VERSION 1.1.0 Features FAQ -------------------------- I cannot remember every single thing, but I will try to keep this bloody thing updated as I can. Anyway, here are some of the features in Fear1.1 compared to what was in Smaug 1.4 Kingdom System - A system I have been developing on Rafermand. It is mainly an advanced clan system that allows players to create towns and kingdoms. While not as fleshed out as in Fear 2.0, there is a lot of support for it if you wish to use them instead of clans. New Skill System - Kind of a mixture of ROM and Might and Magic. It is a point based system with different mastery levels. It also included trainers and various other features. Check out the newbie helpbook for more info (vnum 5400) Wilderness - Samson's Overland wilderness system. My version of it is modified from his and it is the "older" system that he released originally. I also have a different battle system in which you can put mobs out in the wilderness that attack, support for archery so you can fire weapons out in the wilderness, and a portal system in which you can use portals and runes to move across the wilderness. Mobcharts/Area - I think this is the bad thing about SMAUG is that you had to pretty much create your own charts and then alter everything to make it fit. I have the help mobcharts in the mud and enough areas to probably avatar on. The upper areas with all the leet equipment though has mostly been removed (besides 1 or 2). Agility based hits - Instead of second attack skills etc, you get agility and it affects how fast you can swing. This also included something called weapon size. The smaller the weapon the more you can attack. Allows a combination of things and make smaller races more useful. Remort System - Features my remort system and has 3 classes included. It is ready to roll so you don't have to install it if you want it. Furniture - Again my furniture code. I beleive this includes some code I didn't release that allows furniture to restore health and break. New Wear Locations - Face, Ankles, back. There might be more, but there are even more places to put equipment now. Leveling Mounts - Mounts that level the more you use them. Good for traveling long distances in the wilderness (specially since the wilderness requires a good chunk of movement) Quest System - A nicely fixed up version of the quest system. I should of wrote this from scratch, but I did it early on. It mainly just picks mobs from the game and then has the player go fight them to get gold and quest points. Also has supports for "training points" to increase stats (every 5 levels you get a training quest in which you can get training points). You can also buy things from the questor if you have enough qp (like more practices or cool items). New Spells/Skills - Various new skills and spells added for the base classes and for the remorts. Experience System Mods - Instead of needing 150 million experience to level like in Smaug, you need only 10k per level. This makes it much simpler and easy to see progress. Bank System - Pretty simple, allows you to store money in the bank. Auto-Stats - Allows you to create a mob under level 50 and it will create the stats it thinks the mob needs. Used with mcreate (mcreate [cvnum] auto ) PKILL system - We have a FANS system which allows for partial PKILL, no PKILL, to full PKILL with only a few mods to areas. Also in is a power level thing that increases the power of a player after it kills enough other players (note we aren't a pkill mud so you might need to tweek this if you wish to be pure pkill) Archery System - As mentioned before we have the modified archery code that allows you to lodge things into mobs/players. Also have support for using them out in the wilderness and have a "locking" command so you can lock on a target and keep firing. Also has support for quivers and nocking. Sheaths - Allows you to sheath a weapon and then pull it out when you need it or to strike. DNS_SLAVE - Small program that prevents the mud from lagging when the mud is resolving the dns name of a player. Global Boards - I don't know about the release on Samson's site, but the one I got from the author was all bugged to hell. Anyway, we fixed it and it works in this code and will work just fine. Those are just some big changes I can think of at this moment. We have smaller things like color changes and hundred of other changes that is hard to think of at this moment.