The History of Medievia

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!


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