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Vote for Us

Patch Notes: 1.0.1

Patch Categories

epitaph
epiphany
eidolon

Patch Notes Since 1.0.01

Unreleased

This is a consolidated list of patch notes since 1.0.01.

Accessibility

  • [1.0.07] : Soundgrid will create an audio enabled webgrid where symbols on the map are converted into a web table that gives a different sound for each symbol when you mouse over it.
  • [1.0.12] : 'options mud_output accessible_text' will now remove all padding from table based output (such as the 'factions' command).
  • [1.0.07] : A highly experimental system has been added - the 'soundgrid' command. Currently this is only supported on the landmine map in the barracks because it needs feasibility tested.
  • [1.0.04] : When the 'skills' command is used when accessible text is set on, it will display as a plain table with dots and bars.
  • [1.0.07] : Currently only works on HTML 5 enabled browsers. Future support dependant on value of project.
  • [1.0.07] : I have no idea if this will actually make our 'grid based' quests accessible, but I'd like to give it a go and see if we can't hammer it into something useful. Feedback very gratefully accepted for this.
  • [1.0.05] : You can now 'earmuff linker' to get rid of the 'X moves east onto the place' messages in linked up locations.
  • [1.0.05] : 'map scan' will now give you a written description of enemies you can see in your map.
  • [1.0.07] : Under each audio symbol is a series of clickable links - these will cause your character to perform that action in the game.

Achievements

  • [1.0.16] : New style achievements are worth twice as much for command and knack points.
  • [1.0.16] : Completing a category now awards a player title of the same name as the category. Completing all the 'wild rover' achievements for example permits the pre-title 'wild rover'
  • [1.0.16] : An additional XP award and announcement is now given for completing all achievements in a category.
  • [1.0.16] : Old achievements have been moved into a shadowy hinterland where they count but don't *count*. The AP earned for these will be convered over to 'legacy' AP. Legacy AP will continue to count towards command and knack points, but will be lost on your next refresh
  • [1.0.16] : Progress towards old-style achievements is no longer possible.
  • [1.0.16] : New set of achievements added.

Ambiance System

  • [1.1.00] : As part of the room chat reworking, some chats will indicate commerce occuring in shops. When this happens, the money in the shop will be adjusted, and the safe/storeroom will lock.
  • [1.1.00] : As part of the room chat reworking, shopkeepers will now intermittently check the security of storerooms and safes.
  • [1.1.00] : As part of the new ambiance system, room chats will now be pooled more effectively across the entire game.
  • [1.1.00] : Room chats have had something of a rework and are now represented by our new Ambiance System, which is room chats++.
  • [1.1.00] : Room chats are now more dynamic, with more moving elements in the text to create greater variability.

Areas

  • [1.0.14] : Four new quests added with the new compound.
  • [1.0.15] : Silent Hollow is the first installment of a three part episodic area expansion. It's a small town in the mountains of Scotland and part of the Regional Council Area known as Hillman's County.
  • [1.0.14] : A new area has been aided - a raider compound available from exploration within Scotland. Enemies within the compound are always aggressive, and span in difficulty from average to quite hard.
  • [1.0.15] : Hillman's County: Silent Hollow has been added to the game and is available from exploration within Scotland.
  • [1.0.14] : The area is protected by electric fences on the sliproads, but there are ways in.

Armour Sets

  • [1.0.14] : Armour sets have been introduced into the game. These are pieces of worn equipment that when worn in combination with other pieces from the same set will grant additional bonuses. The bonus gained is dependant on the average quality of the items sharing the set.
  • [1.0.14] : A craftable bone armour set has been added to the game. It's accessible via research.
  • [1.0.14] : A forgeable set of platemail has been added to the game. It's accessible via research.
  • [1.0.14] : A craftable shinobi armour set has been added to the game. It's accessible via research.

Art And Culture

  • [1.1.00] : Hacking remote terminals will now give a chance at an appropriate culture TM, depending on the TLD of the address. For example, .au refers to an australian server, which will give a chance at Oceania culture.
  • [1.1.00] : When 'greet'ing an NPC, you will now be given a free attitude adjustment based on the appropriate cultural skill for the NPC. If you fail this, you may find yourself on the wrong side of the NPC, but if you pass you'll find yourself on the right side. If you don't want the risk, don't greet them. This stacks with the bonuses obtained by the normal attitude adjustment commands.
  • [1.1.00] : Novels now also come with a cultural assignment and a cultural difficulty. Reading a novel will now give you a TM chance in the appropriate skill.

Autosplit

  • [1.0.05] : The leader of a group can change the autosplit setting using the new 'group settings' command. More options will be added to this as time goes by.
  • [1.0.05] : Groups now have an option to autosplit loot. This comes in three forms - 'off', in which loot is not split, 'corpse' in which only money taken from a corpse is split, and 'all' in which all money made by group members while the group is active is split.
  • [1.0.05] : Autosplit requires group members to be in the same room for it to be active.

Balance

  • [1.0.20] : Reputation needed to reach the extreme of faction standing has been reduced.
  • [1.1.01] : The cooldown for barricade has been reduced.
  • [1.2.00] : The damage required for the Battlemaster goal has been significantly increased.
  • [1.1.01] : Falling damage has been reduced significantly.
  • [1.1.01] : The cost of items at shops has been increased.
  • [1.1.01] : The weight modifiers of a number of materials has been changed.
  • [1.1.02] : XP rewards have been increased a little.
  • [1.1.00] : All players will now start with a budget of 250 command and knack points from day one. These are 'free points', added to your overall total. If you've already got command and knack points, you will find you now have more.
  • [1.1.01] : Winchester collect missions now only require two items each.
  • [1.1.02] : The haggle command now gives you some XP for success.
  • [1.1.00] : Reputation awarded for missions has been increased.
  • [1.1.02] : You now get one command and knack point for every faction mission you complete, up to a cap of 100 per faction. Unfortunately, this isn't retroactive.
  • [1.1.00] : Shipping containers will now spawn with less food, and will often spawn with nothing in them at all.
  • [1.1.01] : Winchester kill mission is now 6 rats or 3 cats.
  • [1.1.01] : Quests and achievements now count more heavily towards command points.
  • [1.1.01] : The donate value of items in shops has been decreased accordingly.
  • [1.1.02] : The effect that skills have on available command and knack points has been increased.
  • [1.1.00] : Burial XP has been removed, since the increase of XP at lower levels should compensate for this.
  • [1.2.00] : The Dragoons will no longer ask for so many guns as part of their missions.
  • [1.1.00] : The money NPCs will pay for a blackmail dossier has been increased.
  • [1.1.02] : Non-canned food (fruit and the like) now has a higher value than canned food. It also might give a bonus mercurial when eaten.
  • [1.1.01] : When stamina damage trickles over into health damage, it will no longer receive the usual 150% modifier that goes along with other trickle effects.
  • [1.1.02] : The difficulty of swift zombies has been knocked down a notch.
  • [1.1.01] : The value of cigarettes has been dropped a little, and the weight increased to 8g per cigarette.
  • [1.2.12] : Kick and punch have had their damage increased.
  • [1.1.01] : Scavenged items will now be found in better condition.
  • [1.2.01] : Bad Wolff is now a moderate faction, as intended.
  • [1.1.02] : The amount of money, XP or rep you can be given for a login gift has increased.
  • [1.2.05] : Scottish wolves on Eilean Targe have been made somewhat easier to deal with, to make them broadly comparable with bears in the Osiris Arctic base.
  • [1.1.01] : Fewer tom-cats, and more regular cats, will spawn in Alphabet Street.
  • [1.2.01] : The difficulty of installing furniture has been halved.
  • [1.2.12] : The danger gradient of spawned NPCs has changed. Now, it progresses from one, two and then three 'easy' NPCs to one, two and then three 'medium' NPCs and then one, two and then three 'hard' NPCs. This should fix the current exponential difficulty curve that goes along with leaving the safe areas of the city. I'm not convinced this is a great idea yet, so I will be keeping an eye on what' going on.
  • [1.1.01] : Shops will now buy unprocessed resources (cloth strips, metal nuggets, wooden logs, etc).
  • [1.0.20] : There is no longer any reduction death XP when you outlevel an opponent. XP will be granted always.
  • [1.1.02] : All factions now give the same XP for missions, regardless of their 'base difficulty'. For most, these means a boost to the amount of XP they give out.
  • [1.1.01] : The GP costs of actions in combat in all stances has been reduced.
  • [1.1.01] : The player age related achievements have had their requirements drastically cut.
  • [1.1.01] : The repair mission will now progress on all successful repair attempts, not just those where you fully repair an item.
  • [1.1.01] : The level of quests has been rebalanced somewhat - this means less QP in the game, although the same number of quests
  • [1.1.01] : The reliability of Phalanx being available in the Winchester has been reduced.
  • [1.1.01] : Quality of an object is now properly taken into account when selling/buying an item.
  • [1.1.00] : The XP calculation has been adjusted considerably, offering much less XP at higher levels, but more at lower levels. Overall XP rewards are much lower, since at higher levels and complexities the amount of XP being given out was ridiculous.
  • [1.2.08] : The amount that must be repaired for the Duck Tape Dynamo goal has increased.
  • [1.1.02] : The max number of levels that a faction will teach for each tier has increased.
  • [1.1.01] : The mechanism used to determine how much that a faction will teach you has changed considerably. Now, they will teach you an amount of your max equal to the percentage of 'max rep' you have with them. This means that most factions will teach you less to begin with, but will teach you considerably more as you start to engage with them.
  • [1.1.01] : The difficulty of the NPCs that spawn in the streets directly adjacent to Alphabet Street has been reduced, and a 'max horde' size has been set on all rooms in the game. The max NPC size for a room is now equal to the set difficulty level of the room.
  • [1.1.02] : For every day of age your character (not your account) has, up to a maximum of 100, you'll get 2.5 command and knack points
  • [1.1.01] : XP and money cost of skills has increased somewhat, with the largest increases at the higher skill levels.
  • [1.1.01] : The regen rate for energy has increased.
  • [1.2.00] : Heal commands and treat commands now award XP when performed.
  • [1.2.04] : The temporary cap on stronghold danger has been removed, allowing it to dial all the way up now that people are more used to how the strongholds work.
  • [1.1.01] : Wounds will no longer be applied on death. Instead, players will receive a 20% XP deduction on a lucky escape.
  • [1.2.00] : The calculation for determining quest level has been adjusted a little. This should mean all quests are worth more QP than before.
  • [1.1.01] : The number of levels drained by level drainer zombies has been decreased.
  • [1.2.05] : All rooms in the BBW DIY Superstore will now spawn scavenge.
  • [1.1.01] : Eldred is now properly a favour granter and token receiver for the Regulators.
  • [1.1.02] : The damage that stomp does has been increased.
  • [1.1.01] : Weapons will now degrade a little more quickly in combat.
  • [1.1.01] : The penalty of the grungy clothes mercurial has been dialled down a bit.
  • [1.1.01] : The XP available from killing has been increased, relative to how it was calculated before.
  • [1.2.01] : 'Visibility' is no longer a factor in generating combat difficulty, since it doesn't make a lot of sense to take that *and* local light levels into account.
  • [1.1.01] : Faction shops will regain more money as time goes by.
  • [1.1.01] : Randomly generated corpses will now have less money in their pocketses.
  • [1.1.01] : There is now a hard limit on how much, or how little, rep you can have. You can never go above max rep, or below min rep.
  • [1.1.01] : Factions will now give more rep per mission.
  • [1.1.01] : The energy cost of commands has gone up.
  • [1.2.00] : The cooldown for the 'throw' command has been reduced from 30s to 10s.
  • [1.2.12] : Inside rooms have more NPCs that can appear in them than outside rooms - this should add a fair degree of additional risk to scavenging to balance out the above.
  • [1.1.01] : Amount in new food items has been adjusted.
  • [1.1.01] : The effectiveness of bandages has been increased, and plasters can now be used as (relatively ineffective) bandages.
  • [1.2.08] : The damage of the backstab command has been significantly increased.
  • [1.2.06] : The speed at which unarmed damage scales with skill levels has been significantly reduced for players and NPCs. This will make some zombies a good deal easier than before, but I'll keep an eye on whether the effects are appropriate.
  • [1.1.01] : The chance of finding scavenge in any particular room has been dropped since it's now easier to venture outside of Alphabet Street.
  • [1.1.02] : While in a faction area, the decay rate for hunger and thirst has been changed to 75/50/25% for like/admired/exalted. However, to compensate for this, you will regen stamina and energy at 125/150/175% for stamina and energy.
  • [1.1.02] : The minimum time between TMS of a skill has been decreased a bit. The chance of continuous TMs has also been increased.
  • [1.2.05] : Stronghold trading agreements will now decay considerably more slowly.
  • [1.0.20] : As a consequence of the patch note above, the cost of skills has been slightly increased.
  • [1.1.00] : The energy cost of scavenging has been increased slightly.
  • [1.1.01] : Repair now fixes, or damages, a larger amount of an item's condition at a time.

Blackcairn

  • [1.1.03] : Four quests have been added around the village.
  • [1.1.03] : This is a moderate faction in opposition to the regulators. Those who have regulator standing already will be given a chance to reset it if they want, so as to not disadvantage them with the Bad Wolff faction.
  • [1.1.03] : The village of Blackcairn has been added to the game. It is available via exploration.
  • [1.1.03] : The village comes with a new faction - the Bad Wolff Brotherhood.

Bosses

  • [1.0.12] : Benumb Z-103 has been added as a world boss. He was formerly a test subject for the Osiris Corporation's Arctic Research Facility, but some things went terribly, terribly wrong. He'll occasionally escape from his Osiris escort, so keep an eye out.
  • [1.0.12] : The Colossus has been added as a world boss - he is to behemoths what behemoths are to normal zombies. He'll occasionally spawn in the south part of the city, so be warned.
  • [1.0.12] : This patch introduces the world boss spawn handler, which will occasionally spawn super powerful enemies in the game. You'll need a group to make much progress with these. They have higher quality equipment that spawns as loot once they have been defeated.
  • [1.0.12] : Bosses are likely to undergo a good deal of balancing, rebalancing and checking as we go on. Be prepared for unreliability!

