So. Once more yet another year has passed, and yours truly has still, despite all odds, managed to remain in existence and be quite active here for the whole period (and then some). While it might not always look like it to an outside observer, many wizardly activities are either partially or completely hidden from mortal eyes, or are only revealed when announced. Anyway.. my previous blog post was mostly about the hard numbers - how many tickets (bugs, typos, whatever) have been resolved in some manner, and how many there are in total etc - but as noted at the end of that post, wrangling tickets and fixing somewhat randomish bugs and typos has been only a part of my activities during this last year. So, what else has been going on? Well, much of my time and effort has gone to general "cleaning up" of code. It is difficult to put it succintly what this means in practice, but let's just say that it has ranged from cosmetics to bigger refactoring. Sometimes these cleanups have borne out of need to fix some specific issue, but sometimes it is out of spite. Sometimes the work has uncovered bugs, and unfortunately sometimes I have introduced new issues too - though those obviously have been fixed as soon as they've been found. There have been some on-going bigger projects and some are still on-going, more about them later. First a itemized list of some of the more visible changes, most of which have been announced on 'tunes' or so: * The old newbie starting city of Pleasantville got a code scrub. A bunch of bugs were squashed and the city is also finally now open to everyone all the time, not just 1st of the RL month (a remnant from the days when it was still the actual starting point for new players.) * Plaque rooms recoded, some bug fixes and visual improvements but mostly the changes are in the implementation. * Boon / bane room was refactored, with 'cost' option and improved listing. Same for Abilities room. Also 'cost' option, but also 'train/cost x to:max' etc. * Many commands were refactored and improved: 'show', 'inventory', 'keep list', improvements to 'quote', addition of 'prefix' command, 'eqset' foreach/command improvements .. 'equipment' improvements. A number of 'ansi' and 'lite' improvements like 'ansi/lite export'. * Herb jars and medicine bags (and some special items based on them) were refactored and received many usability and cosmetic fixes. Herb jars also got a bit of a downtune and medicine bags a bit of uptune. * Wanderer vortexes casting was cleaned up and many bugs were fixed. They are also supported in 'cast stop' and 'cast info' now. * 'Reincer' rank added for people who have reincarnated 100 times or more. * A pile of help files were rewritten and/or update either partially or almost completely, including 'help getting started', 'help guilds', 'help backgrounds', 'help death', and many many other help files. * Alchemist guild shop recode and bug fixes, using same base code as previously refactored druid guild shop. * Death effects and "new body" effects visible on show effects. * Eye of Loraen refactor with a number of improvements and fixes. * Alchemist homonculus fixes and improvements (not that these had any use). * Infizinity orb fixes, Infizinity pocket and sphere fixes. * Floating disc refactoring. Bugs fixed, with a safety guard for dispelling implemented. * Many other skills and spells were bugfixed and code cleaned up (some changes still pending) * Some improvements to generic handling, like '<x glow>' and '<no glow>' handles, for example 'give all <red glow> to ggr'. * Tarmalen reputation / WotT increase notification. * Beehive improvements. * Drug pill code cleanup, fixes and improvements (better handles, etc.) * Volcano area recode and improvements (2024 mainly) * Over thousand miscellaneous tickets (bugs, typos, etc.) resolved, e.g. fixed or rejected or whatever. There would be more, but this list is already getting very long and I am inevitably probably forgetting something anyway. So what about those bigger projects? Well, some of these have player visible aspects and some do not .. * Refactoring of the nun/liberator/nergal mission target servers. This mainly started in late August, but the project got more complicated and is still on-going. But there are already some benefits, with less of a chance of getting some impossible target. A even larger revamp is needed, however, due to the fundamentally flawed nature of the current system(s). * Some progress was made on the treasure maps stuff, but alas it has turned to another one of those "in two weeks" memes, as ironic that may be. The project ultimately is in the stage that it needs the "final 10% that is the 90% of the work". Hopefully I'll return to it one of these days. * A number of lib-side cleanups and improvements that are either not yet in game or are partially pending. Some of them may bring some usability improvements along. Hoping to slowly introduce these into "production", but it takes time because of tendency of things to break when you look them wrong. * I reviewed / pre-approved Pisano's "Snow Elf Workshop" area and also his later Arelium clocktower recode. * A secret area revamp / improvement project. This is mostly on level of an idea. But at least I like the idea. We'll see. In two weeks. On the BatMUD-related but not in-game side of things I have continued to maintain the Pupunen maps data as I have for last 19 years now (huh? has it really been that long?) and even the venerable GgrTF script set got a bunch of minor updates during the year. Some of the smaller side-projects also got some updates, like the herb / plant browser and material/alloy database. Somewhat unfortunately due to the scourge of AI-scraper bots plaguing the Interwebs and also my server, I had to put some things behind a password, at least temporarily. Hopefully a better solution emerges. Same circumstances have plaqued also BatWiki hosted by Milk and the GMapNG world map hosted by Jeskko .. I, for one, do not welcome the shitty "AI" future. On personal level, I visited my first ever wizcon early this year. It was fun and different from "normal" BatMUD cons, despite the long travel and associated stresses. Meeting other developers was nice, although not much was actually achieved there. Maybe be careful of moving "north", though. :P On similar note, this year also happened to be my first time visiting an anniversary gala event, the 35th Anniversary Gala, which was .. nice, I suppose? At least as much as big "fancy" events like that can be nice - they aren't really my thing. Lots of people from all around the world, but very little time to actually talk with anyone. And the music was too loud. Overall, an OK trip - and I got to meet my feathered wizardly fellow, mr. Pisano among others who I had never seen before in real life! (It was nice to see the RL faces of many others, but the list to acknowledge everyone would be too long.) In any case, this post is already getting long and I've probably tooted my own horn enough .. let's conclude with this: I am just one of the people who have spent significant time on this game and not all of them bother to report on their doings. But they all deserve a thank you for their efforts. So .. thank you to all my fellow wizzurds and archwizzurds for this year. And you dirty mortals too, you whiny *!*## .. *ahem*. Peace, and happier new year 2026 to you all. -- Ggr