Patch notes

FutureMUD Engine 2.0.0

A major Engine release adding vehicles, agriculture, unified employment, hospitals, expanded magic and combat, multi-body characters, automation, and broad security and reliability improvements.

ยท engine · release · upgrade · security

Upgrade note: Back up your database, configuration, and world files before upgrading, and test the upgrade against a copy of your live database first. Engine 2.0.0 requires the .NET 10 runtime and MySQL 8.0. The Engine applies supported schema migrations during startup; do not point an older Engine build at a database after it has been upgraded to 2.0.0.

Release packages are framework-dependent, single-file archives for Windows x64, Linux x64, and Linux ARM64. Linux hosts may need to restore the executable bit after extraction with chmod +x MudSharp.

This is a very large release covering more than 1,200 commits since Engine 1.55.0. The list below groups small related fixes so it remains useful to players, builders, administrators, and operators.

Characters, Bodies, and Survival

  • Added support for multiple simultaneous bodies belonging to one character identity, including focus switching, secondary-body lifecycle handling, reconnect and reboot persistence, admin creation controls, and clearer diagnostics.
  • Added body-form provisioning, body backups, projection, cloning, and possession workflows, with tighter authority checks around spawning, seizing, and controlling character instances.
  • Expanded racial hunger, thirst, satiation, and body-size scaling, including configurable racial limits and improved food-yield handling.
  • Improved character creation knowledge selection, race and role setup, skill aliases, and recovery from incomplete or drifted starting data.
  • Improved health strategies, wounds, infections, surgery interactions, offline healing, and the way injuries behave when a character changes bodies.
  • Added configurable temperature consequences and expanded climate-aware item and body behaviour.
  • Expanded drugs and dependence with more effect types, delivery vectors, stacking, withdrawal, offline progression, and safer cloning of drugs with optional metadata.
  • Improved character, race, name, characteristic, tattoo, scar, disfigurement, hearing-profile, wear-profile, and description builders.
  • Added optional email-registration bypass configuration for games that deliberately use a different account-approval workflow.
  • Fixed a range of character load-order, corpse stripping, inventory transfer, and duplicate-item persistence problems.

Combat, Weapons, and Arenas

  • Added complete sling and blowgun support using the normal ammunition system for damage, lodging, recovery, and poison delivery.
  • Added configurable weapon poisons and delivery through eligible weapon and ammunition attacks.
  • Added natural ranged attack families for spit, breath weapons, swooping breath attacks, buffeting attacks, and explosive natural attacks.
  • Improved natural ranged attacks so authored range, item targets, scatter impacts, bodypart selection, area targets, penetration, and on-use scripts resolve consistently.
  • Added builder support for fire profiles and liquid surface reactions, including damage, pain, stun, material tags, and extinguishing interactions on bodies and items.
  • Expanded weapon and shield type support and improved seeded combat definitions used by new worlds.
  • Added the Subdue combat strategy, including weapon-pressure and control behaviour suitable for guards, enforcers, and hostage-taking NPCs.
  • Improved default combat settings, auxiliary combat actions, clinch and grapple choices, target loss, surrender, helpless-target handling, and NPC combat strategy selection.
  • Expanded combat arenas with more scoring and elimination behaviour, surrender handling, ratings, betting, finance safeguards, NPC support, observation, cleanup, and builder diagnostics.
  • Fixed arena permission, payout, rating, restoration, and lifecycle edge cases.

Magic, Psionics, Planes, and Zero Gravity

  • Expanded the magic and psionics platform with additional powers, spell effects, triggers, resources, generators, wards, coercion, illusion, information, concealment, and trace behaviour.
  • Added persistent sensory and combat effects and improved how magical information is presented to different audiences.
  • Added possession support with stricter authority, cleanup, corpse, and character-instance handling.
  • Added planar presence and corporeality rules affecting perception, speech, targeting, movement, and interaction.
  • Added transient and durable magical portals, including persistence and safer topology updates when portals are created or removed.
  • Added zero-gravity movement with pushing, stopping, bumping, anchors, tethers, speed persistence, and transitions between gravity regimes.
  • Added more magic-, plane-, date-, character-, and effect-related FutureProg functions for builders.
  • Fixed psionic trace ownership, visibility, concealment, persistence, and security edge cases.