Bug Fixes

  • [1.1.01] : The 'you gotta serve somebody' achievement will now be properly granted when picking a major faction. 'Achievements legacy' will grant it for those who don't have it, but should.
  • [1.2.00] : Dying will now clear you of any pins that have been applied.
  • [1.2.07] : Pets should now properly reset when a pet dies and is resummoned.
  • [1.0.04] : Dogs will now accept food once more.
  • [1.1.01] : NPCs with ranged weapons will now (usually) spawn with suitable ammo.
  • [1.2.09] : Alarms in homes will now be properly charged up. A bit.
  • [1.1.01] : Group achievements should now tick up properly.
  • [1.1.01] : Fixed a bug regarding mission progress for barricading within Alphabet Street.
  • [1.2.04] : Crafted shoes should now count for mercurials.
  • [1.2.04] : Changing non-existant permissions in clans will no longer create a rogue permission entry. Existing rogue entries will be cleaned away when the next patch is applied.
  • [1.0.17] : Money stolen from safes will now count towards achievements and missions.
  • [1.0.21] : The 'teach' command is now available to buy. Whoops.
  • [1.2.10] : Hayley o' Bones will no longer send endlessly repeated mails to players that fail the Bad Intentions quest.
  • [1.0.17] : Various small bug and typo fixes.
  • [1.0.05] : Shops will now show the correct 'rep adjusted' price when listing.
  • [1.2.00] : Zombies will no longer spawn in the university safe rooms.
  • [1.0.13] : Various small bug and typo fixes.
  • [1.1.01] : Eduard of the Dark Carnival now grants the experience favour, as opposed to the non-existent teaching one.
  • [1.2.00] : Achievements will now be granted properly once more.
  • [1.0.01] : Shops will now show the cost in a properly symbolised manner, such as $10.
  • [1.0.10] : Everyone should be able to hear what's said on the newbie channel now.
  • [1.0.10] : Everyone should be able to query the history of the newbie channel now.
  • [1.0.12] : NPCs will no longer perform faction greets when they can't see the player.
  • [1.1.01] : The cultural inculcation favour should now modify morality properly.
  • [1.0.14] : The money in shop safes will now calculate correctly over resets.
  • [1.0.20] : Reloading weapons will now once again give a message.Raiders will no longer have a random faction.
  • [1.1.02] : Safes have until now been providing double content - they won't any more.
  • [1.1.00] : Several stabbing weapons were using some sharp attacks, and vice versa. This has been fixed.
  • [1.2.03] : Incorrectly mapped favoured skills now point to the right skills.
  • [1.2.04] : Bathrooms in general houses will no longer draw from the bedroom scavenge table.
  • [1.2.12] : Craftable scrapyard robots now have the proper set command, and will respond to RC controls.
  • [1.0.04] : Web patches now properly sorted
  • [1.2.09] : Schematics will now TM again when you have the pattern fully memorised, because I can't remember why that was a restriction in the first place.
  • [1.2.02] : The 'you survived in the apocalypse' message should actually be accurate now.
  • [1.2.00] : Crafted boots should now behave like boots.
  • [1.1.04] : Frank Wolff has been changed to offer 'butchering' rather than 'butcher'.
  • [1.0.05] : The osiris public relations shop now has stock.
  • [1.1.03] : The mission impossible goal should now progress properly.
  • [1.2.02] : When ejecting a clip from a ranged weapon, it will now be moved to your environment if you have no more carrying capacity.
  • [1.1.00] : Wrestle and Pin no longer share a cooldown.
  • [1.2.04] : The stronghold mood bonus will now properly reflect the stronghold danger. However, see balance below.
  • [1.2.00] : Vessels will now use the properly capitalized names of liquids.
  • [1.0.05] : Room chats will no longer double up when you're wandering around the world.
  • [1.0.04] : School zombies now spawn properly.
  • [1.2.02] : An issue with the meditation board in the Kirkmohr Castle barracks has been fixed.
  • [1.0.08] : Rope now counts as the correct 'crafted type' for schematic patterns, but you'll need to make new lengths of rope for them to work properly.
  • [1.2.13] : Picking a lock was incorrectly making use of the subterfuge.trespass.theory skill. It will now properly use the subterfuge.trespass.door skill.
  • [1.1.00] : Clancy in the Dark Carnival is now a token receiver as indicated by the factions command.
  • [1.2.07] : First aid boxes will now properly contain supplies.
  • [1.0.04] : You can no longer wrap immobile objects in wrapping paper.
  • [1.0.08] : Various small bug and typo fixes.
  • [1.0.11] : Distill will now require a suitable heat source in a room as intended.
  • [1.0.07] : Molotov cocktails will no longer break when assembled.
  • [1.1.01] : Killing zombies in the barracks grounds will now award rep as per street kills.
  • [1.1.02] : Ctochless schematics are now crotchless.
  • [1.2.02] : Considering stronghold trainers will no longer trigger a runtime.
  • [1.0.04] : Various small bug and typo fixes.
  • [1.1.01] : An issue with command timings has been fixed.
  • [1.1.04] : Deactivating alarms will no longer award you double XP.
  • [1.2.08] : You can no longer distill weather features.
  • [1.0.01] : The 'good word' favour now works correctly.
  • [1.0.16] : Ammo clips will now properly class as ammo when you buy or sell them.
  • [1.2.00] : Blackcairn is no longer a nudist colony.
  • [1.1.01] : You will no longer be prevented from performing non-combat commands when you are in combat but all your opponents are on the other side of an obstacle. Any commands that still prevent this should be bug-repped.
  • [1.0.17] : Spending XP will no longer count against your earned XP for the XP earning goals.
  • [1.0.21] : The combat_response and combat_attitude monitor options should now control the correct things.
  • [1.2.07] : A bug with doctors and the scared to live debuff has been fixed.
  • [1.0.12] : The achievement 'Franklin Hates Everything' has been removed, because it was never supposed to be there. The quest remains.
  • [1.2.08] : You can no longer lockpick safes - you need to crack them, as intended.
  • [1.2.03] : Stronghold NPCs will once again arrive with personalties, and not runtime when hired.
  • [1.2.07] : The memento mission will now send you to find mementos for a wider ranger of NPCs.
  • [1.0.04] : Research will now have its cooldown applied when you fail to make any progress.
  • [1.0.14] : Taxi timetables will now show your local time rather than base time.
  • [1.0.18] : Killing enemies will once again trigger death actions in the environments.
  • [1.0.17] : The warehouses on Jannsen Street will now load properly one again.
  • [1.2.03] : Deathblow will now apply the correct reputation penalties when performed.
  • [1.2.13] : Goal completion numbers should advance properly for all goals.
  • [1.2.00] : Memento items will now hold their setups over logins.
  • [1.0.08] : The metal rod schematic now requires two metal bars. The small metal rod schematic only gives you one out.
  • [1.2.12] : Supply crates should now hang around a fair bit longer.
  • [1.0.04] : The Osiris R&D Miniature Spy Helicopter schematic should no longer be found out in the wild.
  • [1.0.05] : Lighters can one again be fueled with petrol.
  • [1.2.10] : Legless zombies no longer have stamina.
  • [1.0.17] : You can now fill your bottle from the river bank located out in the country.
  • [1.0.04] : Marking will no longer cause a room to runtime.
  • [1.2.08] : Direct heal commands will now properly affect stamina.
  • [1.1.03] : Various small bug and typo fixes.
  • [1.2.11] : Various small bug and typo fixes.
  • [1.0.14] : The difficulty level ascribed to some factions has been increased to intended values. The difficulty level for the Winchester in particular has been increased considerably.
  • [1.0.18] : Liquids once again have short descriptions.
  • [1.1.04] : You no longer be prevented from eating in combat if your attacker is on the opposite side of an obstacle.
  • [1.0.17] : Crowdfunding tubes will no longer take twice the indicated amount.
  • [1.2.12] : Flesh can now properly be used in those edge cases where you need it to repair equipment. You sick bastards.
  • [1.0.21] : The energy costs for attacking and defending in offensive/defensive stances have been fixed.
  • [1.2.04] : Generating a random Japanese name will no longer over eval.
  • [1.1.01] : NPCs will now get their stat bonuses or penalties applied correctly to their skills.
  • [1.2.05] : An inconsistency with the reporting of faction missions has been fixed.
  • [1.0.05] : Wall mounted first aid boxes will now properly spawn with contents.
  • [1.0.19] : Food issues related to decaying should be fixed. Should be.
  • [1.1.00] : Finger will no longer show blank lines for social media information if these haven't been set.
  • [1.2.06] : Water purification tablets are now consumed on use.
  • [1.0.07] : It's no longer possible to read things when they're inside a container.
  • [1.1.04] : Smashed vending machines will no longer refuse to give you anything if they had something inside.
  • [1.0.15] : The dye command has been fixed.
  • [1.2.13] : You will no longer count as visible for unconscious enemies.
  • [1.2.02] : Culture skills should now TM properly.
  • [1.0.20] : The description of several crafting schematics has been changed to properly indicate the victory condition, which is based on the difficulty of the applied schematic rather than the item created.
  • [1.0.02] : Player page on website has had the beta testing text removed, and the tools moved to the top.
  • [1.1.00] : It's now possible to sell incriminating dossiers to NPCs other than the target, as was originally intended.
  • [1.1.00] : Weather chats will now appear, as they should have in the first place.
  • [1.2.02] : Schematic books which stopped being created will now create properly again. I'm not 100% sure if this will work for schematic books currently in your inventory, but we'll see.
  • [1.2.02] : NPCs that are following you should no longer wander off by themselves.
  • [1.1.02] : When awarding a 'good word' favour, factions with which you have 100% rep are now excluded from candidates.
  • [1.0.01] : Various typos fixed.
  • [1.0.17] : Bronze, steel and brass bars should be possbible to forge now.
  • [1.1.01] : A bug with calculating the XP level of minor and small achievements has been fixed.
  • [1.0.08] : The way trickle reputation (reputation gained as a result of gaining reputation with other factions) is calculated has been altered.
  • [1.2.00] : The Time to Mend achievement should now progress properly.
  • [1.2.06] : Rooms in the Iron Farmer HQ will now properly register they belong to the Iron Farmers.
  • [1.2.03] : Random missions will now once again respect the minimum time between missions when giving you things to do.
  • [1.2.12] : The time limit to solve a murder mystery has been increased to eight hours.
  • [1.0.04] : Objects will now persist material adjectives between loading.
  • [1.2.13] : Fixed an issue with zombies spawning in supposedly safe areas.
  • [1.2.01] : The setup code for residential media rooms has been fixed.
  • [1.2.04] : Renaming a stronghold NPC will no longer cause duplicates, and will also properly honour the name change.
  • [1.2.11] : Food will no longer be made of plastic. LOOK, IT'S A GOD-DAMN APOCALYPSE. Economies must be made.
  • [1.0.17] : Xp costs for advancing should now be the same when displayed *and* when taken.
  • [1.1.04] : Suppressing rep gain should now work correctly.
  • [1.0.21] : Assist will no longer work on targets that are pinned.
  • [1.0.01] : 'play now' link on webpage now works correctly once again.
  • [1.1.03] : The 'value here' at shops command should now show the correct amount of reputation available for donations.
  • [1.2.06] : Various small bug and typo fixes.
  • [1.0.02] : Hobbit and DW Trustee dolls will now identify as toys for Ernie.
  • [1.0.05] : Vandalised telephone booths will once again spit out money.
  • [1.0.21] : The 'alternative medicine' quest has been temporarily removed from Bill until it can be recoded.
  • [1.2.04] : The weight (and thus power) of coal has been restored.
  • [1.2.01] : Safes will once again spawn contents.
  • [1.2.02] : Various small bug and typo fixes.
  • [1.1.00] : Helgen is now a favour granter for the Dark Carnival, as the faction command indicated.
  • [1.0.02] : You can no longer repair a thing with itself
  • [1.0.16] : Setting the default colour of radio channels should now be properly honoured.
  • [1.0.02] : Petrol should work properly
  • [1.2.04] : Leather will now properly retain its state between logins.
  • [1.1.02] : Mobile phones will now show the correct time.
  • [1.0.04] : The bandage command will now properly consume bandages when used.
  • [1.2.02] : Shops will actually show up when you create them now.
  • [1.2.07] : Chemical light sticks will now be fully charged, and no longer imply they need a battery.
  • [1.2.01] : Stronghold mission descriptions will now show the time in seconds, rather than reset ticks.
  • [1.1.03] : Whisky can once again be used as an explosive, for molotov cocktails.
  • [1.0.05] : Maestro random events will apply properly once again, including searching and dreaming.
  • [1.1.01] : NPCs will no longer respond to you if they're engaged in combat.
  • [1.1.01] : Help-files for old-style souls have been removed.
  • [1.0.17] : You can once again fill containers from water sources (burns, rivers...etc).
  • [1.0.13] : Batteries will now hold a charge again over logins.
  • [1.0.15] : Memory will now be properly cleared upon a refresh.
  • [1.1.01] : The research command is now case insensitive.
  • [1.2.05] : You can no longer backstab enemies that have left the room before your attack triggers.
  • [1.2.04] : Removing a stronghold chest from an unclaimed room will no longer runtime.
  • [1.2.07] : Crafted memorized schematics will now cost GP once again.
  • [1.0.06] : Offering an object to an NPC for money will no longer runtime.
  • [1.2.02] : Some issues with clan permissions have been fixed.
  • [1.0.06] : It is no longer possible to accidentally sell money.
  • [1.0.18] : Various small bug and typo fixes.
  • [1.2.12] : Some goals got stuck at 99 times completed - they shouldn't any more.
  • [1.1.00] : Praying to Maestro while in the void is now free, as was advertised.
  • [1.1.02] : Schematics requiring a 'rivet' now require a 'metal rivet' to make them consistent with past schematics.
  • [1.1.01] : Residentual houses off of Alphabet now have indoor locks that you can work by hand.
  • [1.0.14] : Various small bug and typo fixes.
  • [1.1.01] : The 'you are not strong enough to blah blah' message should no longer appear when you are moving items around inside your own inventory.
  • [1.0.01] : Cigarettes and the like will now show (lit) rather than (on).
  • [1.0.08] : Selma Rashid is now properly registered to Osiris Acquisitions rather than Osiris Security.
  • [1.2.02] : Purchasing favours will no longer trigger a trickle rep gain in enemy factions.
  • [1.0.10] : Various small bug and typo fixes.
  • [1.0.15] : Unconceal will now work correctly.
  • [1.1.00] : Pinkerton is now properly amission giver for the Regulators.
  • [1.2.12] : Abandoned cars that spawn closed will no longer be empty.
  • [1.0.06] : Corpses on fire will now produce a little bit of light.
  • [1.2.03] : The sous chef achievement should now properly make progress.
  • [1.2.12] : A bug in stronghold NPC aggressiveness has been fixed - they should be more willing to attack intruders.
  • [1.0.06] : The name will now be shown when someone stops hiding in front of you.
  • [1.1.00] : The foraging command now uses ag.lo.fo instead of ag.ga.ha, as originally intended.
  • [1.1.02] : Refer once again shows nationality.
  • [1.0.12] : Weapons that get reloaded with multiple rounds without using a clip (like shotguns) should now eject their ammo properly.
  • [1.0.17] : Achievements will now count properly for prestige.
  • [1.0.17] : Money transfered to you when over-burdened will now spill onto the ground rather than simply disappear.
  • [1.0.17] : A bug affecting NPC behaviours has been fixed - Human enemies should now be a little more entertaining to battle, as should zombies. This may make your lives a little more interesting than before.
  • [1.2.00] : The 'read' command will no longer prevent you from reading things that are on surfaces in your room.
  • [1.1.04] : Ice is no longer drinkable.
  • [1.0.18] : Level drain on death is now properly only on the worst class of death.
  • [1.2.03] : NPCs should no longer move away during a blackmail attempt.
  • [1.2.08] : The 'schematics' command will once again allow you to list categories without searching.
  • [1.2.06] : The research command will now honour its own cooldown.
  • [1.2.02] : The 'it' keyword should work a little more consistently now.
  • [1.0.17] : You can no longer lose loyalty for actions directed at yourself.
  • [1.2.07] : You can no longer lure enemies over obstacles.
  • [1.0.20] : The cost of using 'advance to' is now correctly calculated.
  • [1.2.06] : Slashing long swords will now properly have two slash attacks rather than a slash and a pierce.
  • [1.0.06] : Obstacles will be an impediment to targeting opponents in more commands.
  • [1.2.06] : The generation of random stronghold rooms has been made a little less runtime prone, I hope.
  • [1.0.09] : Various small bug and typo fixes.
  • [1.2.06] : A performance fix in the tagged longs has been implemented - let's see how that works when we next go live. As before, it'll only stay enabled if it isn't creating performance drag.
  • [1.0.11] : The homunculus will now freely wander around areas that other zombies wouldn't.
  • [1.1.03] : The scaling of unarmed damage has been fixed so it's properly applied when skills are advanced. On the upside, this means that you'll do more unarmed damage the higher your skills are. On the downside, so will your enemies.
  • [1.0.05] : Various small bug and typo fixes.
  • [1.0.17] : The houses on the west side of Elm street will now load properly once again.
  • [1.0.17] : Using a flamethrower on a neutral enemy will now be considered an offensive act and result in them attacking you. Seriously, that wasn't the case before. SETTING SOMEONE ON FIRE wasn't considered to be an aggressive act.
  • [1.0.21] : When encountering Kirkmohr Castle through exploring, you'll now end up at the outside path rather than the gates.
  • [1.1.01] : A bug with regards to noticeability and luring enemy NPCs to your room has been fixed.
  • [1.0.04] : You can no longer buy things when factions tell you that you don't have the needed reputation.
  • [1.0.06] : It is now no longer possible to break through, or jimmy, the biometric doors at the Osiris Research Facility.
  • [1.0.10] : Cremating and burying will now give the same amount of XP.
  • [1.2.06] : Rooms in the regulator HQ will now properly register they belong to the Regulators.
  • [1.0.15] : The paladin armour set is now forged rather than stitched. Doh.
  • [1.2.05] : Dye vials and paint tins should now properly report their colours consistently.
  • [1.0.07] : Attend now properly applies its healing effects.
  • [1.0.18] : The 'fixer' achievement should now record your progress correctly, although you'll need to complete at least one more mission for each of the factions for them to recognise. Sorry.
  • [1.0.05] : You can no longer practise with items when your advancement is restricted.
  • [1.2.09] : The philanthropist achievement will now properly reflect progress.
  • [1.0.21] : It is no longer possible to climb an obstacle while prone.
  • [1.1.03] : You'll no longer be told how sexy dying babies and children are when you evaluate them.
  • [1.0.17] : Diane in the Winchester will now die properly if you kill her.
  • [1.0.17] : Mr Pockets should now honour your settings in 'options pockets player'.
  • [1.2.11] : The 'inspired' buff will now work properly when crafting enhanced items.
  • [1.0.02] : Meditate now shows up in the cooldowns list after you use it.
  • [1.0.01] : Using right click MXP menus on players will now properly refer to that player by name.
  • [1.2.08] : The 'ninja' achievement will now properly count time spent.
  • [1.1.00] : Snack machines will now give out food once again.
  • [1.1.01] : Corpses will now spawn with more age-appropriate clothing.
  • [1.1.04] : Various small bug and typo fixes.
  • [1.2.12] : Various small bug and typo fixes.
  • [1.0.17] : Wiki informs will now properly show the author of the change once more.
  • [1.1.00] : Various small bug and typo fixes.
  • [1.2.14] : Legacy restrictions to the hnewbie command have been removed.
  • [1.0.06] : Concealed weapons will now unconceal when you hit someone right in their stupid face with them.
  • [1.1.00] : Free upgrades will no longer count towards the upgrade limit on items.
  • [1.0.15] : Counsel will once again work to remove the Scared to Live debuff.
  • [1.0.17] : The identify favour now correctly costs 100 reputation a shot.
  • [1.0.08] : Performing a charm, intimidate, or bribe will now bring you out of stealth.
  • [1.0.12] : Netdead players will no longer count as NPCs for faction checks (such as search, crack and the like).
  • [1.0.17] : 'Empty' and 'full' descriptors should now work correctly with bottles.
  • [1.2.03] : The weight of cigarettes and cigars has been increased to a more accurate value.
  • [1.0.16] : Money can no longer have a negative value.
  • [1.0.16] : Money can no longer have a negative weight.
  • [1.0.15] : Crafted power sources will now be created with 100% charge.
  • [1.0.02] : The schematics command will now replace $tokens$ with something a bit more readable.
  • [1.0.20] : Various small bug and typo fixes.
  • [1.2.11] : Warehouses have been regenerated, to pick up the scavenge change indicated in a previous patch.
  • [1.0.02] : Dreams will now always be appropriate illuminated.
  • [1.0.21] : Bosses should now spawn loot, as intended.
  • [1.1.01] : The 'tense night's sleep' mercurial will no longer be applied when sleeping in areas with a danger level of 0, such as Alphabet Street.
  • [1.2.02] : Salvaging carpets and wallpapers will now properly remove them from stronghold descriptions.
  • [1.0.18] : An issue with weights has been fixed - material durability modifiers, rather than weight modifiers, were being applied to calculate an item's weight. Now, weight modifiers will be used as intended. Some things will weigh less now. Other things may weigh more.
  • [1.0.02] : The money in shops now goes up as well as down.
  • [1.2.07] : Various small bug and typo fixes.
  • [1.0.11] : The 'repair clothes' favour will no longer fail to work if you don't have a weapon.
  • [1.2.02] : Christmas trees will no longer runtime if you try to remove a present when none are there.
  • [1.0.15] : Sniper rifles and hunting rifles are now two-handed weapons.
  • [1.2.02] : Combat special executions will now display properly when using brief combat.
  • [1.2.03] : Various small bug and typo fixes.
  • [1.1.00] : You'll no longer be accused of burglary if you take items from the shop room itself. Storeroom is still off limits.
  • [1.1.01] : Skills formerly in the "mental" tree and now in the "social" tree will now be properly taught by factions.
  • [1.2.05] : Vaccine deaths will now properly remove wrestling pins.
  • [1.2.01] : Exploration will work once again.
  • [1.1.03] : The resolve difficulty modifier is now properly negative when your mood is low.
  • [1.2.02] : The mercurial mood lift that co mes from cremation is now only awarded when burying a human corpse.
  • [1.0.07] : It is no longer possible to salvage kindling.
  • [1.2.02] : Attempting to repair using an add_item will no longer cause 'repair' to runtime.
  • [1.0.04] : Instant cameras no longer need to be switched on to take photographs.
  • [1.1.00] : The missionary faction will now provide tinkerer tokens as a favour, as per the other factions.
  • [1.2.12] : Paint and dye colours will now mix properly, instead of usually ending up as white.
  • [1.0.19] : Various small bug and typo fixes.
  • [1.0.13] : UNPARC saboteurs and other appropriate creatures should now be found wandering around the Arctic.
  • [1.1.03] : Faction wellbeing decay bonuses should now be applied correctly.
  • [1.0.18] : Safes in general stores will now no longer be too small to hold your delicious money.
  • [1.2.02] : The feint command, which I thought was available, has been made available to buy.
  • [1.0.17] : The deathblow command no longer eroneously requires you to be in combat with an enemy.
  • [1.2.11] : It's no longer possible to deposit zero sum amounts.
  • [1.0.15] : Various small bug and typo fixes.
  • [1.1.04] : Barbeque skewers now properly do piercing rather than slashing damage.
  • [1.0.15] : PK checks should now be working properly again. Should be.
  • [1.1.03] : Toy batteries can once again be used to charge the Toyasaurus flashlight you get in your newbie kit.
  • [1.0.18] : Due to incompatibilities in how they handle quality, wooden planks can no longer be used as weapons.
  • [1.0.11] : Various small bug and typo fixes.
  • [1.2.14] : The creator only check has been removed from 'hnotifications'. Whoops.
  • [1.1.00] : Non-loading phones will now load once more.
  • [1.2.04] : Shipping containers at the docks will now sometimed produce the stuff they should have produced in situations when they didn't.
  • [1.0.15] : A message will now be shown when displaying an empty board list through 'boards'
  • [1.0.01] : You should find you no longer attempt to drink things that have no environment.
  • [1.0.13] : Liquids will now properly reload in bottles.
  • [1.2.02] : The 'you are logged in as' value on the webpage might now correctly show who's logged in. Perhaps. Jesus, I don't know - leave me alone. YOU'RE NOT MY SUPERVISOR!!!!
  • [1.0.12] : A bug impacting on meditate difficulty has been fixed. You should find a larger range of success/failure options now.
  • [1.1.03] : Objects should no longer clone with $material$ in their short, but please re-report if that's not true - it's really difficult to reproduce this consistently 'in the wild'.
  • [1.1.04] : The way in which money is parsed has been changed a little, preventing syntaxes such as 'get $0.02&$0.02' from working. It'll now calculate the total you've indicated this way, and sum it up before making the attempt.
  • [1.2.14] : The Master O' Coin will now accept tokens on behalf of the Reivers.
  • [1.0.04] : You will no longer be awarded with negative experience under certain situations.
  • [1.2.02] : Certain furnitures will no longer runtime when sold to a storeroom.
  • [1.2.00] : The 'windbag' stack has made its way back into the game, after the data file had been overwritten by some idiot.
  • [1.2.07] : Felled trees will now produce uncoloured logs, rather than multicoloured ones.
  • [1.0.12] : The quest 'God is always watching' now properly has 'Backdoor Entry' as a pre-requisite.
  • [1.1.02] : Doctors will no longer runtime on costing 'scared to live' treatment.
  • [1.0.16] : The Diplomatic Corps now offer 'cure digestion problems' as a favour rather than curing blood poisoning.
  • [1.0.06] : Faction and alignment pre-titles will now be possible to set.
  • [1.1.02] : When deleting a bug reply through the web interface, the bug details will now be properly displayed in the usual style.
  • [1.0.07] : Light values during the night have been fixed. It'll be darker at night now.
  • [1.0.15] : The Sea Wolves storeroom will now contain food.
  • [1.0.18] : Skipping the tutorial will now result in the usual newbie equipment popping into your inventory when you start in the Winchester.
  • [1.2.04] : Water closets now draw from the bathroom scavenge table, although with a lower chance of success.
  • [1.2.05] : Progress for drinking liquids in the Epicurian goal will now progress properly.
  • [1.0.01] : Rearranges will now reset on a refresh/playerwipe.
  • [1.0.01] : Uh - weapons and armour should be working now.
  • [1.0.08] : Like a good journalist, Twa Dugs now has no factional allegience.
  • [1.2.00] : Skinning knives will now behave like, well, skinning knives.
  • [1.0.06] : Various small bug and typo fixes.
  • [1.1.03] : Buying a command for a pet will no longer result in no more commands buying possible to train.
  • [1.2.03] : A doubled up skill-check when removing equipment has been fixed.
  • [1.0.06] : The clan chat command has been removed - this was supposed to have been obsoleted in favour of channel 1200 on your radio. That channel goes to the people in your clan only.
  • [1.0.15] : Skulls, backbones, ribs and the like will no longer decay.
  • [1.0.15] : Crafted clothes will now work better with the crafting system.
  • [1.2.05] : The objectmenu MXP option will once again function as expected.
  • [1.0.02] : Various small bug and typo fixes, and some bugs fixed around Braellen.
  • [1.0.10] : Score/command/knack points will be more reliable, but the way in which they are calculated has been changed. Previously these were based on bonus for skills (which is variable based on ) and now they will be based on level, which won't change quite so often.
  • [1.1.00] : Scavanging should be back up and running once again.
  • [1.1.02] : Ejecting batteries from powered items will now give you the proper type back - if you put in an expensive battery, it'll give you an expensive battery back. However, this won't work for batteries you've inserted before this patch is applied.
  • [1.2.01] : Greenhouses in generated houses will once again generate their proper long descriptions.
  • [1.0.07] : Invisible money should disappear from your various nooks and crannies.
  • [1.2.03] : Binoculars and the like will now work in Blackcairn.
  • [1.0.04] : Fixed some issues with a quest chain in Braellen. The quest chain has also been made more intuitive and less likely to cause harm to your sanity.
  • [1.2.00] : Fixed a bug that was causing certain resource nodes (plants) not to spawn. This mostly affected exploration zones (e.g. the cornfield in Braellen).
  • [1.0.16] : Various prestige professions fixed with the right amount of favoured skills.
  • [1.0.16] : Guns will now properly class as ranged weapons when you sell or buy them.
  • [1.0.11] : Logging off in a randomly generated area should no longer result on you logging on to limbo.
  • [1.2.00] : Doing a special repair will now properly consume the item you're using for repair.
  • [1.0.02] : Phalanx now works correctly.
  • [1.1.00] : The way in which auto loading works has been changed for inventory objects, handling them all on call_outs. This means that containers full of things will take a while to fully load, but it also means that auto loading should no longer be a source of lag.
  • [1.0.04] : Stabbing daggers no longer use the sharp skill at all.
  • [1.2.07] : Medium warehouses will now have scavenge.
  • [1.0.08] : Lure now obeys its cooldown.
  • [1.0.01] : Dr. Zombardo should consult properly now.
  • [1.1.03] : Evaluating a room can no longer be done in the dark.
  • [1.0.12] : You can now 'look through' sniper rifles and binoculars and such and see what's going on.
  • [1.1.04] : Checking to see if an item is a suitable tool for gathering is now based on name, rather that adjectives. That means that books such as 'That's Not A Knife' will no longer work as the check for the butcher command.
  • [1.0.06] : The tundra exploration area has been reinstated in the Arctic.
  • [1.2.02] : Deactivating an alarm that you yourself armed will no longer award XP or mission progress.
  • [1.0.09] : Stat impact on skills should now correctly calculate in all circumstances.
  • [1.0.12] : The weight of clothes when first cloned wasn't taking into account the materials of the item. These should now calculate properly.
  • [1.2.02] : The goal 'broken windows theory' will now record progress
  • [1.0.02] : NPCs will no longer wander away while you are arguing with them.
  • [1.0.11] : Ammo clips sold at shops will now come with ammo.
  • [1.0.05] : Blocking an enemy's abscoding will actually block it now.
  • [1.1.02] : Armour piercing special ammo should now fire correctly.
  • [1.2.12] : Combat damage for goals and achievements will once again be recorded.
  • [1.2.13] : Various small bug and typo fixes.
  • [1.0.04] : Different types of objects will now count properly towards the Broken Windows Theory achievement.
  • [1.0.04] : There are no longer chalkboards for the United Nations at the barracks.
  • [1.1.01] : Various small bug and typo fixes.
  • [1.0.17] : Multiple bits can now be butcher from a single corpse provided there are multiple bits in the corpse to begin with.
  • [1.0.07] : Using soul commands with / will now no longer incorrectly do a fallthrough to 'proper' commands.
  • [1.1.01] : When using accessible_text, skills will no longer show up as 45/45/45 through the skills command.
  • [1.1.02] : Provided you still have the summoning object somewhere loaded in the game, quitting will now automatically save your companion.
  • [1.0.12] : Bows, crossbows, slingshots and some other ranged weapons will now no longer jam.
  • [1.0.11] : Corpses are now a good deal lighter, with child corpses being lighter still. You monsters.
  • [1.0.05] : Health is now properly used for task difficulty, rather than energy twice.
  • [1.0.16] : The generator at the raider overpass will now be on by default.
  • [1.0.16] : Behemoths will now only throw targets they're in the scrum with, and won't throw when they're prone.
  • [1.1.04] : Giving Ellen Getty a letter addressed to her will trigger the specific letter delivery code, rather than the 'accept any letter' code.
  • [1.2.03] : The 'time since last death' counter should now properly count zombie deaths.
  • [1.0.17] : Wellbeing will no longer tick if you are net-dead.
  • [1.0.02] : Charm/intimidate will now properly lower training costs and increase max levels.
  • [1.0.13] : Refreshing will now properly result in a lighter being provided.
  • [1.2.04] : Shaped gemstones should now have the proper descriptions and identifiers applied.
  • [1.0.05] : Chuma Hassan will now properly report the amount of money available for you to withdraw.
  • [1.0.05] : It's no longer possible to sell corpses at shops you sick, sick bastards.
  • [1.0.19] : The war profiteer achievement should once again be working.
  • [1.2.06] : Containers should no longer say 'empty' when they are loading, and will default to the simple short of the container, rather than the one that mentions contents for the duration.
  • [1.2.01] : The 'empty' and 'bottle of X' descriptors will now properly apply when pluralized.
  • [1.1.00] : The command lag on a number of commands has been synchronized better.
  • [1.1.02] : Maestro events will no longer be triggered in Alphabet Street gardens.
  • [1.0.04] : Nabila at the observatory will no longer wander away from the shop when she feels like it.
  • [1.0.07] : You can no longer salvage first aid kits.
  • [1.0.01] : It's no longer possible to accept quests that don't exist.
  • [1.0.06] : You can no longer loot a burning corpse.
  • [1.0.10] : You can no longer sell unconscious children to faction shops. You monsters.
  • [1.0.15] : Transfering liquids from one container to another should work better in most circumstances.
  • [1.0.21] : Various small bug and typo fixes.
  • [1.1.02] : The distill command should now be working properly once again.
  • [1.2.01] : Missing periods at the end of many descriptions are now fixed at the root.
  • [1.1.00] : Clan achievement progress should now be properly adjusted again.
  • [1.2.00] : NPCs will now properly dispose of mission items when they are given to them.
  • [1.0.12] : Scanning with a visual remote viewing device will now show you the room description as you move from room to room.
  • [1.0.02] : You will no longer salvage things you have set to keep.
  • [1.0.15] : Armour sets will no longer runtime if you look at them while not wearing any of them.
  • [1.0.06] : Social mode will no longer give you unlimited energy.
  • [1.2.02] : Unclaiming a room will also remove your stronghold shop if it's there.
  • [1.0.18] : Forged metal bars will now get the proper quality set when created.
  • [1.0.16] : Bob Gabriel should once again exchange tranquiliser darts.
  • [1.1.00] : The 'boards' command will now actually link back up to the web boards.
  • [1.0.18] : You can no longer use the flare gun indoors. Well, you can, but there are now consequences for doing so.
  • [1.0.12] : You crazy freaks. You can no longer sell body *parts* to shops, or drop them in the storeroom without them disappearing.
  • [1.2.08] : Various small bug and typo fixes.
  • [1.0.20] : Achievement progress in quests should now be recorded properly.
  • [1.2.02] : SUing will no longer cause cooldowns to reset.
  • [1.2.04] : Various small bug and typo fixes.
  • [1.0.16] : Paint removed as a mechanic free comand - gave 50 points too many to the profession.
  • [1.2.08] : Crafted enhancements will now be applied properly.
  • [1.0.16] : Profession options in dreams are now handled with a natural sort rather than a pure alphanumeric sort. That means 9, 10, 11 rather than 1, 10, 11.
  • [1.1.02] : The tinkerer has been changed over to the new rep code, so that he will now turn 100% rep into a highest level equipment enhancement once more.
  • [1.2.07] : The 'are you there a'tuin' quest now has proper completion dialogue.
  • [1.1.01] : The difficulty of tasks will *decrease* as your mood increases, rather than the other way around.
  • [1.2.01] : Equipment in unclaimed rooms and inventory will show the proper long description.
  • [1.2.00] : Various small bug and typo fixes.
  • [1.2.08] : The pictures of sad children quest has been updated to be compatible with the new mood system.
  • [1.0.11] : NPCs with ammo clips will now spawn with them at least partially full.
  • [1.1.01] : Free skills should no longer be granted in defunct skills.
  • [1.2.05] : It's now possible to supply petrol to your stronghold.
  • [1.2.00] : Doctors will now properly treat 'scared to live' once again.
  • [1.0.14] : The recruit command will now properly show the number of codes you have left to generate.
  • [1.1.01] : The (on) after short should appear properly when the activated state of a powered device is changed.
  • [1.0.02] : Animals will no longer speak, because they have realised talking animals are just going to end up confined to zoos and comedy clubs when all this blows over.
  • [1.1.02] : The 'nobody does it better' achievement now checks for 'card' licker' rather than 'card collector'.
  • [1.0.01] : Various small bugs fixed.
  • [1.0.04] : It is no longer possible to start an argument with yourself. No it isn't. NO IT ISN'T.
  • [1.0.16] : Various small bug and typo fixes.
  • [1.0.15] : Snowballs will no longer break when assembled. Because they're now full of grit and broken glass in the best Scottish tradition.
  • [1.2.13] : Stronghold NPCs should no longer attack the pets of friendly stronghold visitors.
  • [1.2.02] : Some issues with weights not calculating properly when materials are applied have been fixed.
  • [1.0.20] : Achievement categories should now be awarded properly.
  • [1.2.01] : Vaults will once again load their contents.
  • [1.0.12] : Various small bug and typo fixes.
  • [1.0.20] : Storeroom door alarms now have a difficulty commensurate with the faction level.
  • [1.0.04] : Car tyre pauldrons now protect the shoulder as well as the neck.
  • [1.0.14] : The container capacity change indicated in a previous patch will now properly affect more containers.
  • [1.0.14] : Successfully using 'counsel' and other heal over time commands will no longer result in applying even more psychological scarring. Whoops.
  • [1.2.03] : Registering alts will now save over reboots.
  • [1.1.00] : The cultural inculcation favour will now properly move your faction as intended.
  • [1.0.05] : Rooms with windows will now receive a portion of the light outside.
  • [1.2.06] : Distill will now require a heat source to be switched on.
  • [1.0.18] : Progress on food eating goals should now properly be registered.
  • [1.1.00] : Diane in the Winchester will now once again accept bottles of delicious water.
  • [1.0.17] : Cured and tanned skins should now properly propagate the race details through transforms.
  • [1.0.16] : Safes now properly have a task to crack them associated.
  • [1.0.17] : Killing a faction NPC in their faction area will now result in a penalty rather than a bonus.
  • [1.2.01] : Bandage runtimes have been fixed.
  • [1.0.04] : The Alphabet Street gardens will now properly reflect daylight.
  • [1.2.04] : Stronghold missions should no longer report success when they should be failures.
  • [1.2.03] : Numberchaser achievements should now be automatically awarded.
  • [1.0.04] : Quitting while in a dream/exploration room will now return you to your origin room.
  • [1.0.21] : Some more money parsing fixes.
  • [1.0.11] : Being on fire will now tick more slowly and do more damage per tick.
  • [1.0.11] : Rubber items no longer get the plastic adjective.
  • [1.0.06] : Arguements should not stop mid-way through, but if they do please re-report. Also, report any argument claims that contain the word 'to' in them.
  • [1.2.07] : You will now receive the proper difficulty modifier information when assembling a schematic you have fully memorized.
  • [1.0.05] : The Winchester should no longer lose its wireless network.
  • [1.1.03] : Upon refreshing, you will now get a couple of bottles of baby formula to match what you'd get in the newbie tutorial.
  • [1.0.20] : It's no longer possible 'roll' while you are pinned or while you're being pinned.
  • [1.0.13] : Falling down when drunk is no longer an insta-kill. But still, drink responsibly, kids.
  • [1.2.02] : Cracking a safe that you have dropped in a faction area should no longer trigger rep loss.
  • [1.2.13] : Foraging and gathering should once again yield results.
  • [1.0.14] : The web based quest browser will now give more comprehensive results for searches by sub-area.
  • [1.0.21] : The Dead Summer Days achievement should now properly record progress.
  • [1.2.02] : An issue with calculating numbers of given objects for missions has been fixed.
  • [1.2.09] : A bug related to free prayers has been fixed.
  • [1.1.00] : Throwing cards now have the name 'deck' rather than 'pack', and their weight has been fixed.
  • [1.1.00] : An issue with the reporting of the time and day has been fixed.
  • [1.1.03] : Grandfather Game will now properly behave as a favour granter.
  • [1.1.01] : Quests will now properly be reset upon refresh.
  • [1.2.00] : A bug with mercurial apply messages has been fixed, ensuring they go to the right person now.
  • [1.2.02] : Dropboxes will no longer over-eval when you enter the room.
  • [1.0.21] : Items powered with propane will now take propane cylinders as intended.
  • [1.2.00] : The parsing of carnival tokens has been tweaked so that they will no longer always conflict with other tokens in the game.
  • [1.0.07] : Various small bug and typo fixes.
  • [1.0.12] : You can no longer interact with a shop if anyone is fighting the shopkeeper.
  • [1.2.05] : Barricading will now be properly applied to stronghold rooms.
  • [1.1.01] : You can once again find radios in the winchester attic. Also, radio innards, and loose electronics.
  • [1.2.06] : The search command will now properly alter energy costs based on modifiers.
  • [1.2.00] : Novels will no longer runtime when being read for the first time.
  • [1.2.11] : Stronghold NPCs will now patrol if instructed to do so.
  • [1.0.20] : Salvaging an item on which a corpse is lying will now cause that corpse to slump to the floor.
  • [1.2.06] : The Midas Touch knack will now properly apply to more money awards.
  • [1.1.03] : When using the 'all' setting for splitting loot, you'll no longer fail to be given any money under certain circumstances.
  • [1.1.03] : When using the 'all' setting for splitting loot will no longer result in you splitting cash when you move it around your own inventory.
  • [1.1.00] : Second winds will no longer be used up if you go unconscious before they trigger.
  • [1.2.13] : General computers should offer the proper hacking interface now.
  • [1.0.07] : Firefighters now get 'gut' rather than 'hack' and 'jimmy' as a free command.
  • [1.0.16] : Choosing a profession in the dream will no longer runtime.
  • [1.0.02] : Shops will no longer say 'We can't afford to buy that' and take your stuff anyway.
  • [1.2.02] : Sleeping pills will now work correctly with the 'the cold white light' codex entry.
  • [1.2.13] : The stat dependence for mental.control.observation has been set to CIIWW instead of SCIIWW.
  • [1.0.09] : The MRI machine in the hospital will no longer (hopefully) lag the game to death.
  • [1.0.06] : NPCs with more than the default amount of wellbeing will now show their status more accurately on 'health'
  • [1.0.06] : Zombies will no longer intercept if blocked by an obstacle.
  • [1.0.11] : The value of ammo clips will now increase as ammo is put in them.
  • [1.0.15] : It's no longer possible to tan leather to end up with 'leather leather'.
  • [1.0.13] : Angela will no longer wander around Kirkmohr.
  • [1.2.04] : The 'removed queue' text will only be shown if a queue is actually removed.
  • [1.2.02] : Stronghold NPCs will only behave in accordance with their aggression orders while in claimed rooms.
  • [1.0.11] : It's no longer possible to repair objects in your current environment. This had too many issues associated with it. You can still repair with objects in your environment though.
  • [1.0.17] : Handing a faction token of an enemy to a token receiver will now grant rep in the appropriate faction.
  • [1.1.04] : Containers should no longer spawn saying they are 'empty' before being filled with their contents.
  • [1.0.21] : The 'elderly' adjective is now 'frail', to stop such weirdnesses as elderly children.
  • [1.1.01] : Choosing to optimise for a screenreader at login will now properly apply the accessible conversational keyword option.
  • [1.0.14] : If a recruited player does not complete the tutorial, their code will be refunded.
  • [1.0.21] : Shops should no longer tell you an item costs too much if you have exactly the right amount in your wallet.
  • [1.0.02] : Liquids and vessels are a lot better now
  • [1.0.18] : Future entries into hskills, hachievements and hquests should now respect your local time settings.
  • [1.0.19] : Several existing food items have found their way into packaging, which means they should no longer decay if left unopened.
  • [1.1.04] : Probing, picking or attempting to open an instance door will now yield appropriate messages.
  • [1.2.14] : Various small bug and typo fixes.
  • [1.0.19] : The philanthropist achievement now correctly works on earned rep rather than donated value of goods.
  • [1.0.18] : The newbie area is once again possible to get through without runtimes.
  • [1.2.03] : The colossus now counts as a boss zombie, so will be aggressive by default.
  • [1.1.02] : Various small bug and typo fixes.
  • [1.2.10] : Various small bug and typo fixes.
  • [1.0.04] : The Healthy as a Horse knack has been removed, since we no longer have constitution as a stat here.
  • [1.0.10] : You can no longer repair with items you can't pick up.
  • [1.1.02] : NPCs will no longer go to sleep outside if they have a choice about it.
  • [1.1.00] : The grit bin in Alphabet Street should now remain visible.
  • [1.1.01] : The regulator faction shop now comes with stock.
  • [1.1.01] : Rep rewards for street kills will now be granted more consistently.
  • [1.0.15] : Crafted shields will now obey the same rules as regular shields.
  • [1.0.17] : Mr Pockets is once again running, and looking into your pocketses.
  • [1.1.01] : Cooldowns are now handled via game time, rather than real time. That means that if you log off with 20s left to go on your cooldown, you'll log on with 20s left to go.
  • [1.2.05] : Gloomy weather is now a negative mercurial effect, as it should be.
  • [1.0.06] : It's no longer possible to guard exits on the opposite side of an obstacle.
  • [1.0.11] : Patch informs on login will now be naturally sorted when there are more than one to be reported.
  • [1.0.21] : Crowdfunding tubes should properly generate and then expire projects in the intended manner.
  • [1.0.11] : You can no longer sell unconscious living creatures by depositing them directly into a shop's storeroom. What is wrong with you people??
  • [1.2.03] : Kill counters will now be calculated properly.
  • [1.1.04] : The tinkerer and Diane will now accept letters addressed to them.
  • [1.1.00] : Hollis is now properly a trainer for the Regulators.
  • [1.2.02] : The 'switch user' link on the homepage should now work correctly. Probably - look, maybe. We'll see.
  • [1.2.13] : Crafted ranged weapons should now hold their quality between logins.
  • [1.0.06] : Weather earmuffs will now properly suppress weather chats.
  • [1.2.09] : Various small bug and typo fixes.
  • [1.0.10] : Crafted crowbars will no longer lose their breaching bonus when reloaded, but you'll need to get hold of a new crowbar to get the benefit of that.
  • [1.2.00] : The goals helpfile has been updated to reflect the new system.
  • [1.0.01] : You can now properly deliver items to NPCs.
  • [1.0.17] : Siphoning will no longer allow you to overfill containers.
  • [1.2.05] : Various small bug and typo fixes.
  • [1.0.17] : Stealthing around should no longer cause recursion errors.
  • [1.1.01] : Headlamps now properly emit light.
  • [1.2.02] : The goal 'epicurian' will now record progress.
  • [1.1.04] : You should no longer be told you don't have the skill when attempting to access your mail from an internet enabled device.
  • [1.2.01] : Various small bug and typo fixes.

