News

Devblog 2019-06-11

Howdy Ho!

It's been about 24 hours since our beta started. A lot has happened. Thanks to the feedback of the community we were able to fix a lot of bugs, make optimizations and add some new features.

Before I get started with all the changes, I want to thank the community. We managed to get over 100 new registered users within 24 hours. That's an incredible number considering the number of players in 0.7 and the missing announcement for the release. Thanks a lot for that!

In the following a list with everything we have changed:

  • New quest: Survive
  • New quest: Next level
  • New quest: Making friends
  • A new item has been added. With the teleportation scroll you can teleport to any map.
  • Now you have the possibility to change your password. A security pin is required.
  • It is now possible to set a 4-digit security pin.
  • On raid maps, there's now double of the gold for kills.
  • Bugfix in the shop. If there was no limit /0 was displayed.
  • Bugfix in the Skill shop. The vote menu was not reset when leaving the shop.
  • A character details menu has been added.
  • The description of some quests has been adapted for simplicity.
  • The Exp Ranking now also displays the level.
  • The player's level is now also displayed via the server information in the server list.
  • The Health and Armor skill was balanced a little bit.
  • Bugfix in the vote menu
  • Bugfix damage avoidance has caused immortality.
  • The level system has been adjusted a bit.
  • The skill menu now has the ability to display descriptions for each skill.
  • There is now a setting to determine if you can be grabbed in PvE maps.
  • The level limits of the raid maps have been adjusted.
  • The Shop and Smith Shop now display the player's current gold.
  • Bots can't hurt each other anymore.
  • The maximum level has been removed from most shop items.
  • Players are now unhookable in PvE Maps
  • /help command with information for beginners added.
  • Advertisements added. (Chat messages every few minutes with information about the server).
  • Bugfixes in quest system
  • NPCs can no longer pick up money or exp drops.
  • Group members only get Exp if they are on the same map.
  • Bugfix at the boss and adjustment of the required kills for spawning.

Many thanks to all who have helped with new ideas, bug reports etc. so far. We hope that this will continue in the next weeks and that we will soon be able to welcome a nice new game mode in Teeworlds.

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Early Access

Hello Community!

We admit it hasn't gone as planned over the last few weeks. Actually, we had planned more time for this project. Due to other Teeworld projects we had to reduce the time.

In a meeting we have now decided to make the current status available for you. As Early Access we go online now. Also, not as planned, as Closed Beta but as Open Beta. We haven't implemented all planned features yet. Nevertheless, we have decided to let you parallel to the development on our servers. We think this is the best way to do a testing and to develop new feature ideas and improvements.

We would like to thank all those who have supported us so far and apologize for the partly non-transparent development. Please understand that the current version is not a finished version of Adventure. Features will be missing, there will be bugs and the servers will crash several times. We hope for your support in the further development of Adventure and wish you a lot of fun.

Server-IP: server.tee-adventures.com

Your Teeworlds Adventures Team

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Devblog 2019-05-15

Hello Community.

Well, the weekly devblogs didn't work out as well as planned ._. This was partly due to other projects, which our developers pursue parallel to Teeworlds Adventures. We apologize for that.

The focus since the last devblog has been to incorporate the large number of changes from Teeworlds current development into Teeworlds Adventures. This ensures that our project always stays up-to-date with the latest Teeworlds versions. We can announce that Teeworlds Adventures is up-to-date again with the current Teeworlds 0.7.3.1 version. The corresponding changes can be found in the announcements on the Teeworlds website.

Furthermore we have carried out some tests of the existing functions in the last weeks. The found bugs have been fixed in the meantime. We are still on the way to the start of the beta. Maps and some smaller but important functions and features are still missing.

As always we would like to point out again that you are welcome to exchange ideas with other players in our Discord Server. If you want to support us, you can apply for the beta phase or for a team position.

Stay tuned and greetings!

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Devblog 2019-04-28

Howdy-ho Community!

We have decided to release weekly updates on the current development. Since there was no last devblog yet, we just get in here since the last video and explain a little bit what has happened until today. This devblog describes a big step towards beta but we still need some time for it. In the Discord you can of course still post more ideas and support us with the development. Please also check the current vacancies if you want to support the team.

We now have several new bot species. The idea behind the concept of Teeworlds Adventures is that the enemies have different types, abilities and of course different levels of difficulty. The enemies and the corresponding abilities and weaknesses will be dealt with in a separate blog entry. We've also added the first bosses. These spawn on the map as soon as many normal enemies of the same kind have been killed on it. The rewards are adjusted according to the difficulty of the enemies.

Now that we have some notifications, popups and effects, we have added some settings. With these it is possible to disable certain notifications and effects. This concerns e.g. notifications about received gold, the Spawn protection or the LevelUp effect. In the future we will add more settings accordingly.

Technically, our Multiworld system kills the character. Since this should not be logical, we have extended the system so that weapons, health, armor, spawn protection and other important character properties are also adopted when changing maps. Furthermore, there are now two types of spawn positions. If we change from one map to another, then you spawn at the entrance of the previous map. So there are no more "global" spawn points on the map. So changing the map is now a smooth transition.

Since we now have many maps and many bots but still need space for players, the 64 slots are no longer sufficient. Therefore we have built in a system to provide more slots. Now only the enemies on the current map are transmitted to the player. The ClientID's which are technically above 64 are now converted to numbers below 64 to ensure vanilla support.

There will be different weapons in the future. In order to be able to implement this technically, we have implemented a system to simply add new weapons. These have to look like normal weapons, because we can't use our own textures. In addition to the "basic skin" we now use some minor optical adjustments to represent the weapons. Also the name will be shown in the broadcast when changing the weapon. However, there are no new weapons in the game yet. Of course we are open for ideas.

Teeworlds visually does not offer many options for customization through mods. However, we try to get as many optical details out as possible. Therefore we now have a corresponding effect of stars at LevelUp and flying hearts at healing e.g. by healing potions.

Contrary to our previous thought of separating items and weapons, we have now decided that weapons are technical items. Also it is now possible to drop and pick up items. So even bots with some luck will drop items and it's possible to throw away unusable items to give them to other players.

Now to one of the biggest innovations in this devblog. There is now an auction house. It is now possible to sell or buy items. There are two ways to sell items. On the one hand there is the possibility to auction. Here you can set a minimum value. This must be reached at least with the bid. For the next bid, the current bid value must be outbid. An auction runs exactly 24 hours. Subsequently, the item which has the highest bid at the end will receive the item. Optionally, it is also possible to set a price for an immediate purchase. An immediate purchase ends the auction immediately and the corresponding buyer receives the item immediately. It is not necessary for the seller or buyer to be online at the end of the auction. The item or money is also transferred in the background. If there is no bid at the end of the auction, the item will be returned to the seller.

Now we've come to the end. In the next week you will receive the status of the coming week. Remember that of course it is not as long as this one. If you want to help us, you can apply for the beta or post more ideas in Discord. If you want to support the team, check out the current jobs.

In this sense, until next week!

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Start of beta registration

Hello Community!

It is now possible to register for the upcoming beta phases. All information can be found on the corresponding beta page and in the FAQ.

Please note the following information:
  • The live servers are separated from the test servers. Your statistics will not be taken over.
  • For the registration a Discord Account and the joining of our Discord Server is mandatory.

  • We hope that there will be many players who are willing to support us in testing the project. Soon it will be time. We count on you!

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Join us on discord

Feel free to contact us on our Discord server and ask your questions directly to the developers.