





All NPC's are live entities now, they can be found in `parent.entities` - their ID's start with "$"'s
Citizens started receiving new features, some seek a certain type of players, some attack monsters, some heal nearby players
New NPC: Cunn - can follow a player between maps!
At one point, each NPC will be documented, for now it's up to you to discover what they do!
Priest's now have a separate `.heal` property and each classes have their own `.output`s - so Damage Output no longer affects Priest heals, yet, it's proportionally more effective on Merchants and Priests!
New Skill: Merchant's Frenzy
Many bugfixes and improvements, including timeout corrections on attack frequency changes
[ 2022-09-11 23:51:01 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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