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Added a collect+exchange starter Orb, the Quiver is now obtainable this way too
Overall it was a slow week, added Ring of Armor, Ring of Resistance, Belt to the game, adapted 3 mage skills from Discord/#new_ideas to be added to the game, drafted one "Super Magical Ring" with an active ability (future drop), however our item pixel artist is away, the images didn't make it, I also got caught up in playing the game a bit myself, neglected progress a bit :)
Last week's item changes made "Star Killer's Pants" Mage/Priest-only, this upset players that invested a lot on high level items, this week the "Band of Fury" becomes class locked too, however, if you call "parent.socket.emit('legacify')" - It converts all affected items in your inventory to become "Legacy" prefixed items, thus keeping the original properties of the item (just unrestricted class for current items)
I'll be away from home for a week, taking my work system with me, so I'll keep an eye on game health, but I'll likely not be able to make significant progress
Also congratulations to Muffin from Discord for discovering an unannounced mechanic that could've been exploited, and reporting it right away
Bugfixes:
- Fixed the party/monsterhunt logic, the deleveling part was left unintegrated - Patched (hopefully) another issue that caused monsters to just keep on walking indefinitely (new issue) - Patched the "distance()" function to work with the proxied character object in Code
[ 2019-08-28 20:05:13 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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