Time, Calendars, Celestials, and Weather

  • Introduced MudInstant as a calendar-aware way to represent moments across different in-game calendars and clocks.
  • Expanded date and time parsing, recurrence, scheduling, comparisons, and FutureProg support.
  • Added regnal periods and regnal-year presentation for calendars that use ruler-based dating.
  • Added astronomical event solving for configurable celestial events rather than assuming Earth-like calendars.
  • Improved calendar, clock, celestial, and timezone builders, including validation and clearer error messages.
  • Improved opposite-hemisphere climate behaviour, regional temperature fluctuation controls, and weather-event transitions.
  • Added climate descriptions and tiers and improved weather statistics, regional models, and builder-facing climate text.
  • Fixed ambiguous, invalid, boundary, and long-horizon calendar and celestial calculations.

World Building, Rooms, and Pathfinding

  • Added an incremental hierarchical pathfinding index for large worlds, with idle-slice rebuilding, live validation, automatic fallback, and diagnostics.
  • Updated pathfinding when builders create or remove cells, exits, and portals so routes do not require a reboot to become correct.
  • Improved actor-specific path suitability, closed and locked door handling, portal anchors, and route invalidation.
  • Expanded the room autobuilder and room-building workflow, including clearer conflict handling, cell targeting, previews, and documentation.
  • Improved terrain, atmosphere, forage, climate, zone-calendar, and live-world mutation handling.
  • Fixed duplicate portal anchors, stale topology, and several NPC door-opening and door-closing pathing problems.

Mounts, Stables, and Vehicles

  • Added stable businesses with accounts, users, tickets, lodging, fees, ledger entries, filters, redemption, and reboot-safe mount persistence.
  • Added riding and hitch equipment and tightened authorization for controlling, mounting, lodging, and redeeming animals.
  • Added the first stable vehicle release: builders can create vehicles with access points, compartments, occupant slots, cargo spaces, control stations, movement profiles, installations, damage zones, and repairable components.
  • Added manual cell-exit vehicle movement with explicit control handoff, player preflight and status information, crew and access checks, delayed movement, rollback, resource use, and operational readiness reporting.
  • Added vehicle damage, power and fuel requirements, cargo access, locking, occupancy, control stations, and builder validation.
  • Added persistent towing and a unified hitch graph supporting vehicle-to-vehicle and animal-to-vehicle combinations, including cycle prevention and safe detach and reboot behaviour.
  • Fixed remote vehicle control, invalid occupancy, duplicate catastrophe checks, fail-open movement, stale projected access and cargo markers, and unsafe control-station changes.
  • Vehicle 2.0 deliberately supports manual cell-exit ItemScale and RoomContainer vehicles. Scheduled routes, coordinate movement, and moving room-scale interiors remain future work.

Agriculture and Primary Production

  • Added fields with crops, seasons, weather stress, soil and custom scores, ownership gates, and daily progression.
  • Added player and builder field workflows for creating, inspecting, operating, saving, and removing agricultural areas.
  • Added herds, driving, drawing from and adding to herd populations, and broader animal-production support.
  • Added woodlands, orchards, apiaries, and project-driven primary-production operations.
  • Added commodity outputs, quality handling, characteristics, seed recovery, and FutureProg integration for agricultural and project results.
  • Expanded butchery, edible forage yields, terrain forage profiles, food recipes, crop profiles, and animal ecology support.
  • Improved project interruption, material reservation, payable contributions, and ownership or lease checks around production work.

NPCs, Groups, and AI Storytellers

  • Added more builder-authored NPC AI types for hunger, thirst, scavenging, ecology, combat, doors, and routine world interaction.
  • Expanded group AI registration, membership handling, strategies, event subscriptions, and example configurations.
  • Added richer NPC-template metadata and load additions, including outfit, item, role, knowledge, merit, and other template-driven setup.
  • Improved NPC door movement, warning visibility, combat-setting assignment, cleanup, and permission checks.
  • Expanded the AI Storyteller builder, command help, persisted memories and situations, surveillance inputs, tool loops, reference material, pause controls, and bounded error handling.
  • AI Storyteller use remains optional and requires a configured external model provider. Operators should review provider cost, rate limits, privacy, and failure behaviour before enabling it on a live game.

