





Most important addition this week is the new Guide with separate pages and a more visual/detailed approach, it's still a work in progress, slowly improving it
Second major change is the new account restrictions, for some reason this was an extremely requested feature - I really wanted to keep things more relaxed but in the end caved in and added these new restrictions. Currently if a player creates multiple accounts, they all act like a singular account in terms of game limits. Also if someone buys the game and refunds it, there's a system that detects it. I feel kind of mixed about the players caring more about buy+refund situations than me but it's good that the new restrictions was so well received, while in general restrictions aren't usually welcome.
As a bonus to this new system, if you buy the game on Steam, but prefer to play on Web, you are now authorised internally as a Steam player, so if you play the game on a shared network with other players, the game no longer subjects you to IP limitations!
Fixed the initial issues with the dueling system and the new instance routines
Did some internal work this week, spent one day doing some work on our tilesets, spent another day porting the photo upload and dynamic image serving routines from an earlier project of mine, mainly for the new guide photos
Added "is_silenced" to common functions - Characters were able to use skills while being stunned beforehand - Might add a silencing mechanic to the game too
[ 2019-05-07 14:15:29 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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