gAoW 0.0.4 Complete!

Current functions and features.

The Alpha 0.0.4 Update went as smoothly as we had anticipated and was ready on time. The patch included the addition of the 4 primary classes for each kingdom, and the framework for players to specialize into their “end class” at level 20. This was templated on Ch4 where you’d select a general class (i.e., fighter, apprentice, acolyte, etc) and specialize into the appropriate class later, but the base skills/spells woulds stay.

Some major graphic overhauls as we tested an isometric 2D map instead of the traditional 2D map. I’m not sure which way it’ll go at this point (and am happy to listen to any feedback). A lot more of the “back end” pieces that made AoW continued progress this week, with stats being reworked, as well as the implementation of AC and resistances/vulnerabilities.

The test server successfully handled over 50 concurrent connections and players moving in close proximity without any issues, as well as some (very minor and simplistic) PK. When people die, the full corpse drops to the ground in a lump of sadness. Things are starting to /feel/ familiar.

The next two weeks will be the most focused, as we prepare the 0.0.5 alpha update and begin to allow more of you AoWers in to take a peek, poke around, and have fun.

gAoW Timeframes

A quick screenshot from gAoW’s 0.0.3 build.

The admin team has been hard at work implementing systems familiar to AoW, and others that just need to be there for modern games. We’ve made a lot of progress getting the foundations in place, but still have some distance to close.

Over the next few weeks, we’re finalizing systems, and getting things to work like they would on AoW. We’ve got a few alpha stress tests scheduled (to test the AWS resources, and to see if we need more or less infrastructure at this point in the game). That said, we’re planning to release 0.0.5 in August which will include a test of leveling zones (1-10), and some limited PK.

We did opt to shift our development efforts to 2D, as the team as a whole has experience with 2D development, but not 3D. It’s best to get working with what you’re comfortable with, and if we feel like going 3D at some point, hey, we can do that, too.

If you’d like to help with the stress testing, feel free to send me a note on MUD, via Facebook, or through email.

Act of War


An early photo from the Act of War development server.

To help keep everyone in the loop, to get the word out a little bit, and to keep staff motivated, I wanted to address the “player base”. At this point, the term is a bit of a misnomer, as “old fans” or even “friends” is more appropriate. The text version of the game is still being worked on and actively developed. We have a few staff members who continue to contribute significant time to the game to get a new release pushed that brings a new, but familiar, map, exciting class changes, and a return to the original story.

In parallel, we have a team pushing forward on something we originally approached in 2015 but abandoned because we didn’t share the collective time, resources, or finances to under-go the project: a graphical iteration of Act of War that has sat on the shelf for the last four years, unattended. Over the last six months a team has been putting together a code base and framework to support this graphical iteration of Act of War. This weekend I put the finishing touches on the database engine; programming and alpha testing will continue.

As we find ways to develop out the functionality that made Act of War both fun and unique, more time will be sunk into “framework” items that build the foundation for our projects’ success. That said, the project is coming together quickly! The server is up – players are capable of logging in; they can fight and kill each other, there are quests, and NPCs to interact with. While the pieces are coming together rather quickly, our work will require extensive testing and polish to make our efforts worth a damn in the long term.

There’s a million games out there to play; you all have continued to choose an old reliable.  The old reliable isn’t quite dead yet! We want to get you all involved, and we’ll post more information here as it becomes available. As we open things up to testing we’d be happy to rely on you all to provide the continued passionate and expert advice you have for the last twenty years.


Act of War 4.1.1: War for Shinarendretta

On Thursday, January 12, 2017, AoW 4.1.1 will launch.

The Mother Matron’s monsters have boarded giant black ships, and the corsairs have crossed the sea and landed near Shinarendretta. They intend on sacking the city, defiling the ancient magic, and taking the resources back for the mother.  The mystical capital of the West stands lightly defended against the horde – will Shinarendretta’s previous colony, Tier, come to her defense?  Will the stalwart warriors of Kael rise up, ready to challenge the minions of Evil and defend the ancient magic empire?


  • A map expansion on the current Shinarendretta.  Each kingdom has a “starting city” and a seeded area outside of it.
  • A complete revamp of how kingdoms work.  The Shinarendrettan continent is player controlled.  Outside the “landing camps”, the rest of the land may be claimed by the players.  Kingdom borders will shift and players fight to push the other kingdoms out of the land.  Struggle to exploit the natural resources and build a keep of your own, or torch an opponent’s keep and raid it’s storehouse.
  • Use your kingdom to craft new and impressive equipment.
  • Become the savior, or defiler, of Shinarendretta

A “help” guide will be released later this week, but essentially as a player you’ll be able to capture land, improve the land as you see fit to generate the resources you need to improve your holdings across the sea.  You’ll be able to battle opponents, pillage their lands, steal their resources, and in the end, either save – or destroy – Shinarendretta.  Each encampment, keep, and structure built (and held) by the players aids their kingdom in final points.