Carnival

  • [1.0.20] : New profession (with its prestige upgrades): Carny, Carnival Showman, Carnival Con Man.
  • [1.0.20] : New faction: Dark Carnival.
  • [1.0.20] : New NPCs.
  • [1.0.20] : New Quests and Achievements.
  • [1.0.20] : New array of items and schematics.
  • [1.0.20] : Carnival sideshow games (with helpfiles)
  • [1.0.20] : The Carnival of Undead Wonders has been added. It is accessible from Mulder Street in Dunglen City.

Clans

  • [1.2.00] : XP in the clan bank can now be awarded to other players, including those outside your clan. If they are not currently logged on, it'll be awarded at the next time they are and the clan handler ticks. If they are online, it is awarded instantly.
  • [1.2.00] : XP earned by your clan is now split into two categories - the 'bank', which is officially 'clan XP' and 'the buffer', which will increase to a certain point and then split between the bank and all clan members.
  • [1.2.00] : Clan achievements now grant clan XP.
  • [1.2.00] : It's no longer possible to lose clan achievements when you drop beneath the criteria for it - you keep them, and the XP they rewarded, regardless.
  • [1.2.00] : If XP hasn't yet been awarded to other players, you can remove it from the roster if you have the appropriate clan permissions.
  • [1.2.00] : Clan XP is now the currency used to purchase bonuses, not clan points.
  • [1.2.00] : Clan points have been removed as a currency for buying clan enhancements.
  • [1.2.00] : The clan now allows you to set how much earned XP should go to members, and how much of a share each member should get when it is shared. All that is left over goes to the bank.

Codex

  • [1.1.04] : In addition to finding items, you'll be able to butcher certain body parts off corpses to use in certain codex entries.
  • [1.1.04] : Each entry is part of a larger 'collection'. If you unlock all the entries, you will unlock its collection, earning xp, titles, and reputation (depends on the collection).
  • [1.1.04] : You'll now be able to find special codex items in the game (usually by searching)that you can use to 'unlock' entries in the codex system. Entries can have several unlocks, each one revealing more of the story of that codex.
  • [1.1.04] : A new system has been implemented: Codex. You can use the 'codex' command to access it.
  • [1.1.04] : As with all other Epitaph features, this one will grow and expand with time.

