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Latest version - MegaMud v1.03i.

Table of v1.01 Release Notes:
MegaMud v1.01x MegaMud v1.01y MegaMud v1.01z
MegaMud v1.01u MegaMud v1.01v MegaMud v1.01w
MegaMud v1.01r MegaMud v1.01s MegaMud v1.01t
MegaMud v1.01o MegaMud v1.01p MegaMud v1.01q
MegaMud v1.01l MegaMud v1.01m MegaMud v1.01n
MegaMud v1.01i MegaMud v1.01j MegaMud v1.01k
MegaMud v1.01f MegaMud v1.01g MegaMud v1.01h
MegaMud v1.01c MegaMud v1.01d MegaMud v1.01e
MegaMud v1.01a MegaMud v1.01b


Version 1.01z
-------------
- When reloading another INI file, if the directory containing the path files hasnt changed, it will no longer reload them.
- MegaMud will now rest to full before exiting due to cleanup.
- Added a field to the path details dialog which allows you specify another path when the current one ends. Useful for creating a loop path which is quite large and breaking it into segments for testing.
- Receiving cash from another player no longer adds the currency to the game data items.
- Fixed some bugs with the new chase messages added in last version. Some were wrong, and others caused parties to break up (no longer does it if following the person).
- Fixed a bug which was causing MegaMud to think it needed to resynchronise its steps when the user changed the destination while in the middle of another path.
- Fixed a bug which would sometimes get MegaMud stuck thinking it was unable to move, resting constantly for a condition which had already worn off.
- WHen MegaMud loads in the path files, it now checks that each path has a defined starting and ending room. If not, you will be prompted to create one. This is the reason why simply some loop paths do not show up in the list of loop paths.
- Fixed a bug in the code which checked for when you picked items up which would sometimes cause a crash.
- The Hangup when AFK option got renamed to "Hangup when not AFK" Also, I added a "Hangup in all-off mode" setting as well, for those who want to use this mode to prevent MegaMud from doing stuff, but still allow MegaMud to hang on low HP's or PvP attacks.
- Added an option that will prevent any user input from automatically turning AFK mode off (ie. must be turned off manually).
- The logon/logff events can now be done on an 'every n minutes' basis, allowing for timed scripting periods, followed by a timed delayed before logging back on (if setup with two events).
- Defining spells with no specific magic type is now possible.

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Version 1.01y
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- Added option to file menu to enable/disable the auto-loading of the last used INI file when MegaMud starts.
- Added option to the display settings to allow all messages or only personally directed messages to appear when the messages popup after being AFK.
- Moved AFK options to the 'Other' page. Added an option to specify whether AFK mode is entered when MegaMud is minimized.
- When MegaMud is chasing a player, it now moves in the direction the player moved immediately (doesnt wait for prompt). I tested this with two medium chars was was unable to escape it (without sneaking). Of course lag may affect this.
- Whole bunch of messages added to help MegaMud chase players (eg. into holes, manholes, portals, etc.)
- When PvP mode is engaged, and the PvP action is set to attack, it will now chase unrelentingly the attacking player until either it loses them, kills them or gets to low in HPs (at which point MegaMud will hang).
- @ok is now the only command allowed to be indirectly telepathed, eg. telepath one person to telepath a command to 2nd person.
- Added an option to the 'other' settings to configure whether or not you want MegaMud to hang due to low HP's only when AFK, or to do it regardless of whether it is in AFK mode or not. (The all auto-responses off button overrides this setting and always disables hangup).
- Added a 'Defend Party When PvP' option to the party settings. If you are attacked from another player while partying, MegaMud will cause your character to say "@kill ". Any party members who have the 'Defend Party' setting on will respond to this as if it were a personal attack on them (which means they may hang, attack or flee based on their PvP settings). It is also a useful means to coordinate a simultaneous party attack by manually saying the command.
- Fixed a bug with timed events sometimes not logging on/off.
- Few small fixes.

