





Started Week 9 by continuing the cosmetics efforts from Week 8 - Added eyewear to the list of possible face modifications - Integrated new cosmetics to character thumbnails that appear on the party list and the character selection screen
I had a trip planned that spanned Week 9 and Week 10, I originally planned to continue working on the game during this trip, yet this proved to be impossible, I mainly wish I took my mechanical keyboard with me, the faulty and icky butterfly keyboard of my Macbook made it torturuous to do any work, as the "Y" / "O" keys don't register most of the time :|
On Week 10, we had one catastrophic event where Europas servers went offline - after inspection - seems to be a dataserver issue where the server was actually disconnected from the network momentarily
Added a new system where noteworthy events appear on the top/right part of the screen, near where the party list appears, during the Easter, this new UI counts down minutes to the Wabbit spawn, and takes you to Wabbit with smart_move - Also integrated Franky and Snowman, whenever they are engaged, the engagement appears for every player on that server - This new UI will come in very handy when daily events are implemented
Added a new 20 second server shutdown cooldown, and when this cooldown starts, every engaged monster drops to 1 HP so all engagements can be completed - The last thing I want is to upset players, so this new mechanic ensures no progress is wasted during somewhat frequent yet irregular game updates
Changelist:
- Reflected magic damage is now reduced by the attacker's resistance too - Several fixes to the new send_cm logic that also sends local messages, seems stable now - 4 New Easter themed items and set bonus - New Mechanic: Defeating a monster granting a buff - New System + UI: Snowman, Franky, Wabbit engagements appear near the Party UI - New System: Shutdown cooldown and engaged monsters dropping to 1HP - Golden Bat spawn no longer broadcasted - Fixed desertland's spawn/map issues - New variable in parent: I - including instance data, only used in Tavern - New variable in parent: S - includes server event data - S.wabbit, S.snowman, S.franky can be populated - Special monsters now level up 20 times slower - New game event - "shutdown" - Documented at DOCS
[ 2019-04-16 14:08:09 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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