
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.
The Crypt is finally ready! And all the adversaries inside has been improved from earlier weeks as well
Keep in mind that everything related to The Crypt is unbalanced and subject to change, some of the items are rushed, feel free to (or please do) make suggestions on Discord to balance/refine them
New Merchant Skill: Mass Production
Rushed this one in as well, hopefully no bugs
New Dynamic: Courage
This one was being discussed for a while, after this update, Warriors are the Physical tanks, Priests are the Magical tanks, and Paladins are the Pure tanks, while Merchants are the most fearful of the bunch :)
There are 3 new properties: .courage, .mcourage, .pcourage and .fear - basically, .fear is the fear level
Keeping the week in review short as I'm quite exhausted, but really excited to keep on delivering new content along these lines
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