





New Animation Style: Character to Target Burst - Instead of the old lines, skills that affect other characters or monsters, will render connections representing the skill - the screenshot above is the new Controlled Mana Burst
New Animation: Force/Momentum Projectile's for Melee's - The animation challenge for melee characters is their high range, so for now, they'll throw these projectiles representing the momentum they generate
New Mage Skill: Reflective Shield
New Mage Skill: Entangle
New Mage Skill: Alchemy
Started re-attempting new player acquisition with Reddit and Adsense Ads, the Reddit one started serving at a very slow pace
Jayson prepared a multitude of new awesome projectiles and animations, a new heal animation and an accompanying projectile, new shield animations - Also completed the updated Spooky Forest
Thanks to Saiz's report on Discord, I discovered a bug in the referral system, the 200 shells rewards weren't being processed, after I re-dived into the system, decided to simplify how it works, since we switched to a DRM'ed account system now, there's no need to enforce the 72 level requirement for the reward, so I first reduced it to 48 levels, but then decided to remove it altogether, if you introduce a friend to Adventure Land, you'll instantly get 200 shells - as this change could potentially introduce loopholes, couldn't release the new stuff on Monday, hoping to release them in the coming days after more testing
[ 2019-10-01 20:03:55 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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