Some recent area updates
Davairus
Posts: 10687
7/28/2026, 8:57:41 AM
Hi guys, you may notice a few new rooms here and there, and a bit of rewiring. Tweaks. The goal is to improve the accessibiilty of the MUD to newcomers so we can get more players. The risk is that would backfire and make some people annoyed/quit, which I would prefer it doesnt. I know it isnt the best experience to walk one extra room for the purple potion, I also know that is very stress-inducing to find you suddenly don't know an area. Any loss from this is a tragedy for us but also a crucial gamble for the future. as you curse my name walking down the hill to get the fiery dagger please try to keep in mind that there is a newbie who is finding learning this game's 10,000 room map the biggest barrier to being able to participate meaningfully in PK, and they will see another perspective - a community trying in earnest to help them catch up.
I have made 98% of the adjustments that are needed to do for mappers to be highly functional and have a little touching up of forest illusion/cloud castle and I promise that is otherwise going to be IT for now. A changelog was shared with the imms, so speak to one if you have specific questions you want to ask. Mainly its just a long boring list of small tweaks that will be a wall hit and move on with your day. Tenebria is the only zone that required substantial rework. If you are thinking you wish to get a head start on exploring, I'd say that is worth time. Sewers is also tidier now, but confusing and tedious enough I doubt you would see any benefit beyond how well you already know it.
Speaking of sewers , if you are bored you can view my wireframes for the cleanup before/after, they show what was rewired /inserted without the runaround (you may have to scrolldown first)
https://excalidraw.com/#json=RKYjrNRzKOlQ7Fr2_Mh-H,IQD0iPj94cfQ_j-k8bmoeg
I have made 98% of the adjustments that are needed to do for mappers to be highly functional and have a little touching up of forest illusion/cloud castle and I promise that is otherwise going to be IT for now. A changelog was shared with the imms, so speak to one if you have specific questions you want to ask. Mainly its just a long boring list of small tweaks that will be a wall hit and move on with your day. Tenebria is the only zone that required substantial rework. If you are thinking you wish to get a head start on exploring, I'd say that is worth time. Sewers is also tidier now, but confusing and tedious enough I doubt you would see any benefit beyond how well you already know it.
Speaking of sewers , if you are bored you can view my wireframes for the cleanup before/after, they show what was rewired /inserted without the runaround (you may have to scrolldown first)
https://excalidraw.com/#json=RKYjrNRzKOlQ7Fr2_Mh-H,IQD0iPj94cfQ_j-k8bmoeg
m1coftw

Posts: 288
7/28/2026, 10:31:16 AM
as long as the goblins don't get moved again i think most drama will be avoided :D
Xenyar
Posts: 694
7/28/2026, 2:06:38 PM
Not that big of a deal....except when having to run blind in those areas. We'll adapt.
BlackWidow
Posts: 626
7/28/2026, 6:10:56 PM
I like the idea behind this, and I will admit it is somewhat unsettling going through places I used to know quite well and finding out some significant change occurred. And, although I am not certain about this, I might have benefited from the new layout in a fight when my opponent did not figure out where I had gone when they were chasing me.
But, I think it is beneficial overall. I'm sure some of us (like Xenyar and I) will just adapt to the new situation and eventually we will be back to where we were before the changes. I had a character who I deliberately moved towards a certain location when I was blinded and four gyvel potions all failed to cure my blindness. I was confident that location had not changed - but I look again later and an additional room was inserted in between two on an escape path I was using so my escape attempt failed and I died (I think I probably would've died anyway in the old situation because I have not 100% memorized that particular path of escape which I have used a number of times while my vision was active). However, I only have myself to blame for being caught unawares with regards to the new map.
Eventually though, the veterans will catch up and it will be a similar situation to before. I think this is however a significant speed bump and approve of the measures taken even if I think it will only temporarily change the status quo.
But, I think it is beneficial overall. I'm sure some of us (like Xenyar and I) will just adapt to the new situation and eventually we will be back to where we were before the changes. I had a character who I deliberately moved towards a certain location when I was blinded and four gyvel potions all failed to cure my blindness. I was confident that location had not changed - but I look again later and an additional room was inserted in between two on an escape path I was using so my escape attempt failed and I died (I think I probably would've died anyway in the old situation because I have not 100% memorized that particular path of escape which I have used a number of times while my vision was active). However, I only have myself to blame for being caught unawares with regards to the new map.
Eventually though, the veterans will catch up and it will be a similar situation to before. I think this is however a significant speed bump and approve of the measures taken even if I think it will only temporarily change the status quo.
Davairus
Posts: 10687
7/30/2026, 6:09:32 AM
Well, just let me know if anything is rage-inducing.
Xenyar
Posts: 694
8/1/2026, 5:13:29 PM
Suppose to be changes for newbies, but some of these make things WAY mor difficult. Like going to gnome village from eastern road. Or the extra stuff added into the mines/hobgoblin. All that was made much harder to navigate. Add the path through the mountains to the Ford on the eastern side to that I think...
Davairus
Posts: 10687
8/2/2026, 7:33:39 AM
The proximity to Seringale there means that a mapper is going to quickly be exposed as pretty worthless if those routes were left unaddressed.
Davairus
Posts: 10687
8/23/2026, 2:40:50 AM
Moved Manor to the darkhaven path "an ancient force" near where the lairs go. Better fit, and needed groundwork for some cabal updates we are planning. I also flipped it over. (west/east flip)