Volume I, Issue IV *All MUD news thats fit to print* August 6, 1998
IntroductionMost of the pending areas and LIB changes that needed to be finished have been done, so this newsletter will be coming out less frequently than it has been in the months ahead. I urge all of you to post to the newsgroups, write reviews at http://www.mudconnect.com and http://list.ewtoo.org, bug your friends on other muds, and do whatever else it takes to help build up our player base. Malevolence is the best it has ever been, and we would like to see as many folks as possible exploring and enjoying it.

** -Not finished at print time

Now Playing, Your Requests**Spaces will now appear between rounds in combat, making it more obvious when a round has gone by. (As suggested by Jant)

Corrections (oh no!)Encumbrance is a command, not in score like written in the last issue.

Mudlib ChangesNew titles have been written for all the of basic classes, Thief, Cleric, Mage, and Fighter. They should be more interesting and entertaining than the stock ones we have used up until now.

Money now weighs something. You pay 1 point in carrying capacity for every 2 platinum coins you carry. Money will save in bags though.

The count command has been added. If you dont want to lose items in your inventory when you log in (and get all sorts of nasty errors), be sure to use the count command and be certain to have 75 or fewer items before you quit. (Yes you can have more than 75, but it is not recommended...) Otherwise the Gods of Gluttonly will likely gobble some of your stuff next time you log in. (Do you really need so many jars of balm?!?)

Equipment now stays worn and wielded after disconnecting and reconnecting.

**When you weapon or armour is destroyed in combat, it will now appear in BOLD ansi. (This is so that Jant can realize when his armour is gone and quit running around naked.)

The basic weapon types, Slash, Blunt, Pierce, Cleave, and Unarmed have new messages and a new system for displaying them. Attack messages are now made up of 3 parts: The Pre, the Hit, and the Post.
The Pre will be similar to: Letting loose a blood curdling shout, or Feinting left and dodging right. These will be randomized.
The Hit will be like: X clobbers Y or X cleaves Y. These will be based on the amount of damage you do. This is the part to watch to see how well you are doing in combat.
The Post will be things like: creating a laceration big enough to climb through, or near the heart making fountains of blood flow. These will be randomized like the Pre messages.
Put together each basic weapon type will be able to show over 500 different messages. This should make combat a little more interesting (and spammy!).

All of the help files have been rewritten and made accurate. Hopefully they will be more useful now. Well, actually we have done the manuals, and will work on individual help files soon.

Now with charmed monsters you use the same syntax that you use with your player character. For example, if you tell a charmed monster to get all, it will no longer say There is no all here, but will get everything it can carry.

The poison spell has been changed to not stop working after 2 minutes and will now do more damage, based on the level of the spell caster. You can cast multiple poisons to up the damage.

The Harm spell will now do reduced damage from what it previously did. One spell will no longer reduce a 3000 HP monster to 100 HP. Armouring spells, such as Phantom Armour, Barkskin, etc now look better in inventory.

A wedding chapel where players can get married (and divorced) has been added and is located across the street from the clerics guild. (Maybe Skanks and Scamp will tie the knot now...)

The shooter will now get a message when the ballista they fire sinks a ship. (For Cracker, when he is in a bad mood)

**Back issues of this newsletter are now available in the Library in Harborside.

The Sorital Feel spell is now available to the Sorit even when out of favor for letting their alignment slip. Now they can tell what to kill to get back into favor.

About 20 new soul commands have been added. to get a full listing. (Suggested by Novax, Flux, Fall, Kat)

Area ChangesYou can now free the girl that Kong has held captive, and use the sacrificial altar at the top of the volcano to dispatch her.

The Shadow Assassins in Zolgath are tougher :P (Quit whining!)

Real Stories of the Bug PatrolThe guard that stood by the King of Comlet will no longer have massive amounts of money on him. Funny how a little typo can make so much cash.

Smoking so much pot that your INT goes up to a large number will no longer allow you to skip levels while advancing.

UpcomingYou will be able to eat the corpses of things you kill. However this is likely to make you a cannibal and thus more evil. You will also be able to wield limbs as weapons.

Soon you will be swimming in the ocean. When ships are sunk instead of just appearing on Skol island you will be floating in the sea. Utilizing the coordinate system the ships use, you will be able to swim to one island or another. This also means that you may be able to jump into the ocean off the docks or beaches, and swim to your destination. This will make the swim skill more valuable. Be warned, if you are overburdened you may sink, and that the seas are populated with all sorts of nasties, ranging from sharks and barracuda to giant squid and the great white whale.

Expect to see more spells require components in the weeks ahead. The help files for these spells will be updated to show the required component.

Did You KnowYou can use the chfn command to change your finger information?

That there is a glance command? It is useful for such things as "glance armours", which will give you a list of all the armour you are wearing. Look armours will also give you the condition of each piece.

If you smoke too many joints or take too many bonghits you will end up in Bakeland? This is vital to completing the quest that Roby hints at

Behind the ScenesSin has reached level 30, and has applied to become a creator. Guess what? We are going to accept him as one.

The new server has been received by Chancellor in San Diego. The mud is now running on it :) We plan on converting the driver to mudOS. This is a massive undertaking, mostly because of all the add_actions in Malevolence will need to be changed to a verb-based system. Once the new server is up, work will commence on the conversion. It will likely take 6 months to complete. We intend on porting the character files as well as all the areas, so dont be worried about losing your character.