Tag: luminarimud

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 […]

Oct
03

New REVISED Worldmap, EAT YOUR HEART OUT!!!

THE WILDERNESS IS NOW ONLINE! So the major, game changing feature I have been working on is a completely generated wilderness, 2048 x 2048 (total of 4,194,304) rooms (the map below, each PIXEL represents a room).  This is only the […]

Mar
01

Delay in Release of “Early Beta”

Update:   The original goal for Beta was March 1st.  An underestimate on the amount of work on my part, and a very heavy increase in real-life workload the past few weeks has hurt our time-table. The revised release date […]

Feb
18

Map of LuminariMUD

  When a builder is submitting a proposal for a new zone, this map should be used to choose what kingdom/region the zone will be in. Builders who already have a zone in progress should also mark their zone on […]

Dec
05

Gear and Stats and Stat Stacking

One of the issues that has to be handled is the upper potential characters can achieve with the most powerful gear attainable. Some current solutions (and their known issues) out there are as follow: 1) Solution: Create upper standards for […]

Nov
05

Server Maintenance on November 7th, Maximum 3 Hour Downtime

Dear Valued Customers, Out next scheduled maintenance will take place on Wednesday, November 7, 2012 starting at 11:00 p.m. Mountain Standard Time (MST) and will conclude November 8, 2012 at 2:00 a.m. During this maintenance action we will be restarting […]