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I have a new approach where I log changes digitally after I make them, instead of just taking notes and quickly visiting my notes each week during a report. With the previous approach a lot of the small changes didn't make it into the report. The update this week will likely be closer to Friday.
- Bunny set now has the ID "bunny" and received 50 Cuteness bonus
- Added Pink Goblin achievements
- New runner function: throw_item(num,x,y)
- White Egg is throwable and aggroad nearby monsters
- Likely going to merge the item throwing and Merchant's Throw skill at one point and make them projectiles too
- "mluck" game and character events, also a "+M" text animation for the merchants who receive an item
-Snowball's freeze is pvp only now
- G.conditions.pickpocket
- Getting out of the bank now requires the bank to internally disconnect too, previously this was just for getting in the bank, when there's a system lag you can feel both connections. Also patched some common ways to get in or out of the bank through other means than a door.
- There's a new stat called `incdmgamp` - Incoming Damage Amp. - "cursed" and "marked" skills use them
- Cursed condition now decreases output by 20 - so it's much more effective against Priest's, damage output only drops to 5% by stats
- "3shot", "5shot", "cburst", "cleave", "shadowstrike" has a new response format, basically it's the first hit amplified with `.targets[]` and `.pids[]`
- "stomp" now returns the `.ids[]` that are hit
- New Monster: Harpy - New Ability: Warp on Hit - New Feature: Flies when charging
- Monsters don't spawn things now when they are disabled
- Dark Mage multiplier is 64 now, and there are achievements
- New Property: Impact Resistance / "phresistance" - Some monsters received varying levels of it
- New "condition" character event, but it doesn't trigger for everything yet, refactoring is in progress
- Status Resistance is integrated
- "bad" property on G.conditions is no more, they only have "debuff" now
- Monster Hunter sets have new resistance bonuses
- Some classes have new resistance bonuses
- Started re-balancing some monsters, once the new dynamics are set, could adjust the existing kill numbers on players if the final difficulty differences are more than 4X
[ 2022-09-19 20:37:12 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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