Existing players used to logging in with their character name and moo password must signup for a website account.
- Ociex 10s Brownies for the win.
- MasterOfNone 45s
- Balreskan 1m
- Soltan 53s
- PsycoticCone 46m
- Raven 1h I lost myself, in the dark charade.
a Mench 8h Doing a bit of everything.
And 6 more hiding and/or disguised

[March '26] Improvements & Bug Fixes
Rolling list of updates from March 2026

SCF WALL FIXED

I have fixed a bug that allowed aerodynes to drive through a wall due to incorrect dynamic space setup.

NLM EDITING ROOM TB FIXED

Fixed a tb that would occur if you didn't enter a valid program when prompted.

TAILING IN A VEHICLE UPDATES

- Stale 'tailing' will now clean up. Meaning if you tail someone, and then stop tailing them and the tail isn't cleared from the other vehicle, you'll no longer start tailing them again if they pass through the room you are in.

- Using drive/fly while tailing someone will cause you to automatically stop tailing whoever you are tailing.

These two things in concert should prevent some bugs that were flagged.

E-NOTE BUG FIXES

- When creating a directory or file in the root directory it will no longer print with two //'s
- When moving a file or directory you will now see the full path to the file as part of the destination of the move when it is completed
- The full path cache is refreshed on rename and move, so the correct directory path will be printed in cases where it would previously have printed the old directory name if it had been renamed.

Trick or Treat Bags

Trick or Treat Bags have been removed from the game due to issues that were recently highlighted with them with regard to game balance and how they worked.

2,500 Chyen is being left behind; in their place, after all their contents have been put in the location where the bag was.

Thanks for understanding.

Auto-Cannons and you.

Auto-cannons now work as they should, or at least as much as I was able to deduce how they should work.

Shops are now safe, once more.

Gemini II Turrets

These no longer go 'Pew-Pew' when they fire and instead give a proper message.
Not my favorite change, but needs must.

Voice Recorders
Fixed a bug where the device would capture and record speech even when not in an active recording state (e.g. powered on, paused, or stopped). Added a guard check so that speech is only captured when the record button is actively engaged.

Fixed some strings so that notices are notice instead.

@history

Added language display to the history review menu, staff-side. When a player's history is in the queue, staff will now see any languages the player has points in to help confirm their stats align with their history.

STICKERS FOR TERMS

You can now apply stickers to your handheld terms.

GRID FORUM NOTIFICATIONS => to ->

Updated from => to -> so it doesn't mess with y'alls ability to look for private sic messages in your scroll.

IGNORE GRID FORUM TOPICS

`g topics` now has three new commands


topics ignore [post title] => ignore notifications for a topic for 24 hours
topics ignored => show ignored topics
topics unignore [post title] => unignore notifications for a topic

Technically, if there are two topics with the same name, it'll ignore both. Sorry, not going to deal with that at this time.

Topics are ignored for 24 hours only. I don't want to keep ignored topics around forever as it leads to bloat.

GRID FORUM SIGNATURES

I've added grid forum signatures that will appear at the bottom of any grid forum post you make (if it's set).

g forums signature => view your sig
g forums signature update => update your sig

Options:

g options post-signature-color => set the color signatures show up as on posts
g options hide-forum-signatures true/false => show/hide these globally if you don't want to see them

Forum signatures can be up to 88 characters long currently.

E-NOTE SCREEN WIDTH

It looks like e-notes already showed their content without wrapping in some cases. I've added a 'screenwidth e-note is [num]' command. this will allow you to set the screen width for things like 'ls' to between 78-150 characters wide.

78 was the default. I've updated that to 100. You can change it yourself on your e-note now.

PHOTO SCANNING BREAKING ORIGINAL

There was a bug where scanning a photo that had never been written to disk would break the original by showing %ESCAPE% instead of the colors. I've fixed this.

MARKET MISSING FURNITURE ROOM DESC

For the market room that sold furniture, it had no description set, so you wouldn't see anything about it selling furniture here. I've added one.

EAGLE BURGER ADDED TO DESTINATION MATRIX

- Taxi's can go here now
- Explosives that happen here will report correctly

DEFUSING A RIGGED EXPLOSIVE THAT DETONATES CAUSES A TB

Fixed the tb happening when you blow up while defusing a rigged explosive, which was caused by trying to set a prop on the already exploded object which was recycled.

FELIBOT HELD DURING COMBAT

Felibots are not weapons and don't define weapon verbs. They TB if used as a weapon. I've fixed the code that was choosing a weapon for a player based on what was held to ignore felibots so that you don't get a TB.

