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Started completing incomplete things. Added the Fire Bow and the Fiery Gloves, the gloves make a minor set with the shoes.
Added "Burn" and the "burned" state, it's currently not finalized or documented. Basically if you trigger the burned state, the target takes damage over time for 5 seconds, close to your initial damage each second - When it gets re-triggered, the intensity can increase but not much
Winterland and Desertland received "burn_multiplier"s and "freeze_multiplier"s
Added code slot persistence, when you load a code, the slot is persisted and appears when you try to save, however, if you load a code, then immediately undo it from the editor, the change isn't automatically picked up
Fixed the game_log / number logging issue on the game clients and item ability %'s can now stack, for example dual wielding Fiery Swords on a Warrior will double the Burn%
[ 2019-12-24 02:39:20 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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