Armour damage now complete.
Damage depends on armours vulnerability to the incoming damage type and the armours individual quality.
For example:
Cloth armour is weak against stabbing attacks and flame damage.
Higher quality armour will take less damage.
If the armour is of higher quality than the attacking weapon, this will always help mitigate some of the damage.
Re: Code Updates
Re: Code Updates
Armour weaknesses and resistances can be seen at :
https://onwardmud.com/wiki/index.php?t ... Weaknesses
https://onwardmud.com/wiki/index.php?t ... Weaknesses
Re: Code Updates
PC Recognition & Cultural Knowledge Update
Bringing More Immersion to NPC Interactions
Several key updates to how NPCs are recognized, how their disposition is displayed, and how cultural knowledge affects what players can learn about them. These changes make the world feel more immersive and ensure that characters don't unrealistically know details about NPCs they shouldn't.
What’s New?
Recognizing NPCs
If your character shares the same culture as an NPC, you will recognize them by name when using the info command on them.
"You recognize Harriet."
If your character does not share the same culture, you’ll instead see:
"You’ve heard others call them Harriet."
NPC Disposition
You can always see how an NPC feels about your character:
"Their disposition toward you is: Neutral."
NPCs react dynamically to players based on cultural familiarity and prior interactions.
Age and Backstory Are Culture-Locked
If you share the NPC’s culture:
You’ll know their age and backstory:
"Harriet is 20 years old."
"Growing up in Haven, you know the following about Harriet: [Backstory]"
If you don’t share the NPC’s culture:
Their age and backstory will remain a mystery:
"You don't know much about them."
Why This Matters
More immersive roleplay – Players can’t just instantly know every NPC by name.
Cultural diversity matters – Knowledge of NPCs is tied to where your character is from.
Strategic learning – If you want to know more about an NPC, you may need to ask someone from their culture.
Dynamic relationships – NPCs react to players differently based on familiarity and disposition.
What You Can Do
Explore how your culture shapes your interactions.
Meet new NPCs and notice how their reactions vary based on familiarity.
Alter the NPC's demeanor towards you (in progress)
_______________________________________________________________________________
Disposition Table
Range Description Explanation
0–5 Hostile
The NPC dislikes the player and may act negatively if given the chance.
6–10 Hatred
The NPC harbors an intense grudge or deep vendetta against the player.
11–15 Aggressive
The NPC shows frequent animosity but avoids outright conflict unless provoked.
16–20 Resentful
The NPC disrespects the player and begrudgingly tolerates their presence.
21–25 Wary
The NPC is cautious of the player but not openly antagonistic.
26–30 Distrustful
The NPC doubts the player's motives but is open to persuasion.
31–35 Guarded
The NPC keeps their distance but interacts cautiously when necessary.
36–40 Neutral-Cautious
The NPC leans slightly wary but holds no overt hostility.
41–45 Neutral-Indifferent
The NPC is entirely detached and uninvested in the player.
46–50 Passively Neutral
The NPC neither favors nor dislikes the player, observing them without bias.
51–55 Fairly Neutral
The NPC treats the player equitably, with no discernible lean in attitude.
56–60 Mildly Approving
The NPC shows slight warmth or positivity in their interactions with the player.
61–65 Kind
The NPC regards the player kindly and interacts with a pleasant demeanor.
66–70 Supportive
The NPC supports the player’s actions in subtle but meaningful ways.
71–75 Welcoming
The NPC values the player’s presence and openly shows approval.
76–80 Compassionate
The NPC shares a bond with the player, showing genuine care and connection.
81–85 Respectful
The NPC holds the player in high regard and is eager to offer assistance.
86–90 Devoted
The NPC shows unwavering support and loyalty to the player.
91–95 Admiring
The NPC sees the player as a trusted ally or mentor, showing deep admiration.
96–100 Unshakable Loyalty
The NPC is entirely dedicated to the player, willing to sacrifice everything.

Bringing More Immersion to NPC Interactions
Several key updates to how NPCs are recognized, how their disposition is displayed, and how cultural knowledge affects what players can learn about them. These changes make the world feel more immersive and ensure that characters don't unrealistically know details about NPCs they shouldn't.
If your character shares the same culture as an NPC, you will recognize them by name when using the info command on them.
"You recognize Harriet."
If your character does not share the same culture, you’ll instead see:
"You’ve heard others call them Harriet."
You can always see how an NPC feels about your character:
"Their disposition toward you is: Neutral."
NPCs react dynamically to players based on cultural familiarity and prior interactions.
If you share the NPC’s culture:
You’ll know their age and backstory:
"Harriet is 20 years old."
"Growing up in Haven, you know the following about Harriet: [Backstory]"
If you don’t share the NPC’s culture:
Their age and backstory will remain a mystery:
"You don't know much about them."
Explore how your culture shapes your interactions.
Meet new NPCs and notice how their reactions vary based on familiarity.
Alter the NPC's demeanor towards you (in progress)
_______________________________________________________________________________
Disposition Table
Range Description Explanation
0–5 Hostile
6–10 Hatred
11–15 Aggressive
16–20 Resentful
21–25 Wary
26–30 Distrustful
31–35 Guarded
36–40 Neutral-Cautious
41–45 Neutral-Indifferent
46–50 Passively Neutral
51–55 Fairly Neutral
56–60 Mildly Approving
61–65 Kind
66–70 Supportive
71–75 Welcoming
76–80 Compassionate
81–85 Respectful
86–90 Devoted
91–95 Admiring
96–100 Unshakable Loyalty

Re: Code Updates
Using ASSESS will now show you combat information about participants in the room.


Re: Code Updates
Interaction (greet npc) system framework in place.
Characters can now have conversations with certain npcs.
Your choices will affect the NPC's disposition towards you.

Characters can now have conversations with certain npcs.
Your choices will affect the NPC's disposition towards you.

Re: Code Updates
Characters can now receive quests from certain npcs. To get a quest, go through conversation with the NPC using the greet commands.


Re: Code Updates
Gathering Skill Update
The Gather skill will now be an innate ability that all characters possess from the start.
Characters can gather materials based on the biome they are in, with the available resources varying by environment. The materials include:
Wood – Twigs, branches, sap, bark, and other natural debris.
Stone – Pebbles, small rocks, and scattered fragments.
Relics – Trinkets, curiosities, oddities, and junk.
Minerals – Natural salts, crystalline deposits, and other raw substances.
Bones – Remains of long dead creatures.
Flora –Flowers, grass, vines, fabric making materials that aren't harvested from animals.
Each room has a limited number of gathering attempts per 24 hours.
The resources found vary by biome—gathering wood on the shore will yield different materials than gathering in a forest.
Characters can gather materials based on the biome they are in, with the available resources varying by environment. The materials include: