Dungeon Door — Changelog
March 29, 2026
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- Telnet access: connect via
telnet telnet.dungeon-door.com 2323using any MUD client or terminal - Unified accounts: register with email on telnet or Google on the web — same account, same characters
- Set your telnet password in-game with the
passwordcommand - ASCII area map for telnet users: type
mapto see rooms around you - Enhanced help system: type
help combat,help spells,help trading, and 9 more topics for detailed guides - Banner updated to "Dungeon Door" with link to web version
- Fixed ASCII map player marker not displaying correctly
- Fixed telnet input not responding in PuTTY (Buffer handling fix)
- Telnet now routes through the main gateway instead of a separate service
- xterm-256 color support: rich colors for elemental damage, currencies, HP bars, weather, and terrain
- MUD Sound Protocol (MSP): combat, movement, and loot sound effects for supporting telnet clients
- ANSI room art: AI-generated scenes displayed on movement for telnet users, with procedural fallback
- MCCP2 compression: reduced bandwidth for telnet sessions
- MXP clickable exits: click room exits in supporting MUD clients
March 28, 2026
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- Fixed Smash ability crash (was completely broken)
- Monster magic attacks now properly trigger mortal wound instead of instant death
- Loyal items no longer drop on death in PvE or PvP combat
- Getting Started Guide now accessible from the Help menu while in-game
- Mortal wound fixes: combat now properly ends when mortally wounded — no more fighting while bleeding out, no more ghost combat after respawn
- Fixed monster attack messages showing double "The" (e.g., "The The zombie bludgeons you")
- New player tutorial: guided 8-step introduction in an isolated tutorial area — learn movement, combat, looting, and equipping before entering the main world
- Tutorial completion rewards a key to unlock the door to Town Square
- Switch command: change characters without disconnecting — type
switch - Win95 desktop apps: functional Notepad, Paint (16 colors, brush/eraser), and Calculator
- Logout fix: no more infinite loop — clean 5-second exit delay with cancel if you type anything
- Character deletion fix: properly cleans up all related data (paths, proficiency, quest flags, gang membership, mail)
- Next level EXP display now correctly includes race exp penalty
- Achievement experience rewards now properly trigger level-up
- Game marked as Beta across title bar, desktop icon, About dialog, and landing page
March 27, 2026
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- Death drops: gold and items now drop on the ground for pickup instead of being deleted
- Authentic gold drop values: confirmed against original btrieve data (single gold value per monster)
- Loop/path stops on death — no more ghost loops running after you die
- Loop flee fix: after fleeing combat, loops now navigate back to start instead of walking off-path
- Path navigation resumes after combat ends (was incorrectly stopping mid-path)
- Practice Arena: PvP in arena rooms with no death penalties — heal to full after defeat
- Mystic class: "invoke" command alias for cast, kai energy flavor text instead of mana
- SET commands: receive, warning, entrances, speech, suicide, interrupt, messages, follow blind
- Blind following: party followers suppress room descriptions with SET FOLLOW BLIND
- Optional Hardcore mode at character creation — 9 lives, gain 1 every 5 levels, permadeath at 0
- Authentic race stat ranges: stats rolled within min/max per race at character creation
- New commands: appraise, forgive, stash, broadcast/join channels
- Bard spellcasting uses CHR instead of INT/WIL
- Health stat: poison/disease resistance, healing rate bonus
- Magic Resistance: full formula with WIL + INT + Health + Charm
- Encumbrance: heavy tier doubles movement time
- Back rank: accuracy/defense modifiers in party combat
- Witchunter: cannot equip magical items
- Bleeding state: 0 HP = mortally wounded, -15 HP = death, aid can save
- 117 bad fixture drops cleaned from monster drop tables
- DB migration system: auto-adds missing columns and populates data on startup
- Achievement exp rewards increased (points * 100)
- Auto-reconnect: seamlessly resume your session after connection drops or server restarts
- Grinding loops now auto-navigate back to start room between runs via pathfinding
- Loops resume automatically on reconnect — pick up right where you left off
- Item decay increased to 30 minutes; fixtures never decay
- Monster aggro improvements — removed custom night aggression and level-range skipping
- Monsters spawn immediately in empty rooms on server restart
- Room images now show the previous image while the new one loads
- SEO improvements and landing page ASCII art alignment fix
- Quest system activated: 17 quest abilities, 30+ quest items, and 55 quest dialogue blocks populated from btrieve data