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Version 1.01x
-------------
- Reset trial period.
- It appears some users are having problems with MegaMud going to the vortex whenever it really wants to go through the town gates. I think this is a problem with the room changes for MMUD v1.1 which I fixed in 1.01w, but for some reason was not loading the rooms correctly. This should now be fixed. Note that this fix involved an updated ROOMS.MD file and I also updated four path files (any with the MRDG room
- Main Road (Town Gates)). These will be updated if you install to the standard directory setup, otherwise you may need to ensure these are correctly installed if you have a custom setup which you maintain manually.
- Fixed a couple of small problems which sometimes caused things like spells, messages, rooms, etc. to not be updated when the new files were being merged.
- If an error or question was displayed when starting MegaMud, the logo was sometimes displayed on top, preventing the message box from being accessed. This is now fixed.
- Added support to import Synterm(tm) run files.
- Fixed a bug which was making the 'Run if BS fails' option always run regardless of whether or not it was successful.
- Added button to player statistics to copy the details to the clipboard. You can then broadcast them by typing 'bg' or 'gos', etc. and then selecting the paste menu option.
- When a party heal spell is specified, MegaMud will now cast it on the lowest HP percentage player first (rather than in the order of the party players).
- Increased the number of party bless spells to 4.
- If a party bless spell is a non area spell, it will cast it on a party member, but on the lowest HP percentage player only. I'll have a look at extending it later to cast on all members. At the moment, party bless spells dont get cast if you have the same spell defined within your own bless spells (bug) :)
- Party leaders should now wait for party members that hangup or exit the realm. The leader will only wait for the period specified in the party settings, after which they give up and move on (assuming they are no longer partying). The party leader will now request the player to join (via the @join command) if the player was already invited (which normally prevents them from seeing the party invitation message).
- When the AFK messages are displayed, only messages directed personally to you will be displayed.

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Version 1.01w
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- For those users who want to be notified of new releases, try sending an email to megamud@ace.net.au with the subject of the email set to "SUBSCRIBE". Its a listserver which I will post a message in whenever I release an update.
- Added tooltip help for status bar.
- Help for task/action should now describe reason for why it is doing the current action.
- If the 'All Off' button is on, MegaMud will no longer enter Mud when logging on.
- If you select a destination to goto, 'All Off' will be turned off automatically.
- Added an option to the party settings to make MegaMud attack the last listed monster, rather than the first (useful if partying with other members who dont use MegaMud).
- Added code to import MudWalk, MMTerm(tm), MMClient(tm) and RayMud(tm) paths. Importing path files should now also be a little more reliable.
- If either the BS weapon or normal weapon is left blank now, MegaMud will remove the weapon in the appropriate case so that it will use their hands.
- MegaMud will now illuminate the room (if necessary) before attacking anything.
- Added option to the toolbar to show/hide conversations window
- If a room's internal checksum for a path step doesnt match the current room, but the exit for the step is still available, it will attempt to move in that direction anyway. If no exit is available, it will go into 'Lost' mode as normal.
- If the main window, tools or conversation window is ever activated, the focus should now be properly restored to the command line.
- Added option to the PvP settings to configure the no. of rooms MegaMud will run when fleeing (ie. without attacking anything).
- Fixed a bug which was causing unknown players which had entered after MegaMud had entered and done its 'who', to be treated as enemy monsters.
- I now prevent the user from accidentally typing +++ (which usually puts the modem into local (command) state).
- A time logoff event followed by another timed logon event should now work properly.
- Updated paths through the new cleared fields.
- Fixed a bug which was causing pre-attack spells to not specify the target name when casting them.
- Fixed bug which would cause MegaMud to keep trying to get an item when someone else picked it up just before them.
- Added an @invite remote control command (also extra setting for this on the player details dialog).
- Added a player option to play the PvP alert sound file if MegaMud detects the player entering the game.
- Split the auto-get toggle option into two (one for cash and one for items).
- MegaMud now notifies other instances of MegaMud (on the same machine) if one of them manages to establish a dial-up connection to the host (allowing the others to connect as well).
- Added menu option to conversations window to pause the scrolling when new text arrives.
- Added option to conversations window to show when people enter/exit the realm.
- MegaMud will now hang when HP's are too low regardless of whether AFK mode is on or not. The way to disable this is use the 'All Off' button to play manually.

