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Muratus del Mur

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Muratus del Mur last won the day on May 19 2025

Muratus del Mur had the most liked content!

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About Muratus del Mur

  • Birthday 03/06/1982

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  • Website URL
    http://magicduel.com

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  • Gender
    Male
  • Location
    Bucharest Romania
  • Interests
    Photography, oil painting, writing, understanding minds, programming, sculpting, building stuff, experimenting, rain and fire, Paganini, smart sexy girls, near death experiences, driving fast while drunk, nothing and everything
  • Playername
    .Muratus del Mur.

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  1. 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
  2. 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
  3. Yeah it was supposed to be the same side of tbe same door, sadly some inconsistencies are present ...But do you think they are obvious enough? First of all the ceiling is not inconsistent, its just different as the area the door takes you to gets closer the the bedrock cave style dungeon entrance, while the corridor is built with stone slabs. The floor tiling is indeed inconsistent, but come on, its barely noticeable that the tiles are perfectly aligned in one and shifted in the other..i could fix that. These are both sides of the same room, because on the other sode of the door its something else
  4. I am not sure i follow.. the exit door is in a room that is not really a room, the door is visible from the corridor, so when you click the left arror in your first screen , you should go to the corridor (screen below). So the door in screen 2, is NOT taking you to the prison guard desk, that room is inside the prison, not outside. Both scenes in the screens you presented are on the same side of the door... makes more sense? Its not very clear if in your map, this is so or you put the prison guard desk scene on the other side of the door.
  5. 🤩Its an escape plan!
  6. Yes because the map is not final, does not contain all the exists, and is nothing intricate that can't be easily replicated with a few consecutive days. I will use it later as a base to do the final one, that will be visible already when entering this realm ...so it will be very public anyway
  7. at the time of creating md, 20 years ago .. creating apps was not in my skill set. Even now, i specialize on web apps, so even if someone could lets say transfer the complexity of md into some sort of huge app, i would not be able to maintain it and develop it...so there is no hope in this direction. Also, creating an app would pretty much mean to simplify MD experience overall, and it will end up to something similar if not identical to the current mobile interface, that is usable as a phone app btw, try it. Its not because we dont have an app, that md is so empty, but because generations change, marketing changes, audiences change, everyone adapts to profit. I did not build md to do that, and, as i see it slowly but steadily dies out, i can only continue to do what i can do, for those that are still here and appreciate the efforts. Indeed there are lots of potential players out there , especially from the types Sir Blut mentioned, that would absolutely love md, but i suck terribly at advertising. If you put a 10y old to do advertising, he will do it better than i would. I do what i do best, and i am good at what i do, but what i can not do, i stopped struggling. Anyone willing to help in this direction, you are welcome.
  8. the wires of Eggdar... current abilities, online player awareness, scene vision. Currently suitable for community events, organizing riddles, some quests. It is not aware of md history, or any secrets. It can not move..yet.. It does have memory, so be careful what you test on it, it might remember you in unfavorable ways... consider one day you might need to pass it during a quest or something ..play nice with Eggy
  9. here are my plans for recipes for a next depth of items. The 'ingredients' are based on the most abundant items in the realm, sign that their use is either missing or not balanced. Creating these items will consume existing items, and create more complex and functional items, or precursors to even more complex items. I hope to be able to slowly create a path from resource, to more advanced items, and the most advanced items to be consumables requiring several levels of processing, with limited use but extreme power. Your feedback is welcome and appreciated. Functionality and actual mixing amounts are still open to debate. IMPORTANT: To avoid getting stuck in where to place the combiners and mixers for these items, i decided to create a central location for all this mixing. I don't have a place set yet, suggestions are welcome. Basically all mixing of next depth item such as these, will be do-able in one place. The next level after this (complexity 6-7), will be done in an other place, not the same. ==== COMPLEXITY LEVEL: 5-6 ===== Arcane Glass Ingredients: Raw Glass + Reality Shards + Crystal Description: By infusing raw glass with the mysterious properties of Reality Shards and finishing it with a crystalline