Patch notes

FutureMUD Engine 2.7.0

Adds restaurant table service, wildlife and animal-combat foundations, plus deterministic accelerated combat simulation.

ยท engine · release · upgrade · builders · simulation

Upgrade note: Apply the normal database upgrades before starting Engine 2.7.0. This release keeps the .NET 10 and MySQL 8.0 requirements and the Windows x64, Linux x64 and Linux ARM64 package set.

Restaurants As Social Play Spaces

Restaurants are now specialised permanent shops with menus, dine-in table sessions, takeaway orders and bill settlement. Hosts can choose and configure real preparation paths for opened, crafted, plated and packed food; designated tables receive physical dishes and serviceware rather than only a text receipt.

Builders can put their existing employee definitions to work as chefs and servers. These NPCs use the ordinary crafting and item-operation paths, visibly prepare and deliver food, and clear finished serviceware. Restaurant settings also support authorable chef and server emotes, participant consent for shared tables, and the existing legal consequences for leaving without settling a bill.

Living Wildlife And More Expressive Combat

Animal AI now supports durable wildlife profiles, habitat and activity choices, threat and sense policies, shelter ownership, and coordinating groups such as herds, packs, flocks, schools, pods, colonies and swarms. Founder diagnostics make it practical to inspect the resulting behaviour and group state in a live world.

Mounted combat adds deliberate charge, skirmish and hit-and-run tactics with weapon tiers. Animal, mythical and supernatural stock combatants have been brought onto a consistent balance model: their physical profiles, armour, pain tolerance, natural attacks and signature abilities now give builders a dependable starting point while respecting custom records.

Accelerated Combat Simulation

Founders can use impdebug combatsim to stage individual or group combat in an isolated, accelerated simulation. A seeded virtual clock and deterministic random source make runs repeatable; transcripts, outcomes, batches and execution fingerprints make results inspectable rather than opaque.

The simulator isolates ordinary saves, crime creation and scheduled world work, and explicitly reports external or direct-data side effects that cannot be contained. It is therefore useful for testing combat templates and balance without turning a diagnostic run into a live-world event.

Reliability And Presentation

This release also improves restaurant service timing, aquatic animal behaviour, breathable-gas handling, combat-simulation participant loading and a number of player-facing combat messages. The result is clearer output and more reliable runtime behaviour across the newly expanded systems.

Use /downloads for release archives and checksums, /getting-started for installation requirements, and /docs/commands for the published Engine reference.