





Overall a very productive week, I really wanted to update the game on Monday, but with all the changes, likely the update is going to take some more time
Most important addition this week is the "Information (i)" section on all items, this section details everything that can be done with the item, from exchange to crafting and collecting, dismantling - which monsters drop the item, every way it can be obtained and so on
Added 6 new class specific sets to the Monster Token Shop, to balance the other items, added set bonuses to the Rugged/T3/T4 sets - pretty soon, the T3/T4 sets are most likely going to become class specific too, for a short period of time, it will likely be possible to morph existing items to another class (Rugged set has some light bonuses, while the T3/T4 sets have Fortitude-only set bonuses, subject to change)
At one point, I intend to re-visit weapons in a similar way, possibly add tiers to weapons, define the upper limits, so a stable economy around weapons could form
Both the token shop and the crafting/dismantling recipes are now paginated
For week 29, planning on improving the Guide with "All Items" / "All Monsters" sections too, basically the "All Items" section will be an easy way to browse all items, for newcomers to quickly assess how to find new gear and so on - For example, on the "Capes" section, click on a cape, see that it's acquired by exchanging leather, click on leather, see monsters that drop leather, click on one of them, automatically move to Winterland and so on
Changelist:
- G.drops to include drop data, instead of tracker-only access - New sets at G.sets
[ 2019-08-13 22:00:41 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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