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Version 1.01v
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- Reset trial period.
- Think I finally cracked the bug which was often causing the HP critically low logoff during a relog.
- Rewrote the keyboard handling so it should now never lockup waiting for some action to complete. Entered keystrokes are now sent immediately (in most cases :)
- Fixed a bug which sometimes makes a 'goto' stop if an item is missing.
- Fixed up some of the lava fields paths which changed with Mod 5.
- If the game is full when MegaMud attempts to enter the game, it will hangup and retry later (after the period defined by the BBS cleanup timeout).
- Fixed some bugs which were preventing MegaMud from re-connecting when DUN or telnet errors were detected.
- Added option to disable all defined events.
- Timed loop change event now changes the default loop permanently (rather than just do 1 loop and return).
- Few other small fixes.

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Version 1.01u
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- May(may not) have fixed the wierd HPs problem with telnet relogging. Not sure since I cant repeat it :(
- Fixed some cases where MM often used to lockup the keyboard
- If a spell has a special command, MegaMud will now check that the name of the spell is actually the name of an item you possess, (eg. #sws = silverwood staff). If so, MegaMud will now equip the item (if needed) before casting the spell.
- Added extra event type to start looping at another location.
- Added monster exp. and max. HP's to monster database.
- Added max. monster exp. to combat and party setting pages.
- Added option to disable events.
- Added the remainder of the Mod 5 rooms and the paths to get there.
- Various minor fixes.

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Version 1.01t
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- Updated the exp. calculator to include CP table information.
- Added option to prevent the automatic display of AFK messages
- Fixed a bug which was sometimes making it pause on initial entry into the game.
- Now able to specify two PvP spells.
- Revamped the sounds settings (allows alerts for all of the conversation types now).
- Hopefully shouldnt rest while attacking neutral (non-hostile monsters now).
- Any input entered on the ANSI screen will now be sent if a command is entered from the quick-tools or conversations window.
- Fixed a bug which was causing auto-roam to cancel after it relogged.
- Added an option to auto-chase specific players if MegaMud sees them leave the room. This may be used to either just follow them or hunt and attack as well.
- Fixed a bug which was sometimes causing MegaMud to think other spells had worn off when they hadnt.
- Fixed bug which turned auto-roam off if the monster left the current room.
- Added a few more mod 5 paths.
- Few other misc fixes.

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Version 1.01s
-------------
- This version contains nothing new except for fixes for a few of the annoying bugs to get people going. Version after this will be delayed in order to try and get some of the enhancements in that people have been requesting.
- Finally fixed re-dialing problem! (the dial-up one)
- Added @roam remote command (toggle auto-roam mode).
- Fixed some cases which cause it to reattack, eg. when you get the "You take n fire damage!" message or when you do something like stat/who/top 10, etc.
- Added a fix to try and make it not stall when first entering MUD (which should also allow it to do the stat/who/inv,etc. after killing any monsters in the room).

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Version 1.01r
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- Fixed a crash which sometimes occured if MegaMud went to cast a silly spell.
- Fixed a bug which was causing the dial to fail.
- Added an option to allow MegaMud to run backwards or forwards.
- The Ignore Poison option should now work properly.
- Added paths for smuggler boss area and hidden keep.
- MegaMud will no longer cast bless spells if you are running.
- I doubled the number of logon messages you can define for a BBS.
- Will no longer hangup due to PvP is the all-responses off button is turned on.
- Few other minor fixes.

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Version 1.01q
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- This version should reset the trial period.
- Fixed the bug limiting max. monsters in party settings to 1.
- AFK mode turnd off now when quick tools used.
- Should no longer get the error message when swapping from Telnet to dial-up settings.
- Alerts should now work for telepaths/pages.
- Added comms setting to drop DTR to hangup (was always doing this before which may have been some peoples problems with the modem getting stuck initializing).
- Added flag to monster details to signal that they are not immediately hostile (to allow MegaMud to rest before attacking them).

