Awakened Worlds is a highly evolved Shadowrun MUD based originally on Circle code, but evolved quite extensively to follow the Shadowrun rules system. Awake has a Matrix, rigging, functional cyberware and
bioware, shamanic and hermetic magic, and physical adepts. There are many areas to explore and improve yourself in, from Downtown Seattle, a robust area with alot in it, to more distant locales like the NAN and Tir Tairngire.
All major archetypes are fully functional, with a recent magic upgrade bringing mages and shamans into their own. The codebase and world are both constantly evolving, bringing lots of new features,
fixes and areas into play almost every day.
Awakened Worlds stays true to 3rd edition Shadowrun rules from Fanpro, but will sometimes favour playability over realism. We are RP optional, with plenty of players looking for RP, and many opportunities to get involved in both player and immortal created events.
We have a full staff of dedicated immortals, builders, coders and player helpers who are eager to help you learn your way around the Sprawl. Check out our message boards for just a taste of what is going on both in and out of character.
So do you want to be a cyberdeck riding decker? A rigger with an army of remote control drones? A street samurai loaded to the gills with body upgrades? Or maybe just a wandering shaman,
helping people out in return for a place to sleep? Then come join us!
New to Awakened Worlds? Read this message from one of our Immortals and these testimonials from our players.
Need more of an idea of the world Awakened Worlds is set in? Read some fiction by our players. |
| Either click the Connect via Java Applet in the bar along the top, or the Connect to MUD button to automatically have your MUD client connect. Alternatively you can enter awakenedworlds.net port 4000 in your MUD client of choice.
|
Screamsheet |
New Release 0.8.20
After a years wait I have finally released a new stable version. All code updates from 2007 and early 2008 are included, as well as directory structure changes and base world file updates.
Some of the updates include the new Trideo code, many updates to combat, the completely rewrote pfile backend using MYsql, and many memory fixes to lower the MUDs memory footprint.
Hope you enjoy this new release, and as always any problems or questions can be addressed on the MUD forums. ... :: Read more |
Recent Changes
Recently I've implemented what is probably the biggest change in the way the MUD is played, Hardcore Mode. Hardcore mode is an optional flag that enforces Permanent Death. It designed to give the more experienced player an extra challenge and incentive to start a new character. Very soon this mode will also be ranked, giving people a chance to leave a lasting impression on the MUD.
Along with this comes numerous other changes and many, many bug fixes (mostly memory allocation) that have increased the play quality immensely. ... :: Read more |
Website Updates
I'm sure you've noticed by now, but in the off chance you haven't we have been spending the past week performing a lot of updates to the website and our policies. Most of the pages on the website have changed in some way, and some have been added, make sure you check them out in the Navigation Box on the right hand side.
We have also updated and clarified a lot of our policies and methodologies on the MUD to bring you a better MUDding experience. There is still more to come, so make sure to keep your eyes open for fantastic new changes. ... :: Read more |
New Hardware
The new UPS is finally up and running, a big thanks to everyone who helped me to purchase this. This should cut down on the niggling downtimes caused by the dodgy electricity system in the city I live in. The UPS will provide between 30-40 minutes of power for both the server and the router in the event of a blackout which should completely negate those downtimes as most power outages last less than 10 minutes. ... :: Read more |
Combat Changes
In order to make it possible to perform extra actions in combat, combat has been slowed from a pass every second, to 1 round ever 3 seconds. The long standing bug of the person you attack always getting the first strike has also been eliminated with this, as it waits until the start of the next phase to decide initiative.
Also, magic users have been balanced a little due to spells now requiring a pass to be cast. Now, when you try and cast a spell in combat it will queue until your next initiative pass, at which time it will be cast. Doing this forfeits any other attack you may be able to do. ... :: Read more |
New Release - 0.8.18
A new stable release is now available. This features everything you have read about here, or played in the MUD in the last couple of months. This includes things like the new points based creation system, vehicle restrings, pocket secretaries and melee combat reach. A full list can be found further down the page.
It also includes up to the moment of release bug fixes and base world file updates. I hope you enjoy using this and if you have any problems don't hesistate to ask on the forums. ... :: Read more |
New Character Creation
You can now create characters using the points based character creation system from the Shadowrun Companion book. This allows you more control over exactly how many skills, attributes and resources you get at chargen. Don't worry though, the priority system is still in there if you want to use it.
Along with this in recent weeks there have also been a plethora of other enhancements. Including new initiations policy and code, the supplementry costs are available here. Along with that melee combat has also changed, with reach being added in. This gives larger races and people using longer weapons an advantage in combat. Those bigger, uglier races can now also take advantage of their dermal deposit armour bonus.
The game's economy has also been changed, mobs and autoruns have had their payouts lowered and the matri x takes longer to recharge paydata prices. This is in an effort to stem the endless flood of nuyen on the mud which has rendered it nearly useless.
Along with these changes many minor changes, back end changes and bug fixes have also been put in ... :: Read more |
Pocket Secretaries
The long awaited addition of working pocket secretaries has hit the MUD recently. These fantastic pieces of electronics have multiple functions. Not only can you send and receive mail from them but they also work as a phonebook, media storage, notebook and banking system.
Come soon (maybe this week), will be the series of runs required to raise magic skills past 8. They won't be your average runs and will require alot more playtime to complete but the end result will definetly be worth it. ... :: Read more |
Recent Updates
It's been a while since I've posted an update here so I'll bring you up to speed on what's been going on lately so the page looks a little less dead.
Foremost, alot of bug fixes have been implemented lately, continuing the trend of unprecedented stability. When I took on this project about 5 years ago crashes were a common occurance, every 2-3 hours. These days there will be one every 2-3 weeks, if someone tries some really out of the ordinary. Wiping out crash bugs are my ultimate priority. The instances of rules bugs or things not happening as expected are also greatly reduced. All this doesn't come down to me though. It would be a near impossible task without the endless support of players spotting and reporting them.
There has also been progress on the new features front. Simple things like being able to use 2., 3. etc to reference things in the matrix, and the retreat command being made automatic with moving in combat. And then larger things, like the new visa system for road access into Portland and an expanded banking system that still has a few suprises left to go.
Program creation has also been changed slightly. Now all programs must be cooked to optical chips, which increases the time to make a single program. But, uncooked programs can now be copied, so if you are making multiples of a program it is much faster.
Police Procedures has also been implemented for players. This allows players to get a rough estimation of how legal an item is, depending on their police procedures rank.
There's alot more coming up, pocket secretaries with multiple functions for example. A new public release should also be available soon. ... :: Read more |
Vehicle Transport
In recent code updates vehicles can now be carried in the back of other vehicles. This is the head of another wave of reforms and additions in the vehicle code and should hopefully lead to alot more uses for vehicles. Along with the previous updates to the vehicle modifications system and vehicle restrings (Paint shops) this aims to make the vehicle system more complete. ... :: Read more |
|
|