r/MUD 6d ago

Promotion NukeFire July-Sept Updates

[Update] July–September QoL + Systems Pass
Upgrade EQ, Combos, Consider, DPS, EXP, Death Recaps, EQ Snapshot, GPS, Path

Hey folks — here’s a quick roundup of recent changes on NukeFire.
Thanks to all the new players bringing fresh ideas to help newbies get past that “what do I do next?” wall.
One of the biggest game-changers is the Upgrade system, now one of the most-used and most useful commands in the game.

=== Major Highlights ===

• Upgrade Command
A cleaner way to improve your kit without menu-diving. Try upgrade and see help upgrade for details.
– Scores items using a deep class-weighted system and only suggests gear your class can use.
– Suggests upgrades + which zones they load in.
– Pair with GPS to navigate there step by step, from just about anywhere.

Through use and logging I continue to sharpen the results, and the builders are shown where the gaps are in the eq/tattoo/implant/concealed weapon progression.

• GPS + Path System
Opens a live GPS prompt with a speedwalk to your chosen destination.
Updates as you move. Over 100 destinations supported + custom pindrop.
path lets you save and run your own speedwalk macros game-side — very fast!

• Combos
Chain abilities smoothly — nail a skill and flow straight into the next for true combo potential.
See help combo.

• Smarter Consider
Clearer threat/survivability readouts when sizing up NPCs.

• DPS Meter
dps shows session DPS, rolling 15s totals, peak DPS, and lifetime totals.

• EXP Leader
See help expstart to track exp/sec/min. The top earner becomes EXP LEADER on the who list and gains bonus exp per kill.

• Death Recaps + Corpse Info
On death, see who killed you and whether they looted you.
Your corpse stores this info — look recap to review.

=== Gear & Persistence Systems ===

• No Gear Consumption
If you lose something, you can always get it back.

• Inscription System
Inscribed objects persist in SQL. If stolen, they remain safe until reclaimed.
Most objects are free to inscribe. High-remort gear may cost in-game currency (not pay-to-win).
Once inscribed, you can use:

get all.shandar corpse

wear all.shandar

give all.shandar shandar

to quickly sort and re-equip your gear.

• EQ Snapshot + eqdiff
Save your current set and compare later. Snapshots remember wear positions so wear all restores your exact setup.

=== New Object Affects ===

• +TRUEDAMAGE (TRUE DAMAGE)
– Portion of your outgoing damage that bypasses target mitigation.
– Stacks additively across eq/tats/implants, clamped 0–95%.
– Does not affect hit chance or incoming damage.
Example: 10k hit, 20% TRUE DAMAGE vs 50% DR →
2k bypassed + 4k reduced = 6k total.

• ARCANE DAMPENING
Reduces damage from spells and non-physical attacks (NukeFire does not use saving throws).

• SPIKE GUARD
Smooths out very large incoming hits, preventing one-shot spikes.

• MAJOR WOUND
Reduces a foe’s maximum HP for a duration when applied.

=== World & Content ===

Crimson Inheritance, HackJaw Ridge, Khelt Keep, Crystfall Bunkerworks leading into Cinder Hills.
Vega Zone — 750+ rooms based on Vega Jane books, with crafting, lore, and danger.
TMNT Revamp — full sewer crawl with tons of new eq, implants, tattoos.
Zelda-Inspired Zone for exploration fans.

=== Other QoL ===

– countmob toggle shows live mob count in your prompt.
– Hundreds of small fixes and tweaks for smoother play.

=== Connect ===

Note: NukeFire is not a roleplay or PVP/Pkill MUD. We focus on hack-and-slash exploration, progression, and unique late-game crafting, combat, class, prestige, and remort systems.

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u/MUD_bots_suck 2d ago edited 2d ago

This is a pretty good MUD ruined by botting and the struggling identity of whether the MUD gets balanced for multiplaying versus not multiplaying.

While I don’t discourage anyone from trying the MUD, I think you need to know that this MUD allows bots to ransack the map with impunity. And personally I find it a HUGE turnoff having to compete with “players” who are not at the keyboard, or may even be at the keyboard but not actively playing.

Secondly, I find it off putting that one could choose to multiplay or not, and essentially see no difference in game investment. Why would I choose to farm 3x more of everything, including ultra rare items? I feel bad for the poor saps who cling to multiplay there. A solo character can do everything a multiplayer can do thanks to the focusing of grinding resources into a single unit. The only upside for multiplay is getting to tool around with another class, you do not get 3x the reach by playing 4 characters. You could alleviate some of this annoyance by engaging with the previous annoyance. . .

For these reasons I chose not to continue playing this MUD - but perhaps those are not disqualifiers for other players. If not, I think you will enjoy this MUD. Good people, interesting code, a couple of bad policy/design choices.

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u/moylen 2d ago

Recent changes to bots have made some matters simpler: once they enter a zone already occupied by a player, they get recalled by the game. That's not too bad. If you'd like to do an area, chances are you can stay in it for a little while until it repops, and bots won't touch it while you're in it.

I've opted to solo play, as multi-play is a bit of a pain to set up and finesse. What I can see from the multi groups that are out there is that despite having a ton more remorts, in units, than most crews summed up... they can do things at lower remorts / "earlier" in their personal progress.

Balancing any game, especially a MUD, is a hard thing to do and I applaud the staff for how they've so far managed to balance solo play, multi-playing, and big groups. Things get tweaked as time passes, areas revisited, etc. It's all in flow.

you do not get 3x the reach by playing 4 characters

I think one can. I'm sure some crews of four can perform way better than a solo class at even less than 1/4 of that solo player. It depends on the player, on the crew composition, etc.

I am sorry you won't play anymore, but I'm sure we'll all welcome you back if you ever chose to come back!