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Coupler 0.32.0
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The account menu lists your characters (2026-10-23): CoffeeMUD
writes the list on the prompt's own line (Command or Name (?): Name Race …), so its header was never recognized and the dialog said
Reading your characters… for good.account.rsnow reads past the
prompt, a header cut short by a narrow wrap (Nam Rac Leve), a row
wrapped onto a second line by(email)or(post), and a list the
prompt ends with no total. -
Coupler's own look is silent (2026-10-23): once the answer to its
unobtrusive look begins, every line is gagged until the game's prompt
comes back, so a line the Bestiary's reader doesn't follow (equipment
on one line, an odd health line) no longer slips into the terminal. -
LOOK says the room too (2026-10-23): a plain LOOK (LOOK, LOO, LO,
L) has the narrator say the room's description, as LL does, with the
hidden details the last long look at that room found; the room's
title is found on the prompt's line too, where it often comes.
Priority Audio's item is now "A look at the room". -
Pictures in the Bestiary (2026-10-23): Show… has the creature's
face or the item beside the facts, 25 by 12 cells (25 by 24 painter
pixels, 200 by 192), by Coupler's painter. A face (face.rs): a person, a beast,
a bird, a scaled head, a bug, a skull or a being of fire, stone or
slime by its race's category; colors, beards, scars, eye patches,
horns, tusks, glowing eyes and old age from its description and name;
what it wears on its head, neck, ears, eyes, mouth, torso and back.
An item (item_art.rs): one of 52 kinds by the word in its name
(weapons, armor and clothes, jewelry, potions, scrolls and books,
containers, food, coins, gems, keys, lights, instruments, tools,
rocks; a bundle otherwise), in its name's colors and what EXAMINE
says it's made of. What the game writes after an item's name is kept
(item_auras) and drawn on it: glowing (a halo, red, blue, purple or
white for the auras), a magical aura (sparks), a metallic or mithril
aura (glints), invisible (half seen through), hidden (in shadow),
floating or flying (lifted over its shadow), bound (a chain). Its
slot is written on the picture's bottom row, centered (where it was
seen worn, else where its kind goes, else Carried), and the facts
say both in words. -
The release build runs on Python 3.9 again (2026-10-23):
scripts/third-party-licenses.pyno longer passesnewline=to
Path.write_text, which needs 3.10 (Xcode'spython3is 3.9). -
The Bestiary (2026-10-23, gear → Bestiary…, Cmd+Shift+B): every
creature and every item you come across in a game, and all you learn
of each as you play, kept quietly on this Mac. A creature: the areas
it's found in and, in each, its level (from CONSIDER, beside your
own), its hit points (from a fight) and its alignment (glowing red
or blue); its race, read from its name until a long look says it;
its size, body and description from a LOOK or LL; the abilities it
uses, known by the lines CoffeeMUD prints for them (about 1,100 from
the game's source), and from them what it seems to be (a Mage, a
Cleric…); what it drops and what it wears; how often you've seen it
die. An item: where it lies, its level, weight and material from
EXAMINE, its description, and who dropped or wore it. Search finds a
name, a race or material, or an area; Show… says everything known,
a fact a line. Kept in Coupler Backup. -
Every way to play sounds the same (2026-10-23): the cues,
Coupler's voice and all of Immersive's audio now play in Terminal and
Workshop too; the ways differ only in what's on the screen. Workshop's
sound layers (now on unless you turn one off) are its own choice.
Cues…, Narrator's Answers… and Priority Audio… are in the gear menu in
every way. With a screen reader, VOX at 0 in the Mixer gives the
game's lines back to it. -
Coupler looks for you, if you like (2026-10-23): ticked in the
Bestiary, Coupler looks at each creature you've never looked at, once,
with LOOK … UNOBTRUSIVELY (the room isn't told), when a command of its
own would go unnoticed and never in a fight, and keeps what it sees
without showing it. Off at first. -
What a body tells (2026-10-23): EXAMINE at a creature's body gives
its level (exact at 18 intelligence, a range below) and its weight;
any look at a body lists what it carried. The game shows no race on a
body, so that still comes from a long look or the name. -
Hooks, the same in every way to play (2026-10-23): Hooks…,
Mixer… and Music Editor… are in the gear menu in Terminal, Immersive
and Workshop alike. Triggers already played the same in all three;
now each can set them, their volumes and their music. -
Creatures' cries (2026-10-23): a creature of a kind
coffeemud.sf2 has a voice for (humanoid, goblinoid, giant-kin,
canine, beasts, birds, reptiles, insects, the undead, dragons,
elementals, constructs) cries as it comes into the room, as a fight
with it starts, and as it dies, by its race in the Bestiary. Each is
Coupler's own paircoupler.creature("canine fights"), all 36 in
the hooks list from the start and in CoffeeMUD's Sounds' Creatures,
for a sound of your own. -
CoffeeMUD's Sounds, a tab of the Hooks list (2026-10-23): every
pair CoffeeMUD's sounds play for while you've set none, in groups
(places, weather, combat, magic, creatures, nature, doors and locks,
comings and goings, everyday doings, crafting, socials, your
character): each terrain's loop (the woods by day and by night), each
weather's, the battle loop, every sound the game names and every one
of Coupler's own events, with its volume and what's laid under it.
Where your own sound takes its place (on the pair, or a room type's
background noise for its terrains), a green bullet and its name;
how many rooms have their own background noise. Play tries the
default; Edit… opens the hook editor on its pair.
Unsigned: Windows' SmartScreen warns until the installers are code-signed.