Clans, Communities, Language, and Events

  • Expanded clan templates, roles, appointments, property privileges, budgets, balance sheets, payroll history, and employment-host integration.
  • Improved clan elections, by-elections, cloning, ID rebinding, and appointment backfills so existing organisations upgrade more safely.
  • Improved clan command parsing, permission checks, financial visibility, and administrator workflows.
  • Expanded the runtime event surface and NPC event subscriptions available to builders and FutureProg authors.
  • Added a non-self emote token and improved audience-aware echo handling for social and scripted output.
  • Added skill and minimum-skill aliases to written-language markup and improved writing and language validation.
  • Expanded boards and community messaging through the new computer, mail, FTP, and telecommunications systems.

Economy, Commerce, and Property

  • Added shop deals with configurable eligibility, pricing, availability, and purchase behaviour.
  • Expanded markets with influence previews, weighted impacts, shocks, and clearer builder and operator feedback.
  • Added hotel room rentals, expiry, access, payment, and lost-property handling.
  • Improved auctions, including permissions, settlement, payout outcomes, insolvency handling, and protection against duplicate settlement.
  • Expanded clan finance, account access, authorization, payments, and administrative controls.
  • Added estates, wills, inheritance, claims, probate locations, corpse and morgue handling, liquidation, and auction integration.
  • Added durable ownership for items and private cells, including partial property shares, ownership repair paths, access checks, and FutureProg support.
  • Fixed property sale, lease, key, owner, calendar, and reboot edge cases across the economy system.

Employment and Project Work

  • Added a unified employment and task-host system for shops, clans, hospitals, projects, characters, and other supported hosts.
  • Added durable task provenance, scoped work grants, duty-aware assignment, consented applications, manager goals, action and host policy, capability checks, and bounded recovery after interruption or reboot.
  • Added supported wage authoring, earnings evidence, payables, disbursement states, and clearer handling when payment cannot be completed.
  • Added paid project contributions with custody, reservation, finance, cancellation, and recovery safeguards.
  • Improved blocked-task throttling, scheduler coalescing, empty-work gating, and host lookups to reduce repeated or unnecessary work.
  • Added builder and manager diagnostics that explain why work is blocked instead of silently retrying.
  • Parent organisations, consolidated accounting, cross-currency finance, autonomous vehicle or animal work, and deeper native workflows remain post-2.0 extensions.

Hospitals and Medical Workflows

  • Added hospitals as employment hosts with staff, opening and application workflows, manager controls, treatment services, room roles, and task dispatch.
  • Added treatment requests, stabilisation, full treatment, surgery, follow-up care, recovery rooms, cancellation, and visible patient status.
  • Added theatre and supply staging with custody, reservation, shortage reporting, replenishment, cleanup, and recovery after failed or interrupted work.
  • Added blood donation, blood stock, compatibility checks, transfusion and IV staging, donor-paid completion, and clearer billing and debt handling.
  • Added concise patient-facing service listings and richer manager and administrator diagnostics.
  • Fixed staff availability, missing-patient cancellation, clothing duplication, IV cleanup, treatment targeting, stock recovery, payment routing, and reboot behaviour across hospital workflows.

Law, Crime, Patrols, and Trials

  • Expanded automatic crime application across combat, movement, property, and other criminal actions.
  • Added configurable legal-class FutureProg support and richer evidence, identity, witness, and disguise handling.
  • Improved patrol dispatch, pursuit, door movement, warnings, custody, helpless-target handling, and lawful-force decisions.
  • Expanded bail, remand, automated and player-run trials, trial progress output, sentencing, execution, alerts, and failure recovery.
  • Added builder and administrator diagnostics for crimes, patrols, custody, trials, and execution state.
  • Fixed duplicate or missing crimes, incorrect enforcer behaviour, stalled trials, execution retries, corpse recovery, and several permission and visibility issues.

