AckFUSS

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AckFUSS
Developed byMatthew Goff
Initial releaseMay 21, 2008 (2008-05-21)
Latest release4.4.1 / November 28, 2009 (2009-11-28)
Written inC, C++
Operating systemUnix-like
File size847 KB
LanguageEnglish
Development statusActive Development
Type of softwareMUD Server
Software licenseProprietary
Websitehttp://www.ackmud.net

AckFUSS is a multiplayer text-based adventure game (a type of MUD) written in 2008, 2009, and 2010 by Matthew Goff.

Contents

[edit] History

AckFUSS was first announced on it's current website, ackmud.net, by Matthew Goff on May 21, 2008. At the time Matthew Goff was the only developer. Since it's inception, a handful of individuals have contributed snippets and bug reports to the project, but Matthew Goff remains the sole developer. He stated that his intention was to revive the currently stagnant ACK!MUD codebase, with the last official release of version 4.3.1 having been 10 years prior in 1998.[1]

The last official release of AckFUSS was AckFUSS 4.4.1 on Nov 28, 2009.

[edit] AckFUSS License

AckFUSS is currently licensed under the original terms of the ACK!MUD 4.3.1 license and prior works (Diku, Merc). No additional terms have been included at this time.

[edit] AckFUSS Gameplay

AckFUSS, being rooted in ACK!MUD, and therefore Diku, mostly plays out as a hack and slash game. A few key elements separate it from the strict, regimented "pulsed" combat of Diku, though. In AckFUSS all attacks have a speed and hands swing independently of one another. The famed "lag" of commands in Diku has been removed and replaced with a melee combat system based on skill cooldowns and a magic system consisting of delayed spell casting and spell pushback.

[edit] AckFUSS Features List

 Character Development:
   -Level and Class based
   -Multi-class: 11 classes in 3 tiers
   -Vampire / Werewolf societies (not races)
   -Clans, with politics, unique equipment, and a war system
   -Structured PVP: choose to be PKOK and lawless or break the laws and suffer the penalties
   -Initial stats selected by you, based on race limitations
 Combat:
   -Unique fighting stances based on class selection
   -Speed based combat; no static round "ticks"
   -Speed based casting; no "lag" after spells, damage causes cast pushback
   -Cooldown based abilities; offensive and defensive, use your skills wisely
   -Realm based spell damage (fire/ice/mind/etc)
   -Limited PVP looting depending on law / clan war status of combatants
   -Deathmatch mode -- free for all PVP with no consequences
   -Item durability -- broken items grant no bonuses and need repairing
   -Brawl code; bystanders may get swept into a fight
   -Four distinct armor types suited for different character builds
 Interface Enhancements:
   -Channel history for all public channels
   -Most text supports player customizeable color
   -Alias system
   -Speedwalk mode to suppress room descriptions automatically
   -Customizeable prompts
   -Auto mapper to help navigate
 OLC:
   -Full online editing of rooms, objs, mobs, helps, and socials
   -Rare items
   -Multiple piece items that have to be collected and connected
   -Room affects
   -Auto dig feature to rapidly create zone layouts
   -Auto object feature to set baseline stats based on absolute maximums, editable per slot
   -Obj funs -- create code to make objects unique
   -Dynamic room/obj/mob descriptions with HTML-like code tags
   -Lua scripting support to replace "mobprogs"; scripts can be attached to a room, obj, or mob
 Quest Points:
   -Auto-run quests based on average online player level
   -A new mquest system, letting players request random quests for gold, experience, and quest points
   -Player driven item enhancements; power up your items as you see fit
   -Purchaseable stat raises for Str/Int/Wis/Con/Dex
 System Enhancements:
   -System generated messages to automatically track certain player actions
   -Integrated IMC2 Freedom client
   -Customizeable multi-coin currency system
   -Easily customizeable pre-compile
   -Numerous online-configurable gameplay options to set mob difficulty, leveling speed, etc
   -Flat helpfiles; every help is a single file -- reduced memory footprint and easily updated
   -Race realism -- not everybody carries cash these days
   -Human readable area files; no more cryptic garbage that's impossible to modify
   -Numerous C++ and Makefile enhancements to improve maintainability and speed compile time
   -Threaded hostname lookups: no game lag when new players connect 

[edit] References

  1. Matthew Goff (2008). "AckFUSS 4.3.2 Released". "The first new release in 10 years, get it while it's hot!"

[edit] External links

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