Combat

  • [1.0.07] : A new knack 'float like a butterfly' has been added to allow you to increase your base grace period.
  • [1.0.07] : Maneouvering in combat has been made a a lot quicker.
  • [1.0.07] : A failed charge will now still put you in the scrum, although it won't move your enemy. If you critically fail, you will slip and fall on your dumb face.
  • [1.0.07] : Critters no longer count with regards to calculating your number of opponents penalty.
  • [1.0.07] : The grace period after maneouvering in combat has been adjusted. It's now slightly longer one on one, with the period being reduced the more enemies you have in combat with you.
  • [1.0.07] : When you are the target of a concentration, there will be a message to indicate it.
  • [1.0.07] : Zombies will now more reliably (but not entirely reliably) focus on the target that has accumulated the most threat.

Commands

  • [1.0.06] : Two commands have been re-added to the game - 'suture' and 'diagnose'. See the section on death for more details.

Cooking

  • [1.0.08] : A vegetable stew of potatos, carrots and beets will give you the property of any of the contents randomly when you take a mouthful. You can also 'season' food with sauces, salts and such to give them a little extra oomph. Season is a command you'll get once you have a few levels of ag.ma.co.
  • [1.0.08] : Food now has a range of 'properties' that cooking can bring out. Potatoes are filling, peanuts are salty, and so on. The food items that you incorporate into a recipe will influence the exact properties that the food has.
  • [1.0.08] : Cooked food also gives you a resolve boost per bite, depending on the quality of the food that's been made, provided it's above a certain quality.
  • [1.0.08] : At the moment, cooking requires a vessel which is consumed as part of the process. That's a temporary state of affairs - as time goes by, the system will get more subtle.
  • [1.0.08] : One of the recipes is a vegetable stew - you can make this out of any vegetables provided you have enough. The amount of the stew you make will be based on how many mouthfuls were in the raw components. The nutrition of the food is based on how well you cooked it - badly cooked food will be less nutritious than the raw food.
  • [1.0.08] : Cooking is now a kind of crafting, done through the 'cook' command.
  • [1.0.08] : Chefs now get 'cook' and 'butcher' as their free commands.
  • [1.0.08] : Cooking is returning to the game, but in a different form to how it worked before we released.
  • [1.0.08] : The distill command has been returned to the game, and can be bought for 250 command points. The more heavily polluted water is, the easier it is to make some improvement to it. It also allows you to purify beyond safe water to purified water and crystal clear water, both of which have a higher 'quench factor'.

Crafting

  • [1.1.00] : Stone and metal veins will now sometimes result in a gemstone being produced as a byproduct. These are used in some of the new shaping schematics outlined below.
  • [1.0.18] : The 'dye' and 'paint' commands now contain a 'mix' syntax that allows for two colours to be mixed together.
  • [1.1.00] : Over 1700 new jewellery schematics added, favouring those who work with stone, wood and metal.
  • [1.0.18] : The dye command has had its cost reduced to 50 from 100.
  • [1.1.00] : The 'research' command has changed its functionality. It is now used to attempt to memorise any schematic that you don't otherwise have access to. You can research any schematic in the game unless they've been set as being 'special'.
  • [1.1.00] : Over 500 new armour schematics added, favouring those who work with metal, bone and cloth.
  • [1.1.00] : 20 new gem related materials.
  • [1.1.00] : A new command has been added - 'scrutinize'. It consumes schematic patterns in exchange for an 'inspired' buff. The inspired buff increases the chance that your next crafting effort produces an enhanced item.
  • [1.0.18] : Plants when harvested and trees when cut into logs will now sometimes produce coloured 'plant matter' as a byproduct.
  • [1.0.18] : A new 'paint' schematic has been added - it uses the coloured stones produced from gathering. It also requires an egg, which is found through scavenging.
  • [1.1.00] : Over 300 new melee weapon related schematics added, favouring those who work with stone, wood and metal.
  • [1.1.00] : Over 800 new clothing schematics added, favouring those who work with cloth
  • [1.0.18] : A new 'dye' schematic has been added - it uses the plant matter produced from gathering. It also requires a mordant, which is found through scavenging.
  • [1.1.00] : Over 200 new crafting books added - most contain 20 of the new patterns.
  • [1.0.18] : A new crafting book that holds the dye and paint schematics has been added.
  • [1.0.18] : Stone and metals which are harvested will now sometimes produce 'coloured stone' as a byproduct.

Death

  • [1.0.06] : An infected wound won't heal even if it's treated, but if you take some antibiotics you can start to bring the infection down. A treated wound will not become infected.
  • [1.0.06] : You can get a feel for how bad wounds are with the 'diagnose' command, which also gives you a short-term bonus to your ability to suture wounds on the target.
  • [1.0.06] : Death has had a little rework and the lucky escape penalty has been removed. It's been replaced instead with a series of accumulating wounds. This is an old system we had for base combat in the pre-release phase of Epitaph.
  • [1.0.06] : Wounds are persistent damage over time effects that cause damage on an ongoing basis. They can also become infected if left untreated. Light wounds will close on their own however if they don't become infected.

Faction

  • [1.0.03] : Magister Damien now wanders around Alphabet Street.
  • [1.0.03] : The dog killing mission has been moved from the Winchester to the Hoteliers.
  • [1.0.03] : The sub factions for each of the major three factions are now 'faction locked'. You might encounter their areas, but you can't train their skills, do their missions, or accept their quests.
  • [1.0.03] : Faction missions have cooldowns now - after you have done a mission it will be a short time before you are offered the same one again.
  • [1.0.03] : The large battery collection mission has been moved from the Winchester to the University.

Factions

  • [1.1.02] : The Calgacus Courier Service have been added as a new faction in northern Dunglen, with a headquarters on Abbey Road.
  • [1.1.02] : Dunglen Radio have been added as a faction in northern Dunglen.

Favourites

  • [1.0.18] : A new set of achievements have been added to support the favourite system. They're in the 'witty' category.
  • [1.0.18] : A quotes page has been made available on the webpage - it autogenerates this based on favourited chats from the radio.
  • [1.0.18] : A new 'favourite' system has been added to the radio. This allows you to favourite particular chats and have them made available as part of your infocentre.

