diff options
| author | historia <[not public]> | 2026-06-25 16:12:06 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-25 16:12:06 -0400 |
| commit | 068ce514ea3eebdc42b595c631b4b00ce4594577 (patch) | |
| tree | 77cf80f2796e184fb9b49280526f4dbeed42907c | |
| parent | abd612c15799f604e671e83dc7c410ed2b44185f (diff) | |
| download | thehouseoficarus-068ce514ea3eebdc42b595c631b4b00ce4594577.tar.gz | |
updated stale attack references
| -rw-r--r-- | AGENTS.md | 6 | ||||
| -rw-r--r-- | README.md | 39 | ||||
| -rw-r--r-- | building_guide/mobs.md | 2 |
3 files changed, 14 insertions, 33 deletions
@@ -344,17 +344,17 @@ Used by exits, talk options, on-enter scripts, and use_interactions checks. A ba **Agile mobs.** Mobs with `aggressive: true` auto-attack players entering their room (1-tick delay) if `playerLevel <= mobLevel * 2`. -**Equipment requirements.** Items can have `requirements: { attack: 20, defense: 10 }` — checked before equipping. +**Equipment requirements.** Items can have `requirements: { accuracy: 20, defense: 10 }` — checked before equipping. **Fleeing combat:** Movement during combat is a flee attempt. Mobs continue attacking during the movement countdown; a hit aborts the flee ("Can't escape!"). Cape of Agility makes fleeing instant. **Death mechanic:** Player drops credits to ground. If >3 items total (inventory + equipment), the 3 most valuable are kept, rest dropped. Player teleports to room 1 at full HP. All active techs deactivated. **XP formula:** `baseXP = dmg * 4`, distributed by attack style: -- Accurate: +3 attack, 75% Attack XP / 25% HP +- Accurate: +3 accuracy, 75% Accuracy XP / 25% HP - Aggressive: +3 strength, 75% Strength XP / 25% HP - Defensive: +3 defense, 75% Defense XP / 25% HP -- Balanced: +1 each, 25% each Attack/Strength/Defense/HP +- Balanced: +1 each, 25% each Accuracy/Strength/Defense/HP - Ranged styles: varied bonus, 75% Ranged XP / 25% HP **Mob combat level:** `floor((def+hp)/4 + max((atk+str)/4, rng*3/8, sci*3/8))`. @@ -1,6 +1,6 @@ # The House of Icarus -**The House of Icarus** is a simple open source MUD inspired by classic early 2000s tick-based skilling MMOs. It is a low-tech, neo-dark age, sci-fi game where edged weapons and bows are more common than computers and guns. +**The House of Icarus** is a simple open source MUD inspired by classic early 2000s skilling MMOs. It is a low-tech, neo-dark age, sci-fi game where edged weapons and bows are more common than computers and guns. There is not much here yet. @@ -11,16 +11,18 @@ There is not much here yet. - Semi-AFK and active gameplay styles. - 600ms game ticks. - 28 slot inventory. -- Classless. All attributes are skills that automatically level 1-99 as you use them. +- Classless. Skills level 1-99 as you use them. - Solo friendly just like you remember from 2001. Grind and chat with friends. -- Ironman-style, slow, grind up your own gear progression. Vendors *don't* sell craftable items. +- Ironman-style, slow, grind up your own gear progression. Vendors generally don't sell craftable items. +- Non-violent ways to use combat skills with "dangerous work". +- Discoverable safespots for chill training ranged and science. - A detailed casino for you to waste all the credits you grind up for. ## Skills | Skill | Description | | ------------ | --------------------------------------------------------------------------------- | -| Attack | How accurate you are with melee weapons. | +| Accuracy | How accurate you are with melee weapons. | | Strength | How hard you hit with melee weapons. | | Defense | With higher defense you are less likely to get hit. | | Hit Points | Your HP is your maximum amount of health. | @@ -30,7 +32,7 @@ There is not much here yet. | Fishing | Relax, AFK, and catch some fish for easy food. | | Mining | Relax, AFK, and mine some ore. Or do sweaty 3-tick mining to mine a lot of ore. | | Woodcutting | The best skill. Chop trees to get wood. | -| Firemaking | A skilling skill with little real purpose. Grind it to show off your pyromania? | +| Firemaking | Burn logs to watch this number increase. | | Assassin | Take on jobs to slay large numbers of creatures and rivals for big rewards. | | Hacking | Follow rumors using illegal computer skills for personal gain. | | Thieving | Steal limitless credits and farming seeds from the rich NPCs of Gaia 04. | @@ -55,33 +57,14 @@ make ./thoi ``` -Then just telnet to the port configured in `config.yaml`. +Telnet to the port configured in `config.yaml` or bring up the web client. # Server Options (config.yaml) -The `thoi` binary checks for a file named config.yaml in the local directory, or else it creates one. +The `thoi` binary checks for a file named config.yaml in $XDG_CONFIG_HOME/thoi or the local directory. It creates one if it's not found. +The game is designed around 600ms ticks, but you can change the `tick_length` here. You can also set up telnet, SSL telnet, HTTP, and HTTPS on different ports here. For the secure options you must provide a private key and certificate file path. THOI does not handle x509 certificates for you. Use something like [certbot](https://certbot.eff.org/) on your server if you want SSL telnet/HTTPS support. -``` -game: - tick_length: 600 -``` - -The telnet/http/https options are pretty self-explanatory. THOI does not handle HTTPS certs for you. Use something like [certbot](https://certbot.eff.org/) on your server. The HTTP(S) server is just for a simple web client. - -``` -telnet: - enabled: true - port: 4000 -http: - enabled: false - port: 8080 -https: - enabled: false - port: 8443 - cert_file: "/path/to/cert.pem" - key_file: "/path/to/key.pem" -``` # Setting @@ -93,8 +76,6 @@ Pockets of radicalized settlers on the terraformed asteroid Gaia 04 took the ten Wounded, Gaia 04 struggles on. Everyone from astrobotanists to business executives must remake their lives as farmers, fishers, and miners as they survive in the primitive ashes of the fallen colony. - - # AI Disclosure Huge technical parts of the **engine** were ~~completely vibe coded~~ ~~agentically engineered~~ written with LLM assistance. diff --git a/building_guide/mobs.md b/building_guide/mobs.md index 88e80ce..d10f685 100644 --- a/building_guide/mobs.md +++ b/building_guide/mobs.md @@ -208,7 +208,7 @@ drops: # the "payment" for the labour — same drop syst Key points: - **All combat styles work.** Melee, ranged (consumes ammo as "supplies") and science decks (consume junk) all apply progress. The per-type `*_defense` values steer which method is *efficient* without forbidding any — a rock might have low `crush_defense` but high `stab_defense`. -- **XP and buffs are identical to combat** — driven by your attack style (accurate/aggressive/defensive/balanced) and split into the combat skills. This is a non-violent way to train Attack/Strength/Defense/Ranged/Science/Hitpoints. +- **XP and buffs are identical to combat** — driven by your attack style (accurate/aggressive/defensive/balanced) and split into the combat skills. This is a non-violent way to train Accuracy/Strength/Defense/Ranged/Science/Hitpoints. - **No special equipment.** Task mobs are designed around the weapons and bonuses you already have. There is no separate "tool" equipment set. - **Progress decays exactly like inverted mob regen.** A task you stop working on slowly loses progress over time (the same regen that heals combat mobs, displayed inverted). - **One worker at a time**, the same 1-v-1 lock as combat. |