sheen, you create a highly reflective, semi-sentient glass that warps light and confuses onlookers. Function: ingredient for later mixing Essence of Verdancy Ingredients: Unidentified Plants + Aromatic Herbs + Flowers Description: A small vial containing the concentrated essence of lush plant life. It smells of blossoming meadows and can be used in potent healing rituals or to magically enhance growth in gardens. Function: ingredient for later mixing Chrono Shard Ingredients: Timeless Dust + Syntropic Dust + Memory Stone Description: When you bind two time-altering substances (Timeless and Syntropic dust) around a fragment of Memory Stone, you craft a glowing shard that can momentarily slow or speed up time in the hands of a skilled mage. Function: Maybe a fenths equivalent for the shattered apparition crit Molten Golem Core Ingredients: Rare Metals + Iron Ore + Golemus Dust Description: These superheated metals, mixed with Golemus Dust’s potent magical essence, form a concentrated orb that acts as the “heart” of any construct or golem. It glows with an inner heat and radiates a low, rhythmic pulse. Function: Ingredient for the currently non existant golem. Corrupted Brew Ingredients: Toxic Plants + Toxic Gas + Water Description: A bubbling green mixture that reeks of danger. This poison-laced concoction is rumored to weaken even the mightiest creature if ingested—or, with proper alchemy, it could be refined into a powerful antidote, or a weapon. Function: ingredient to build toxic bombs Mudwood Bricks Ingredients: Fine Sand + Clay + Water + Lumber Description: Mixing damp sand and pliable clay, then reinforcing it with pulverized lumber fibers, yields a sturdy brick material. Dried in sunlight, these bricks are surprisingly strong and naturally resistant to erosion. Function: part of future plans of allowing players to construct buildings, need to talk to chew about this Soulbound Idol Ingredients: Bones + Resin + Memory Stone Description: A small, carved effigy formed from bleached bones, held together with resin and embedded with a Memory Stone shard. The idol can store fragments of the wearer’s essence, allowing for minor feats of necromancy. Function: usable with necrotic ink for creating one time consumable against or in favor of clearly specified players. Warding Effigy Ingredients: Branches + Bushies + Rock Salt + Syntropic Dust Description: Twisting branches into a humanoid form and lashing them together with Bushies for texture, you then coat the structure in Rock Salt and sprinkle it with Syntropic Dust. This scarecrow-like effigy deters low-level spirits from entering a guarded area. Function: Defense are, +def spell effect of all online in same place. consumable. Spirit Ink Ingredients: Colored Paper + Ashes + Reality Shards Description: Burn the colored paper to ashes, then imbue the powder with Reality Shards, creating an inky substance that shimmers with otherworldly patterns. Writing with Spirit Ink can manifest illusions or store magical seals within its text. Function: usable with other items to get benefical results, similar to necrotic ink Singing Clay Ingredients: Clay + Resin + Timeless Dust Description: Infusing malleable clay with Timeless Dust and sealing it with resin creates a soft, humming material. In the presence of active magic, it resonates with distant echoes, marking the flow of time with a steady hum. Function: silvertongue casts, if mixed with memory stone Lucid Candle Ingredients: Aromatic Herbs + Resin + Syntropic Dust Description: A “candle” formed by melting resin mixed with aromatic herbs, then sprinkled with Syntropic Dust. When lit, it produces a gentle, otherworldly glow that sharpens the mind and reveals hidden illusions or enchantments. Function: reveal , cancel effect of any playername altering spells, stopping invisibility or impersonation. Probably should be mixed with heat jars or heat stones to be activated otherwise its too powerful. Twilight Brew Ingredients: Tea Leaves + Rainwater + Timeless Dust Description: Steep freshly gathered tea leaves in pure rainwater, then swirl in a pinch of Timeless Dust. The resulting shimmering tea grants the drinker an extended twilight hour, delaying nightfall in their perception. Function: Something related to night mode, maybe instant exit, or temporary exit (not sure if i can) from night mode. Glistening Grimoire Ingredients: Colored Paper + Gems + Memory Stone Description: By binding lustrous gems onto colored paper lined with a fragment of Memory Stone, you craft a small book that can store illusions or recollections. Reading from its pages sometimes conjures faint, ghostly images of past events. Function: either create a bestiary, now or with other items, or maybe create a stored collection of chats, like a capturing mechanism of chats in a location that will be kept forever in the item storage. Toxic Bomb Ingredients: Toxic Gas + Toxic Plants + Paper Description: A volatile bundle of poison-laced flora and noxious fumes, wrapped tightly in paper. When ignited or ruptured, it spews a thick, toxic cloud, saturating the area with debilitating poisons. Function: weapon, mass effect on all players online in same location, needs corrupted brew Dustwalker Sandals Ingredients: Fine Sand + Golemus Dust + Skin Description: Compressing fine sand into a sturdy sole and bonding it with Golemus