General

  • [1.1.00] : Browsing the internet on a local system will now give you a random accessible website (and perhaps IP address) instead of a rumour. Some hackable remote sources will now give those rumours out.
  • [1.0.18] : The weight of shields has been adjusted downwards.
  • [1.1.01] : The 'diagnose' and 'suture' commands have been removed, since we're not using wounds on death now. The points spent on these will be refunded.
  • [1.0.02] : Zombie and player deaths are now stored and available through 'stats counters'.
  • [1.0.04] : Alarms are no longer salvageable.
  • [1.2.00] : More passive objects in the game will now work for barricading.
  • [1.0.08] : Phones now show you the current time when they're switched on.
  • [1.1.03] : The cost of faction favours has been increased.
  • [1.2.00] : Enhanced items now come with an (enhanced) tag as part of their short description.
  • [1.0.17] : The current world boss in the wild is now visible through the 'uptime' command. I know that's a strange place for it.
  • [1.0.14] : Tranquiliser guns will now fit into a rifle scabbard.
  • [1.0.09] : Camp stoves are no longer furniture in garages, and are now available as part of scavenge.
  • [1.2.07] : Wellbeing bonuses for exalted status now extend to the Helipad in the Osiris Public Relations HQ.
  • [1.0.06] : The commands 'help' and 'tell' now work when you're unconscious.
  • [1.0.06] : You can no longer sell partially empty vessels to shops.
  • [1.0.07] : The 'quests' and 'quest' helpfiles have been merged.
  • [1.0.17] : By default the patches command now shows only the last ten patches.
  • [1.0.04] : The doors and safes in faction shops are now alarmed. But then, who isn't alarmed in this grim, dark apocalypse.
  • [1.0.08] : Defeating a higher ranked player in an Elo ranked competition now gives you some XP.
  • [1.2.01] : The 'clan' and 'clans' helpfiles have been merged.
  • [1.2.02] : 'Strongholds' now shows your max number of trade agreements, and 'stronghold agreements' will show you who you have agreements with, and their strength.
  • [1.2.13] : You can now 'pet' animal companions for a small mood boost. Each pet will only give you the boost once per hour. Just be nice to animals, that's the lesson here.
  • [1.0.18] : Flare guns have been modified slightly. When you signal with the flare you will now have a chance of attracting survivors who will come to your aid (provided you are in combat), but alternatively there is now a small chance you may attract even more zombies to your location.
  • [1.0.05] : Corpses now have the short of the thing that died added to them.
  • [1.1.01] : A family of achievements have been added for reaching certain overall score values.
  • [1.1.02] : Living NPCs now will offer to sell you items they aren't actively using - you can 'list' what they have and make an attempt to 'buy' specific items, but the amount they will accept is something you'll need to work out for yourself. This is considered positive for the order alignment vectors, and negative for the violence vector.
  • [1.2.12] : Dead babies will spawn less often in houses.
  • [1.0.20] : 'cost all' at a trainer will now show you how much money and XP you have available.
  • [1.2.02] : Regulator Hall has had light applied to all its inside rooms.
  • [1.2.09] : Some craftable buckets have been added, along with a book in which the patterns may be found.
  • [1.0.07] : If you succeed a stealth check against someone, it will now be a few seconds before they get another chance to see you.
  • [1.0.14] : Corpses will be knocked from your inventory when you quit - they're not designed to save over reloads and resolving this would be far more work than is warranted.
  • [1.0.16] : A new 'fairness' system is being phased in - this defines a 'fair' check as one where you or your opponent are with roughly two difficulty bands of each other for a particular check. This will make its way into XP awards, achievement progress and so on as time goes by.
  • [1.1.04] : A 'large battery' schematic has been added, requiring four small batteries.
  • [1.0.07] : The mechanics of shop inventory have been changed. From now on, when you sell something to a shop, it goes 'in the back' and doesn't appear instantly in the storeroom. After a reset, the current contents of the storeroom and what's 'in the back' are merged into a single list, and stock randomly rotated based on that. Factions will also 'consume' what they have been given if it's something that they especially want, and some of the value of that will trickle into the shop funds.
  • [1.2.04] : Utility knives can now be used for skinning.
  • [1.2.04] : Applying the triage effect will now progress the Lay on Hands goal.
  • [1.0.12] : Ammo clips will now randomly spawn with some ammo in them. Usually.
  • [1.2.07] : Practice books on Feng Shui, for furniture placement, have been added to the textbook generator.
  • [1.1.02] : A wider range of furniture will now be found in houses. We've now got over 1000 of these. This isn't just set dressing - eventually these will all be usable in the Stronghold sytsem.
  • [1.0.16] : Options will now persist over refrshes.
  • [1.0.21] : Level draining should now be a bit less brutal than before.
  • [1.1.00] : Approximately 5% of doors in the game are now 'creaky', which means they'll make a noise if you just walk through them without taking the care to open them first.
  • [1.2.02] : To counteract the fact that furniture no longer respawns in rooms, there is a 'log bin' in the Cat Lady's yard on Alphabet Street. This will allow anyone still marked as a newbie (check 'benefits' to see if you qualify) to 'collect' wooden scraps for the barricade mission. However, it's limited to 10 per person per reset period, so you'll still need to acquire multiple sources of wood if you want to do the mission often.
  • [1.2.00] : Enhanced items now have a higher value than non-enhanced items.
  • [1.1.01] : The Winchester now sells dyes from the faction shop.
  • [1.0.13] : The amount of health and stamina of bosses has been reduced considerably. They will still require more balancing, but they are more realistically killable. Their general melee damage output has been slightly increased.
  • [1.1.00] : You can no longer put items with a biometric lock into a communal saving location. At least directly. The problem with this was that once it went into a container, nobody but the person to who it was locked could remove it. Now, if you want something biometrically locked to go into a communal saved location, put it into a container. That way people who don't want it there can still remove it.
  • [1.0.01] : Alphabet Street is now a little less bleak from a scavenging perspective - the chances of finding things have doubled.
  • [1.1.04] : Scavenge tables have been added to the university offices and faction storerooms.
  • [1.0.08] : Randomly generated copses of trees will now have gatherable wood.
  • [1.2.00] : It's no longer possible to refresh in the newbie area.
  • [1.0.08] : The materials for the 'simple leather gloves' schematic have been changed.
  • [1.2.11] : Plasters now count as medicine.
  • [1.0.09] : The Winchester cremation mission is now more precise in what kind of corpses that it wants you to cremate.
  • [1.0.05] : The usual violent faction auto-responses of NPCs has been suppressed while within Alphabet Street and its associated areas.
  • [1.0.14] : Schematics for katanas and claymores have been added to the game. These are accessible via a scavengeable book.
  • [1.0.06] : The number of corpses in the city streets now has a fixed ceiling - they won't keep spawning and spawning until previous ones are buried/cremated.
  • [1.2.13] : The hnotifications command now comes with syntax and a help file.
  • [1.0.14] : Rooms which contain immobile powered items (generators, sawmills, etc) will no longer unload while there's power in the item.
  • [1.1.02] : A memorial for Terry Pratchett has been added off of Pratchett Street. So long Terry.
  • [1.0.05] : It's also possible to 'attack' doors to destroy them. Oh, and FYI - zombies will now attempt to this if they sense you behind a locked door.
  • [1.2.06] : It's now possible to plug powered devices in locally if you're in a stronghold room with wiring, and enough battery power. Drain will be slower than with batteries, but the higher the device drain the more power it will eventually pull.
  • [1.0.11] : The cost of the 'handout' favour has been increased.
  • [1.2.06] : An animal leash or whistle can now be used to summon a remote pet if it's not in your current room without having to dismiss it first. It won't come if it's in combat though.
  • [1.0.21] : Skills which have been level drained will now TM quicker, back up to their original value. This will only be true though of levels drained after this patch is applied.
  • [1.1.00] : All containers will now come with a 'The inventory is still being generated' inform when you look at them while auto loading is going on.
  • [1.1.01] : The new 'always look on the bright side of life' knack will give you a +2% bonus to your base resolve, per stack.
  • [1.1.02] : The classrooms in the high school and the university will now spawn salvageable furniture.
  • [1.0.20] : Propane cylinders are now seeded around the game.
  • [1.1.03] : When attempting to eat food or take pills during combat, there's now a good chance it'll be knocked out of your hand by the battle.
  • [1.0.20] : Small battery packets have been added to the loot tables. These packets contain up to four small batteries.
  • [1.2.06] : Water rooms will no longer attempt to move water into the containers in your inventory.
  • [1.2.07] : Apples will now quench a little thirst when eaten.
  • [1.0.04] : Faction locking now extends to shops.
  • [1.0.06] : The roleplaying system is now 'opt-in'. You can opt in or out of it at any time using 'options game roleplaying_system'. Your status for this will now also be reflected in your player refer.
  • [1.0.13] : The time taken for taxi journeys has been increased, but so too has the amount of time you get to get on board.
  • [1.2.06] : It's again possible to meditate upon resolve, and it'll give you a mood boost if you succeed.
  • [1.0.06] : NPCs now get levels in every skill, based on their challenge level. The number of levels in their 'non specialist' skill sets is considerably lower than in other areas, but it ensures a wide range of skills and such for debate topics.
  • [1.0.08] : If you die from poison gas in the chemical factory, you'll now be dropped off in a 'safe' room.
  • [1.2.14] : Various chats fixed for NPCs across the game.
  • [1.1.01] : The condition of an item being salvaged is now a difficulty modifier for the command.
  • [1.0.04] : A new room has been added to the Radio Dunglen building. It's your doorway to a terrible game for terrible people.
  • [1.0.02] : Clothes are now a little more durable and a little less valuable.
  • [1.1.02] : Regulator faction tokens are now wearable. You might need a new one for that to be true - hell, I don't know. Have you any idea how much code we have? I have no idea how any of it works.
  • [1.1.02] : A new prestige command has been added - 'improve'. You can use it to increase the quality of items you have, provided you don't mind taking a bit of a risk on the components.
  • [1.0.04] : Large groups of zombies will now gradually disapate over time.
  • [1.1.01] : Medicines has been added as a plural to medicine. Drug and drugs have been added as an alias and plural too.
  • [1.0.18] : When you pray to Maestro there is currently a chance for him to refuse your request, but now he may decide to offer you a flare gun. Or not. It's really up to him.
  • [1.0.14] : The number of entries stored in the mud-side blog interface is now limited to 20 at a time.
  • [1.2.12] : The computer in the cellar of the Winchester will now provide basic mail facilities for all players, provided it's powered.
  • [1.0.02] : Zombies will now stop you merrily skipping past them sometimes - the chance is dependant on how many zombies there are.
  • [1.0.14] : Stethoscopes now also give a bonus to safe cracking when worn,
  • [1.0.08] : Butchered body parts will no longer be worth burial XP, and the value of a buried container is now the sum of all of the items within it plus the item itself.
  • [1.0.11] : The mechanics of meditate have changed. Now meditating for lucky escapes and winds has a 'chance' to go with it, and the chance you get one at all is dependant on how well you passed the skill check. This is no longer even close to being a guaranteed refresh.
  • [1.0.17] : Ranged weapons now come with a 'recoil' which determines the chance you lose your target between sniping attempts.
  • [1.1.00] : Skills and moral requirements for the Regulators have been changed.
  • [1.1.04] : Broken electrical equipment found in rooms will now sometimes yield loose electronics and computer innards.
  • [1.0.18] : A new syntax of the radio allows you to choose how many lines to display in a history - this defaults to 20.
  • [1.0.21] : A new knack has been added - 'runty'. Every stack gives you a 2% chance to avoid being blocked when you take an exit.
  • [1.0.06] : The cooldown on takedown has been reduced to 120 seconds.
  • [1.2.07] : Deactivating a safe or storeroom will now trigger rep penalties like most related commands.
  • [1.0.14] : People following you will now go with you when you explore, or move in exploration rooms.
  • [1.0.05] : It's now possible to repair items that are in your current room, not just in your inventory.
  • [1.0.07] : Using 'climb' to climb over an obstacle now lowers the difficulty more substantially.
  • [1.0.08] : An untargeted syntax has been added to ranged combat. It will fire your weapon at the enemy upon which you are currently concentrating. As in, 'fire shotgun'.
  • [1.2.00] : Emptying a bottle in a room with a fire will now either reduce, or increase, the strength of the blaze depending on what you pour.
  • [1.0.05] : Lily, Zombardo, and Rosie have now been alligned to the Winchester faction.
  • [1.2.06] : Some new knacks have been added for pets, allowing you to increase health, stamina and energy.
  • [1.0.08] : The damage done by sniping at a distance has been increased.
  • [1.0.12] : Vessels will now show roughly how many mouthfuls/litres of a liquid are contained within them. We work on the assumption that about 20 mouthfuls are a litre.
  • [1.1.02] : A new postal system has been added, with drop-boxes accessible at various locations in the game. You need a courier token to be able to send a parcel, but then you can send it to any supported drop-box in the game.
  • [1.0.13] : Because of , it's no longer possible to fill multiple containers at once. You'll need to do them individually.
  • [1.0.19] : Clan permissions are now alphabeticized in the 'clan' command.
  • [1.0.04] : Mission givers will no longer assign missions to those who are advancement restricted
  • [1.0.10] : The value of first aid kits now increases with the number of uses they have.
  • [1.0.20] : The Tontine system now has a helpfile associated with him.
  • [1.0.06] : A new item has been added - stethoscope. It gives a small bonus to your me.me.di.
  • [1.0.17] : The max quality of a crafted item is now dependent on your level in the schematic theory skill if one exists.
  • [1.1.01] : Using 'climb assess' will now reduce the difficulty of the climb by a level.
  • [1.2.00] : The speed at which new mercurial moods tick has been slowed down, so that your characters should seem a bit less erratic. This doesn't change the speed at which new mercurials are added based on context.
  • [1.0.02] : 'inquire' in shops will now give an ordered output of demands.
  • [1.0.21] : The 'sayto' and 'whisper' commands now functions on NPCs the same way as the 'ask' command.
  • [1.0.14] : Cola drinks are now caffeinated, meaning they give a small energy boost as well as a thirst boost when drunk.
  • [1.0.05] : Anti zombie clumping mechanics have been refined a little - zombies will now declump more quickly and more aggresively.
  • [1.0.13] : Tanning and curing kits can now be refilled. Curing kits can be refilled with salt (now scavengeable in houses and such), while tanning kits can be refilled with salt, nails, oils, and brushes.
  • [1.1.02] : Some more post offices have been added here and there.
  • [1.1.03] : Faction good demands are now randomised when the faction is set up - this should add a little bit of spice and variety to shopping at your neighbourhood faction.
  • [1.0.18] : The 'quote' command now has an additional 'list' syntax which gives access to the player quote list.
  • [1.0.11] : The Arctic Research Base has now been set as wireless enabled.
  • [1.0.17] : Falling damage has been adjusted - you now take 500 points of damage per room you fall through on the way to the ground. This should make it less deadly in most circumstances.
  • [1.1.02] : Shops now have ledgers, which you can 'tamper' with to temporarily increase or decrease demand for commodities.
  • [1.0.07] : The number of uses left in a first aid kit now has an impact on how difficult a suture is. The more charges, the easier it is to suture with the kit.
  • [1.1.02] : Vandalising items, throwing around vending machines, and crush cans now have ph.co.fo checks associated, and can TM.
  • [1.2.00] : When failing to tamper a ledger, you'll now get a more meaningful message indicating your laughable results.
  • [1.0.08] : Paint tins and dye vials have been made more common.
  • [1.0.06] : More graffiti has been added into the possible survivor graffiti displays.
  • [1.0.07] : A crank charger has been added to the game. You can use this to turn energy into power for any powered devices, albeit at a much lower convesion of GP to power than you'd find on a specialised device.
  • [1.1.01] : Thumping and shaking a vending machine now costs energy.
  • [1.1.00] : The poultice craftable can be used to refill first aid kits.
  • [1.0.05] : Money *handling* is also better - you can once again do your old favourites like 'get money from corpses', 'get all from corpse', 'get money&clothes from corpses' and so on.
  • [1.0.16] : XP is no longer awarded when you stealth or hide in front of a non-aggressive NPC.
  • [1.2.00] : General shops will now occasionally sell enhanced items.
  • [1.2.13] : A new prestige knack has been added - 'sense of zen'. It gives you a permanent mood boost.
  • [1.0.06] : NPCs will no longer engage in an argument if it's unlikely to be a 'fair' one, which means they won't argue if you dramatically outskill their abilities in the topic.
  • [1.1.00] : Crafted puppets now weigh less.
  • [1.1.01] : An automated doctor system has been added to the game. Samantha Quirk and Dr. Roberts have been converted over to be doctors. Doctors charge you for treatments, and you need to provide them with medical supplies before they'll offer to treat you. The cost of both of those go up as you use them, but each doctor maintains their own files on you.
  • [1.2.14] : The grandmaster armour set now has bonuses attached.
  • [1.0.08] : The faction command now has syntaxes that allow you to view only skills, titles, npcs, and morality for a faction.
  • [1.0.18] : The name of Vanessa Haines has been changed to Vanessa Haynes.
  • [1.0.21] : Over forty new answerphone messages added.
  • [1.0.11] : The energy required to reload has been reduced.
  • [1.0.01] : There is now a Maestro warning about the impact of choosing your profession in the origins dream.
  • [1.2.09] : Quest related gossip will now be retained for much longer.
  • [1.1.01] : If you have fully memorized a schematic, you will automatically succeed in the schematic theory check when crafting it.
  • [1.1.02] : Salving the cars in the car park will now sometimes give you loose electronics, radio innards, and/or large batteries.
  • [1.1.02] : If you search in post offices, you'll now sometimes find letters and packages you can deliver.
  • [1.1.01] : The energy cost of salvaging has changed - cloth is now much cheaper, stone more expensive, and the others somewhere between. However, the xp reward for salvaging items has also been adjusted proportionately - cloth gives less XP, stone more.
  • [1.2.00] : Novels can now be scavenged from a wider range of places.
  • [1.0.05] : Argue now has a 10 minute cooldown during which you can't initiate a new argument (but you can respond to them).
  • [1.0.02] : The cellar of the church is now a lot less spammy.
  • [1.0.13] : Commands that require an offensive stance can now be performed while in the insane stance.
  • [1.2.01] : Military armoured leggings will now also protect the abdomen as well as the legs.
  • [1.0.05] : Grit bins are now persistant containers - they'll hold their contents over reboots and room unloads.
  • [1.2.02] : The evaluate command will now show when powered items must be charged from strongohld electricity rather than batteries.
  • [1.0.12] : The capacity of bags and such has been increased across the board.
  • [1.1.02] : Vango is now allied to the Winchester faction.
  • [1.2.02] : The Caledonians will now dump you on Morrissey Avenue rather than in their own property if they should execute you on the way in.
  • [1.0.21] : The assist command now adjusts loyalty based on the target.
  • [1.1.04] : The chance of safes and postboxes resetting their contents per reset has been reduced.
  • [1.0.15] : A new base profession has been added - 'animal trainer'
  • [1.1.03] : The 'handout' favour now draws from a general pool of items, rather than being set per faction. This means it should be generally useful rather than dependant on which faction. There is a high degree of randomness as to what you get, but it draws from a reasonably good pool of profiles.
  • [1.2.07] : You can now longer tame an animal when you have a pet already summoned. You'll need to dismiss it first.
  • [1.0.05] : The 'stats counters' command now shows stats since this patch as well as since the last boot.
  • [1.1.02] : Furnitures that spawn in houses will now have materials that are a little more appropriate for the wealth level of the surrounding street.
  • [1.1.03] : The Tartan Army is now a nearby faction on Thunder Road, which means you'll get rep for kills there.
  • [1.0.15] : Factions now have a fixed money limit in terms of how much they'll ever have available in the safe.
  • [1.0.18] : When you die you will now be informed of how long you survived since your last death.
  • [1.1.02] : NPCs are now 'leashed' when you lure them. This means that they'll return back to their original room after a certain amount of time. ATM any intelligent NPC (those that can speak) are leashed, but other leashes may be added around special NPCs as required.
  • [1.2.00] : Those moral codes that previously refered to resolve have now had different effects applied as per the new mood system.
  • [1.1.02] : The headbutt command has been added to the command giver - you should now get this when you have advanced your skills to the appropriate level.
  • [1.1.00] : For those with the repair command, a new faction mission has been made available.
  • [1.2.09] : The number of metal bars required to forge a machete blade is now six.
  • [1.0.05] : The way in which faction money is calculated and transfered into shop funds has been adjusted. There is now a fixed pool of 'free money' in a faction that will slowly get transfered into the shop float every reset. However, a fraction of training costs that you spend at a faction trainer will be made available to the shop float. All other money is dependent on commerce.
  • [1.0.17] : The news/announcements command now shows only the last 20 entries by default.
  • [1.2.09] : A new gender option has been added - non-binary.
  • [1.0.02] : The way light is calculated in outside rooms has been overhauled.
  • [1.0.14] : A standardised system of NPC adjectives has been introduced. When an NPC has an adjective (such as 'a precise raider'), it's an indication that their stats have been increased/decreased, proportionate to their level, in a way that is harmonious with the meaning of their adjective. The result is that the range of bonuses you encounter in the game will be wider. Some enemies will be more dangerous, others less dangerous. Other still may be 'just about the same'.
  • [1.0.04] : A few more broadcasts have been added to Radio Winchester on 1252 Mhz.
  • [1.1.00] : For those with the SSH command, a new faction mission has been made available.
  • [1.0.17] : You can now remove a self-obtained badge through the 'badges' command.
  • [1.0.07] : Shops will now pay less for items they have a lot of that type in stock.
  • [1.1.01] : Repairing now awards XP on success.
  • [1.1.01] : You can now crush empty drinks cans into scraps of metal.
  • [1.0.11] : Skill books for tanning have been added.
  • [1.1.01] : Two new knacks for reducing the cooldowns on combat commands - warforged, and god of war.
  • [1.0.12] : The difficulty to jimmy locks has been increased.
  • [1.1.00] : Shove now uses its own cooldown, rather than the usual 'engage' and 'disengage'
  • [1.2.12] : Squirrels might make an occasional appearance in the game now.
  • [1.1.04] : The legacy resolve knacks have been removed, and the rallied/disheartened battlecry knacks converted over to the mood system.
  • [1.1.01] : Salvaging plastic items (and other items that have no current in-game use), will now give you a 'useless lump' rather than providing nothing at all.
  • [1.2.00] : 'enhanced' and 'upgraded' are now adjectives for enhanced items.
  • [1.2.11] : Tampering will now affect sell price as well as buy price.
  • [1.0.20] : Deactivate now gives an XP award when used successfully.
  • [1.0.12] : More animal types are now tameable.
  • [1.2.12] : The Winchester faction now offers weapon repairs rather than tinker tokens for a favour.
  • [1.1.01] : Caledonia have a new doctor, to ensure parity with the Dragoons. Her name is Dr. Alison Jenobi and she's a peach!
  • [1.0.08] : You can now unset your quest title through the title command.
  • [1.1.04] : Scavenge tables in Silent Hollow and Braellen have been updated; you may now find loot in places that you previously couldn't.
  • [1.0.20] : A new power type has been added: propane.
  • [1.2.05] : If you are not in the room when a bloater is killed, it won't advance or reset your progress towards a certain thing.
  • [1.0.02] : Everyone gets a free reset of lives and decrepitudes
  • [1.1.02] : The tartan army is now classed as a nearby faction withing Dunglen University.
  • [1.1.00] : Survival knives can now be used for skinning.
  • [1.0.01] : Until cooking is reinstated, the chef profession has had its free commands removed.
  • [1.1.00] : Rat Maze has been removed from the list of quests required to complete 'Nobody Does It better'
  • [1.0.07] : Thirst will now decay a little slower.
  • [1.1.03] : Reparing items in rooms will now count towards both the general repairing mission, and the 'repair our rooms' mission.
  • [1.0.17] : It's no longer possible to rename companions as illegal names, such as those of players.
  • [1.0.04] : Heal over time effects that target health will now also target stamina, and healing will alternate between them.
  • [1.1.02] : When supply crates have been emptied, they'll now destroy themselves and tidy the game up a bit.
  • [1.0.06] : Light changes in a room will now remind NPCs that you're there if they didn't notice you before.
  • [1.0.06] : The buffs command will now show clan buffs.
  • [1.0.15] : Fire extinguisher's have been added to the game.
  • [1.0.06] : Burial will also now count towards mission credit for the Winchester cremation mission.
  • [1.2.00] : Hacking now triggers the standard interruption if you try to do it in front of witnesses.
  • [1.2.01] : 'Drink' is now an alias for vessels which contain potable contents.
  • [1.0.04] : The effect of 'scared to live' has been halved.
  • [1.0.19] : When an identify favour is requested from a faction NPC, they will now tell you if they found anything interested.
  • [1.1.02] : The defined values of many wood and cloth materials has changed.
  • [1.1.00] : Clothes can now be referenced by 'worn' and 'unworn'. Worn clothes is what you happen to be wearing, and 'unworn' is clothes in your inventory that you aren't wearing.
  • [1.1.02] : Stock modifiers for items in shops are now more significant, and applied more generally.
  • [1.0.14] : More guns have been set as snipers, allowing you to target enemies in rooms with a clear line of sight.
  • [1.0.05] : You can repair doors with a suitable barricade material to increase their condition.
  • [1.1.02] : If interrupted in an action, there's a rep penalty that comes with that now.
  • [1.0.04] : A new special zombie type has been added - the Scalder.
  • [1.0.08] : the amount of money on wandering NPCs has been increased.
  • [1.0.21] : Complex repairs now have a slightly more complicated set of requirements. You must use an item for repairs that is at least half the quality of the target item. For example, if you are repairing a rifle of average quality, you must repair it with an item of at least.'bad' quality'
  • [1.0.15] : The value of food has been changed, and is now dependant on both the number of bites and how decayed the food is.
  • [1.0.20] : A new bar has been added to Chaplin Street in southern Dunglen.
  • [1.2.11] : If you must pray to get out of a room with no exits, it will no longer trigger a cooldown.
  • [1.0.14] : Evaluate will now show the max number of uses in a bottle.
  • [1.0.11] : Calculators now give a small science bonus when held.
  • [1.0.15] : The higher of your level or bonus will now be used in the calculation of TM chances, rather than just bonus.
  • [1.0.12] : A helpfile for mobile phones has been added.
  • [1.2.00] : The 'evaluate' command will now show points of entry within a building. If there are no points of entry, NPCs cannot spawn within the inside rooms. Outside rooms always count as a point of entry.
  • [1.2.12] : The 'bastard operator from hell' goal now also permits players to complete it by number of hacked systems - this includes autohacking systems.
  • [1.2.00] : It is no longer possible to salvage food.
  • [1.0.20] : The parsing of money has been improved a little, and money has been given a long description.
  • [1.1.02] : One of the houses on Rowling has been removed, since it made the map almost impossible to follow.
  • [1.1.00] : Combat will now be less spammy in situations where you're blocked from hitting an enemy by an obstacle.
  • [1.0.14] : Fried meat is now an introductory schematic that Jeff will teach as long as you have the cook command.
  • [1.2.07] : Some crafting patterns have been changed to use the new 'leather strap' and 'cloth strap' components.
  • [1.0.18] : Donating at faction boxes will no longer award trickle reputation.
  • [1.0.08] : You can now display trickle reputation through 'options mud_output show_rep_trickle=on'.
  • [1.0.07] : There is now a brief option for salvage.
  • [1.0.12] : A new option for the monitor has been added - narrative. This determines if the monitor shows when narrative combat ticks.
  • [1.1.02] : Safes which spawn as room furniture will now sometimes be concealed.
  • [1.2.12] : For reasons, you can now once again butcher fingers out of corpses.
  • [1.0.05] : NPCs will now only sometimes be wearing jewellery.
  • [1.0.16] : You can now 'smash' or 'break' glass bottles over other objects (or people...) in order to break them. The result is that you may end up with a weapon favoured by hobos (when not wielding shotguns). Enjoy.
  • [1.0.06] : The 'hide gore' option in mud_output will now also suppress combat staining messages.
  • [1.0.04] : There's now a cooldown between how often you can be affected by zombie moans.
  • [1.1.00] : A good mood boost is now one of the things you might get as a login gift.
  • [1.2.08] : Lockpicks and safecracking tools are now crafted from wire, rather than from metal bars.
  • [1.1.04] : Drinking blood will now trigger the nausea effect.
  • [1.0.04] : Fast zombies will no longer spawn in the north half of the city.
  • [1.0.07] : A new item has been added to the game - gaffer tape. It serves to act as a universal repair material for simple objects, allowing it to take the place of the appropriate material in a repair.
  • [1.0.01] : Shops now have considerably less money to buy your terrible stuff.
  • [1.0.06] : Repair will now do a better job of matching provided repair materials to the target object if you try to repair with multiple items.
  • [1.0.07] : The amount of morality adjustment for donating money has been reduced.
  • [1.0.02] : There is now a grace period after maneouvering in combat where you cannot be re-engaged.
  • [1.0.12] : Kim Early now has a faction allegience of Winchester rather than random.
  • [1.0.04] : The number of enemies that can be hit by a single grenade has been reduced, with the max number now dependant on how good the grenade is.
  • [1.0.05] : Safecracker tools are now available through crafting.
  • [1.1.01] : An exceptional success with a a kick will now knock your foe off balance. A critical success will knock them prone.
  • [1.2.00] : Skipping the newbie area will now give you the newbie area achievement regardless. As will refreshing your character.
  • [1.1.00] : Various cans and packaged drinks are more likely to be scavenged from kitchens.
  • [1.0.15] : The impact of favoured skills on taskmaster chances has been increased.
  • [1.0.06] : Burying and destroying now break stealth.
  • [1.0.21] : A new knack, 'jury rig', has been added - each stack of this allows you to use one level of lower quality item in complex repairs. If you previously needed at least a 'bad' item, one stack will allow you to use 'very bad', and two stacks will allow you t use 'extremely bad' and so on.
  • [1.0.04] : The Dragoons, Caledonians and Winchester have had a little boost to the skills they teach.
  • [1.1.02] : Tungsten carbide as a material has been altered to have a higher chance of taking damage. A replacement 'tungsten alloy' takes the place in terms of hardness and damageability of what carbide once had.
  • [1.0.12] : The weight of plastic and leather has been reduced.
  • [1.0.06] : Raw meat now comes with nutrition, unless it's of low quality in which case it'll give you the disgusted debuff.
  • [1.0.17] : A new schematic has been added - a badge. It lets you use an object as an inspiraton, so make whatever badges you like you crazy diamonds. It's available in the Intermediate Jewelsmithing schematic book.
  • [1.2.09] : Magister Damien's quests in the Winchester now award a little missionary rep as well as their normal Winchester rep.
  • [1.0.12] : The output from 'alignment list' is now sorted.
  • [1.0.07] : A battering ram has been made available. It is heavy but comes with a considerable breach bonus.
  • [1.0.12] : Who will now show Full/Factional playerkiller status.
  • [1.0.14] : The 'worst pies in Dunglen' achievement has been removed for the time being.
  • [1.0.11] : The amount of money available on NPCs and random corpses has been reduced a bit.
  • [1.0.14] : You can now dye and paint objects 'plainly', removing any of the positive skill-check based colour modifiers.
  • [1.1.00] : A keep_alive ping has been added for those who need constant information coming from the MUD to keep a connection You can enable it through 'options mud_output keep_alive = '. The text will never vary, so you can mute it in your client.
  • [1.0.17] : Fewer items are marked as plastic, and these items that previously had 'plastic' as an adjective should now no longer have them.
  • [1.1.01] : When eating soups, some of the benefit will now also be applied to your hunger.
  • [1.0.04] : The impact of alignment on faction skill levels has been adjusted.
  • [1.0.12] : The way batteries work has been changed. Now, they come with a percentage charge (which you can determine to a degree by licking them) and that's the percentage to which they charge your devices. Batteries found in the game will be found with a random amount of charge left in them, but overall you should get more use out of your devices.
  • [1.0.15] : The chance of general TMs has been decreased, and the time between TMs in the same skill increased a little.
  • [1.0.10] : Login informs will now show factional allegiences if these have been chosen.
  • [1.0.12] : The perform time on abscond has been reduced.
  • [1.0.21] : After having completed the quest 'You Need Your Head Examined', you can 'request' hypnotherapy from Zombardo to speed up your access to your profession and origin dreams.
  • [1.2.07] : The Bad Wolff faction now claim the inside rooms around Blackcairn as theirs.
  • [1.1.01] : Packets of plasters and packets of pills may now sometimes be found when scavenging.
  • [1.0.15] : A new special ammo type has been added for shotguns: shotgun slugs (deer slugs). These are solid projectiles that are also armour-piercing.
  • [1.1.00] : The base cost of the Regulators has increased to $2000, and the price will go up every time you place a contract.
  • [1.0.04] : The rarity of materials is now taken into account when items are generated in the game - you'll find a lot more iron than titanium.
  • [1.0.05] : Glance now shows when the room in which you are standing is an exploration launch pad.
