> After pressing the "ACTIVATE" button. The booster item lasts 30 days. The booster item works from a character's inventory, it is not equipped or consumed. The effect can be observed from the "STATS" interface. The item can be transfered between characters or sold through merchanting.
> Don't loot chests, keep the Booster in XP mode.
> While battling a boss, shift the Booster to Luck mode.
> When there are enough chests around, shift the Booster to Gold mode and loot.
> This way, you can benefit from all 3 bonuses with 1 stone.
> You can combine boosters as you combine accessories. The combination succeeds 100%, however, if you use a "Primordial Essence" for the combination, It triggers a proc-chance routine.
> You start with a 20% chance, as you succeed, your booster becomes a higher level booster, and the routine internally repeats with half the chance. So you can even receive an +5 booster, instead of an +1!
> You can use the activate and shift functions in CODE.
> Above calls be used to shift a booster in 0th inventory slot.
> Implementing the optimal strategy is left as an exercise to the reader.
Where to Find
> You can get shells by farming green Goo's, from exchangeable items as rare rewards and through various other hidden and non-hidden ways in-game.
> Adventure Land aims to cover operating costs and generate long-term revenue by selling SHELLS as a premium currency. It will be for cosmetic items, possibly extra bank storage and some rare account operations, like character transfers. Keeping the game non-p2w is a top priority, so SHELLS won't affect in-game performance.
After Steam Early Access
> Adventure Land performs really well on Steam so far, as an indie-developer, one of my biggest concerns was being cash positive. If it continues like this, and I hope it does, it might even be possible to introduce cosmetics through in-game achievements and gold only.
Skillbar and Keymap
Skillbar and Configuration
> Skillbar is the small vertical bar you see on the right side of the screen, above the game logs. You can configure your skillbar through Code. Changes you make are saved and persisted for your Character, on your system locally.
Keymap and Configuration
> Keymap is for mapping keypresses to skills, abilities and actions. Similar to the skillbar, you can change your keymap from Code, and the changes are persisted locally.
reset_mappings(); <- DEFAULTS THINGS
show_json(G.skills); <- CLICK TO RUN!
> Snippets are small code pieces that are either evaluated inside your own Code, or on a blank runner if your Code isn't running.
map_key("Q","snippet","smart_move('winterland')"); <- CLICK TO TEST!
> Items can be mapped manually to keys, or by dragging and dropping an item to a key slot. Pressing that key, activates, uses or equips the item.
Map New Keys
> You can map to unmapped keys by including the `keycode` argument in your mappings. You can learn keycodes from: keycode.info