Computers, Power, Networks, and Telecommunications

  • Completed the first stable computer runtime with hosts, storage, terminals, files, persisted processes, workspaces, terminal input, waits, and execution controls.
  • Added built-in computer applications for mail, FTP, boards, and supporting host services.
  • Added telephone exchanges, call handling, extensions, signalling, fax machines, and related builder workflows.
  • Expanded electrical-grid components, controllers, sensors, cables, doors, locks, power behaviour, signals, and automation hooks.
  • Improved process restoration, power cycling, mounted-component load order, storage removal, terminal ownership, and reboot handling.
  • Tightened network, file, program, signal, Discord, and external-message authorization and input boundaries.

Items, Crafting, Writing, and Outfits

  • Expanded item components for seals, measurement, calibration, climate interaction, grids, telecommunications, medical equipment, repair kits, liquids, gases, writing, and other builder-authored behaviour.
  • Added item condition maintenance, contamination transfer and mixing, material reactions, and more durable save and clone behaviour.
  • Improved crafting with clearer guides, converters, component exclusivity, material and tool validation, cooked and liquid products, commodity outputs, and safer reservations.
  • Expanded outfit templates, covered placements, template loading, immutable writing, preloaded books, page handling, copying, tearing, and writing collection imports.
  • Added broader medieval and antiquity item, clothing, craft, material, medical, jewellery, household, industrial, and cultural authoring support used by the Database Seeder.
  • Improved item import mappings and the RPI world-file conversion path.
  • Fixed duplicate inserts, writing ID reuse, prototype readable persistence, torn-page copying, open-state checks, and markdown import validation.

FutureProg and Builder Tooling

  • Expanded FutureProg beyond the previous fixed-width type limit with versioned, extensible type masks while preserving legacy stored values.
  • Added a large set of date, time, celestial, magic, plane, character, clan, crime, economy, agriculture, vehicle, item, collection, dictionary, echo, and utility functions.
  • Improved function documentation, compiler information, type parsing, collection and dictionary handling, register persistence, and error reporting.
  • Improved command parsing across builders by handling quoted names and final free text more consistently.
  • Expanded install, uninstall, show, preview, help, list, filter, and diagnostic output across item components and major builder systems.
  • Improved text tables, localized values, colours, room and cell references, and large-output handling.
  • Fixed crashes in output handling and several command paths that could fail on unusual or missing data.

Security, Reliability, and Performance

  • Hardened authorization across administration, NPC AI, auxiliary combat, auctions, vehicles, mounts, magic, health, arenas, economy, employment, hospitals, property, automation, Discord, and FutureProg.
  • Added fail-closed validation for builder-authored references, unsupported work combinations, control relationships, payment paths, component compatibility, and privileged actions.
  • Bounded network frames, script evaluation, parser input, retries, loops, astronomical searches, and other work that could previously consume excessive memory or CPU.
  • Added automatic startup database backups and improved startup, shutdown, email, logging, error reporting, and recovery behaviour.
  • Improved persistence and load order for bodies, items, NPCs, mounted components, portals, calendars, ownership, hospitals, vehicles, paths, and scheduled work.
  • Added architecture-aware in-game Engine update support using published release metadata, no-store latest-runtime routes, SHA-256 verification, safe archive extraction, and staged restart scripts.
  • Added database-free documentation export so each Engine release can publish command, FutureProg function, FutureProg type, item-component, and builder-help reference material from the exact tagged source.
  • Expanded automated coverage across the Engine, including combat, arenas, employment, hospitals, law, magic, bodies, vehicles, agriculture, ownership, computers, pathfinding, writing, documentation, updater security, and FutureProg.

Deliberate 2.0 Boundaries

  • Vehicle routes, timetables, coordinate movement, and moving room-scale interiors are not part of this release.
  • AI Storyteller availability and quality depend on the external provider configured by each game.
  • Advanced multi-body social identity, disguise, recognition, and campaign-specific legal policy remain builder and game-design concerns rather than automatic Engine rules.
  • Some systems in this release are foundations that need game-specific content and builder configuration before players will encounter them.

See /downloads for release archives and checksums, /getting-started for installation requirements, and the published Engine reference under /docs for commands and builder-facing metadata.