DUAL WEILDING NON WEAPONS

There are certain items like skateboards that are actually vehicles which are actually rooms, and they define the weapons verbs so that they can be used as weapons.

These were not taken into account in the dual wielding code, so if you had two weapons (a skateboard and a gun) you'd only ever use whichever one you started combat with.

DEALING A SECOND HAND OF CARDS

If someone has a hand of cards from a different deck, you will now no longer be able to deal them a second hand (which causes the hand you deal to be stuck in their inventory).

GRAPPLING A GRAPPLED PERSON WHILE THE GRAPPLER IS WALKING AWAY

Old:

Person A grapples person B.
Person A starts walking north.
Person C attempts to grapple person B.
Person C succeeds.
Person A walks north.
Person B is dragged along with them even though they aren't grappled by person A anymore.

New:

Person A grapples person B.
Person A starts walking north.
Person C attempts to grapple person B.
Person A is forced to stop walking to fend off the grapple.
Person C succeeds (or fails).
No drag bug.

AMBIENT WITNESS DELAY UPDATE

There was code in the ambient witness SIC / WJF reporting code that delayed reports so they weren't immediate, but then checked that the victim was still in the same location and omitted the report if they were not. I don't know why this existed– maybe there was a reason, but it was causing some reports to get eaten and never submitted because the victim had moved. I think it still makes sense to report these, and so I've removed that location check.

VEHICLE STARTUP FAILURE MESSAGES

if a vehicle fails to start, there are instances where from the inside you get a message and on the outside you're supposed to get no messages (like if you hit the ignition and nothing happens). On the outside these were sending a blank line of input. I've fixed this.

PUSHED VEHICLE EXIT TRAVERSAL FAILURE MESSAGE

There was a hard coded 'garage' in the stop message if an exit was not open, because at some point the only thing that could block a vehicle was a garage. I've updated it to be more generic, since pushed vehicles could be blocked by doors of all kinds.

PUSHED VEHICLES THROUGH DOORS THAT CLOSE

There was a bug where if you were pushing something like a wheelchair and the door closed while the movement was in progress, the wheelchair would move through anyway. Now it will stop as it should.

DISPATCHER CRATE NPCS

When a crate giver talked to a multi-named NPC, it was including the second part of their name in the 'to' message. I've resolved this.

HAND TRUCKS & PASSABLE ROOMS

I've made it so you can effectively push a hand truck through any room, as these don't need to be restricted to streets.

SHITBERG TOOLS

If you have multiple tools that might be used to break up a shitberg, it will now prefer the one you are holding, instead of the one most recently added to your inventory. If you aren't holding one, it'll use the one in your inventory (which means you'll get a failure message cause you need to hold it).

FUEL CANS IN RESET APARTMENTS

Fuel cans will now go to the market instead of staying in reset apartments. They were staying because they are children of fuel drum which don't get moved to the market. I added a special exception for the child class.

RIOTGEAR TB DUE TO SOMEONE LEAVING THE POD

If someone leaves the pod/is ejected to to running out of time, we were seeing a ton of TBs because the code wasn't explicitly having that person leave combat. I've added this call and I -think- that should fix it.

RIOTGEAR ACCESSIBILITY FIXED

Riotgear uses avatars, and those avatars were not copying over the accessibility options of the player. They are now.

CONTACT LENSE TB

Fixed a tb when looking at a contact lens in certain situations.

@STATS FORMATTING ISSUE

When you had a boosted stat, there was sometimes a situation where the @stats formatting would get wonky because we were calculating the length of a string without stripping out the invisible color tags.

NETWORK VALIDITY CHECK

There was a security scanner bug that caused a TB when it tried to access a network on a security device when the network didn't exist. I've guarded against this.

NETWORK VALIDITY CHECK CONTINUED

All of the commands for the network scanner were throwing TBs if you didn't have a network connected. I've resolved all of these with a friendly 'no network' message.

NPC JUDGES DISPATCHING TO EXPRESS TUBES

The new NPC Judge dispatch code could send a Judge to the Gold express tubes if the ambient witness code fired. This has been fixed, they should no longer dispatch into the tubes.

SCANNING WITH A TERM

Fixed a bug where this could be done without holding the term. Even if you have Gridsight, you need to hold it to scan, as Gridsight just attaches you to the term. It doesn't prevent the terrm needing to be held to scan.

G NODEMAN ACL

This will now list ACLs using the correct node-acl-color instead of node-search-color and correct node-acl-columns instead of node-search-columns.

MARKET FURNITURE STALLS

I've updated the description to be more 'home goods' based on what is actually for sale there. It's stuff like games, toys, furniture, etc.

