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User programmable AI Generals
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
it was live a day before actually https://warventure.com -
death ray started following User programmable AI Generals
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User programmable AI Generals
death ray replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Due date has expired. Where can I go to get my hands dirty in this exciting new experience?? -
death ray reacted to a post in a topic:
User programmable AI Generals
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Muratus del Mur started following User programmable AI Generals
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After a long dormant period, thought to share a bit more about ongoing things in this side project. AI player programmable generals. Thats the latest thing i am working on now. You will be able to setup your own game AI logic, in an intuitive "code block" style, and see how it performs against other players or ai generals others configured. I thought to bring back the "AI" part into the human hands, let the human mistakes and flavored flaws manifest via the way they will configure their own ai fighting rules, instead of having a central superpower that fights you. Like this you can geniunely say you are better or worse at fighting than x or y, since automated AI will not be scored anymore, only fights against user created ai's. Let me know what you think, play with it, feedback is my main fuel as always. This feature is due to be released this weekend 14june2026 , but you will be seeing traces of it already there, as i am actively working on it live, its more fun like this, i never liked organized deploys and such
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Perhaps a size limitation, but if so, the error code doesn't make sense. I was trying to upload two photos from Volpaia, Italy that reminded me of the architecture found within the Lands of the East (7 and 10.5 Mb respectively)
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I have been experiencing frequent but intermittent errors accessing MD for the last month or so. I thought this might just be my internet provider, but was traveling abroad last week and noticed the same thing.
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services joined the community
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I second this anomaly. Been like this for the past four to six months.
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Now the like button turns to unlike but when I return to the announcements upon exiting them, it reverts to “like” as if I never pressed them.
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anthonyv joined the community
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Player name: Vahr Player ID: 262342 Browser: Safari Operating System: IPhone Importance: Low Description - What happens when the bug occurs: I go to the News (announcements) and when I press “like” it doesn’t change to “unlike”. This means I can’t add my “like” to any of the announcements. How to reproduce the bug: Press “News” and click “like” on any of the announcements. If the “like” turns into “unlike”, the bug only affects me. What you expect to happen: I expect that upon pressing the “like” button it will change to “unlike”.
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Ledah reacted to a post in a topic:
Conclusions of Stage 16 ..enter Stage 17
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Vahr reacted to a post in a topic:
Conclusions of Stage 16 ..enter Stage 17
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Conclusions of Stage 16 ..enter Stage 17
Muratus del Mur replied to Muratus del Mur's topic in Announcements
In celebration of this event, i will be giving out free minigame items to whoever asks... but you need to ask me in-game, in chat, not here not on email, not via pm. ps: i will be mostly at Tranquil Plains, but if i am not online, triggering Eggdar might buzz me too -
Ivorak reacted to a post in a topic:
Conclusions of Stage 16 ..enter Stage 17
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Muratus del Mur started following Conclusions of Stage 16 ..enter Stage 17
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Every now and then, when i look back and see what happend in MD development in the last long period, i decide to declare it the end of one stage and the beginning of an other. A summary of what happend in Stage 16: - A25 stopped being just an admin panel and turned into a much more complete questmaking and realm-shaping interface. Realm search, activation simulators, TESTMODE, decorations, focused scene editing, clickables libraries, depositables groundwork and a massively expanded npctalk system made it possible to build much more complex and interactive content. - The npctalk/dialogue branch alone exploded: labels, public vars, profile vars, imports/exports, random starts, rephrasing, mobile editing, item selection, text command activation, data formulas and other tools that give questmakers a way to build large branched stories without waiting for artworks. - Upgradeables, building upkeep, treasuries, land resources, regeneration controls, heavy resources, depositables and coin minting pushed the resource layer closer to something that can support real player projects and lasting communal structures. - Combat and ritual mechanics moved too: shard abilities became editable, collectable and species based; more creatures became able to fight; rituals became easier to create on mobile and later in huge batches; teleport blocking and no-teleport rules were added; and killing/revival item reuse got rebalanced in ways that permanently affect land security and ritual planning. - Items advanced a lot toward actual functionality. Items can grant spells, present public choices in chat, carry placed actions and texts, follow complexity levels for future mixing logic, feed the bestiary/NFT branch, and now even start to host minigames. This is one of the most important unfinished branches in MD right now. - Chat and interface updates where massive. MD became much more usable on mobile, the map/inbox/ritual creator and many other pages were reworked, chat