  • [1.0.05] : The price of Phalanx has been increased a bit.
  • [1.2.00] : If NPCs have loaded sidearms, they should now switch to these when their primary weapon is out of ammo.
  • [1.1.02] : Some materials, such as brass, vinyl and the like, will not be used for random setup of objects.
  • [1.2.08] : You can now scrutinize tinker patterns in the same way you can schematics.
  • [1.0.06] : The cremation mission in Winchester now gives a little more XP and rep. The delivery mission gives a little less.
  • [1.1.01] : The knack 'new age medicine' can now be bought - with that knack, you can actually be healed by homeopathic painkillers. It'll also, like, totally clean your aura and tighten up your chakras.
  • [1.1.03] : Chalkboards have been added to Regulator Hall.
  • [1.0.19] : The University faction now teaches mental.knowledge.teaching instead of mental.medical.psychology.
  • [1.0.05] : Food will be scavenged more reliably from kitchens.
  • [1.0.15] : The professions list will now show sorted professions.
  • [1.2.05] : You'll only receive a beatdown in the dark carnival shop now if you steal from the safe, not if you pick stuff off the ground.
  • [1.1.01] : Two new quests have been added to Alphabet Street. They are available from Magister Damien.
  • [1.0.13] : A new command has been added - 'train'. You can use this to configure a pet with knacks and commands.
  • [1.1.01] : Unconceal will now be interrupted by faction witnesses if you use it on a concealed item in the room they're in.
  • [1.0.01] : The inventory of shops in 'list' is now bulleted.
  • [1.2.02] : The skill checks associated with throwing have been altered somewhat - it's been made a little easier, and also you will now only drop stuff at your feet in the event of a critical failure, not almost any failure.
  • [1.2.06] : A very simple new quest has been added in Blackcairn.
  • [1.1.01] : Computers will no longer reset themselves unless it's been at least five minutes since any hacking activity.
  • [1.0.16] : Many old achievements converted into repeatable goals.
  • [1.1.01] : The barricades to the gardens in the streets around Alphabet will now decay every reset.
  • [1.2.00] : It's now possible to repair breakable objects in the game. If you wanted to.
  • [1.0.07] : The alignment command will now show alignment titles available to you.
  • [1.0.05] : Nausea will now bring your out of stealth and cause you to make a noise when you throw up.
  • [1.0.05] : You can now 'collude' with NPCs to get them to kick idling players out of the room. If you want to do Mischief.
  • [1.0.21] : The code for the 'feign' command has been changed a little to make it less obvious when someone or something is playing silly buggers.
  • [1.0.06] : The amount of sound you make now impacts on stealth, hiding and concealing.
  • [1.0.12] : The 'you didn't supply the right component' message for crafting has been changed to be more explicit. For example, 'assemble grappling hook from rope,backpack' will now give the message 'You cannot assemble a grappling hook because you supplied 1x rope and 1x backpack but you need 1x rope and 1x metal bar.'
  • [1.2.04] : Shampoo is now considered to be a luxury item for placating stronghold NPCs.
  • [1.1.02] : Living NPCs will now sometimes spawn with backpacks containing random things.
  • [1.0.07] : Standard lengths of rope can now be scavenged from various locations.
  • [1.0.12] : Engage, disengage and wimpy have been added to the list of commands that all pets understand.
  • [1.0.07] : The weight of shields has been reduced.
  • [1.2.08] : A tinker upgrade for blunt weapons has been added, requiring a crafted weighting.
  • [1.0.10] : A series of practise books for drafting have been added.
  • [1.0.06] : Attend and bandage now use mental.medical.first-aid rather than mental.medical.treatment.
  • [1.1.01] : The 'gore' system (bloody handprints and such on items) has been removed, with the intention of making the core staining system able to handle this in the future.
  • [1.0.07] : A bucket helmet has been added as a researchable schematic.
  • [1.1.00] : Items left unattended will now be automatically cleaned up on a regular basis. Not while you're still in the room, but periodically the game will simply get rid of trash.
  • [1.0.10] : Some general efficiency improvements.
  • [1.2.10] : You can now forage in the Morrison Hotel gardens.
  • [1.0.06] : You can now 'blow' the smoke from a cigar or cigarette into the face of someone in the room. It gives a small negative attitude adjustment for NPCs, but doesn't do anything else. It's just bad-ass, yo.
  • [1.2.13] : You can now 'repair X fully' to make a single attempt to repair using the provided material. This is slighly more difficult assuming you use more than one material, but more convenient. It will attempt, as best it can, to conserve material too.
  • [1.1.01] : The durability of clothing has been increased across the board.
  • [1.0.06] : A new quest has been added - "may contain nuts".
  • [1.2.06] : When doing a mission that makes use of a USB drive, you'll now be given a biometrically locked drive for the duration.
  • [1.0.08] : Randomly generated caves will now sometimes have gatherable metal and stone.
  • [1.0.02] : More distraction items have been added to the game. These items will cause NPCs in the room to become distracted, and if the item is noisy enough they may even attract zombies from afar.
  • [1.1.03] : A little bit more money is now available on the NPCs you kill.
  • [1.0.05] : The grace period that comes from maneouvering in combat now extends to interceptions - moving from your room will reset your grace period.
  • [1.0.05] : The rep required for each level of reputation has been adjusted. Respected is now 10000 (up from 5,000), Admired is now 50,000 (as before) and exalted is now 250,000 (down from 500,000). Reputations in the other direction mirror this (-10000 for disrespected, -50000 for disdained, and -500000 for demonised).
  • [1.0.21] : Two new tiers of raider NPC have been added - bandits, which are relatively low level and will spawn in the north of the city, and 'harriers' who are relatively high level and will spawn in the more dangerous parts of the game.
  • [1.0.05] : 'skills desc' has been added as a short form for 'skills descripton'.
  • [1.1.01] : A new area has been added off of Alphabet Street, taking the place of the far east flat.
  • [1.0.06] : Due to lagging reasons, the capacity of grit bins has been restricted dramatically.
  • [1.0.17] : You can now probe the locks on locked items like abandoned cars.
  • [1.2.02] : When being told a name is invalid, you'll now be given the reasons. If that's not honoured at any place in the game, please report so the validation routines can be updated.
  • [1.1.04] : If you are afflicted by nauesea, you will no longer be able to eat.
  • [1.0.12] : The cost of faction favours has been adjusted. Some of these have gone down. Others have gone up.
  • [1.1.00] : If you hear a conversational keyword, it will now only be MXP linked if you're in the same room as the NPC chatting.
  • [1.2.00] : The Iron Farmer's have had their HQ connected via a physical road to the village of Braellen (accessed north of Primrose). This means the faction will no longer be accessed by an independent exploration zone. This should address a few issues regarding missions and quests that were previously almost impossible to complete, and to help ease the transition between the two zones. Stan's caravan remains secluded.
  • [1.1.02] : XP is now awarded for negotiating a blackmail dossier trade with an NPC, or giving it to the blackmail target.
  • [1.2.00] : It's now possible to choose 'transexual' as a gender whe you create a character. This will then give you a set of gender neutral pronouns based on those used within Alice in Wonderland. I will be open to implementing other preferences if a better set can be proposed. Much of our gender based code assumes a binary gender split, so please report any time these aren't honoured so they can be fixed.
  • [1.0.17] : The goals command now comes with a progress counter, and has had its output converted into a table structure.
  • [1.2.04] : The special craftable 'paladin' set has now had all its patterns changed from 'platemail' to 'paladin' to resolve the name clash from generated schematics.
  • [1.0.01] : There is now a MR POCKETS LINK available [p] on each object you find if you have MXP. Use the 'options mxp pockets_in_short' option to enable it.
  • [1.0.05] : The docks, the cathedral and Osiris Regional HQ have all been set as wireless access points.
  • [1.2.07] : Jeff in Alphabet Street will teach you the leather strap and cloth strap components.
  • [1.1.00] : The output under 'commands cost' is now sorted by name.
  • [1.0.02] : The amount of hunger that food gives has been increased somewhat
  • [1.1.02] : More post boxes have been seeded through the city.
  • [1.0.07] : A series of sleeping bags have been added. If you have one of these available when you powernap, the cooldown will be halved from 60 minutes to 30 minutes.
  • [1.0.11] : Factions with a faction lock on them will no longer do any trade in their shops with non faction members.
  • [1.0.17] : The new 'sniper' knack reduces the chance you lose your target between sniping attempts.
  • [1.2.04] : Greenhouses can now be claimed by clans for their strongholds.
  • [1.0.21] : If you are a member of a group, group members count as 'people like me' with regards to loyalty modifiers.
  • [1.2.02] : The goal 'broken windows theory' has had its requirements increased, in light of many more kinds of breakable items making their way into the game.
  • [1.1.02] : Several new quests have been added to the new Couriers faction.
  • [1.2.07] : You will now occasionally find a blueprint tube containing five blank blueprints, in the style of battery packets and cigarette cartons.
  • [1.2.13] : A new type of clothing has been added - back scabbards. Currently this only applies to rifle and shotgun scabbards.
  • [1.1.01] : Jeff will now teach the simple bandage schematic.
  • [1.2.04] : The 'listen' command will now take into account audible stealth.
  • [1.0.04] : The value of clothing has been reduced again.
  • [1.2.08] : The Meeple Like Us blog has been added to the Epitaph blog-roll.
  • [1.0.02] : NPCs will no longer wait so long to spawn in inside rooms.
  • [1.2.09] : Characters with transgender or non-binary genders can now set their own personal pronouns in the 'options descriptions personal' option menu. This'll be subject to a common sense rule.
  • [1.0.02] : James at the Winchester now offers the 'handout' favour rather than 'payout'.
  • [1.1.03] : The new knack 'sleep anywhere' will allow you to sleep in rooms where it's otherwise too noisy.
  • [1.2.00] : Knife scabbards are now belts rather than sashes, so should no longer prevent wearing a second bag.
  • [1.2.10] : Shotgun scabbards now use the general scabbard slot, rather than the belt scabbard one.
  • [1.2.00] : The way in which general containers respond to 'empty' and 'full' adjectives has been changed to be more obviously intuitive - now, 'empty' refers to a container which has nothing in it (you know, like a human might expect) and 'full' refers to a container that is 90% of its maximum capacity.
  • [1.0.06] : If you want to be a dick when starting a fight with an NPC, you can now 'stub' a cigarette out on them to initiate combat.
  • [1.0.02] : Batteries are now available from a wider range of scavenge locations.
  • [1.1.02] : Installing ranged weapon upgrades now uses me.an.ra rather than me.an.me.
  • [1.1.01] : Hockey sticks and quarterstaffs are now two-handed weapons.
  • [1.0.21] : The date a patch was applied is now visible when checking out the patch notes. This is manually added, so historically it's based on slightly incomplete data, but should be correct in most cases.
  • [1.0.01] : The amount of light in a room now gives you a bonus chance to find things in rooms.
  • [1.0.18] : 'News -1' now works to show the latest news post.
  • [1.2.00] : Mental.knowledge.engineering has been added as a new skill.
  • [1.2.00] : There is now an 'auto' option for hack. It makes a skill check at two levels higher than the computer difficulty, but if it succeeds it will automatically crack the safe without going through the standard minigame. It awards you only half the XP.
  • [1.2.00] : There is now an 'auto' option for crack. It makes a skill check at two levels higher than the lock difficulty, but if it succeeds it will automatically crack the safe without going through the standard minigame. It awards you only half the XP.
  • [1.1.01] : Unique NPCs will now sometimes bury corpses when they encounter them.
  • [1.1.01] : A new Winchester collect mission has been added for 'loose electronics'. You'll find these from salvaging broken kitchen appliances.
  • [1.1.00] : Resolve has been removed as a vector of wellbeing. It's now handled via mercurial moods. See the section on mercurial for more details.
  • [1.2.05] : All stronghold output that would normally go to everyone in the stronghold is now captured in the log under the 'events' category.
  • [1.0.04] : Broken locks will now magically repair themselves over time, since some people cannot be trusted to keep the apocalypse in good condition. THIS IS WHY WE CAN'T HAVE NICE THINGS!
  • [1.0.19] : Wounds will not be applied now if your character is still young enough to get no penalty prayers to Maestro.
  • [1.0.15] : Community points will now be set to zero on a refresh.
  • [1.1.02] : NPCs marked as vermin (rats, mice, most insects) can now be valid targets for 'stomp' even if they're not prone.
  • [1.0.18] : Epitaph is about to become a CROSS-MEDIA product. Chats added to several NPCs to recognise that. More news to follow on the Textual Intercourse blog.
  • [1.1.00] : Flipping the breaker in the Winchester will now cause the jukebox to come on and start playing music.
  • [1.0.06] : The speed at which hunger and thirst decay has been increased a bit as a result of more food/drink availability in previous patches.
  • [1.0.08] : You can now exercise with punching bags as well as practise with them.
  • [1.1.01] : Bandages now require 4 strips to make.
  • [1.2.12] : You can now leave notifications for people on chat channels with @name. You can access your notifications via the new 'hnotifications' command. Maybe hashtags will be next! Post on the board if you like the sound of that, or if you hate it with all your being.
  • [1.0.16] : When using 'argue' with no parameters when you're not in an argument, it will show you the final score of the last argument you were in.
  • [1.0.11] : Zombie declumping will now be an ongoing process, not something handled in batches every few minutes.
  • [1.0.09] : You will now be de-registered for quests that you no longer have the faction rep to complete.
  • [1.1.00] : Some more dynamic hepl has been added here and there.
  • [1.1.01] : The 'throw' command now has a modified syntax that allows you to attempt to throw an item multiple rooms. This is skill-checked, and not very precise, but can be useful.
  • [1.0.07] : Crafted rope is now an implement you can hold, and when you do it'll give you a bonus to your climbing skill.
  • [1.0.15] : Four books of cooking schematics have been added.
  • [1.0.20] : The 'treat' command now works to deal with digestion troubles, but it requires a new kind of medicine - atropines, which are scavanged from the usual places for medicine.
  • [1.2.06] : The river bank now has surveyable trees you can find for gathering.
  • [1.0.20] : Boss levels have been adjusted. This doesn't mean bosses will automatically be soloable, but they should now be a bit easier than before. NB: Bosses are still very difficult, and designed around group activities. Boss tweaking will be on-going.
  • [1.0.01] : Ask is no longer case sensitive for topics.
  • [1.0.02] : The cost of Miracle Cure and Escape Artist has been reduced.
  • [1.0.17] : Hunger and thirst now decay much slower when you're in a dream event.
  • [1.0.11] : Factions will no longer give you any rep credit for donating or selling stuff that they gave you as a favour.
  • [1.0.15] : Eating salt will now negatively impact on your thirst.
  • [1.0.21] : Drained skills will now have a (-) beside them in your skills display. You can see your max previous level achieved using 'skills description'
  • [1.0.05] : The poncho pattern now requires a 'weave' instead of a second set of cloth strips. One weave pattern is available at Jeff (if you can stitch), the other two are available through research.
  • [1.2.00] : A critical or exceptional success in using probe will now tell you the code for the target, if it has one.
  • [1.0.19] : Looking at the landmine map in the barracks will now show how many mines have to be found on the selected map.
  • [1.1.00] : Corpse bits have undergone a bit of a redesign. You can no longer chop all the various individual parts out of a corpse - that was always very buggy and never used properly, and created a whole mess of problems when adding in new races and the like. Instead, corpses now contain 'heads', 'tissue samples', 'bones' and 'internal organs', and you can butcher these out. This isn't just an aesthetic thing, this will also support stuff we want to do for a later patch.
  • [1.0.04] : You can now look into rooms that are lit even if your room isn't.
  • [1.0.21] : To deal with the new mass of items available in the game, some changes have been made to the scavenge system. Previously, scavenge profiles built themselves up through dependencies, so that 'clothes' might be made up of 'mens clothes' and 'womens clothes', and 'womens clothes' in turn might be made up of 'womens shoes', 'womens gloves' and so on. The result was a massive mapping of all the items that a scavenge profile would contain. Now, it works a little bit differently - it basically recurses through all the parents and picks an item from each individual profile. Now, you don't need to worry about what this actually means, but it does mean that the core system of scavenging has been altered a fair bit and strangeness might occur as a result. However, it also means that the fact there may be 10,000 pieces of clothing and one weapon doesn't mean you'll only find a weapon one in every ten thousand times.
  • [1.0.02] : You can now bug/idea/typo maestro through 'bug maestro' and its variants.
  • [1.2.02] : Due to issues of lag, it's no longer possible to cost beyond what a faction can teach. It is also no longer possible to cost more than 5 valid skills at once.
  • [1.2.02] : It's now possible to 'trash' supplies from your stronghold chest, removing them permanently from your inventory. This has a clan permission to go with it.
  • [1.2.00] : Finger now shows your clan membership.
  • [1.1.02] : The haggle command now lets you make an attempt to haggle with survivors for slightly better prices.
  • [1.0.06] : You will now occasionally find money as the result of scavenging.
  • [1.1.03] : For those finding it difficult to avoid gaining reputation with factions they'd rather remain as enemies, it's now possible through the 'options game faction_rep' menu to switch off positive rep gain for any factions you like. I'll be honest, I hate doing this via options and would rather handle it through some in-game means, but this'll do until I think of a good way to do that.
  • [1.1.01] : Osiris Public Relations now have a trainer in Northern Dunglen, like the other two major factions. He's called Professor Bolingbroke and you'll find him in the library of Dunglen University.
  • [1.0.01] : The relative likelihood of finding things has been adjusted quite a lot.
  • [1.2.12] : Whether you succeed or not in a ranged attack is no longer a factor in how aggressively it's treated. If you want to try and shoot someone in the face and miss, this is now correctly interpreted as 'something of an attack'
  • [1.2.13] : Stronghold NPCs should no longer leave instantly when you get rid of their beds - they'll leave instead at the next reset for the stronghold.
  • [1.0.07] : 'Diagnose' has been made easier to do, and a successful diagnosis will now also reduce the difficulty of a suture.
  • [1.2.02] : Zombie hikers will now have some random camping equipment in a backpack.
  • [1.2.03] : The weight of some kinds of clothes has been substantially reduced.
  • [1.0.09] : Non-zombie NPCs will no longer spawn in the hospital.
  • [1.0.02] : Many fewer NPCs will now 'charge' you on combat initiation.
  • [1.0.05] : It's now possible for us to set crafting patterns to ignore colour - this is for constructing things where the colour of the item has absolutely no bearing on what comes out. It needs to be set individually on schematics, so please report those that should have it.
  • [1.0.12] : A new quest has been added to the Arctic Research Facility for Osiris members: White Shot. The quest 'Zee Keeper' is a pre-requirement.
  • [1.0.06] : The speed at which various kinds of food decay has been altered.
  • [1.1.01] : Zombies now get a wisdom, intelligence and charisma stat of 3. This makes them less perceptive. They also get a bonus to how now intimidating their moans are, though.
  • [1.1.01] : Knacks for giving you a charisma stat bump have been added.
  • [1.2.06] : Parcels will now also count for the postman mission.
  • [1.2.12] : Some things will now be too small/light to be salvaged.
  • [1.0.06] : The resolve boost of smokeables has been increased.
  • [1.0.15] : Both the Necrotic and Smoker zombies have had their skill-levels increased. Be extra cautious.
  • [1.1.02] : Forrester Academy now has windows permitting access to natural light.
  • [1.1.02] : Barricade is now skill checked, and can TM.
  • [1.0.12] : The standard metal pipe schematic now requires two metal rods rather than one metal bar.
  • [1.0.15] : A couple of hunter's animal calling devices have been added.
  • [1.0.15] : 'Schematics details' will now show the kind of assemble command needed.
  • [1.0.12] : You can now refill first aid kits from other first aid kits, getting all their uses transfered one to the other.
  • [1.0.05] : The interception of zombies when you move from room to room is no longer random, and is now skill based. The more zombies, of course, the harder that skill check is.
  • [1.0.14] : A new command has been added - 'deathblow'. You'll get this as a natural part of playing the game. It allows you to perform an insta-kill on any unconscious enemy, but you won't get any XP for the death.
  • [1.1.01] : Solsbury hill now has trees to survey and fell.
  • [1.0.06] : Canned food will no longer decay until it has been opened. This needs to be set individually on each food item, so please report food that doesn't obey this rule.
  • [1.0.05] : Negative effects that target hunger or thirst will now bypass your social mode settings.
  • [1.1.00] : Headlamps are now available through scavenge.
  • [1.2.03] : Deathblow messages have been added to the stomp command.
  • [1.0.05] : There is now a 'factions reputation' syntax that gives you the veiw of your faction rep only.
  • [1.1.03] : Guns now degrade in condition when they're fired.
  • [1.0.02] : Shawn will now send you to deliver things to Magister Damien rather than Lt. Col. Ricketts.
  • [1.1.00] : Nationalities have had a little bit of an internal revamp, and there will be many more of these available for you to choose from.
  • [1.1.01] : Shops will now also get a random, rotating batch of stock to go with the normal things they would be selling.
  • [1.1.01] : Combat now has a risk of luring NPCs to your current room.
  • [1.0.01] : Disengage is now easier to do the fewer opponents you are facing in a room and it has been made a bit faster.
  • [1.0.08] : A new zombie has been added to Dunglen - the bug eye. It can see in the dark and has pretty good perception.
  • [1.0.12] : The options setting for the monitor has changed from 'on' to 'enabled'
  • [1.1.00] : The counsel command has been removed - all points spent on this command will be refunded. The reassure command has been modified to apply a positive mood boost rather than wellbeing impact. It also gets rid of the 'scared to live' debuff.
  • [1.1.01] : Safes in shops will now be concealed, and re-concealed every time the shopkeeper tinkers with them.
  • [1.1.01] : A new 'patchwork cloth strip' schematic has been added - it works like the normal cloth strip except it ignores colours and ends up with a colour of 'patchwork'. The produced cloth strip will otherwise work like other cloth strips. You can get it from Jeff in Alphabet Street.
  • [1.1.01] : The 'bull' adjective on NPCs has been changed to 'mean'
  • [1.1.02] : A small new area has been added south of the play park on Dunglen.
  • [1.1.02] : A bank has been added to the back room of the Winchester. Be warned though - the terms aren't great.
  • [1.0.07] : There is now a new option - 'options mud_output marks_in_glance' will control whether glance shows any marks people have made in the room.
  • [1.2.01] : The 'time since gather' counter now works based on the last success rather than the last *attempt*.
  • [1.2.04] : There is now a two hour cooldown on re-summoning a pet that has been killed.
  • [1.0.17] : A new quest, 'Zen Meditation' has been added to Kirkmohr. Speak to Brother William Patterson to start it.
  • [1.0.12] : When taking money from a safe, shopkeepers may now have something to say about it.
  • [1.1.02] : It is now possible to use the scales in Morrison Hotel to precisely weigh items, up to a limit of 10KG.
  • [1.0.15] : When you throw a glass bottle into an adjacent room it will now break. It will also produce a noise that can attract zombies.
  • [1.0.07] : A grappling hook schematic has been added and is available via research.
  • [1.0.01] : Many commands that make you emit a noise will now break you out of stealth.
  • [1.0.05] : You can no longer recover objects that you didn't bury/destroy.
  • [1.1.00] : 'achievements legacy' will now award you achievement progress towards any quests you may have completed before the associated achievement was put into the game.
  • [1.2.02] : Stronghold supply chests will now occasionally spawn for scavenge in garages and sheds.
  • [1.1.00] : Clips which contain no bullets can now be refered to as 'empty' clips. Clips that have full loads of ammo can now be refered to as 'full'. So, 'drop empty clips' or 'put full clips in backpack'.
  • [1.2.03] : The start of combat will now count as an interrupt, getting in the way of delayed commands you are performing.
  • [1.2.07] : Summoning and dismissing companion pets will now trigger a 10s cooldown.
  • [1.2.08] : Exploration XP has been added for the UNA centurion.
  • [1.0.06] : There is now a persistant inform to remind you when you are in social mode.
  • [1.0.05] : It's now possible to 'repair' broken locks if you have a replacement lock of suitable quality.
  • [1.0.12] : The damage done by sniping has been decreased slightly, but those with the command 'snipe' will see the damage done increase slightly from how it was before the patch.
  • [1.2.12] : Corn cobs are now possible to gather in some gardens.
  • [1.0.05] : Attitude adjustment commands no longer stop you from using them when you are out of energy.
  • [1.2.00] : Archie the Lion will no longer have a randomly assigned faction.
  • [1.1.00] : Attempting to go through a locked door will give an inform to the other side that someone has jiggled the handle. This also generates a small amount of noise.
  • [1.1.01] : Completing missions when you have max rep will now give you extra money and XP.
  • [1.0.08] : Zola, Billy, Louis and Franklin no longer have random factional loyalties.
  • [1.0.07] : The 'bounce back' knack now removes any wounds you have accumulated.
  • [1.2.07] : Social intercourse now has an additional use - if you 'greet' an NPC, you'll get a chance at a small reward based on your relationship with them. This is only possible once every twenty four hours per NPC, but rewards include mood boosts, experience, reputation, money and so on. Chance of a reward depends on how strong the NPC's opinion of you is, and negative opinions may result in penalties.
  • [1.0.05] : Molotov cocktails now require only a scrap, not a strip, of cloth.
  • [1.2.07] : The scrutinze command I said would be available in a previous patch is now actually available. Whoops.
  • [1.1.02] : Water purification tables have been added to some of the scavenge tables. You can use these to 'purify' tainted sources of water.
  • [1.0.07] : Current XP has been added as a possible monitor element.
  • [1.2.06] : The standard damage modifiers based on attack zone was boring and dumb and stupid, so it disappeared in the last patch. I've replaced it with what I hope will be a more strategic system based on extra effects that might be applied depending on where you attack. I'm intending for it to become more interesting and varied as time goes by, but for the moment if you inflict a lot of damage against a particular zone you have a chance of inflicting a temporary debuff. Head will increase cooldowns, stomach will reduce energy regen, leg will inhibit positioning in combat and arm will result in someone being disarmed. These aren't intended to be *hugely* punitive rewards, but should be punitive enough to warrant building active targetting of zones into your regular combat rotation instead of simply always aiming at the head.
  • [1.0.01] : The 'you have learned a new command' line is now in bold.
  • [1.0.06] : The 'bug squasher' achievement has been removed as it is no longer possible to trigger report insects from Epitaph Black Ops without a lot of restructuring.
  • [1.0.17] : Radios now show time according to what you've set as your local time, rather than UTC.
  • [1.2.00] : The room on fire effect has been tweaked so as to limit their power and also the likliehood that they spread to adjacent rooms - they need to have enough power now to spread, and will die out quicker. This makes it less likely, I hope, that I will log into the live game and find the whole city is on fire forever.
  • [1.0.09] : The SSH command has been added to the command giver so it's actually available in the game. Whoops.
  • [1.0.07] : Road signs have been added as scavengable shields.
  • [1.0.21] : A help-file for 'hike' has been added.
  • [1.2.07] : The Forrester Academy library now has scavenge.
  • [1.1.02] : Breach is now skill checked, and can TM.
  • [1.2.12] : Shotgun scabbards are now classed as a 'sash', meaning they now occupy the same inventry slot as rifle scabbards, and not the same one as holsters.
  • [1.0.05] : The level of a quest is now displayed when you list them on an NPC the higher, the more difficult it is. It's also shown in the quest details for the 'quests' command.
  • [1.1.00] : The price of placing a contract on a specific person goes up the more that they have been contracted themselves.
  • [1.1.01] : Stains will now fade away over time.
  • [1.1.02] : Falling will now knock you prone for a bit.
  • [1.0.18] : A helpfile for Mr Pockets has been added.
  • [1.0.06] : The goals command will now output goals with a number, and you can use this to check/abandon the goal in the style of 'goals 1' to see the goal marked 1.
  • [1.1.00] : > 700 new hackable IP addresses have been added.
  • [1.2.02] : The 'evaluate' command will now give you some information about the effectiveness of stronghold equipment.
  • [1.1.02] : Post boxes are now safes, and contain letters and packages.
  • [1.0.08] : It's now possible to repair an item with any material that it has as a material.
  • [1.0.06] : The radio you get from James after leaving the tutorial area will now be on by default.
  • [1.1.01] : Everyone is getting their rearranges set back to 2, to make up for stat related mishaps.
  • [1.1.03] : After a shop has noticed someone tinkering with safes or storerooms, a temporary (and incrementing) increase in the difficulty of all future theft is applied. Evaluating a faction room will let you know when there's a state of heightened alert, but not how much it's been heightened.
  • [1.1.00] : Performing actions on a computer such as browsing, mail, and so on will drain extra power - the extent of the extra power drain will depend on your skills.
  • [1.0.02] : Various skill-checks around Braellen have been slightly lowered.
  • [1.0.12] : Miniguns have been changed so they no longer take high calibre ammo clips. Instead, they take high calibre ammo belts. Each of these can hold up to 500 rounds. Aw jeah.
  • [1.0.15] : The amount of money from training that goes to the faction money stores has been greatly reduced.
  • [1.1.01] : The cash cost of levels has increased.
  • [1.2.14] : A new decrepitude has been added - scarring, which reduces charisma. It can be treated via the normal treat command.
  • [1.0.21] : Powered items should now tell you when you look at them if they're activated or deactivated.
  • [1.1.02] : A new quest has been added to Alphabet Street.
  • [1.1.02] : A new quest has been added.
  • [1.1.03] : XP awarded for crafting is now the average of the difficulty of the schematic and the difficulty of working with the materials - this means more XP when working with complex materials, less when working with easier.
  • [1.0.20] : Crafted torches can now be activated with the 'light' command.
  • [1.2.01] : Unclaiming the last of your stronghold rooms will now delete your stronghold at the next reset tick.
  • [1.0.04] : Stamina now regenerates faster
  • [1.2.03] : 'commands award all' will now re-add profession commands that may have gone missing.
  • [1.1.00] : NPCs will now respond to the 'job' keyword when you ask them - this will prompt them to tell you what their role is, if they have one.
  • [1.1.01] : Samantha Quirk is no longer the favour granter for the Dragoons. It's now Bill Cordingly.
  • [1.0.06] : The mission requirements for the Iron Farmer's have been scaled back.
  • [1.0.04] : Phalanx is now a little easier to find, and will be found in more places.
  • [1.0.07] : Maestro will now alert you when his protection naturally times out after death.
  • [1.1.00] : You can no longer actually die in the newbie area.
  • [1.0.12] : Members of the United Nations can now release The Mordere at any time, provided they have first completed the quest, 'From UNPARC With Love'.
  • [1.1.02] : The demand for goods in faction shops will now vary as time goes by, but never beyond a certain distance of the 'base' demand.
  • [1.1.03] : Throwing a lit (lightable) torch at a zombie now has a chance of setting it on fire.
  • [1.0.06] : The Winchester now teaches co.ta.me rather than me.co.ne - the latter is still available from Magister Damien.
  • [1.1.01] : All gardens and greenhouses in Dunglen should now have forage available.
  • [1.0.11] : The research command now allows you to direct your research towards specific schematics.
  • [1.1.02] : The commands associated with the 'carny' profession tree have been adjusted a bit.
  • [1.1.04] : The items that Jenny Bethlehem will ask for for a faction mission have changed - if you're still on one of the missions to find her a sealed envelope or postal package, you might want to abandon it.
  • [1.1.00] : The 'alternative medicine' quest has been returned to the game - it now works through the crafting system.
  • [1.0.05] : Money matching is now a little better, reducing incidents of confusion in what you want to do.
  • [1.0.14] : Rumour emails have been added to hacked Osiris computers.
  • [1.1.00] : Clothes on zombies and corpses will begin in significantly worse condition.
  • [1.0.20] : The camp stove is now powered by a propane cylinder, changed from petrol.
  • [1.1.00] : Rats have been added to the sewer underneath the church.
  • [1.0.05] : Shawn will now give a slightly wider range of missions.
  • [1.1.01] : Cloth strips now require 8 scraps to make.
  • [1.2.00] : Novels are no longer bespoke, they're randomly generated in the same way that movie covers are. This means a much greater range of them in the game, which will be useful for the strongholds.
  • [1.1.02] : If you are trapped in a room with no exits (as sometimes happens when they break), pray will be free.
  • [1.0.05] : Burying/destroying objects now comes with a small XP/Resolve boost.
  • [1.0.13] : A link has been added to the web patches site to show a conslidated list of patch notes since 1.0.1. So you can see how hard we're working for you.
  • [1.0.05] : Fill and refill have been added as synonyms for 'power' and 'fuel' when dealing with petrol powered items.
  • [1.1.04] : The cooldown of 'palm' has been reduced to 5 seconds.
  • [1.1.02] : The chance of finding resources with surveying now increases the longer it's been since something was found in the room.
  • [1.0.21] : NPCs will no longer consume their ammo when they reload a gun - the effect of this will be to make NPCs with ranged weapons more interesting for longer, since they'll have ammo for their day to day apocalypsing. However, if an NPC has no ammo in its inventory it will no longer be able to reload its gun, ensuring you can still render an opponent with a gun less dangerous by stealing its stash.
  • [1.1.03] : The damage inflicted on breakable items has been increased.
  • [1.0.11] : Areas that have prohibited entry (such as Kirkmohr, the Arctic Base and Eilean Targe) will no longer clear your command queue when you're hit.

