04 May, 2015, Evan wrote in the 1st comment:
Votes: 0
We want you to come play EmpireMUD 2.0. Why should you play? Our game is an improvement on a codebase that the MUD community has been familiar with for some time initially created by Paul Clarke in the year 2000. While it never saw much success, the codebase gained a cult following for its unique features. Fortunately, Paul returned in 2013 to completely redesign much of the MUD while keeping many of the features that brought in the original's fanbase. Some of the features include:

- A massive, persistent, player-modifiable ASCII world map. Players are able to build their own cities in almost any configuration they like, as well as modify room descriptions, room names, and so on.
- Adventure zones that spawn throughout the game world which allow your combat characters to engage in completely original quests and obtain equipment.
- Over 220 abilities across 8 skill groups that you can combine into one of many different classes including various styles of werewolves, vampires, mages and even fully non-combat roles.
- A level system that is based on your skills and equipment, not the other way around.
- An extensive crafting system that allows you to create items from recipes learned through increasing your skills, expanding your Empire and completing quests and adventure zones.
- Full support for screen readers, even on the ASCII map.
- A friendly community with responsive, helpful players and a staff that keeps your enjoyment of the game in mind.

If you'd like to check us out and see what else we have in store for you, please visit our website at http://www.empiremud.net[1] or connect directly to our game at empiremud.net port 4000. Thanks!
29 May, 2015, Evan wrote in the 2nd comment:
Votes: 0
Hey everybody, development on EmpireMUD 2.0 is continuing steadily in our first month of beta. What are some of the things that have changed in our first month?

- Two new adventure zones: Portal to the Primeval and Magiterranean: Hidden Garden, a unique non-combat adventure for less combat-focused types.
- New class abilities for tanks such as Bloodsweat, Blood Fortitude and Ward Against Magic.
- Significant bugfixes and quality of life changes after EmpireMUD 2.0's first major wars.
- Many new crop types for farmers to grow in their Empires.
- Adjusted several functions as they relate to leveling, in some cases making the non-combat skills easier to increase.
- By popular demand, we've set up forums for our players at http://www.empiremud.net/forums.

Our full changelogs can be viewed at http://empiremud.net/patch-notes/ but be warned, there's quite a few!
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