DEJI DOWN EXIT RENAMED

It was named stairs, I've renamed it to down to prevent telescopic issues.

INTERACTING WITH HIDDEN SECURITY STUFF

You will no longer be able to interact with hidden security equipment like cameras, if you have not first searched and found it. This was an information leak issue where you could type certain commands like 'uninstall' or 'scan' and be told you need a toolbelt or actually do the uninstall, without having noticed the equipment first.

EXPIRING DRUGS THAT IMPACT CHARISMA NOW RECALC SHORT DESC

If you are on a drug that gives you a charisma bump, when the effect expires, your short desc will be recalculated since it might have been bumping it up (or down).

GO BOARD INCORRECT PIECE TB

If you input B2 instead of B 2 you'd get a TB. I've caught this better.

CGH PSYCH WARD CLOSED OFF ICLY

This is closed off for now. I've removed access for people that could previously access it. That was already done once but we missed changing it on the job terminal.

@access

Highlight_hint can now be 'disabled'

STOCK GRID THEMES UPDATED

Updated the stock grid themes to set the feed-color more appropriately for each theme.

DELIVERIES AT AUTO STORES SHOWING NOTHING MESSAGES

Nothing opens the nothing, unpacks a TSX MotorSports short-throw transmission carton, stocks one on the display cases and puts the carton away.

This has been resolved.

PUPPETS USING DISPOSABLES

Puppeted npcs will no longer use their automatically disposables while they are puppeted.

NPCS BUYING BUT NOT BECAUSE THEY HATE YOU

NPCs will no longer spill the drink when they tell you to fuck off because they don't like you, instead of paying you.

COMBO FURNITURE IN RESET APARTMENTS

Combo locking furniture that gets added to apartments will now reset the combo to 0000 when the apartment is reset. This is not retroactive.

WEAPONS CHECKPOINTS DETECT EXPLOSIVES

Weapons checkpoints like what we have at NeoTrans, will now detect explosives and molotovs.

VEHICLE TRAFFIC FIXED

Fixed the issue with showing a rolling view of the room even if you didn't move during traffic.

SECURITY CHECKPOINTS FIXED

I used too generic a generic so lighters and light sources were getting caught. Thanks for the bug reports. Should be fixed now to only detected actual explosives.

AUTH/DEAUTH VEHICLE TB

Fixed a TB when you did 'auth foo on dd'.

SKYRISE BALCONY

Updated population / crowded on Skyrise balcony to not be crowded.

FIXED TB WHEN INSPECTING CERTAIN ROBOT PARTS

Fixed a TB I caused when I added robot part damage.

ADMIN @NN NOTE ISSUE

Fixed a nefarious daylight savings time bug that cropped up and caused certain notes to be skipped in the @nn feed feed for admin due to the transition to daylight savings time.

FEE CHARGING EXITS AND MOVEMENT QUEUES

If you hit a fee charging exit in the middle of a 'go' string, you are halted, thus clearing your movement queue. You will proceed through the exit and just stop moving in the next room.

This was messing up NPC pathing via the $dispatcher for the Sinners who were dispatched to Carnal Desires to grab a drink automatically, mainly because Carnal is one of the only places where the fee exit leads to a room that isn't the actual bar.

Also this was happening for players though no one had actually complained.

It's fixed now and go will resume after fee charging exits are passed.

REMOVED DEAD CODE: .ENTRANCES

There was a prop called entrances that tracked… entrances to a room? We already track exits from a room, so it was redundant and taking up about 500k of memory. It's gone now. And all the verbs and hooks that touched it. Cleaner code!

CLEANED UP OLD PUEBLO PROPS AND VERBS

Pueblo was an old client that supported some interesting stuff like maps and music and sounds. We haven't supported it in 25 years. Removed some dead code around it.

ROOM PROPERTY CLEANUP

The Generic Room defined some props that were old, never used, or no longer used. I identified them and removed them.

- deny
- exceptions
- orepel_msg
- repel_msg
- people_msg
- person_msg
- integratable
- jackpoints
- nohideitem_msg
- dynamic_exits

TERM STICKERS & WET

Fixed a missing verb for stickers on terms relating to being wet.

CRITTER REVIVAL X2

There was a bug where critters that were revived would die right away due to a missing last_life_update, update. I've resolved this.

TRASHING A CAMERA AND PHOTOS

When you trash a camera it will no longer dump out the photos that are inside it. This was a bug. Those photos were never printed, and don't actually 'exist' in game yet.