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Version 1.01p
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- You can now give loop paths an optional name.
- Double-clicking entries within the online players window will now dislay the players details.
- You can now set the font of the conversations window.
- Add an 'Events' settings page which now allows you specify nominated times which MegaMud will do stuff. The auto-logon, auto-logoff and relog every 'n' hours options have been removed as you can now define these as events.
- The timed re-log now exits safely before relogging.
- Added an option to configure the time a leader will wait for followeres to heal before giving up and continuing on.
- @wait is now sent for any condition which would require resting, not just low HPs.
- If a regeneration spell is specified as a healing spell, it will now only be cast if your are not already regenerating.
- Add a toolbar button to turn all auto-responses off. When this button is turned off, MegaMud should not send anything and just act like a dumb terminal.
- The type-ahead buffer now works properly.
- Altered the PvP settings page to allow for different PvP actions, plus a room to run to if attacked. It now allows an option to flee, then hangup when combat has gone off.
- Added loop paths for Crystal caverns, Fungus Forest, Hellhound area, Ancient Crypt, and Wooden Passages.
- Added/updated the Mod 5 items.
- Fixed a bug which sometimes caused the shield to be equipped at the wrong time.
- BS and attack weapon are the same, it will no longer reattack after the BS completes
- Added option to collect cash after combat has completed (for those uses who suffer lag).
- Added option to specify a pre-attack spell for specific monsters.
- Following players hould now relog if AFK mode is active.
- If the attack all monsters option is on, MegaMud will now allow itself to rest in between fighting multiple neutral monsters (since they wont attack).

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Version 1.01o
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- Telnet should now disconnect properly if connection lost or reset by the host.
- Now sends Enter after the logoff command.
- It now equips weapons/shields, etc. before casting attack spells (not after).
- Should now reattack when a party member 'moves to cast...'.
- Added option to play alerts in AFK mode only or at anytime.
- Fixed a bug which was sometimes not causing an @ok to be sent after a @wait.
- Minimized/maximized state of main window is now saved.
- Added an option to search the room if an item is needed.
- Fixed the bug which was not saving the Afk timeout period.
- Fixed a bug which was often making MM reattack.
- Added bronzewood forest path.
- Indirect remote commands (ie. telepathing an @do to telepath someone else an @do) are now prevented.
- Going into the game messages page will show a small light icon next to those messages which are currently active.
- Added an 'area effect' flag to the spells information (prevents it from casting it on a specific monster). I suggest you delete your existing SPELLS.MD file, otherwise the new spell flags will not be updated on existing versions.
- Fixed some bugs with telnet reconnecting.
- Should now reconnect if you were following someone and were AFK.
- Hopefully spells such as dfir and mete should now be properly recognised and displayed in the player statistics.
- Fixed a whole heap of other small bugs reported by users.

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Version 1.01n
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- Auto-roam special rooms should now work.
- MegaMud now turns ANSI on if it detects you have logged on without ANSI being active.
- Fixed a bug which was sometimes causing the auto-combat mode to be turned off (incorrectly).
- Fixed a bug which often caused MegaMud to rest indefinitely.
- When MegaMud removes a light source (because the path step is defined as a non-dark room) and it actually is, it will now update the path file automatically with the correct setting.
- If MegaMud goes to hang, it will send the break command (if in combat) and then hangup immediately.
- Telepathes and pages now have seperate alerts. Also, these will only be played if in AFK mode.
- Should now pick up items/cash if someone else is in the room.
- Heal commands should no longer be cast immediately after engaging combat.
- The player details dialog now allows specific categories of remote control commands to be allowed per player.
- Suicicde & reroll are now never allowed as remote control commands.
- Party members should now always attack what the leader is attacking.
- The remote commands are now logged within the conversations window (except for party ones).
- Fixed the bug (and sometimes crash) when trying to go somewhere that required an item you didnt have (but knew how to get one) and MM just sat there Thinking...
- Added an option to logoff if the experience rate drops below a certain value.
- Made the auto-sneak and auto-hide functions seperate.
- Added an option to use your shield only when BS'ing, or only when using your normal weapon.
- Path to spectral knight should now work.
- Updated the elder grove loop for the mod 5 changes.
- Loop paths for gnoll chief, orc mansion and lava fields now added.
- MegaMud should now work with any palette set.
- Added command entry on the conversations window.
- AFK timeout can now be specified.
- Someone begin @diverted can cancel it themselves by simply saying "@divert".
- Fixed the bug which some people got with an invalid command in Telnet.
- Whole bunch of other small fixes.

