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Couldn't get much done on Week 26, I usually get stuck when it's time to make big changes, however, I believe Week 27 was the start of a new era
Going forward, every monster will drop at least one rare item, and at least one crafting item or collectable item
There's a new NPC that will exchange different combinations of these collectable items to useable items, so it's actually much like crafting, as far as the socket calls goes, it's actually crafting, but as far as the game design goes, it removes the need to come up with crafting recipes that need to make perfect sense (Thanks to our collaboration with Ellian, our pixel artist for items and skills)
Much of the first exchangables will be for early game, for example the Wanderer's set will also be attainable through these collectable items etc. - later on going to move onto stronger monsters, finally populate the underground with this new design and so on
Orb's are coming soon too, no more event-only Orb slot items! :)
^ One small change that makes the game more friendly to newcomers, a common early player feedback was missing chat messages when inventory is open, this little notification will hopefully solve that problem
Going to release this new system in the coming days, hopefully around Thursday, and if it's well received, going forward with the population
[ 2019-08-06 18:45:39 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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