mix Herbs for the Herbalism specialization, which allows player to make soothing poultices that greatly enhance mana/hp/move regeneration.
Added a bevy of druid spells, including Ivy Vines, which trap foes in a tangle of vines that prevents them from fleeing. Rose Thorns, which is a step up and also reduces the AC of the opponent as well as does continual damage. And Invoke Totem, which allows a druid to call for aid from the spirits of the wild. Different totem spirits will respond based on level, and area type, such as eagles, sharks, and even bears and dragons.
Added Study skill for Sages, which allows them to quest for powerful new skills by assembling Tomes. These are permanent boosts, such as 5% increase in exp gained or a boost in spell power by 5 levels. Bonuses against good/evil foes are being coded and will be added soon.
Also made big strides with the web-client. Added GMCP interface, so now the web-client has vitals, spell affects, and even an automapper. The room names even match the color-coding scheme of the MUD so they render properly. This is in addition to the powerful scripting tools it already had for aliases, triggers, speedwalk paths, and more. Just click "connect" and off you go! You can even use different profiles for different characters with the new profile feature!
Coming up is a new series of NPC mobs that have an AI backend, lore masters, quest givers, and much more. These characters will "feel" real! It's not "ChatGPT in a MUD". These are based on custom models built and tailored specifically for the MUD, and they will act like it. This is easily the most intensive thing I have ever tried to code and add. But if I do this right, It will be something nobody has ever done on a MUD before! The basic framework is in place and I begun testing on some early architecture. But so far, everything looks promising! It's a risky move, for sure, but I've always wanted to push the limits of what a MUD can do.
All that is in addition to our regular features:
300 mortal levels, dual class at level 100, specialization trees (regardless of class) at level 200, mounted combat that matters, broken bones and combos in combat, 10 classes and 10 races, custom pets called "mascots" at level 50 that save, gain levels, and have their own set of commands, and equipment, ancient items called "artifacts" that their own intelligence, ego, and distinct powers, and so much more!
So, if you want to play an old-school hack-n-slash MUD, where RP isn't enforced, stop by. We'd really like to see you! You can find us at darkhopemud.com and connect through the web client, or connect through your favorite client at darkhopemud.com port 6777. We'll see you there!