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We had a major bug, not endgame, but it was a fun one, discovered by Archalias on Discord, you could equip any weapon to offhand, which resulted in some interesting combo's
Most important/noteable event this week is my commitment to release cosmetics, and just concentrate on it until it's done, the first step is replacing each class's existing skin with interchangeable cosmetics - this will likely eliminate genders in the future too, as it will mostly depend on how you end up looking
(Female ranger vs. her potential new look, the armor belongs to a paladin tho)
Changes this Week:
- Belt is available from Cole in exchange for collectables
- Ring of Armor / Resistance boosted
- Digestive Stones drop from Stone Worm's
- Stinger drops from Stone Worm's
- Improved the new item equipping/tiering interfaces
- Drafted All Skills/Conditions and All Recipes
[ 2020-04-21 18:44:46 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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