Rewards: Anything earned during the campaign, to include random drop items, crafted items, and gold.  All players who participate will unlock the “Defender” or “Defiler” title at the conclusion of the war – because who wants to be a baron?
The top contributing player will have a permanent statue erected in Shinarendretta in their honor.
If Shinarendretta is saved from destruction (Tier and Kael victory), Tier & Kael will generate 25% more warbucks and experience for the first two weeks of February, 2017.
If Shinarendretta is sacked by Undermountain (UM victory), UM will generate 25% more warbucks and experience for the first two weeks of February, 2017.

Chapter 4.1 Up

Chapter 4.1 is up and running.  I had hoped on pushing a new map with it, but it didn’t quite happen.  Come play, have fun: port 4000.

There will be a number of implementations as I finish up a few exciting changes over the next week.  Stay tuned!


AoW 4.0 – Last Stand – Alpha Testing

After a number of setbacks and delays we will be opening Ch4 to alpha testing on Friday, March 21st, 2014.  The alpha port will be up on a separate port – so if things get slow on the alpha port you’re welcome to hop on and play the regular port.  It should be noted that the alpha phases are going to be pretty limited – but each alpha test will run around a week in length – but each will focus on specific things that we need to test in order to finish, and release, Ch4.

Week 1 : 21 – 27 March
A small “alpha” map will be opened up.  The map is small, but each kingdom will have it’s own home.  Raiding is not the focus and attempting to raid will likely result in you winding up dead.  Instead, it’s designed to test the classes, the skills, and mechanics in an open playing field.  As an administration we want to get your feedback on what feels right – and what we’re doing terribly.  Focused testing groups will take place at announced time to test leveling from beginning to level 20.

Week 2 : 28 – 3 April
The actual cities will be linked in to the alpha map.  The focus here will be raiding, and raid mechanics.  What feels right, what feels wrong.  What needs to be added to the fray to encourage a challenging experience that will take 5-6 players.  Again, we’ll be looking at class balance and skills – but the focus will be in a slightly different area.    There will also be focused testing groups taking place at announced times to test leveling from level 20 -40.

Week 3 : 4 – 10 April
Main testing focus to be announced.  There will be focued groups taking place at announced times to test leveling from 40-50.

Week 4 : 11 – 17 April
Main testing focus to be announced.  There will again be focused testing groups taking place at announced times to test “endgame” equipment gathering.

The tentative beta “Go live” with full map and initial class release is set for 18 April 2014.


1) Will my characters transfer from the alpha to the beta?  Or on to the live game?
a) No.  In fact, there will likely be multiple wipes during the alpha.  This should slow down during beta and it’s undecided right now whether or not your beta characters will simply transition into the live game or not.

2) Why do you need to wipe the characters so often?
a) We’re testing balance – and a part of that is the individual characters.  Do they end up with too many hitpoints?  Do they have too much mana?  These things need to be assessed, balanced, and in turn, reset.  Worry not – the leveling will be for the most part automated so you’re testing what we want you to test, not wasting time leveling.

3) So what exactly do I get for helping you test the game?
a) The pride in knowing your advice helped develop the actual end product for the most part.  As mentioned, it’s undecided now whether or not you’ll keep your beta characters when we transition into the live environment – but if you can, there’s a step up, too.  Finally, the knowledge you’ll gain regarding class/racial balances and the map will help you when the game is released.

12/17/2013 – Patch

Quick note – Eck went through and changed how quest timers work.  They now run in real time instead of imaginary time.

12/6/2013 – Patch


  • n/a

Bug Fixes

  • n/a

Class Balance

  • n/a

System Changes

  • Reddit promotion was disabled.  If you’d like to be a part of a future promotion please contact a staff member.
  • The “Present” command was re-enabled for Christmas.  A gift from the staff to you.  For every 25 warpoints you have you’ll be able to claim one present.  Every 50+ character gets one present automatically.


  • Rewrote the holiday drop code.  You’ll see drops more frequently.


  • Christmas drops have returned for the season.  They’ll drop off of enemy players in PK.


  • n/a

Return to War and Christmas Promotions!

Doing a reboot this afternoon. In today’s build: the return of Christmas item drops during PK. Additionally, it is Christmas, and as a gift to you, you’ll be able to open your presents (once you hit 56). Get more warpoints to open more neat stuff.

Finally – I miss seeing everyone online. All existing characters who log in this week will be automatically credited 5000 warbucks to help pick up a few pieces of iteration gear and get back into the fight.


Website Update

A number of backend updates were made today.  At first glance it appears everything is working, and looking, like it should.  That said, if you see anything acting strangely please drop a note up.