Goals

  • [1.1.03] : Some more goals have been added.
  • [1.1.03] : Goals have been reworked - those that aren't marked as special (such as the newbie tutorial goals) can now be achieved at any time. The list of these can now be obtained with 'goals all'.
  • [1.1.03] : In light of the above, goals now do not refresh your wellbeing when achieved.
  • [1.1.03] : Each goal you achieve will now give you a command and knack point, up to a total of 100 per category of goal.

Interaction System

  • [1.2.02] : The interaction system has been significanly revamped under the hood but interactions are still possible using the '@', '/' or 'influence with ' syntax.
  • [1.2.02] : The interaction files have been completely rewritten for the new system and the total number of available interactions has been reduced slightly (63 at the time of writing). This number will be increased over the coming months and the missing interactions tied into a potential new 'dialogue' system. You can view a list of available interactions through 'interaction list'.
  • [1.2.02] : All interactions will work targeted at both living and non-living items, so feel free to scowl at tables to your hearts content.
  • [1.2.02] : More feedback as to how an NPC reacted to an interaction is now given in thier responses, though this is still a work in progress.
  • [1.2.02] : How NPC's respond is now tied more closely to how they are feeling, which should make them less like paranoid schizophrenics and more like petulant teenagers.
  • [1.2.02] : As ever, all ideas and feedback regarding the interaction system is welcomed - Woe
  • [1.2.02] : Interactions will currently only work when targetted at something. Non-targetted interactions have been removed for testing and will be added back in a future patch.

Interface

  • [1.1.02] : 'evaluate here' now has a neater output, and shows faction proximity and ownership.
  • [1.1.01] : 'Light' and 'dim' have been added as activate and deactivate synonyms to flashlights and headlamps.
  • [1.2.06] : The prestige command now allows you to specify whether you want to list base or prestige professions. Default behaviour for the 'list' argument remains the same.
  • [1.2.13] : Unbreakable objects will no longer have a condition string.
  • [1.2.02] : A helpfile has been added for 'improve'
  • [1.2.02] : A helpfile has been added for 'negotiate'.
  • [1.2.09] : Limited use items will now show how many uses they have left when viewed.
  • [1.1.01] : (new) skill increases will now include the level to which the skill was raised in 'hskills'.
  • [1.1.02] : There is a new 'money-award' category for colours.
  • [1.1.04] : Bones will now spawn as white or grey, and show their colour in their short and long.
  • [1.1.01] : You will now receive a notification when a container outside your inventory has finished loading its contents.
  • [1.1.01] : The 'alignment' command will now show you if you are in or out of your adopted moral code.
  • [1.1.02] : The wellbeing command now shows pluses and minuses rather than (confusing) numbers when one is being healed or damaged.
  • [1.2.03] : Choose Your Own Adventure style rooms will now override brief settings so you can see the scenario and the choices.
  • [1.1.03] : Adjectives are now applied to items with randomly generated shorts.
  • [1.1.02] : The wellbeing command is now well_being rather than wellb_eing, meaning that you can now use it with the 'well' shorthand.
  • [1.1.01] : An 'auto take_scavenge' option has been added. If this is enabled, you will automatically take scavenge when you search in a room.
  • [1.1.02] : A helpfile for refresh has been added.
  • [1.1.01] : Complex colours are now indicated by compound colours, such as 'dark-blue' rather than 'dark blue'.
  • [1.2.06] : You can now set colour codes for positive-knack and negative-knack, which are used with knack related application/removal messages.
  • [1.1.02] : When you are receiving the benefits of faction standing within a faction room, it will now be displayed via the buffs command.
  • [1.1.02] : When attempting to use a command that you don't have but need to buy, the syntax message will inform you of that fact.
  • [1.2.08] : Jewellery no longer responds to the confusing alias 'armour'.
  • [1.2.07] : You'll be told when you can once again hold a fumbled weapon.
  • [1.2.07] : The stronghold command will now show how much book and DVD space you have available for use.
  • [1.2.11] : You'll now see when other people buy things from a shop in which you're standing.
  • [1.1.03] : When being presented with the 'see "syntax whatever" message, it will now be an MXP link if you have MXP enabled.
  • [1.1.02] : The faction command shows the number of command-point valid missions that you have completed for each faction.
  • [1.1.02] : A new 'knack points' syntax will show you where your knack points have come from and what your current balance is.
  • [1.1.02] : A new 'command points' syntax will show you where your command points have come from and what your current balance is.
  • [1.2.13] : Supplying to a stronghold chest will now log to the supplies category rather than the default.
  • [1.2.07] : Stone cubes will now also show their colour as well as their material.
  • [1.2.05] : A new option has been added - damage_numbers, under mud_output. When set, it will show the raw damage that attacks do (in combats in which you are one of the people applying or receiving the damage). It won't show body zone modifiers, because those will be going away soon once I've implemented a system to replace them.
  • [1.2.05] : A new option has been added - long_keywords, under mud_output. It makes add_items in rooms behave like conversational keywords, so you can see what's available to look at in the room and click through via MXP, or just see them in colour or in braces depending on how you set it.
  • [1.1.01] : Narrative combat logs are now in your standard combat colour.
  • [1.1.01] : Food with the short 'x in syrup' have been changed to 'syruppy x'.
  • [1.2.12] : Healing kits no longer need to be in your inventory to be used.
  • [1.1.02] : You can now simply 'deposit money' at a banker to dump all of your cash into the appropriate bank.
  • [1.2.04] : Money will now show the sum when you look at it.
  • [1.1.00] : A searching system has been added to the game - this is currently active on the schematics browser (both in-game and on the web)
  • [1.2.12] : Rearrange now has a five minute cooldown, to prevent accidental multiple rearranges.
  • [1.1.01] : XP and Faction rep messages will now be condensed together if many occur within a short period of time.
  • [1.1.02] : There is now a 'It begins to rain/sleet/snow' inform when that weather state changes.
  • [1.1.01] : You can now abandon a mission for a faction using the name of the mission giver as well as the faction, such as 'factions abandon mission for shawn'
  • [1.1.03] : The 'assess' syntax now shows more information about what it's looking at.
  • [1.2.13] : When no player is identified as originating a log event, it will show up as [automated], for consistency's sake.
  • [1.1.02] : The winchester barricade mission now indicates that you can barricade directly with furniture, without having to go through the intermediate step of salvaging it.
  • [1.1.02] : The number of items a shopkeeper can deal with at once has been increased from 8 to 20.
  • [1.2.07] : Crafted armours should now show their overall quality in the short.
  • [1.1.01] : A search syntax has been added to the 'achievements' command.
  • [1.2.02] : 'tv' and 'telly' are now aliases for 'television'
  • [1.1.02] : Valueing items at a shop will now tell you how much rep you'd get for donating.
  • [1.1.02] : The argue command will no longer show you the debating stats if you are not actively in an argument.
  • [1.1.01] : Stealth forms will now give you occasional informs if your lignt or sound levels are getting in the way.
  • [1.1.01] : The output of the factions command has been changed to mirror the new system of rep rewards.
  • [1.2.12] : Throwing will now handle shorthand directions such as 's' and 'sw'.
  • [1.1.01] : 'Swallow' and 'take' have been added as eat synonyms to medicines.
  • [1.1.01] : The inventory commands will now show your current and maximum carrying capacity as well as your burden.
  • [1.2.04] : Stone blocks will now show their colour in the short and long.
  • [1.2.10] : Novels is now a plural of novel for books.
  • [1.2.12] : Telescopic viewers will now handle shorthand directions such as 's' and 'sw'.
  • [1.1.01] : Salvageable and unsalvageable have been added as adjectives for items. So 'salvage salvageable clothes' and 'drop unsalvageable clothes' will work.
  • [1.1.03] : 'Cash' is now an alias of money.
  • [1.1.04] : An occasional inform is now generated when you do not gain rep due to a suppression of rep gain with a faction.
  • [1.2.10] : You can now list items by classification in general shops, such as 'list ammo' or 'list weapon'.
  • [1.1.03] : A search facility has been added to the 'memory' command.
  • [1.2.07] : Backstab will now show damage done.
  • [1.2.06] : 'Remove' will work as a synonym for 'eject' when dealing with dictaphones.
  • [1.2.06] : It's now possible to get fuller descriptions of what clan permissions do with the 'clan permissions description' syntax.
  • [1.1.04] : A brief/verbose setting called 'get' has been introduced - it'll cut down on the spam that come along with manipulating more than 20 items via get or put.
  • [1.1.01] : An inform is now provided when you move from one faction rep level (admired/exalted/whatever) to another.
  • [1.1.01] : Vessels now have an alias of whatever liquid they happen to contain at the moment, so 'get beer' will work as long as there is delicious beer to be found within.
  • [1.1.01] : Instead of refering to in-build commands as 'normal' commands in helpfules and on the web, these are now termed 'innate commands'
  • [1.1.03] : On completing a goal, you will now be informed of it's name, not just the XP reward.
  • [1.1.03] : Aliases, adjectives and shorts for bottles have been improved, so they show what they contain and can be refered to by not just their contents (as in, 'buy water') but also by 'buy bottle of water' or 'sell whisky bottle', and so on.
  • [1.2.06] : Stomp will now show damage numbers.
  • [1.1.01] : The 'mood' command now shows your various mercurials broken into 'good' and 'bad' sections.
  • [1.2.12] : Place names will once again be showed when you discover them for the first time.
  • [1.2.07] : The schematics command will now show the need or otherwise for matching materials and colours.
  • [1.2.12] : Paints will now have their colour as adjectives.
  • [1.1.02] : 'You find yourself better off' messages will now be collated if multiple ones would have been displayed.
  • [1.1.02] : Mood is now exposed as an MXP entity for those who know what to do with it.
  • [1.2.03] : 'it' and 'them' will now work with items you have just crafted.
  • [1.2.02] : Extra attacks triggered by 'Flurry' will now be coloured as specials when the command launches.
  • [1.2.07] : Deathblow messages will now also show the damage inflicted.
  • [1.1.01] : Objects now get adjectives relating to their quality, so you can 'put high quality clothes' in backpack. However, these are not discreet adjectives - 'high quality clothes' will get any clothes that have 'high' and 'quality' as adjectives, including those of extremely and EXTREMELY high quality. Consider these boundary selectors.
  • [1.1.01] : A 'full text' option has been added to 'options mud_output monitor', which will give you a long form monitor in the form of 'in good shape, full of stamina, invigorated, XP: 7259968 mood: 100%'
  • [1.1.02] : Each of the gathering commands now has an 'assess' syntax that gives you an approximate time since the last time the room was 'touched', for resource likliehood purposes.
  • [1.1.00] : Searching works on the title of things, and will be added to more parts of the game as they come up.
  • [1.2.02] : 'bath' and 'tub' are now aliases for bathtubs.
  • [1.1.01] : Food is no longer a plural of food items. 'Foods' is. I know it's not grammatical, but it's too easy to sell all your delicious soups ATM.
  • [1.1.02] : The 'repair' command has been made a little less spammy for onlookers.
  • [1.2.07] : Logs will now show colour in their long and short.
  • [1.1.01] : A new keyring system has been added, accessed via the 'keyring' command. As time goes by, all old keys will be moved on to the system to save you having to manually manage them. Any keys you find in the game now should be bug-repped so we know to convert them over.
  • [1.1.03] : Using the 'description' option of the 'skills' command will now tell you what factions teach the skill, and to what level.
  • [1.1.02] : The message that comes with a breaking item has now been changed to be material specific - cloth will rip, wood will splinter, etc.

