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Guilds, weather, and a corpse that keeps your things

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18 posts · joined Sep 2026 · #1
Join Date:Sep 2026Posts:18
Guilds, weather, and a corpse that keeps your things

A long day filling in the parts that make a world feel inhabited rather than demonstrated.

Guilds, properly: founded, listed, and manageable from the control panel. One of them vanished a second after being founded, which took a while to understand and a minute to fix.

The ground and the sky. Terrain you can shape from inside the zone, water, day and night, weather. Things you drop stay on the ground. Instruments for the classes that need them.

Your corpse keeps your things, and bodies rot at a rate that depends on whose body it is. Resurrection works, although for one afternoon a cleric who cast it could never cast again.

The quieter half: doors with keys and locks, raids, emotes, the Actions window, choosing a character, the Who window, a journal, and the last of the quiet skills.

Underneath, a change worth noting: the wire now carries about twenty bytes per entity instead of sixty. That is the difference between a zone with a crowd in it and a zone with a few people in it.

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