





New Code Functions: interact, use_nearest_door, enter, join, bank_swap, leave, lock_item, seal_item, unlock_item, wishlist, giveaway, join_giveaway, exchange_buy, equip_cx, set_home
All Code functions now return Promise's! There are many new Game/Character events as well.
There's a new "Home Server" system, when you join a non-PVP server you get a 12 minute Hop Sickness, and when you have Hop Sickness, you are not able to join events, going to restrict access to more things in the coming days, possibly second hands and lost/founds
One Week Bug Bounty Program: Made an enormous amount of changes this week, couldn't test everything, so for a week, just causing an ERROR! from a server by using a method that you'd use the way it's intended, finding a malfunctioning method, or causing `parent.deferreds` to not be empty (basically an un-answered Promise) will reward a Bug Bounty Box! I'm sure there are many to be found. The player who first posts the bug to #bugs on Discord with instructions on how to reproduce gets the reward.
At this point no socket method should be called manually and every method should be called through Code functions, and while playing the game normally, or while using Code functions, if you can reproduce orphan Promise's, you get a Bug Bounty Box!
[ 2022-08-22 17:40:49 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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