Items

  • [1.1.00] : A new classification of object has been added - media players. These add positive and negative moods to NPCs as the media upon them indicates. The jukebox in the Winchester has been converted over to this system.
  • [1.1.00] : USB thumb drives are now scavengable in the game. You can use these as a destination for remotely downloaded files.
  • [1.0.21] : Over 350 new food objects in various combinations of quality, size and flavours.
  • [1.0.21] : Over 13,500 new clothes added, in various combinations of styles, forms, and variations. For context, we previously had a touch under 250.
  • [1.0.21] : 11 new brands of camcorder added, covering all levels of quality.
  • [1.0.21] : 11 new brands of camera added, covering all levels of quality.
  • [1.0.21] : Boxes of bullets have been added - low calibre and high calibre.
  • [1.1.00] : Several new novels have been added.
  • [1.0.21] : 11 new laptops added, covering all levels of quality.
  • [1.0.21] : 11 new brands of mobile phone, covering all levels of quality.
  • [1.0.21] : 16 new armour sets have been added, incorporating the new armours added in this patch.
  • [1.0.21] : Around twenty new melee weapons added, across various categories.
  • [1.0.21] : 110 new ranged weapons have been added, across various categories and qualities - around a sixfold increase.
  • [1.0.21] : Around ten new materials added.
  • [1.0.21] : Over 210 new armours added, across various categories and qualities. This about triples the number of armours available in the game, booyah.

Knacks

  • [1.1.02] : The new knack 'bloodlst' reduces the energy cost of base attack actions by one per stack, down to a minimum of one per attack.
  • [1.1.02] : The new knack 'shadow warrior' will reduce the ongoing cost of physical stealth forms (hide and sneak) by 10% per stack.
  • [1.1.02] : The new knack 'kung fu fighting' will reduce the cooldown of kick, punch and trip by 1s each stack.
  • [1.1.02] : The new knack 'aegis' reduces the energy cost of base defence actions by one per stack, down to a minimum of one per defence.

Level Drain

  • [1.0.16] : Using up a lucky escape now also comes with a chance of level drain, with the chance going up the older your character is. The chance of level drain is approximately 5% per day of character age, with a floor of 5%. Characters still considered 'newbie' by Maestro are not affected. The retentive knack impacts on this, but the percentage chance of drain on death has no upper bounds.
  • [1.0.16] : You can only be afflicted by level drain once every ten minutes, but skills lost in this way are permanently gone until you advance them back.
  • [1.0.16] : A level drain system has been put into the game. Your skills are no longer safe.
  • [1.0.16] : Several new zombies have been added with level drain functions; chokers, rotters, jackalhides and more.
  • [1.0.16] : A new knack, 'retentive', gives you a chance to avood level drain.
  • [1.0.16] : Each time a level is about to be drained, you get a skill check against the level of your enemy. If you pass it, you might keep the level - it depends on how well you pass.
  • [1.0.16] : Level drain is a special attack performed by certain especially nasty zombies. The amount of level drain is based on several factors, including 'damage' inflicted and the general scariness of the enemy.
  • [1.0.16] : Smokers are now registered as level drain zombies.

Mercurial

  • [1.1.02] : A negative mood will now be applied if you wander around with shoes.
  • [1.1.01] : Inanimate objects can now be interacted with the same way as NPCs.
  • [1.1.02] : Blowing smoke from a cigarette, or stubbing it out on someone, now inflicts a negative mercurial.
  • [1.1.01] : Presence on top ten tables can now be a source of mercurial moods.
  • [1.1.01] : Two mercurials have been added for those wandering around naked, or almost naked.
  • [1.1.01] : The cost of items, and the amount of training you get, will no longer vary with NPC moods.
  • [1.1.01] : A 'charitable' mercurial is now available from donating at shops and faction donation boxes.
  • [1.1.01] : Mood added to the list of things you can handle via your monitor.
  • [1.1.01] : Zombardo consultations now come with mercurials.
  • [1.1.01] : A set of mercurials for scavenging has been added.
  • [1.1.01] : The length of mercurials has been increased, to help even out the current 'bipolar' moods people may be experiencing.
  • [1.1.01] : The correct mercurials should now be applied following a successful/neutral/failed interaction.
  • [1.1.02] : The mercurials applied by zombie moans have been changed - you can no longer get positive moods from this, but the negative moods you get will only gradually intensify.
  • [1.1.02] : Feeding a hungry animal now gives a positive mercurial.

Mercurial System

  • [1.1.00] : Bribe now has a five minute cooldown.
  • [1.1.00] : The new 'interactions' command will allow you to see all the interactions available to you, and the various configuration details that define them.
  • [1.1.00] : A new system for NPC moods, interactions and attitudes has been added, which allows for NPCs to communicate with each other, and players to communicate with NPCs. All interactions are performed through the 'influence' command.
  • [1.1.00] : NPCs now also have a limited 'personal stuff' cycle - they'll occasionally wander off to take care of the necessaries, leaving shops and the like briefly unattended.
  • [1.1.00] : Charm, Intimidate and Bribe have changed their functionality - they now act as personality modifiers. If you charm an NPC, they will temporarily be more responsive to friendly interactions. If you intimidate, they'll be more responsive to threatening interactions.
  • [1.1.00] : Players also have access to Mercurial moods, and these will impact on your resolve. This offers a more flexible system of resolve management than the previous wellbeing system would allow.
  • [1.1.00] : NPCs now have a limited sleeping cycle - they will take naps every so often when they get tired. You can wake them up with noises, or just asking them questions. While asleep they won't notice you sneaking around unless you wake them.
  • [1.1.00] : Charm and Intimidate are now bought commands.
  • [1.1.00] : Your new 'mood' command allows you to see what your overall mood is, and what your current resolve is. It has a resting value of 50, which is then modified by your mood values.
  • [1.1.00] : The interaction system obsoletes the soul system - the standard soul syntax, such as '/grin' will work in the new system. You can interact remotely with other players as before, but all other interactions must be done within the same room. A * may be used in place of a distinct soul argument to give a randomised response.

Missions

  • [1.1.02] : The number of zombies to be killed for the Tartan Army missions has been decreased.
  • [1.1.02] : When you abandon a mission, it will be put on the same mission cooldown timer as if you succeed it - you won't be offered it again for a while.
  • [1.1.02] : A mission has been added to make minor repairs to faction rooms - 'evaluate here' will show you what needs to be repaired.
  • [1.1.02] : A mission has been added to locate mementos in houses and give them to the people who should have them.
  • [1.1.02] : A mission has been added for finding and delivering mail to people.
  • [1.1.02] : A mission has been added for tampering with shop ledgers.
  • [1.1.02] : A mission has been added with those for the bandage command.
  • [1.1.02] : A mission has been added to provide medical supplies to a faction.

Monitor

  • [1.0.06] : You can now change the colour of the monitor sections through 'options colour wellbeing'. This gives you control over the colours used for wellbeing warnings generally, and these will be honoured by the monitor command.
  • [1.0.06] : The 'options mud_output monitor' section now has a way to set the priority of wellbeing when it is displayed on the monitor. Highest will be shown first, ignoring those wellbeing elements that have been switched off.

Narrative Combat

  • [1.0.11] : This is only the start of the system, and provides little genuine 'narrative' for the story of a combat. Expect this to evolve as time goes by. Consider it experimental for the time being, and no guarantees are given that it will work correctly in all situations.
  • [1.0.11] : This is the start of a hopefully more substantial redesign of how combat is presented, allowing for large scale combats with multiple participants to be more strategic and less wading through spam.
  • [1.0.11] : A new setting for combat has been added - narrative combat. This replaces the constant display of 'x hits y with z' combat output and replaces it with a paragraph of descriptive text every few seconds.
  • [1.0.11] : Enabled via 'options combat narrative_combat'

New Ammo

  • [1.0.10] : You can now 'eject' clips from weapons.
  • [1.0.10] : Reload speed has been removed in favour of a more 'emergent' way of handling different reload regimes. Shotguns and revolvers are now reloaded one bullet at a time, while pistols and rifles are reloaded with a clip at a time. We'll add speedloaders and such at a later date to help deal with this.
  • [1.0.10] : The number of bullets a weapon will have when loaded depends on the number of rounds in the clip. You can put these in and take them out - clips are then a kind of container for 'loose ammo'.
  • [1.0.10] : A new ammo system has been introduced. Ammo is now handled in two categories - 'clips' which are inserted directly into weapons, and 'bullets' which are inserted into clips.
  • [1.0.10] : Ranged weapon damage has been boosted to compensate for lower ammo availability.
  • [1.0.10] : Ammo will now be harder to come by for some weapons.

New Money

  • [1.0.04] : There is a new command, 'pay' to handle transfering money between objects, but the 'give' command should work as usual.
  • [1.0.04] : There is no longer such a thing as 'making change' for in game money. Your money will always show up as the most concise representation. You will never have 150 pennies, you will always have $1.50.
  • [1.0.04] : Money is no longer a tangible object in the game - it's just an integer stored with your character. You can still get it, drop it, move it between containers and so, but it's not *really* there.
  • [1.0.04] : To go along with NEW FOOD, we now have NEW MONEY. There will almost certainly be some teething issues with this. All your old money should however convert across to the new system AUTOMATICALLY.
  • [1.0.04] : There are many reasons why we've done this, but by far the biggest is that money has always been very buggy and difficult to work with, and this system will make it much easier for us to do things with it. Seriously, ask to see the basic shop code for making change some time.

New Monitor

  • [1.0.05] : The old monitor system is gone, replaced with a new one. This one is much cleaner in code and let's us do things with it that the other one would need beaten with sticks to allow.
  • [1.0.05] : If there are more things you'd like to be able to display on the monitor, submit idea reports for them.
  • [1.0.05] : You configure your monitor through 'options mud_output monitor' now. You can choose what values to display, whether it is on at all, whether you should only see it when it changes, and a few other things.

Pets

  • [1.0.13] : You can 'consider' your pet to see what knacks and commands they have. Only you can see this information.
  • [1.0.13] : Pets now come with points that you can spent configuring them. The number of points is dependent on your bonus in the appropriate taming skill as well as the age of the pet. Pets accumulate a point per two hours of activity.
  • [1.0.13] : When a pet dies, its age is reset back to 0 and all its commands and knacks are unlearned.
  • [1.0.13] : You can use the 'train' command to buy their knacks and commands. The knacks act on you, and the commands perform a range of functions. The train command must be bought separately.
  • [1.0.13] : The pet system has been overhauled to make owning a pet more interesting and useful.
  • [1.0.13] : Pets can be 'instructed' to perform special commands in the usual way.

Playerkilling

  • [1.0.08] : Setting your playerkiller tag now gives you a 'danger' bonus for certain activities. Full PK gives you a 20% bonus to some kinds of earned XP and rep (like combat), and faction PK gives you a 10% bonus.
  • [1.0.08] : Faction PK is possible only if you are in a 'hostile' area and your opponent is in a 'friendly' area. As an example, if you're Covenant and your opponent is Osiris, it's a valid faction PK interaction if you're in Kirkmohr and so are they, but it's not a valid interaction if you're in the Winchester and so are they. If they are in Osiris and you're not aligned, then even if they're in Kirkmohr it's not a valid faction PK interaction.
  • [1.0.08] : The faction PK system has been brought online. You now have three flavours of PK available - off, which removes you from all playerkilling; faction, which means you are up for factional PK; and full which means baby, you up for anything.

Prestige

  • [1.0.15] : Prestige can be spent on gaining access to prestige rewards. Currently, there are only prestige professions, knacks and titles but other things will become available over the next patches.
  • [1.0.15] : Prestige can be used to buy access to titles that persist over refreshes. Currently these are limited to the ranks of aristrocracy, but include titles such as 'sir', 'dame', 'earl', 'duke' and so on.
  • [1.0.15] : A new command has been added - 'prestige'. When characters over two days in character age refresh, they will earn prestige as a result of accumulated accomplishments. The prestige value of your character will experience diminishing returns the more 'total' prestige points you have earned.
  • [1.0.15] : A new system has been put in place for calculating overall score
  • [1.0.15] : Prestige knacks have been added. Buying these makes them available for purchase with knack points - they're cheaper than the non-prestige equivalents, and stack with them.

Prestige Professions

  • [1.0.15] : Prestige professions have more favoured skills, more free commands, and get a rep and XP bonus.
  • [1.0.15] : Currently new profession classes are: Special Forces, Black Ops Commando, Reader, Professor, Gourmet, Three Star Chef, Gang Leader, Crime Lord, Surgeon, Neurosurgeon, Ecologist, Genetic Engineer, Civil Contingencies Agent, Counter Terrorism Agent, Judge, Supreme Court Judge, Engineer, Rocket Scientist, Armed Response Commander, Intelligence Officer, Neurochemist, Consultant Psychiatrist, Private Security Counterespionage Consultant, Zoo Keeper, Military Animal Handler
  • [1.0.15] : More professions and prestige professions will be introduced in future patches.
  • [1.0.15] : A number of prestige professions (26 of them) have been added to the game. Each existing profession now has two higher 'tiers' of profession that can be purchased with profession points.

Quests

  • [1.0.02] : The quest 'Swan Baby Swan' has been added to Braellen.
  • [1.0.02] : The quest 'A Free Lunch' has been added to the Winchester.
  • [1.0.01] : A new quest has been added to Alphabet Street.
  • [1.0.02] : The quest 'Briefed' now has a few more conversation breadcrumbs.

Regulators

  • [1.0.21] : See Regulator Hollis to place bounties, collect the rewards, and receive faction training.
  • [1.0.21] : The Regulators live in Regulator Hall, which you can find through the exploration system.
  • [1.0.21] : NPC factions will also place bounties out on you for transgressions - assuming they have the money to spare, and your crimes managed to upset one of them sufficiently.
  • [1.0.21] : A new faction has been added - the Regulators. You can see Regulator Hollis if you want to put a bounty on another player. If someone who is loved by a faction kills that player, they'll get some money, XP and faction rep as a result. Everyone else just gets faction rep.
  • [1.0.21] : A new maestro event - 'regulator justice' has been added. It'll spawn a pack of regulators to deal with you if you have an open bounty of sufficient value.
  • [1.0.21] : One regulator will spawn in Dunglen at a time. If you have a bounty on you, they will attack on sight.

Rules

  • [1.1.04] : The terms to which players must agree upon creating their characters on Epitaph has changed a little to indicate assumed consent for research participation. All characters logging on after this patch will likewise be assumed to be consenting to their data potentially being used for research projects. Those who wish to opt out of this can do so through the 'options' menu.
  • [1.1.04] : See 'help research policy' for more details.

Skills And Stats

  • [1.1.00] : A new skill tree has been added - 'social'. Some of the mental skills have been moved into this tree. Your skills will be automatically remapped when you login after the patch.
  • [1.1.00] : Several new skills have been added, tied primarily into the new mercurial system and crafting expansions.
  • [1.1.00] : A new stat has been added - 'charisma'. This is to help underpin our new social interaction system. As part of this, everyone will have their stats set back to the default (at no rearrange cost) so as to distribute their stats again according to the new setup.

Stash System

  • [1.1.03] : Stashes are insecure - if people search in the room where you've stashed something, there's a skill-checked chance that they'll find it.
  • [1.1.03] : A new stash command has been added (although it must be purchased). This allows you to stash items around the world wherever you like, in the manner of a very insecure, unreliable vault.
  • [1.1.03] : The 'recover' command, if you have bought the stash command, will allow you to recover your stashes. You can also use the 'stash recover' syntax.

Strongholds

  • [1.2.12] : NPCs can now be instructed to follow interlopers in the stronghold.
  • [1.2.00] : You can install equipment in your stronghold.
  • [1.2.00] : A new command has been added - 'negotiate'. Use it to forge trading relationships with the various in-game factions.
  • [1.2.00] : Strongholds, baby!
  • [1.2.12] : The time until you can capture/recapture a room is now displayed in the 'evaluate' output for a room.
  • [1.2.00] : There is way too much to discuss in the patch notes, so I'll link to some explanatory blog posts explaining how it works.
  • [1.2.14] : NPC missions will now log only to the mission category, and not also to the NPC category.
  • [1.2.12] : You can now set 'allied clans', which will make your stronghold NPCs as non-aggressive towards all members of another clan as they would be to individually permitted visitors.
  • [1.2.00] : You can set up strongholds now!
  • [1.2.12] : Plasters will now count as medicine for the purpose of stronghold NPC wellbeing.
  • [1.2.00] : You can send those NPCs on missions.
  • [1.2.00] : You can hire NPCs to your stronghold.

Teaching

  • [1.0.19] : A new knack, 'pedagogically sound' increases the chance that your teaching will have an impact.
  • [1.0.19] : Every so often, teaching may result in you being awarded a random level in a skill from the category you were teaching, as a 'flash of insight'.
  • [1.0.19] : If you successfully manage to teach, each person you taught gets a 'learning' buff that increases their TM chance in the skill category you taught. Each person can only be learning in one catagory at a time.
  • [1.0.19] : A new knack, 'lasting lessons', increases the duration of your teaching.
  • [1.0.19] : A new knack, 'active learning', makes you easier to teach.
  • [1.0.19] : For each person you successfully teach, you get an XP bonus - the bonus depends on how well you taught, and how many people at a time.
  • [1.0.19] : A new teaching system has been introduced. It works on the basis of a teacher with the new 'teach' command buffing an audience for increased TM chances within a root skill.
  • [1.0.19] : A new skill has been added - mental.knowledge.teaching. This skill is used when you try to teach audiences - the bigger the audience, the harder the skillcheck. The better you pass the check, the more likely you are to successfully teach.

The Reiver Lords

  • [1.2.09] : A new moderate faction has been added. The Reiver Lords are the antagonists of the Winchester.
  • [1.2.09] : You can find Fort Fiesta through the exploration system.
  • [1.2.09] : Several new quests have been added for this new faction. You'll find the first couple of these in Dunglen, and they'll give you the necessary reputation to allow you to visit Fort Fiesta without injury.
  • [1.2.09] : All the existing raiders in the game have been flipped over to the Reiver faction.
  • [1.2.09] : Reivers are hostile to all players by default.They can be found at the new area: Fort Fiesta.

Tinkerers

  • [1.0.17] : A new faction of sorts has been added - they're called the Tinkerers. Give one of them a tinker token, which is available at an extortionate rep hit from moderate and large factions, and you'll gain rep in their faction.
  • [1.0.17] : You'll find the first representative of the tinkers at the top of the hospital in Dunglen.
  • [1.0.17] : If you give a tinkerer an object you possess with no special properties, they will place an enhancement on it for 50,000 rep per possible level of enhancement.

Tontines

  • [1.0.18] : Winning a tontine will give you a chunk of XP equal to 10% of the kill XP you earn while it is running.
  • [1.0.18] : Inactive players are timed out of tontines when their account is marked as inactive.
  • [1.0.18] : A new NPC has been added to the Casino - he calls himself the Grim Reaper. He's the interface to the new tontine system.
  • [1.0.18] : Players can now create a tontine by visiting the Grim Reaper. A tontine is a cash pot into which multiple players can feed in. The full pot, minus a 10% commission, is awarded to the last person in the tontine to die.

Web

  • [1.0.16] : Blog and bulletin boards optimised somewhat.
  • [1.0.16] : Board fixed so it actually loads again. Whoops.
  • [1.1.03] : Added a few links to the links page on the website.
  • [1.0.05] : A web voting portal has been added at epitaphonline.co.uk/vote.html. It would be super if you guys would vote for us occasionally. If you want to do it regularly and have the game remind you, you can switch on a reminder with 'options mud_output vote_reminder = on'. It would be hugely appreciated!
  • [1.2.08] : The consolidated patch notes available on the website now includes from which patch a change derived, and provides links to the appropriate patch notes.
  • [1.1.01] : The titles associated with quests are now visible in the online quest browser.
  • [1.1.01] : The web-side achievements browser has had an exciting search field added to it.
  • [1.2.06] : We're now using a Content Delivery Network (CDN) for the blog and the wiki and the boards. Hopefully this will speed things up a bit.
  • [1.2.08] : Since it's been six months since it was last updated, the Hugo's There blog has been removed from the front-page blogroll.
  • [1.1.00] : A random quote has been added to the bottom of the main index page.
  • [1.1.00] : Pagination has been added to the schematics browser.
  • [1.1.01] : Achievement categories in the web browser are now bold, rather than headers, for increased readability.
  • [1.1.04] : The web finger info now shows the full whois lines, rather than abridged ones.
  • [1.0.21] : When using a browser that supports HTML5, achievements will now show a visible progress bar when you browse them.
  • [1.2.05] : Some improvements have been made to the reporting of login name on the web.

Website

  • [1.0.17] : The website quest browser now shows how many quest points and XP in total are available across a region. It's our long term plan to balance both QPs and XP available for main and medium faction areas so that they are roughly equivalent.
  • [1.0.19] : When logged into secured sections of the website, you'll now be shown under which account you're logged in.
  • [1.0.19] : The website now has a switch user option on the main page.

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Copyright Statement

Epitaph Black Ops - Epiphany v1.2.13 [development]. Copyright © Imaginary Realities Ltd 2009 -