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Door changelog

Isle of Morrow

A persistent shared-world roguelike door for ATDT BBS, and an homage to the island games of 1985.

Latest: version 1.6.0 · back to the door library

Version 1.6.0: The Trades Remember

Isle of Morrow was designed as an homage to the island games of 1985, and its design said five things the shipped game never quite did. 1.6.0 closes that gap. Every trade now plays the way its description always promised: the Martial Artist fights with their hands and feet, skills sharpen with use, Thaumaturges answer to their gods, the trades dress like themselves, and the Knighthood belongs to the Fighters who earned it. Your world, your characters and your gear all survive the upgrade; the island walks itself forward the first time anyone steps ashore.

The Martial Artist, finished

The unarmed trade shipped as a fighter without a spellbook. No longer.

Skills improve through use

The second axis of growth from the original design is in. Levels are still bought at the yard; the arm now sharpens itself.

Thaumaturges advance by killing with magic

The design always said it; the ledger now enforces it. A Thaumaturge's experience from a kill is paid for the working, not the mace: kill with lightning and be paid in full, kill with steel and the gods count nothing, mix the two and be paid for the magic's share. A summoned phantom's kills count as magic (the summons is the working), and a Thaum who drew no blood at all, the healer keeping the band alive, takes their full share untaxed. Every other trade is untouched.

The equipment law

Weapon and armor restrictions were flavor text; anyone could swing anything. The trades now dress like themselves, and the rules live in a data file any SysOp can retune.

TradeWieldsWears
Fighterevery weaponevery armor
Thaumaturgeevery weaponevery armor
Thiefquick steel, to 4 lbthe leather tier, to 9 lb
Wizarda staff or a knife, to 3 lbcloth and quilting, to 6 lb
Martial Artiststicks and knives, to 3 lbnothing with an armor value

Rings are jewelry, never restricted. The quick-wield keys (w and W) pass over what your trade refuses and say why when nothing legal remains.

The Knighthood and the Ring of Vane

For live worlds: what the upgrade does

Unzip 1.6.0 over the old folder, press nothing, and the world migrates itself on the next entry.

Also in this release: the Islander's Manual gains a page on the learning arm and the open hand, the character sheet and training yard show the new skill axis, and the in-game help names the new keys.

Version 1.5.1

This one makes the island honest: the clock, recovery and fatigue all mean what they say now, the Chapel's pilgrim walk becomes winnable by mortals, steel gets its colors, and cleared hunting grounds refill while you can still remember clearing them.

Steel wears its colors

Weapons now read bright cyan and armor reads cyan, the same colors their marks wear on the ground, in the pack, the ON THE BODY rail, every shop counter, and the item card. Written pages moved to sky blue so every kind keeps a color of its own. No more gray wall of steel in a full pack.

The pilgrim walk, winnable

The Chapel's escort errand had four separate problems, and 1.5.1 fixes all of them.

An honest clock

Wind that matters

The players' question was whether stamina should drain faster in melee. It should, and now it does, with the pool resized so the fatigue lands where it belongs.

The island refills

For SysOps

Upgrading is a plain overwrite of the morrow/ folder in your board's doors directory. A live world migrates itself (schema 12) on the next call: spawn timers retune, stamina pools raise, and characters, items and history all survive. No wipe, ever.

Version 1.5.0

A polish-and-peril release: the screens grow color and clarity, your legend gets a page of its own, and the island itself grows teeth. The title screen now announces the build.

A new coat of paint

Every screen now speaks one visual language: titles in bright cyan, hotkeys in bright yellow so the eye finds them first, values bright, labels quiet, and gold the color of gold. The top bar wears classic door blue with the region name picked out. The main screen's right rail was reworked, with your class in color, gold in gold, and a new experience bar that fills toward your next rank and says "train!" when the yard would take you.

The ? help screen was the messiest page on the island; now every key is painted bright yellow apart from its description, section by section. The same treatment runs through the harbormaster's ledger, the pack, the shops, and the character sheet.

See yourself clearly: the character sheet

The harbormaster's ledger

A new key. Press L anywhere in the world for the ranked roll of every name on the island, by level then experience, with occupation, fortune (purse plus vault), monsters slain, and who is ashore right now. Names wear their karma color, so the lawful read green and the outlawed read like a warning. It is also listed in ? and in the manual.

A more dangerous island

The verdict was in: the cellars felt safe, and a rank-1 with a fisherman's dirk could beat a brigand. No longer. The whole bestiary was sharpened, with tougher hides, heavier blows and better aim, tuned fight by fight against the real combat code.

Armor genuinely matters now, and the smart first purchase is no longer optional. The four-rank-8s-versus-the-Warden math still holds.

The island provides: random drops

Quality of the counter

Smaller strokes

For SysOps

Version 1.0.0

First release. A multi-player MMO-lite homage to the old CompuServe game Island of Kesmai: group up and fight monsters, fight other callers (PvP can be disabled by the SysOp), go on quests and discover secrets.

Download morrow1.6.0.zip