Medievia was started in 1991 by a group of people interested in such things.
At first Medievia was a stock diku mud. A mud is short for Multi User Dungeon.
The first few months, we tested many
public domain mud packages including DIKU and Merc. Our first reaction was
that the code, while free, was buggy and poorly thought out if you wanted a truly large game. We ran the
original Medievia for a while as a standard Merc 1.00 Mud. Medievia II
followed about one year after with much of the game and code re-tooled. At
this point we may have been one of a handful of muds that were stable enough
to be interesting. Our player base grew and along with it our interest.
Medievia III
In 1993, Vryce decided to do it again and we started work on Medievia III.
Medievia III had things like formations, ANSI color, new undead death code,
and a totally redone internal structure making the game much more stable and
memory friendly. The result was the first mud with a vision. Our player
base again grew quickly. We had our own machine by this time and our
sponsor (Avi Freedman, owner of netaxs.com) proved as stable as the mud.
Vryce decided that Medievia was more than a passing hobby. As 1993 turned
into 1994 he added feature upon feature until the mud was world renowned as
the most stable and advanced mud. Early in 1995 we decided to yet again
push the envelope. This time we wanted to PUSH it to the brink and that we
did.
Medievia IV
Medievia IV represents the cutting edge in gaming technology and game design
philosophy. By the time Vryce started thinking of Medievia IV he finally
had a group of stable implementors. We now had the time to re-code the whole game with the design
to handle 1500 on-line players. Shalafi had been around for a while by
then. Shalafi had proven to be the first implementor capable of balancing all
the world stats, objects, mobiles and world. We were ready. We began work
on Medievia IV in early 1995. The first thing Vryce decided to do was wipe
the world and rethink it all. Every mud around seemed to be following old
1991 DIKU technology and most muds have become very similar as no one wanted
to jump ahead and recode their whole mud. When we were in the designing
stages of Medievia IV we held many group idea sessions and decided we would
drop the old world and attempt to make a world that more would seem much
more realistic. We ended up recoding most of the game yet again. We no longer
call ourselves a mud. There is just no comparing Medievia to most muds.
February 1st, 1996 Medievia IV opened to the public. Brand new and full
of promise it remains the shining example of the mud community.
Medievia 4.0 was an extensive rewrite with the addition of the wilderness,
dragon flight, trading, medlink, breath, new death and camping.
These things were designed to be the basic building blocks of something much
larger. We needed to first change how the game is played. We needed a large
living world to develop.
Medievia 4.1 followed with more detail. We added the localized weather
system, Hero battles and mindlink, not to mention the other dozens of
"little" changes including ranged weapons and many others.
Medievia 4.2 added Kingdoms, Trading Mob factions, new Auction system and Catastrophes.
Kingdoms allow clans to join up to form a kingdom, complete with Kings and Queens
and royal titles. Of course no kingdom would be complete without taxes so we added
those also. The Medievia economy is as complex as any game has ever envisioned.
Trading Mob Faction code makes Mobs (monsters and critters) to form together in intelligent
factions to ambush you when you trade. The new auction system allows auctions to take
place at a much faster rate. The catasrophe module creates localized catastrophes which
allow trading to be much more profitable and fun as areas devistated by these catastrophes
need goods bad and will pay top dollar.
Medievia 4.3 added Clantowns, MLR (Multi-Level-Requirement), AutoQuests, DragonLairs, etc.
Clans can now create a town. Once they own it the clan
can expand and change the town at will. They can even state what the
critters in the town look like. The clantown zones are fully playable. More than one
clan can live in a clantown as many clans have sister clans and they want to
stay united. The clantowns have clanshops at which players sell equipment too
so as to make them profitable. The more rooms you have in your clantown, the more
shops you can support. If you have enough shops you can even start to build your own
clan castle! Mob Factions will attack clantowns regularly and even cause damage to the
rooms. Clantowns will be taxed according to their size
Medievia V
Medievia V is in the programming phase of development and new features are being released as they are programmed and tested..
Medievia V has Mob Factions, Clan Ships, Dungeon Master, Towngames, The Underocean, Politics, Town Land, 3dZone Module, Adversary and too many other new exciting features to keep this page up to date! Medievia V is simply the most feature rich game that has ever seen the light of day and continues to grow daily.
The time and dedication the God staff puts in is unimaginable. The future is always our concern, Medievia will be a better game
tomorrow, and the day after. It is a never ending process that we do for the love
of the game. It is amazing what that kind of passion can do!
Copyright © 1992- Medievia.com, Inc.
All Rights Reserved.
For more information contact: Webmistress: Soleil
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