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Version 1.01m
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- Right-clicking on the quick-tool direction buttons now looks in that direction.
- MegaMud will now only hit enter at the "Press Enter to (C)ontinue" type prompts while logging on or in auto-mode.
- Ports COM1-8 now allowed.
- Moved the relog command into the BBS settings.
- Added a logoff command to the BBS settings.
- Added a speech prefix BBS setting for those BBS's who cant use "."
- Fixed a bug which sometimes caused it not to attack.
- Attack last should now work properly.
- Attack neutral monsters option should now work properly.
- Fixed some bugs with party follower's not attacking.
- Will now attack properly in the arena (and also break if they do).
- Auto-logon now works properly.
- Healing during combat now doesnt reset combat spell count.
- Added equip all and drop all buttons to quick-tools.
- Added menu option to reset some of the custom game settings. Try this if MegaMud does not appear to be working correctly.
- Added an option to the path editor which allows you to specify an option (per step) which will cause MegaMud to re-learn the internal checksum for that step which MegaMud uses to verify that it is at the correct location. If you find a path which always seems to re-sync or get lost at a particular point, set this flag on for the offending steps. It is removed once the room has been "re-learnt".
- Few other misc. fixes.

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Version 1.01l
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- The trace file is no longer removed everytime you start MegaMud. Instead, if it exceeds 100k, you will be asked if you wish to reset it.
- Fixed a few crashes introduced within the last version.
- It should no longer break when attempting to BS a monster in manual mode when auto-combat is off.
- Optimized the game message checking which should increase MegaMud's parsing speed significantly.
- Added a mana level setting at which MegaMud will run.
- Added an option to the game messages that allows them to be detected within any text, including conversations, etc.
- Fixed up some partying problems:
    * Now shows invited members
    * Shows party members actual HP values
    * Wont redisplay room when a party member walks in.
    * Shows players which have gone missing.
    * Re-invites missing players.
    * Optional player flag to always re-invite a player. (will help a party reform after cleanup).
    * If a following player gets lost, it will sneak but not hide, so that it can be seen by the leader on the next loop (and be re-invited).

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Version 1.01k
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- Fixed a bug which was sometimes causing MM to pause constantly while scripting.
- Telnet without Dial-Up Networking should now work properly.
- When inserting steps via the path editor, the currently selected step is now unselected, and focus is moved to the command field ready to enter the new step.
- Added a new 'Party' settings page (moving some of the existing settings to this page). New features include the party bless spell, max. monsters while partying, sharing damage, options to not send @health/@heal, and a health percentage of your party members which a leader should stop at.
- Movement via the quick-tools arrows will now pick locks if capable.
- Added an option to ignore the manual/auto-mode defaults.
- Added 57600 and 115200 as possible baud rates.
- Now parses the wealth command.
- Some of the game messages use special codes such as {source}, {target} and {dmg} to help tell MegaMud what the message is indicating. These may also be used in the reply as well. Also added {1} thru to {5} as generall purpose substitution variables which may also be used within the message reply as well.
- Added an option to relog or hangup/redial every 'n' hours for those BBS's which impose scripting limits.

