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author | Hello=) <hello@themanaworld.org> | 2025-04-14 05:55:46 +0300 |
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committer | Hello TMW <hello@themanaworld.org> | 2025-04-15 00:24:37 +0000 |
commit | 96ca091a26559f6082e25f70ba2b5bbb6d84773a (patch) | |
tree | cd926b8b15ee0c1d0f772005c69c3b093b353908 /git/hooks/post-merge | |
parent | d4aadef56959c42e82c24cda3fff6563e1ce76ba (diff) | |
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Treasure Hunt quest.
Some highlights:
* Finally some USABLE maps and shovels. Special thanks to HoraK.
* No NPC dialogs, no chats, no "bring me 5 ratto tail", it made as new
"world interaction" instead.
* Open ended. Its up to players how exactly to do it. There're different ways.
* E.g. maps are optional. But at least someone have to find location. Then they
may - or may not share data with others, if they're up for more contenders.
No any artificial limits on that. And even w/o shovel player can get some
booty.
* Neither just battle nor just quest nor just event, its a bit of both.
* Digging now quite a perilous business, being some crossbreed of several
game mechanics known to me.
* Somewhat "pirate themed" and even got something similar to cutscene.
* Quite deadly and designed as team level effort from scratch. Full treasure
digging cycle not suposed to be doable solo at all. Is very unlikely anyone
would ever manage this.
* Uses quite unusual game mechanics. E.g. mobs are equally affected by certain
events. Of course it aggravates them.
* Designed to be repeatable quest in the end, e.g. weekly (with reduced rewards ofc)
* Quite configurable/tuneable in run time, without server restarts. Could be disabled
or retuned if necessary.
* Hopefully just fun!
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