





Week 4 was mostly resting, took 3 days off. Didn't get much done but feel energized for this week.
Finally refactored "Free Character" to "Stop Code" - Also added a "Stop Code" button to the main menu if "Pro Mode" is off, new players sometimes get their Code's in an infinite loop and have a hard time figuring things out, these changes hopefully make it easier
Added the craftable Tri-Stone rings, with 1% chance, they become a Dark Tr-Stone at the +1 compound operation, the value of vitality scrolls increased over the weekend
Introduced the new, misc zone, Cyberland!
At the teleporter lady, you can press ',' (Comma) and enter transport("cyberland") - it's the only way to enter, and logging out from the mainframe gets you out, be careful tho, it's a lethal zone
Fixed an issue where 3shot/5shot wasn't working for characters that are started with the "/start" chat command or "start_character" in Code. Improved some other routines in the process
The #new_ideas channel in Discord thrived. ReximusPrime shared a well-thought humanoid boss, Bomber suggested new inspiring set items - It's clear that item diversity is needed. Planning on introducing new random drops, T1/T1.5/T2 armors, weapons to add more color to the game without upsetting the endgame balance
[ 2019-02-27 05:42:07 CET ] [ Original post ]
- Adventure Land - The Code MMORPG LINUX [141.56 M]
There are no quests, no guides you have to strictly follow to the letter. No objectives either. You can do anything you want. Even farming the lowest monster will yield satisfactory results! You can trade, gamble in tavern, party with friends, pvp solo with your rouge or go after rare loots!
Adventure Land wasn't originally a Code based game, during early development, it ended up a bit like a Clicker MMORPG, simple but fun. Then came Code, to let machines do the clicking! So it's not something extremely complex no one can understand, it's just basic automation!
Mage, Warrior, Rogue, Ranger, Priest and Merchant. All with different, easy to understand, but unique skills. There are no skill trees or the need to pick attributes, it's all automatic to keep things simple. Items provide some depth, and Code adds some variation to the mix.
There's a lot to work on. Daily Events, Paladin Class, Pets, Guilds (or Familias, as they will be small), New Zones, New Items, New Skills. All features are shaped and vetted by the playerbase.
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