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Improved the cosmetics system further, it's hard to settle with a feature-set for the cosmetics system, It's read for release at this point, however I'll probably spend at least one more week on it. It's also hard to decide on the delivery of the cosmetics, we currently have 5 premium items, if all of the cosmetics drop from these items, it becomes a very rng-heavy delivery. It might be a good idea to separate different things to different packs.
There's a new item called the "cxjar" - basically if you liquify a cosmetics entity and put it into an "emptyjar" it becomes a "cxjar", for example bats will drop "cxjar"s including bat wings with a very low %. In addition, it will be possible to receive cosmetics from exchanges too!
Some progress on pets as well, I think the puppy licenses and that one "kitty1" item that dropped from a "glitch" is going to increase in value soon :)
New Feature: Citizen Aura's - Kane grants +1000% Luck and Angel grants +1000% Gold to start with, whenever they are nearby. The auras only last 12 seconds
At the next update, there'll be a new "chest" opening Game event, the data includes a lot of details, the +Gold% of a character now only applies if you are close to the chest, and if you are in a party, only the looters +Gold% applies
To counter some abuse scenarios, magiport and blink now act like you spent 30 seconds in the abyss, so all of your buffs age 30 seconds too, otherwise It'd be possible to stack chests, designate a character as an aura boy and only loot chests with the +Gold aura
Another small change, "compound" now returns a Promise (game needs to be updated first, so not now now, probably within this week)
[ 2019-11-25 21:07:14 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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