Changelog

07/11/2026


* Fixed the rent-paying bug (hopefully).
* Arena loading materials shouldn't cause incorrect error messages now.
* No longer able to attempt re-tanning something that is already on the rack.


07/10/2026


* If you move too fast in water, it should now warn you that you can't swim that fast instead of trying to make you run. If you're not swimming, you'll just fall in the water.
* When muggers fade, the same muggers could potentially be re-encountered on their turf. This way, you can get to know your unfriendly neighborhood thieves!
* Fixed the new bug in 'arrange'.
* Presence-level stat modifiers for magnetism and command fixed.
* Sleeping or unconscious mobs should no longer go aggro on anybody.
* Issue with customized tailoring adjustables now fixed.
* Updated the tracking help file to explain that you need high outdoorsmanship skill, typically, to manage to sweep your tracks entirely away.


07/09/2026


* Muggers should now only give chase onto their own neighborhood turf.
* Muggers will not just wander forever anymore -- eventually they'll slink back into the shadows (and be gone).
* Muggers will not generate in Indoor locations, meaning that once you've made it through a neighborhood, you're safe to roleplay in whatever tavern or boutique you've found, and that stepping into a shop is a good way to take a breather when sneaking through a dangerous part of town.
* All rooms in the White City are now appropriately considered 'White City' neighborhood rooms.
* It's now possible to eventually accumulate 'residency' in a neighborhood if you have lodging there and pay rent at that lodging (more than three times, and you'll become a resident). Being a resident of the White City means that thugs won't attack you there even if you are wearing enough wealth that they think you're worth robbing.
* If you have residency in a neighborhood, it will show up in your SCORE.
* Your SCORE (reformatted a bit) will now display more helpful information, such as: various effects including lack of sobriety, and pain level from any wounds. That way you don't need to wait for the healing tick to tell you how your character is feeling at the moment when you're trying to roleplay accurately.
* The reminder for being logged in a long time has been changed to be a settings toggle (default off).


07/08/2026


* An awkward in-joke with myself where personality-less creatures were described as 'tasteless, odorless, colorless' has been corrected since apparently most animals don't have any extra personality descriptions and that was showing when they were assessed.
* Dockmasters are no longer annoyingly chatty. Alas.
* Tailored sheaths should now actually function as sheaths -- beep me when I'm online (pilgrim) if you have a sheath right now that needs to be fixed. I'll need you to be holding it so I can see it easily.
* You can no longer 'arrange' things that are in your inventory, rather than the area -- and you should be able to arrange first, second, third items and so forth.
* NPCs will no longer get general system messages.
* Kaftans have been switched into a 'fullbody' category of items. This won't take effect for any old kaftans; see if you can beep me (pilgrim) when I'm online to get your kaftan fixed.
* Viewing a drawing on a single parchment should no longer give an error.
* Echoes for the fencing ability have been given more detail, and now with an appropriate shady arts roll, you'll be able to know what items can be bought or sold in that particular black market.


07/07/2026


* 'Repair' now correctly uses the smithing skill instead of tailoring.
* Using a pick to re-lock picked locks should now work much more easily.
* You can no longer grapple, tackle, shove, or yank yourself. Tackles should knock both people down now if applicable.
* Solved a false negative in the dissemble check for tells -- feel free to use tells again and know they should work.
* Hunted gazelles and wildcats should properly populate their descriptions, and now also the baby animals that can be found with a mother in the spring time would actually be babies.
* Arena characters can now load in a wide variety of various materials to experiment with for crafting. (Note: there's a forge in the crafting cottage in the Otherland).
* Random adjectives in the design books for tailoring are now explained more clearly.
* The 's' in the login screen is now colored.
* Butchering or severing now takes more roundtime, and arena characters regrow severed parts when fullhealed.
* Newly-crafted hats should now be about a third of the previous overly-heavy weight.
* The luck roll for discovering an animal while hunting has been increased, and failing it now has appropriate messaging instead of telling you that you spot !
* Some clothing types are now limited from covering some body parts that they don't make sense to cover. If you find anything odd with this, go ahead and bug it!


06/29/2026


* Stealing items from NPC shops will no longer remove the item from stock in that shop forever.


05/16/2026


* Tips. of the day have been added and should echo shortly after login messages.


05/15/2026


* Split the Oasis environment into two separate types, Cultivated Oasis and the regular natural or wild Oasis. This will affect what plants, animals, and other resources are found there.
* Added more aliases to harvestable plant parts to hopefully make collecting them more intuitive.
* Added the new environments along with their corresponding color-coded map sector types to the worldbuilder menu, along with Omrazir's different neighborhoods.


05/14/2026


* Added several new items to the forageables dictionary, including sticks and clay. Sticks may actually show up more appropriately around Omrazir once rooms get tagged with their new environment types!


05/08/2026


* Added a new Park environment for urban settings.
* Ramblewort is a new flowering succulent that can be found around Omrazir.


05/07/2026


* Created a new Urban planting environment, so that trees and shrubs are sited more appropriately within cities. Omrazites may like their trees, but there are limits!!


05/06/2026


* Added new trees for Omrazir -- musk willow, weeping willow, orange, blood orange, and lime. The two new willows replace the original, Ruveran version in Omrazir, and all can be harvested for their medicinal bark.


04/02/2026


* Added more plants -- anklebiter for desert environments, and alfalfa for cropland environments.
* Also added (shocker) the new Cropland environment.


04/01/2026


* Stormbreak sage has been added as a new forageable plant in rocky and plains environments.


02/14/2026


* Zsimik tails no longer have unnecessary repetition in their taste messaging.


02/10/2026


* Made some small changes to the night sky, for lo it is the Transit of Silguz.


12/09/2025


* Enabled registration. (Increasing account level via Presence will still not grant access to heritages that there aren't adequate lore support for.)
* The palace of the Bey and Lion Guard are now proper organizations with necessary livery.


12/05/2025


* Stick and branches from ghaf, kulmakan, lomombi, lusk, mopane, and tamarisk trees can now be foraged.


11/17/2025


* Sarmatiyyans have been added to chargen as their own unique heritage.


10/31/2025


* Sticks are now findable in 'City of Omrazir' environments. There are a lot of terraced gardens in the city, okay!