





Apart from small/moderate bugfixes, this week is dedicated to Fishing, it ended up being a merchant skill, it comes with a "prelock" attribute and a 48 minute cooldown, the cooldown is set when you join a server, so you have to stay on a server for 48 minutes straight to fish
There's a new "zones" attribute on G.maps - Planning Mining, Farming, Gardening, maybe collecting with similar dynamics
And in case you were wondering, as long as you are in the zone, facing the right way, and have exhausted the cooldown, it's just a matter of RNG and the drop table of that specific zone is in G.drops
I think the merchant can have all the skills with a high cooldown, but maybe other classes could each have one such skill with a shorter cooldown if it's well received
[ 2021-03-08 20:32:00 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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