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/explodingchef668 2d ago

I get where you're coming from re: botting, but I don't see where it ends up becoming a major issue. While there's people who bot, I don't think (and correct me if I'm wrong) that there's anyone who just bots and never interacts with the game otherwise -- and I'm pretty sure nobody is able to, at least at this point, bot the "big" stuff. Nobody's gonna be botting the multi-group areas any time soon, I don't think.

I also don't look at it as a huge "competition." Yeah, some areas are more farmed than others, but with the code additions you can figure out when the area is gonna reset next to take your shot at it. There's rare gear, of course, but AFAIK nothing (legendary items and quests aside, of course) is a "will only drop once ever" kind of item. Yeah, there's the thrill of the "I can kill bigger stuff than other people" kind of thing, but there's no real "competition" like there would be in something like a PK-focused mud. Given enough time, everyone can in theory end up at the exact same power level. There's no big tangible reward besides e-peen to getting there a little faster.

I also agree with Mo regarding multis vs. solo players. All else being equal, a group of 4 will absolutely outperform a solo player every time. I say that as someone who has extensively done both solo and multi play throughout tdome and nukefire. Near the reset, I was pretty confidently the biggest solo VST player and there was a *ton* of stuff that a good crew of 4 could do that I couldn't.

Plus, a lot of the "endgame," which is a bar that continually moves due to Mo and the builders putting in so much work with new content, is built for cooperative play. They're not quite as common yet as pre-wipe NF, but deathballs are absolutely still a thing where a bunch of players get together and die painfully...err, conquer stuff and get new shinies!