





Week mainly dedicated to releasing the first cosmetics pack, hairs, improving the cosmetics system, adding new hoodless options to priests/mages, fixing the initial issues - next pack will likely be armors - going to add bundles this week, so some stuff will unlock in a bundle, include variations of the same thing etc. - Asked Jayson to work on lots of alternative skin shades to add small variations to how characters look
On the content side, a slow week, new monster: Pink Goblin, Skeletor now drops a T3 Scythe, a new dead weapon, Spear of the Dead, and all Dead weapons are dismantle-able/craft-able
The new bank levels are also live, for the time being, the keys drop from Pink Goblin's and Franky
Great ideas on Discord this week too, most probably going to add a Reap skill to Warrior, and there are still a lot of simple/enriching ideas leftover to implement from earlier weeks
[ 2020-05-18 20:24:26 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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