The Galaxy Keeps Moving
The last two weeks have been one of the largest improvement passes d20MUD: Star Wars has seen in some time. This update brings a guided new-player experience, public character profiles and badges, deeper ammunition combat, new quest tools and faction content, a much more capable web client, world additions, staff quality-of-life improvements, and important reliability work behind the scenes.
Start Your Story with the New Player Guide
The new guide system is now available in game. It introduces characters to core mechanics and helps turn the first hours of play into a clearer path through the galaxy rather than a wall of unexplained commands.
The guide tracks meaningful milestones across character development, combat, equipment, travel, trade, roleplay, daily tasks, and now the ammunition system. It can surface the next useful step, record progress, and award the appropriate account-experience and gameplay rewards when an objective is genuinely completed.
Daily goals have also been tightened up: account experience is awarded only when a daily objective is finished in full, each completed daily grants 100 account experience, and the account-experience cap applies consistently across all sources.
Badges, Public Profiles, and whois
Characters can now earn and display account-backed badges. Use badges to view earned badges, badges info <badge key> to inspect a badge's description and bonuses, and badges equip <badge key> to choose your equipped badges. Badge APPLY bonuses stack with other bonuses; characters can equip one badge initially, then unlock additional slots at levels 10, 20, 30, and 40. Equipped badges appear beside the character in who and whois.
The new whois <character> command provides a compact in-character profile with faction, species, profession, level, badges, and—when the player allows it—their description. Players control their profile privacy, including public, introduced-only, and anonymous visibility options. This makes it easier to recognize familiar faces while respecting roleplay boundaries and character identity.
A New Ammunition System
Blaster and ballistic weapons now use ammunition stores rather than automatically spending credits when they reload. Every compatible weapon can be loaded with a preferred ammunition type, and a weapon that runs dry still works at 50% normal single-shot damage. A bad reload situation is a tactical problem, not a complete loss of agency.
Players can visit an ammunition quartermaster, purchase and reload compatible ammunition, manage their carried supply, and use the streamlined ammo command to see current stores. The carried limit is 2,000 total charges, including ammunition inside carried containers; loaded weapon charges are excluded. New characters begin with standard ammunition, while existing characters receive a one-time legacy top-up. Use help ammunition or the quartermaster's catalog for full descriptions; the no-argument ammo command stays focused on what you currently carry.
The complete catalog now creates real tactical tradeoffs (prices are per 100-charge pack):
- Standard power pack (100 credits) — baseline energy ammunition for blasters, rifles, and carbines.
- Standard ballistic clip (100 credits) — baseline ballistic ammunition for slugthrowers.
- High-capacity power pack (320 credits) — +25% loaded capacity, but -10% damage.
- High-output power pack (450 credits) — +15% damage, but -25% capacity; -6 Dexterity/-6 Reflex recoil, 3% jam chance, and no burst/autofire. A Recoil Dampener cybernetic can reduce the penalty.
- Precision power pack (400 credits) — +2 accuracy, but -10% damage and -15% capacity.
- High-velocity ballistic clip (480 credits) — +12% damage, but -25% capacity; -4 Dexterity/-4 Reflex recoil, 2% jam chance, and no burst/autofire. A Recoil Dampener cybernetic can reduce the penalty.
- Match-grade ballistic clip (420 credits) — +2 accuracy, but -10% damage and -20% capacity.
- Low-recoil ballistic clip (380 credits) — +1 accuracy and +20% capacity, but -8% damage.
- Ion power pack (1,000 credits) — 150% damage against droids and 33% against organics; a 3% chance to disable a random cybernetic for one round, with -20% capacity, -4 Dexterity/-4 Reflex recoil, 3% jam chance, and no rapid/burst/autofire. A Recoil Dampener cybernetic can reduce the penalty.
- Stun power pack (800 credits) — 25% damage and a 10% chance to stun for one round; stunned targets gain five-round immunity, while stun ammunition has -1 accuracy, no critical hits, a 2% jam chance, and permits standard attacks only.
- Armor-piercing ballistic clip (800 credits) — normal damage with a stacking Reflex/Fortitude debuff up to -5; targets gain ten-round immunity after it ends, and the clip has -20% capacity, -1 accuracy, -4 Dexterity/-4 Reflex recoil, a 2% jam chance, and no burst/autofire. A Recoil Dampener cybernetic can reduce the penalty.
- Incendiary ballistic clip (950 credits) — normal damage plus 1d6 fire damage each round for three rounds, with -15% capacity, -4 Dexterity/-4 Reflex recoil, a 3% jam chance, and no burst/autofire. A Recoil Dampener cybernetic can reduce the penalty.
- Explosive ballistic clip (1,250 credits) — normal damage plus one-quarter final-damage splash to other enemies in the battle, with -40% capacity, -2 accuracy, -6 Dexterity/-6 Reflex recoil, a 5% jam chance, and standard attacks only. A Recoil Dampener cybernetic can reduce the penalty.
