Tag: dungeons and dragons

Jan
02

Let’s MUD! LuminariMUD Game of the Month, a New Race and GUI Development

Thanks to the Reddit community for the recognition!  To any new visitors, we highly suggest checking out a short lore article we have setup: Lumina – Voiced by Stu Cook It includes both a written and audio version of our […]

Mar
28

Luminari MUD Update 03/29/2015 and New Staff Member

Please welcome Telarious to the staff! [Feb 02 2015] – Zusuk added ‘animate dead’ feat every feat invested in ‘armored spell casting’ reduces the arcane weight penalty by 5 [Dec 16 2014] – Ornir added the Clearwater River, the Swiftwater […]

Sep
10

Update: September 10, 2014

Most important of all right now – finally banging our heads (Ornir and Zusuk) about how to get our Armor-Class system set up for the long run.  So far we have been just converting values from a deprecated stock CircleMUD […]

Mar
07

Tactical Combat: The Attack Queue

Another layer has been added to the Luminari combat system, fostering tactical decision making and planning while maintaining the fast-paced action that defines combat on Luminari. The Action Queue allows you to set up combat maneuvers to replace melee attacks, […]

Mar
04

The Death of the Wait State

In Luminari, between actions you were put into a ‘Wait-State’ where you could only perform a very limited set of commands, regardless of the reason you were in the wait state. This is no more! We would like to introduce […]

Mar
04

Changes to the Luminari Combat System

The first step has been made in the implementation of the new Luminari combat system – Combat on Luminari is now event based. What does this mean? Luminari no longer uses instantly executed combat rounds. Instead, each round is broken […]