commands multiplied, travel via chat and arrow keys appeared, PM history improved, and several sections of MD can now read themselves out loud. - AI entered MD in many forms. Darvin was retired and Eggdar entered play, announcements and help answers became queryable from chat, AI drawing tools started generating scenes, avatars, items and stories for A25, and interactive advisors such as the MD advisor, the Mur clone and the interactive Questmaster's Backpack started to augment how both players and questmakers interact with the realm. - The clearest form of this new AI direction is Eggdar, a true in-world questmaker and storyteller. Eggy evolved from experiment to character: able to remember, guide, describe, talk, build unique plots, run item-aware and team-friendly quests, let you pick rewards, issue future-value quest items and generally show what AI-native gameplay inside MD could look like. Eggy is using the full power of my outer-realm business Lumnar Creations, that powers it. - To support all this, huge infrastructure work happened behind the curtain. Server migrations, firewall work, http2, forum upgrades and relocations, php8 modernization, core refactors, and finally the new MagicDuel API, all changed how MD can be extended from now on. - This new API and the AI work around it deserve special mention. MD now has the kind of infrastructure that allows natural language control over a growing set of realm actions and tools, and even further AI support for future development. This does NOT mean that the AI should define MD. The concepts, ideas, balance and meaning of this realm remain human things, governed by player creativity and ingenuity. The AI is here to extend the playground, not replace the players. - Tags, streaks, spelldocs and research clues started to converge into a more coherent role ecosystem. New tag dispatchers, streak logic, spelldoc migration, clue improvements and unlocking methods are all groundwork for roles that actually unlock tools, places and branches of play. - Consecutive days changed from a prestige number into a real gameplay axis. It now shapes rewards, access, prison escape, deeper lands, boosters and other parts of the realm. - Politically and in the world itself, Stage 16 mattered too. Alliance leadership became more stable, Aia was crowned Queen of Loreroot, Sunfire took over Guardians of the Root, the Player Community Council was formed, important creators were honored in the Creative Creatives hall, Aksel entered SotIS, and an entire new land with nearly 30 scenes opened on MD's 20th birthday. - Minigames! I am not sure how much this will evolve in the future, but its a nice way to give items functionality and resuscitate the silver economy. Minigames can be used to gain silver coins but also consume them. - AI created scenes..while not something i am proud of, and i would still prefer human artworks when possible, AI created content is still an useful way to continue to expand the realm and make it so vast that none of its inhabitants can say they traveled it all - Last but not least, internal tools to develop MD changed dramatically, and are one step ahead of their times. Just few months ago was i able to put to good use plans designed for AI use, so that machine can understand they way i designed stuff in all these 20+ years, and lots of inner workings. I am still waiting for some more, and while looking ancient and living in a game world that is nearly extinct in this niche (compared to other game evolution), MD will remain a mix of vintage and cutting edge tech, as long as i will live. Overall this stage was a very explosive one. Rather than polishing just one branch till perfection, Stage 16 opened many branches at once: AI, tags, item functionality, dialogue systems, resource/building systems, interface modernization, and much more. Some of these branches already bear fruit, others are only now reaching the point where they can start to matter to everyday gameplay. The upcomming stage should focus less on exploding the toolbox even further, and more on putting these tools in the hands of everyday players, so that an unprecedented level of !!CHAOS!! can happen in the realm. More freedom should return to the players, more true world-changing power should become reachable through role and effort, and several long due evolutionary branches should finally be completed properly: functional items, the role tags ecosystem, depositables, heavy resources, clue and spelldoc chains, deeper land mechanics, and a lot more. This stage was about exploding the feature set with novel ways to express creativity, and lots of new and feature rich tools. The next one should be more about making these tools reachable, dangerous :D, and useful in the hands of regular players. I would also like to thank all those that kept supporting MD financially, technically, artistically, through questmaking, debugging, documenting and simply by still being around in such desolated times. Without you, none of the above would mean much, because tools without people to use them are just abandoned machinery. All these being said, i welcome all of you in Stage 17, a stage that should take all this accumulated potential and turn it into living disorder, player agency and a further EVOLUTION of MagicDuel realm. signed: Mur, Chewett, Eggdar :D, and the humans crazy enough to put all these tools to good use. -- enjoy
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Dayla joined the community
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Lazarus reacted to a post in a topic:
Login/Idle Button
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I get that too. Just assume that that's just homevit is for mobile. I don't think it's optimized for mobile use.
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I don’t know where to put this on the forum so I’m posting it here. I’m on mobile and I’m not sure if other people are experiencing this but the text that says “players online here” and “RP Reality requirement” is covering the “Info” text. Here is a photo of the occurrence.
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You can log out by accessing the wheel on left side of the interface and the log out option is at the bottom. From that, you can choose to log out or go idle.
