Full notes
Full Adventure Land - The Code MMORPG update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Server
- Balance
Adventure Land - The Code MMORPG changes
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 MonsterHarpy - 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
Source
Changelog.gg summarizes and formats this update. How we read updates.
