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Biggest addition this week is the A/B Testing daily event, also improved the information pages of the earlier events
After receiving the Harpy idea on Discord, started working on a new zone, Jayson completed it yesterday, it's called Frozen Cove and it's accessible through Frozen Cave
For the Goo Brawl, there's now a Rainbow Goo with the `rgoo` ID and after the next update, regular Goo's will become `bgoo`'s - the Monsters UI is slightly improved as well
New Craftable Item: Bat Fang Amulet (Discord Idea)
Items now have their monster droprates listed in a new format
There are many bugfixes this week, at the end of the week I started refactoring the attack and projectile / hit animation routines, ended up diving deep into G.skills / G.projectiles - It'll delay the game update yet in the end it'll simplify things a lot and enhance the data.
There were many small bugs like a reflected projectile having a different hit animation, game checking attacker stats instead of projectile stats on procs, skills that don't use a weapon using weapon features etc. - when I'm done with the refactoring hopefully these will all be fixed - and when the routines are simpler, it'll allow for me to more easily integrate the better promise responses for skills
[ 2022-08-01 18:27:43 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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