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The week started with a bug and bug fixing frenzy, a forgotten 1/10 cosmetics jar drop rate from Goo's and Party% calculations far exceeding 100% - it was a good exercise in post disaster processing/recovery
Implemented the Damage Received to Bonus Damage mechanic, it will likely appear on a Warrior weapon, but I think it could be a welcome addition to Rogue's as well
With the recent additions that diversified options, I started considering a very basic character build too, likely Level 60/70/80/90/100 selections, 2 options at each, so a 2x5 simple build that adds a skill/passive/attribute to your class
I was going to update the game before this Week's update, yet decided to delay the update 1-2 days, as quite a bit changed
"item_sent", "item_received", "gold_sent", "gold_received" events
Experimented with node/puppeteer after getting inspired by syrup's interface on Discord, headless Chrome uses more resources, yet the jsdom approach has been problematic so far, at one point might re-write the CLI to just use Chrome - maybe a secondary version
New item grades: Legendary and Exalted
All upgradeable items now become Legendary at +10, and Exalted at +12 - Exalted items can no longer be upgraded - T3+ items become Exalted at +10 - to compensate, T3/T4 armor get extra stats at +10 Legendary scrolls are now buyable, "scroll3" is 480,000,000 for the time being, in the future, the price might lower, but there might be a challenge to acquire it There are 2 new offerings, Primordial X and Primling, Primordial X is for grade 3, i.e. Legendary, Primordial Essence is now less effective for Legendary items, Primling will drop from monsters, it's for High grade items (grade 1) - Essences are now more effective if used on lower grade items, but %-caps don't change "grades" data on items become an array of length 4, example: [0,0,6,10] - A rare item becoming Legendary at +6 and Exalted at +10 Plantoids and One Eye's are balanced New Achievement: Unlucky - failing an upgrade/compound with the exact% - you get an Essence of Greed too, that's needed to craft the Primordial X G.skills .wtype property can now be an array, for example "3shot"/"5shot" has ["bow","crossbow"] as wtype - Only skills with a wtype now trigger attack passives Mansion's Crypt map updated There's also a new mainframe command: swap - It's up to you to discover the functionality
[ 2020-08-04 04:54:19 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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