Patch notes
FutureMUD Engine 2.16.0
Adds optional clothing fit and tailoring, richer health and drug effects, more flexible equipment and traps, companion lifecycle controls, and improved world-building and AI storyteller tools.
ยท engine · release · gameplay · building · reliability
Requirements: .NET 10 and MySQL 8.0. Framework-dependent packages target Windows x64, Linux x64 and Linux ARM64.
Clothing fit and tailoring
Wearable items can now use optional sizing, with fixed sizes, body measurements, universal fits or garments that fit themselves to their first wearer. Builders control the permitted tolerances and can leave sizing disabled where it does not suit their game.
Players can use tailor to refit eligible garments with the configured skill, tools and work time. Staff can use resize for immediate changes. Clothing inspection, evaluation, shop listings and character consideration expose relevant sizing information.
Item load arguments and outfit templates support explicit fits or fitting to a target individual. FutureProg can inspect and change a garment's fit, and shop stock can retain its configured sizing through restocking.
Health, drugs and infections
Hit-point health strategies gain optional stun handling, configurable negative-HP thresholds and critical recovery checks. Games can distinguish unconsciousness, critical injury and death without adopting the complex health model. Bandaging can stabilise critically injured characters, while configurable merits can exempt eligible characters from HP-related unconsciousness. Direct HP and stun costs are also supported for abilities and item effects.
Drug effects can modify traits, maximum HP and magical resource capacity. Dependence settings gain relapse acceleration and configurable withdrawal penalties. Shared overdose groups allow several related substances to contribute towards the same lethal threshold.
Poison handling gains configurable resistance checks, fixed-dose and repeat-exposure policies, and expanded delivery through coatings and consumables. Cures can remove an entire configured toxin family or select one family at a time in an authored priority order.
Configurable infections can use drug effects as symptoms, including timed consequences and involuntary actions. Drug exposure can create these infections, allowing disease symptoms, transmission and treatment to use the existing health systems.
Equipment, traps and magical substances
A reusable Equipment Bonuses component lets builders attach trait, combat, health, stamina and magical-capacity modifiers to equipment. Activation can depend on whether an item is held, worn or wielded. Physical absorption bonuses integrate with normal armour and damage handling.
Climbing aids can contribute to native climbing checks while held or worn, with configurable eligibility and non-stacking selection. Lockpicking tools gain flat check bonuses alongside the existing difficulty and breakage rules.
Traps can be configured as preassembled devices, use scripted setup checks, attach to closed doors or containers, and trigger when their anchor is junked. Craft inputs can require an empty liquid container, allowing preparation recipes to distinguish empty vessels from filled ones.
Magical substances can deliver broader combinations of native spell effects, including effects requiring a responsible actor or a location. Wards and relocation safety checks still apply. Authored travel anchors can also use destination rules separate from random teleportation pools.
NPC companions and scripted interactions
Mount AI can optionally use the existing player-companion logout lifecycle. Nearby assigned mounts leave with their handler and return as the same NPC; separated animals remain in the world instead of being recalled across it. Riding links are cleared on logout, and reunion restores following so the player can remount normally.
New FutureProg operations control following, companion assignment and an individual NPC's AI membership. Games can keep persistent ownership and rider permissions separate from whichever character is currently handling an animal.
Additional scripting support covers item and currency exchanges, stored-item custody, NPC purchases, liquid refills, character needs and persistent status effects. Needs-threshold events enable reactions to hunger, thirst and starvation. Input hooks can optionally use a boolean prog result to decide whether they consumed a command, allowing selective NPC interactions without swallowing unrelated input.
Clan bank accounts gain a deposit-only privilege, separate from permission to view and manage the account.
Room policies and world building
Builders can configure room restrictions for travel and magic, occupancy limits, passage conditions and hazards applied only when someone attempts to cross. Remote observation and local weather effects gain reusable support, including washable dust or sand residue.
Building tools gain broader filtering, paging and export options, editor-session summaries, revision comparisons, and reference reports for supported content types. Validation and permission checks have been strengthened across editing, cloning, submission and deletion workflows, with clearer command help and diagnostics.
AI storytellers and reliability
AI storytellers gain configurable request deadlines, output budgets, event batching and usage reporting. Bounded queues and paged context retrieval help control workload, while cancellation and stale-result checks guard against abandoned requests continuing to act on the world.
Mind-link cleanup no longer leaves broken contacts listed as sustained powers, and concentration checks use the capability's configured trait. Immwalking staff are exempt from darkness-related directional disorientation; ordinary travellers see their intended departure direction when disoriented.
Further fixes improve clan listing, command help, character-name entry, exception reporting and background email error capture. Shared framework helpers reduce avoidable allocations, and migration-helper build changes improve freshness and Visual Studio build reliability.
Upgrading
This release includes database migrations. Back up the database and configuration before upgrading, stop the old engine, and apply the migrations using the normal upgrade procedure. New optional gameplay policies require configuration; upgrading alone does not enable clothing sizing, critical-health rules or companion behaviour throughout an existing world.
Use /downloads for packages and checksums, /getting-started for installation requirements and /docs/commands for the command reference.