- Alignment quests (good/neutral/evil), Phoenix Feather, Dragon, Dao Lord, Champion of Blood, High Druid, Wererat, and Witchunter quests now functional
- Bleeding system fix: mortally wounded state persists across reconnect, health ticks down properly
- Condition display: score, health commands, and stats panel show your condition (Healthy/Hurt/Injured/Critical/Poisoned/Diseased/Mortally Wounded)
- Movement and combat blocked while mortally wounded — need someone to AID you
- Perception unified: search now uses INT + WIL + CHR, trap detection uses AGI + INT + WIL
March 26, 2026
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- Bestiary, Lore & Achievements system: track every monster killed, item found, and room explored
- 129 achievements across combat, exploration, collection, milestones, magic, and social categories
- Achievement celebrations: ASCII art banners, realm-wide broadcasts, experience rewards, unlockable titles
- Real-time achievement progress updates after every combat, discovery, and action
- Item abilities: 84 items with unique combat effects — critical hits, armor piercing, life steal, holy damage, poison immunity
- AOE spells now work properly in combat (75% damage on secondary targets)
- In-combat debuff spells (slow, blind, poison, stun, silence) now apply correctly
- 894 new items added (1,561 items total)
- Monster stats, gold drops, and item prices corrected
- Armor weights fixed
- New commands: scan, peek, bribe, compare, forage
- Bank interest, hunger/thirst system, containers, mail attachments, door relocking
- Room fixtures and two-handed weapon damage bonus
- Who panel to see all online players
- Spell elements, INT/WIL scaling, and buff effects corrected
- Idle aggro: aggressive monsters now attack players standing in their room
- Monster spawn caps and group aggro fixes
- Quest tracking, gang wars, and PvP improvements
- NPC script commands and monster item drops
- Hidden exits now shown once discovered
March 25, 2026
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- Google OAuth login — sign in with Google, no more terminal-based registration
- Retro "NO CARRIER" logout animation
- Public landing page with CRT boot sequence and scrolling game text
- Rebranded from MUDWeb to Dungeon Door with new favicon
- dungeon-door.com domain with HTTPS
- Command autocomplete with tab-completion for spells, players, items, exits, and paths
- Travel paths: BFS-based auto-navigation to any destination from anywhere
- Path dropdown with "Go to ..." labels for travel and "... Loop" for grinding loops
- Stats panel with CP, AC, DR, alignment, runic, platinum, and weight
- Inline item stats in inventory and shop lists — see [AC:X DR:Y], [3-12dmg spd:5], [STR+5]
- Reset Layout option under View menu
- Comprehensive shop system overhaul: 80+ shops linked to correct rooms
- 65 truncated item names fixed
- Shop inventory fully rebuilt
- Monsters blocked from wandering, fleeing, or following into shop rooms
- AI-generated room images with map-wide chained generation
- Image generation timeout increased to 90 seconds with retry button
- Monster experience values corrected (77 monsters fixed)
- 138,000 room spawns across 16,692 rooms
- Idle timeout disabled during active loop navigation
March 24, 2026
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- AI-generated monster portraits that appear after combat
- Area map with persistent world positions and red danger dots for aggressive monsters
- Room name tooltips on map hover
- Map improvements: up/down exit labels, collision avoidance, cyan exit highlighting
- Equipment paperdoll view with hover tooltips
- Path toolbar dropdown with stop button for active loops
- Return to Town button and "town" command for auto-walk
- NPC action script engine for room interactions
- Automated game mechanics test suite (105 tests)
- Path auto-navigation with combat pausing
- Lives system removed — infinite respawns
- Combat pacing improvements and independent player/monster timing
- Emotes and combat text improvements
- Item stats, spell data, and monster drops corrected
- World Maps and Quest Guide windows
- Security hardening: maxPayload limits, ANSI injection prevention, input validation
March 23, 2026 — Launch
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- Dungeon Door goes live with 16,692 rooms and ~70,000 spawned monsters
- 15 playable classes: Warrior, Mage, Priest, Thief, Ranger, Paladin, Bard, Mystic, Druid, Battlemage, Warlock, Witchunter, Ninja, Gypsy, Dark Knight
- Full combat system: melee, spells, backstab, flee, PvP, party combat
- 100+ spells across all casting classes
- MegaMUD-style automated grinding loops and path recording
- Real-time multiplayer via WebSocket
- Trading, auction house, gangs, and mail system
- Charm, debuff spells, rob/pickpocket mechanics
- Alignment system with guard aggro and bounty hunters
- Training, remort, and character progression
- Persistent game database with automatic saves
- Kubernetes deployment with HTTPS