Dust between layers of treated skin yields footwear that leaves only swirling motes of dust behind. Wearers move silently across any terrain, as though half-ethereal. Function: Consumable for action points Whispering Stone Ingredients: Stone + Memory Stone + Reality Shards Description: A polished rock embedded with Memory Stone fragments and Reality Shards. When held, it whispers echoes of the past or half-forgotten secrets; tapping into it can reveal fleeting visions of lost knowledge. Function: this could be very interesting, maybe future use, but for now it could be acoutsic remains spell stone. Chrono Seeds Ingredients: Unidentified Plants + Timeless Dust + Fenths Description: By splicing strange seeds with a pinch of Timeless Dust and energizing them with Fenths, these peculiar plant seeds can sprout in different timelines. They sometimes produce bizarre “time-skipped” growths that show glimpses of alternate eras. Function: Used as ingredient to switch path of creatures with branched futures, like snowman or angiens. Arcane Filigree Ingredients: Rare Metals + Gems + Reality Shards Description: Intricate strands of rare metals are woven around brilliant gems, each thread imbued with tiny Reality Shards. Arcane Filigree is often set into staves or talismans to dramatically boost the power of illusions or elemental magic. Function: Enhance other items Wraith Lantern Ingredients: Skull + Ashes + Resin Description: Carved from a bleached skull and coated in hardened resin, the inside is filled with consecrated ashes that burn with an eerie, pale flame. When carried, it illuminates hidden paths and repels malevolent spirits. Function: not sure Bonsai Golem Ingredients: Branches + Clay + Golemus Dust Description: This tiny golem is formed from flexible branches anchored in malleable clay, animated by Golemus Dust. Its leafy sprigs grow at a slow pace, giving it the appearance of a living bonsai tree with a sentient core. Function: used with fenths , and other, to obtain crit Starmoss Essence Ingredients: Aromatic Herbs + Mineral Water + Reality Shards Description: A faintly glowing concoction created by steeping aromatic herbs in mineral water, then stirring in a sprinkle of Reality Shards. Starmoss Essence adds a celestial gleam to potions, rituals, or enchantments. Function: not sure, beautifier of some sort Bone Quill Ingredients: Bones + Ashes + Colored Paper Description: A slender bone is hollowed out for an ink reservoir, using ash to create a jet-black tip. This quill, when used on colored paper, can inscribe words that resonate with a faint necromantic power or store hidden messages. Function: tool to write necrotic ink on personal item. Animated Origami Ingredients: Colored Paper + Sticky Goop + Syntropic Dust Description: By folding intricate shapes from bright paper and bonding them with a drop of sticky goop, then dusting them lightly with Syntropic Dust, you can bring origami creatures to life. They flit about with a mischievous independence. Function: next depth item, to be mixed with fenths and obtain fire elemental...ooorr.. usable as a portable creature totem reviver? Memory Brew Ingredients: Flowers + Tea Leaves + Memory Stone Description: A delicate tea made by steeping fragrant blossoms with mild tea leaves and stirring in a ground fragment of Memory Stone. Drinking it can help recall forgotten details or solidify new memories. Function: next depth item. Detach imprinted stones from their imprint, obtaining and ingredient to be used in exchange for one additional permanent cast of that spell. Necrotic Ink Ingredients: Toxic Plants + Bones + Ashes Description: A pungent black ink brewed from crushed toxic plants, bone powder, and ash-laced water. Its necromantic traces can be used to scribe forbidden tomes or bind skeletal minions through ritual inscriptions. Function: mix use with bone quill. to be combined with blood or autographs, in exchange of self curse but exponential power against set player,
  10. ah..right .. no that flash thing is long time obsolete.. so i guess its been years since anyone used it.. so in a way, problem solved? :))) almost
  11. oh and.. I don't like the title "Love, appreciation and support!" .. makes this sound about me, and that would void its effect. Don't worry, i get all the appreciation i need if such a thing gets to happen. Lets change it along the 'reversed carnival' idea.
  12. that could work .. Christmas time sounds a bit better than md birthday in terms of free time..or not? Planning it for later is good because gives everyone time to decide. maybe i could prepare some signup thing, so we are sure we can count on a number of people. Its funny if you think of it, as if the person is the mask for the player character, not the other way around. We should find a way to present it as such , like a reversed masked carnival party.. not sure if i am clear enough, i'm very tired rn.
  13. Ahahahaha omg i got a genuine wp! Ok now i owe everybody some pics in my defence i have to mention that i built the entire shed myself, not just put some tubes on a ready made roof. Next plan is a water tower for pressure
  14. You know what could be interesting?.. to join a video meeting without knowing who is who, no playernames.. and find out just much later or at the end who was who
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