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Our Valentine's day event is rebooted!
It was an exciting week in terms of exciting issues, first one was a hoard of uncontrollably growing monster pack caused by the new routine that can kill monsters with damage return, the condition spawned a new monster each time it was death before a projectile can hit it. Second one was more major, discovered by Biene (Dre4mc4tcher on Discord) - the upgrades never failed on the new Europas Dungeon server. When an exception occurred before the post upgrade cleanup, it caused the previous upgrade item to be restored after a failure. Thankfully he reported it and we avoided our first rollback. Planning to make April 1st a planned rollback day, the game will shutdown at one point and everything will rollback to midnight
The T-Shirts are finally released
New System: Platinum / Gold / Bronze Ingot's/Nugget's can be used to produce Shiny items from +0 upgradeable items (FreezePhoenix's idea on Discord)
Took the Europas Dungeon server for a test run, I think I'm going to use the new "Doorway Protector" mechanic for the Pirate Ship instead - the attraction of the Europas Dungeon should be hard to kill monsters and pvp / last hit gets the loot mechanic
Small Changes:
- Fixed an issue that caused characters to get stuck at 0.5 alpha - Trade History is improved, recurring purchases now stack too - Vampire Rat's now drop nuggets instead of ingots - Items from Glitches are now Glitched items - Legendary scrolls drop from Emerald with a very low% - Items can now stack inside chests
[ 2020-02-04 19:12:44 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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