Primal Darkness

Updates for February 26th - The Ocean Update


#1

It’s only been three days since our last update so what could we possibly have to announce so soon? How about brand new ocean. I’ve fully rewritten our oceans, squashed a ton of bugs and added several new features.

Ship Changes

  • Ship progression via <improve>ments.
  • Variable speed sailing.
  • Surroundings displayed during sailing, deprecates <setenv BOAT_DESC>.
  • Beaches now create a <raft> exit instead of using <enter raft>.

Ocean Improvements

  • Squashed several bugs, particularly while wrapping the map
  • Wreckage and loot are now persisted across reboot
  • Individual ships are now pre-loaded when a user logs in

Ship Improvements

  • On-ship storage allows for the collection of extra loot while adventuring in far off locations
  • Armour stats improve maximum damage your ship can take
  • Weapon stats improve the damage your ship deals.
  • <fire> on other players ships to sink them.
  • <board> ships and sail other player’s ships.
  • Prices significantly reduced
  • Added several description enhancements, <look sails>, <look armour> etc.

Raft Changes

  • You may now <ride raft to [player]> or <ride raft to ship #>.
  • You may still <enter raft #> to raft to a random ship.
  • Rafts can now be used to sail to any ship.

Dock Improvements

  • Fixed a display bug when too many ships are nearby.

Beach Improvements

  • You can now <look ships> to see what ships are near.

Ship Vendors

  • Standard Ship Keepers now allow for all purchasable options at all ship keepers.

Other Miscellaneous Improvements

  • Autoloading: General cleanup and improvement
  • Autoloading: Items that error on login will now be retried on next login.
  • Rooms: Room items now support function pointers for dynamic content
  • Rooms: Room descriptions may be dynamically lengthened using set_long_more