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Version 1.01j
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- Added option to the comms setting dialog to make the use of dial-up networking optional. If not specified, MegaMud has no direct control over the actual connection, only the telnet session.
- If MegaMud detects a dial-up networking connection when it starts, then it wont hangup the connection when it ends the telnet session. This allows for multiple character connections
- the one that dials controls the line disconnection.
- Added checking to ensure MegaMud doesnt get stuck thinking it is doing something when its not.
- Using the quick-tool directions will bash a door if closed.
- Sometimes one the game messages such as 'Poison burns through your viens' makes MegaMud think it is poisoned when you might not be (eg. if you were immune). If overcome this, I will now still try and rest once, and if I receive the "You are too sick to rest" message, then treat it as a 'confirmed' poisoning.
- When editing game data, the modified files are now saved aften hitting Ok on the property sheet (not when exiting MegaMud) in case it crashes, etc. or other data files are loaded.
- Hopefully fixed the problem with exp. rate calculations.
- Fixed some bugs relating to round damage being calculated correctly.
- Fixed some bugs with the frequency of issuing the 'par' command when partying.
- Added a minimum monster count for the pre-attack spell so that it can be used when you enter a room full of monsters.

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Version 1.01i
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- This version WILL reset the trial period.
- BBS details now include some global strings which may vary between BBS's.
- Fixed some bugs in the Telnet code which may have been preventing it from working for some people. Also, it now controls dial-up networking directly, so it should now dial and hangup automatically.
- Added round damage stats.
- Fixed a bug which was often mis-interpreting players attacking monsters as attacks on yourself!
- Altered the path editor dialog to allow multiple step selections (also added a select all button). This should make it easier to mark a range of steps as dark rooms.
- The 'Run if BS fails' option should now work properly.
- Should no longer keep looking at 'shadowy figures'.
- Added a flag to the players data to mark those users who dont use MegaMud (wont send @health and send old-style MudWalk commands instead).
- It will no longer try and cast spells which your character cant cast.
- Added a 'shield' setting on the combat page for those players who need to remove a shield to equip their BS weapon.
- Added a 'Polite attacks' :) setting on the combat page which will not attack if it detects other players within the room who are non-party members.
- Added a 'Regenerating' effect on the game messages dialog. This should now properly detect when regeneration is active.
- Added party-heal support.
- Got side-tracked, maps still coming...

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Version 1.01h
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- It has been confirmed MegaMud now DOES run under NT.
- Should now send @wait if following and you get held.
- Added options to ignore poison, bless while resting and bless during combat.
- Fixed the party re-attack if the player is casting.
- When going somewhere, any temporarily-set auto-options are not reset now until you actually get there.
- Fixed a few other minor bugs.
- Not entirely happy with the way paths/rooms are stored so I'm going to try revamping this by storing the info as maps rather than hundreds of paths. Hopefully, if this version is relatively stable, I'll delay the next version until I get this in.

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Version 1.01g
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- Sigh, realised setup wasn't installing the messages file.
- Mana full spell is now being cast properly.
- Should now properly recognise when a monster enters the room.
- Fixed a few bugs with partying.

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Version 1.01f
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- Your own entered telepathes/pages now appear within the conversations window.
- Should now pause properly if the initial dial fails.
- Added a maximum re-dial limit field.
- Now sends a CR after the relog command. Relogging should now properly re-enter the user ID/password details. It also wont immediately relog or hangup if you previously exited due to low HP's.
- Fixed a crash which sometimes used to occur within the full-screen editor (email) when scrolling though data.
- Added optional confirmations for exit, hangup, save settings and deletes.
- All remote commands can now be issued via saying them, telepathing them or paging them. In the case of paging, the player's user ID must be defined to be validated (which is a new field on the player details).
- Added alerts settings page where you can specify seperate wave files for different alert conditions.
- On the game messages dialog, you can now specify a custom response for any message detected.
- This version has temporarily reset the trial period to 14 days since a few wierd problems with the registration sometimes caused people to install already expired.
- When tracking, it now takes that first direction listed, not the last one.
- Quick-tools command entry limited to 128 chars (same as BBS). It also now clears the command when enter is pressed.
- Added some code which stores keystrokes when MM is busy processing data such as inventory, who list, etc. which can stuff things up when input is interspersed.
- MegaMud should now always hangup whenever it sees you drop to the ground or the "You have been killed message" (rather than walk around empty handed).
- Defaults for the auto-combat/heal/get/search/stealth/tracking flags for manual and auto modes can now be specified. These defaults are used whenever the mode changes, but can be overidden temporarily via the toolbar/menu.
- Added a 'No. of rooms to run' option.
- Added a 'Dont Attack' flag which can be specified on any path step. (Useful for creating paths which go in and out of a room to promote monster regeneration).
- Added average damage statistics.
- MegaMud will now re-sneak after bashing doors.
- Should now cast cure poison on poisoned party members.
- Should now record actions done via the quick-tools window.
- The APIs which were preventing MM from running under NT (used only during an exception handler) are now run-time loaded, which means it SHOULD now work under NT, however I have no means of testing it.
- @exp command now returns exp needed as well.
- Miscellaneous minor fixes.

