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Mainly a week with bugfixes
New Feature: Split Stack!
You can use the `split(num,quantity)` function in CODE or press the middle mouse button on an inventory item
New Rogue Skill: Pickpocket - tries to pick a single quantity PVP marked item from a random inventory position at each use
PVP marked or locked items no longer stack with each other
Party DPS now has a difficulty multiplier from monsters, even indirect skills/contributions factor in the difficulty, .lucrativeness property became .difficulty as well on monsters, previously they both did the same thing by multiplying the gold drop
Reworked spawns from monsters, now they only spawn at nearby players who attacked the monster
[ 2022-09-05 13:26:29 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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