BANK CLOSE ACCOUNT

Fixed the bug where you had to close your account twice in most situations before it would take.

BUSINESS TERM / CORP BANK ACCOUNTS

This code is super legacy but there was a bug where using 'register' to add someone to an account would have it show up for them (if they already had an account) but then not let them access it. I've fixed this but it isn't retroactive. If you are stuck in this state with another player, the owner of the account should remove the other person and re-add them and it should be fixed. If you encounter issues with this submit an @bug and I'll look into it.

PERFORM TEND FIX

Fixed a TB on tend on drug labs that happened when a lab almost blows up but doesn't.

KATANA, CRUISER, ELIMINATOR RIGHT SIDE HARD POINT

On the better versions of these bike models, there was a right side hardpoint that was semi-invisible because it was missing from the external locations motorcycle list. Fixed.

GENERAL INSTALL FAILURE MESSAGE

The failure message when not wearing a toolbelt that you needed to be wearing while installing something was broken, showing 'You need to be wearing the $nothing to install $rpg_utils' or something because we weren't putting the right variables in the pronoun subber. Fixed.

POSE CAUSING MULTIPLE MESSAGES ON CAMERAS

The fix I made for mics showing all posed speech was breaking cameras and showing the full pose for every quoted string in it. I've resolved this.

I also fixed a bug with mics where the voice message would show up multiple times.

I also made it so the mic gets only one message when someone poses with multiple quoted strings so that a pose like this:

.look around, "Sup?" before chuckling, "You aight?"

Will become: You hear, "Sup? You aight?"

HOLIDAY UTILS

I've built out a 'Holiday' manager for the game. It's still a work in progress, but the core functionality is done. It supports a variety of options that can be selected (or not) for holidays, ranging from custom welcome messages when you connect to the game, city wide sales, fireworks, automatically running a SIC ad in the lead up to the holiday with info on the holiday, free mag-levs, and more.

It's easy to expand on and add more options. Like, for Halloween, we could have jack-o-lanterns spawn in certain rooms, or on Xmas, have Santa Claus pick an apartment to rob and stuff himself through the bars on the windows to steal all your stuff (kidding).

FIREWORK SHOWS

I've implemented fireworks as a city wide thing that we can schedule automatically on holidays.

When a fireworks show starts, you'll get an OOC message with info on how to watch. You'll have to be outside, in the city. Some places have better views (less blocked by buildings) than others. The view you see follows the same rules you'd get in a real city. Are you standing on the street surrounding by buildings? Obscured view. Are you somewhere with fewer buildings? Better view. Are you up higher? Probably a better view.

There are two modes:

ASCII MODE

This shows ascii art fireworks. They are pretty neat, but it's a LOT of scroll. You are in this mode if @access STRIP_ASCII is disabled

NON-ASCII MODE

This is a screen reader friendly version of fireworks that describe the fireworks. It should be much less spammy. You are in this mode if @access STRIP_ASCII is enabled

You'll have your first chance to check out a fireworks show on April 13th.

APRIL 13TH - INCORPORATION DAY

April 13th, 2040. The Day Withmore City was officially founded. This is represented on the timeline. Every since, April 13th has been known as 'Incorporation Day' and celebrated as a holiday in Withmore. It's the only day off a year some people get!

Think of it as an analogue in many ways to Independence Day in the US.

In real life, April 13th, 1997 was the first connection to Sindome, so it is a fitting day for a celebration.

You'll see more information on this upcoming holiday via a SIC ad, if you pay attention to that kind of thing.

This will be our first test of our new Holiday Utils. There may be bugs, but I'll be around to fix 'em. It should be fun. I really like the idea of having a few holidays where special fun stuff happens that characters can look forward to.

(Edited by Slither at 11:05 am on 3/21/2026)

CLEAN DOG SHIT

There was a TB and it wasn't cleaning up, this was due to an ownership issue with the verb. I've fixed it.

PAIRED CYBER

If you have paired cyber like two arms or two legs or two eyes and the designs are the same, they should show as one now, instead of showing both. Please report issues via @bug.

TERM REIMBURSEMENT TASK RUNS OUT OF TICKS BUG

Fixed this with a suspend.

TRAFFIC & FORCED LOOK

I think I've fixed the bug that was causing you to 'look' even if you hadn't changed rooms due to traffic.

CHEFS ISLAND BUG

There was a bug with custom recipes not always preparing a custom recipe, and also not giving a helpful message. I had code that was checking available ingredients but it was in a loop and checking before all ingredients were available and excluding some unintentionally even though they do have ingredients. This is fixed.

I've also updated the failure message to be more clear about why it fails when it does.