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Version 1.01e
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- Fixed a crash which was wiping the BBS list whenever you went to save one.
- The macros for east/west were back-to-front (now corrected). May not be updated since existing data is not merged.
- Added many of the messages which are caused as a result of special attacks from weapons.
- Fixed a bug with the exp/hour not working.
- Add @loop remote command.
- GU.INI/NEMESIS.INI no longer installed (not needed).
- Auto-healing will now work in manual mode as well.
- Few small misc. fixes.

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Version 1.01d
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- Installation now installs the data files with a different extension. When MegaMud loads, it looks for these files and if they exist, merges them with the existing data files (thus preserving any changes made by the user).
- Implemented telnet support. Not sure how good this works in some cases (like re-dialing, etc) but its basically functional now. (Still testing).
- BBS details are now stored seperately in a file called MEGAMUD.BBS. The INI file for each character refers to an entry within this file. Prevents the user from having to re-enter all the BBS details for each character. If people wish to have details for their BBS to be distributed within this file, mail me the sections of BBS file relating to your BBS (please make sure it works :) and I'll include it.
- Alt+H (Hangup) should now work.
- Added a flags to the monster details which can prevent MegaMud from trying to BS specific monsters (useful for monsters which are immune to it).
- Fixed a bug with lighting lamps. It should now go to a shop and buy a light source if you run out.
- Now checks if the BBS is not responding even though the BBS modem may answer (waits 60 seconds). If so, it hangups and won't redial again.
- The Quick-Tools window has now been altered slightly. What was original the custom command field, has now been changed to a combobox which can be used as a command stack to safely enter commands (without interupting the script) and also to retrieve previously entered commands.
- Hopefully fixed some strangeness that was happening with the registration trial periods sometimes not working.
- Fixed a bug which was preventing some of the keypad keys from being used in macros (and sometimes sending the keystroke as well as the macro).
- Corrected a few spelling mistakes.

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Version 1.01c
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- Fixed a bug which sometimes confused which bless spell was active when it detected message that matched multiple spells.
- The spell code is no longer stored for messages, rather the name of the message should be the same name as the spell.
- @wait command should will be honoured while importing.
- Fixed Silvery Pool-->Western Road path which used to always get lost.
- Fixed bug with confusion not wearing off.
- Added Fortress loop path.
- Few other minor bug fixes.

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Version 1.01b
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- Fixed a bug which would sometimes simply increment the lap counter when looping, instead of moving.
- The custom command on the quick tools popup is now saved between sessions.
- It now waits for confusion to wear off before continuing.
- Added Auto-Train option.
- Top 50 now properly extracts players class/experience.
- Fixed bug which sometimes made it reattack twice after a back-stab.
- The 'Stop Before Entering' flag now works properly.
- New 'Dont go heavy' flag.
- Fixed a bug which was affecting the recognition of when bless spells wore off.
- Added FILE_ID.DIZ for BBS file libs.

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Version 1.01a
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- Initial release (see Beta.Txt for changes/fixes made during the Beta period).

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MegaMud and the MegaMud Release Notes are copyright (c) 1998-2006 GWiz PTY. LTD.
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