Tag: luminarimud

Sep
18
Aug
10

LuminariMUD Updates: 08/10/2016

Apologies for long time periods between website updates!  The last actual listing of updates we posted was way back on December 9th 2015! Featured changes since then besides metamagic: New Race System!  type “race” in game to see the aesthetic […]

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 […]

Aug
27

Update: 08/27/2014

Actually a lot has happened since the last post, but I’m just going to mention two things in this post:   1)  Thanks to Ornir, we now have SOILED set up as another optional web browser client to play the […]

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 […]