Standard attacks consume one charge, rapid shot two, burst fire five, and autofire ten. Standard ammunition reloads with a move action (quick/minor with Rapid Reload); specialty reloads use a full standard action (move with Rapid Reload). Charged specialty shots apply their listed Dexterity/Reflex recoil until the attacker's next turn and can jam the weapon. Recoil Dampener R1 cyberware reduces each recoil penalty by 2; R2 reduces each by 4, with damaged implants operating at half strength. A jam blocks subsequent attacks until unjam main or unjam offhand, which costs a move action in combat and persists through save, rent, trade, storage, and copyover. Fire-mode restrictions are checked before charges or actions are spent, and empty emergency shots do not apply recoil or jams. All specialty profiles consume normal mode charges; the old charge-cost field remains only for catalog compatibility.
The new Recoil Dampener R1 (level 5, 65,000 credits) and Recoil Dampener R2 (level 15, 160,000 credits) cyberware entries are available through the augmentation system. They occupy the same recoil-compensation slot, so a character must choose between the lighter +2 reducer and the heavier +4 military-grade system.
The system covers weapon preferences, reload handling, purchasing, crafting, shop support, storage, rent, trade, copyover, persistence, and special-attack paths. It also has in-game help, a guide entry, database migrations, and dedicated automated tests. Your prompt can show loaded ammunition with prompt ammo.
A Stronger Web Client
The Star Wars web client has received a substantial HUD and MSDP pass. It now supports a much wider set of real-time game information, including player and bank data, quest progress, group status, target and tank health, cooldowns, maps, bacta, power cells, loaded weapon ammunition, and combat action economy.
Launch the Star Wars web client
Star Wars players will find:
- A graphical map that shows a wider useful area with smaller room points.
- Star Wars quest information in the quest panel.
- Affects and cooldowns separated into scrollable subviews.
- Banked credits on the player-information panel for all supported MUD types.
- Force Points correctly labeled in place of the generic PSP label on Star Wars.
- Corrected experience-progress, opponent, tank, and MSDP handling.
- A centered resource strip for bacta, power cells, main-hand ammo, off-hand ammo, and available Standard, Move, and Quick actions.
- Quest objectives now include the actual target: mob short descriptions, item/source details, room names and VNUMs, escort or ambush destinations, and resolved mobs from VNUM-list quests.
The MUD now publishes the additional MSDP values required for this HUD, including the action-economy values and live weapon ammunition data.
Quests, Factions, and New Adventures
Faction storytelling has grown substantially. The Restore the Republic Rebel recruitment line has been tested and refined, with clearer objective feedback and stronger room-based objective support. A full ten-quest Hutt Cartel recruitment storyline has also been outlined, creating a dedicated path for characters who want to build a future in the underworld.
Quest authors now have more expressive objective types:
- Escort a specific mob to a specified room.
- Defeat any number of mobs from a comma-separated VNUM list.
- Trigger an ambush when a character arrives in a specific room.
- Use reliable visit-room objectives that display the intended room and room name.
- See the same objective target details from
quest info <id>that appear in the web client's quest tab. - Set custom final-objective completion text for a more story-driven payoff.
The live quest editor and quest list have been improved with clearer controls, sortable columns, and correct numeric level ordering. Quest-completion feedback is now more visible to players.
New early-level world content has also been added, including a moisture-farm mini-zone, new level-appropriate gear and enemies, scavenger encounters, and a rival cartel assassin on Nar Shaddaa.
Travel, Spaceports, and Staff Mobility
goto list now lists taxi locales with their planets and sorts them by space system. Staff can use goto <taxi locale> to reach those locations directly. Staff taxi and shuttle travel takes ten seconds, while staff hyperspace calculations complete in five seconds.
Spaceport tools have also received quality-of-life work. Typing tow without an argument lists ships a player owns that are not docked at the current station, and staff have an option to avoid seeing every other player's docked ships at a spaceport.
Better Prompts and Everyday Quality of Life
Combat prompts can now show available Standard, Move, and Quick actions with prompt actions. Loaded ammunition can be added independently with prompt ammo, while prompt all includes both options. Recent quality-of-life work also improves hyperspace destination readability on dark backgrounds and makes key status information easier to parse at a glance.
Staff, Builder, and Backend Improvements
This update is not only player-facing. Staff and builders have received tools that make running and expanding the game safer and faster:
- Account-management commands now support adding characters to accounts and changing account passwords.
- Badge administration now includes a menu-based OLC editor, descriptions, stackable APPLY bonuses, level-based equip limits,
BADGES INFO, and account-wide staff/script/quest/C-code assignment hooks. - Character identity and player-ID handling have been hardened, including fixes for duplicate IDs and associated staff lookup workflows.
- Quest, room, mob, object, and special-procedure work has been expanded to support the new live content and ammunition quartermasters.
- Lookup-table, database-query, and script/trigger handling have been refactored for more reliable data access and builder tooling.
- Daily-guide, badge, public-profile, faction, quest, and ammunition features are delivered through versioned MySQL migrations.
- The project now has a GitHub Actions CI pipeline with safer permissions and dependency fixes.
- Regression coverage has expanded across crashes, player identity, guides, public profiles, quest objectives, object persistence, ammunition, and ammunition-special-attack behavior.
Alongside this work, several crash and pointer-safety fixes, idle-connection investigation and handling improvements, and general stability fixes have gone into the game.
Ready to Jump Back In?
Whether you are starting your first character, joining the Alliance, working for the Cartels, hunting bounties, creating content, or building a long-term career in the galaxy, there has rarely been a better time to log in.
May the Force be with you.