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Lazarus started following Login/Idle Button
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Hello, where did these buttons go? I don't see it both in mobile and web versions. If there's any updates I missed please let me know, otherwise this is likely a bug.
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Jeffreywer joined the community
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MRAlyon changed their profile photo
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thanks for the information!
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jamesbayra joined the community
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Relian6 joined the community
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Mia Eluna joined the community
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Kenbel3 joined the community
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zheng joined the community
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Gardenia changed their profile photo
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death ray reacted to a status update:
Hello everyone, it's been a while. I hope you all are doing well 🙂
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Hello everyone, it's been a while. I hope you all are doing well 🙂
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Oh yeah, started back in 2009 I think. Same Character since I started too! All is good on my end. I can't seem to part ways from the ol' Magic Duel. As long as Mur keeps MD up and running I'll always be here. I'm just a mere presence, not a life force, IMO. I will say, it is a pleasure to see and here from the old friends from back in the day. Seems like a lot of us show up around X-Mas. Or at least in years past.
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@Ivorak, I'm assuming we are the only two participating. And I propose we reward each other, for lack of better options I suppose. I'm open to part with any item or creature, if you agree.
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Not my work, but I did supply the pumpkins and paint. My niece's, 2yro, 5yro, and 10yro. Didn't want to get there hands nasty cutting up spooky pumpkins, so... obviously the cleaner route was to hand and finger paint them. Two dogs and one cat also painted as collateral damages. Lmao!!
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Sir Blut reacted to a post in a topic:
Spooky pumpkins!
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death ray reacted to a post in a topic:
Spooky pumpkins!
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Picked up some pumpkins to carve with the family tonight; mine is the one on the right. Nothing fancy, but had fun!
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death ray started following Spooky pumpkins!
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Spooky season is here! And A little contest is due. And being October, the pumpkins are coming out and being carved to wild creations!! Those that wish to participate post a photo or two of your creative creations of Mr. Jack-O-Lantern!! Disclaimer, no X-mas tree's allowed!! Prizes, to be determined at this time. But I'll make sure to have something for the winners. Maybe we can get Mur to sponsor this, I want try and show off too!🤪
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Again, over the past several months. Probably longer actually. But every time the bounty gift pops up and I click it it never goes to my email. I have confirmed the email it is the current and correct one. And obviously I have let enough time elapse to receive. Would love to resume collecting these. 12/302023 was my last time i received one.
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Popularity Voting - Post Announcement 6231
Ivorak replied to Kyphis the Bard's topic in General Forum
I like this proposal. It solves the problems of 1) the same votes always going to the same players, and 2) having to decide which player to "dislike" when there are no active players in the list who I actually dislike (I usually end up choosing at random amongst the player names I don't know well, which I'd prefer not to be forced to do, especially since sometimes those might be newer players). I would also like to bring attention to the karmic cantrips proposal I wrote up at https://miscellaneum.wordpress.com/2023/03/19/popular-≠-interesting/ (section at the end, quoted below). Could be a standalone alternative, or the cantrips (and the reasons given) could be included along the player names as context. This could help with creating a more timely reputation system as well (e.g., I could vote based on the ratio of blessings to hexes a player has received in the past month, and whether or not I agree with the reasons given, rather than a long held grudge or rather I think they picked a cool name at the time of account creation, etc.) -
The recent changes to the popularity poll made in Announcement 6231 have, to my perspective, made the popularity poll even more frustrating to engage with. I've personally never liked the idea of giving a "disliked" vote to someone, and feel like I'm arbitrarily downvoting people because I have no option not to. To combat this, I'd like to propose a change to how the votes are actually carried out - instead of voting one person up and one person down, why don't we use a ranked voting system? Pick three names from the list, and place them in the order of most liked (value of say 3 to the first choice, two to the second, and 1 for the third). I do recognize being able to say you dislike someone is valuable, so we could perhaps also have an optional option to rank upto three people negatively (-3 through -1), with the option to not fill out all three slots (so you might vote -3 for one person, -1 for another, and leave -2 blank but the system still accepts it as complete). Thoughts? Something like that would probably take slightly longer to complete, but only by a few seconds and we'd no longer have to say we don't like people that we in reality just don't have an opinion on (while still having the option to express our selves if there are actual issues in the community). Does anyone have alternative ideas on the popularity voting?
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Oh man, I should have read your reply here before doing anything else, Ledah. I just did the sacrificing traditional way, directly sacrificed a 3,000 days old creature on an altar, and I was like "What the". That process you mentioned still works. Poor me.
