Design Notes

July 24, 2017

PTR Test: Auto-Enhancements

Help us test a new feature on the PTR Server!

About 2 weeks ago, Artix and I were in the command center, discussing what else we needed to put the server rewrite live. And one BIG thing came up -- making sure the game felt right to you guys that first time you log in on the new server.

Based on your feedback, a majority of our community feels positive about the changes (even if there is still room for improvement). That tells us that we're at a point where we should move forward with launch planning. BUT we want to make sure the game feels good to you, and that you can jump into it and play easily, regardless of the combat changes. To help with that, Yorumi built (in record time!) the new...

Auto-Enhancement Feature

With this new feature, you'll be able to click a button and have all your equipped gear enhanced with the best, most useful specs. Some notes:

  • Only the gear types you currently have equipped will be auto-enhanced
  • If you want to change any of the auto-enhancements, you can go in and manually re-enhance the item
  • During the auto-enhancement testing, enhancing is free

Note: because of how different the enhancement systems are on the new vs old servers, if you enhance gear on the PTR server and then go back to the regular servers, you may encounter glitches. If you encounter issues with loading on the regular/old servers, return to the PTR and change gear to things that are showing as currently enhanced.

If you are experiencing any bugs with the Auto-Enhancement system, please report them at Artix.com/bugs. Thank you!

Did You Say... Preparing for Launch?

Yes, yes I did. We've gotten a TON of feedback, and we appreciate all of it. At this point, there are a few issues that cannot be fixed until we make the changeover to the new system/server. Yorumi is going to spend the rest of this week monitoring the auto-enhancement feature and feedback to hear your thoughts.

While he does that, he will begin preparing the servers and systems for the changeover. 

This also means it is your LAST chance to farm up the Quest Mission Sprocket requirements to unlock the 0 AC Sir Ver Bank Pet.

Once the rewrite IS live, the team will focus on fixing the issues mentioned above. We'll also begin heavily focusing on the class balance, combat changes, and class bug fixes that can only be done on the new server. 

At this point, any class bugs still occurring on the PTR server will be fixed once the rewrite is live, and new systems/features available to address them.

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April 17, 2017

AQWorlds Server Rewrite Update

Yorumi's multi-year project coming to an end soon

Hello all! Over the last few weeks, we've had a number of people asking about the progress on the server rewrite. Not sure what that is? Skip to the middle of this post. For those of you who have been with us for a while, here's where things stand.

  • Yorumi's "to fix" list is down to the Final Five Bugs
  • We have not had any new bugs reported in quite a while. (This is good news! Thanks to everyone who's helped test)
  • Class skill and monster rebalancing will continue once the new server and client go live so we can better, more easily respond to your feedback.

What's a Server Rewrite, and why are you doing it?

Goood question! We have a good deal of control over the game, but currently we are using server software whose base we did not build ourselves (though we created all of our server-based game functionality)... and that means there are some things we cannot change.

This is one of the main causes of the random bugs some of you are reporting. It's also one of the reasons some bugs (like desynced friends/guild lists) have not been fixed and why some features (like the better botting detection, all-new class skills, and finished Guild cities) have not been released.

If you want to get a sneak preview of what's coming in the server rewrite or help us test on the PTR server, you can help support AQW's continuing development by upgrading your account. We make our games for and with you, which is why you should also tell us what you'd like to see next in our Suggestions board!

So... When will it release?

As soon as it's ready! We've given several estimates for the final "release date" as the project's gone on, and each time we do, some crazy, insane, "should not be possible" bug rears is ugly head. So I'm not going to do that this time!

Yorumi's down to the final five bugs:

  1. Mod tool issue with kicking
  2. Mod tool issue with ban/mutes
  3. Randomly logging players out (we have not seen this reported in over a week so... possibly fixed? Let us know if you are still experiencing this issue on the Bug Tracker, please!)
  4. Applying Enhancements not persisting properly
  5. Quest progression in two specific quests (weird!)

Keep an eye on the Design Notes for future progress updates, and keep an eye out for more updates here in the near future. 

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May 12, 2016

PTR Bug Reports: A How To Guide

New Bug Tracker Section for Server Rewrite Testing!

Greeting from the Asylum once again. Cemaros here with some tips to help everyone know how to make the best report possible for the PTR, since the next phase of the server rewrite testing is about to begin!

What makes a good bug report?

A good bug report contains all the information needed for us to know exactly what you are reporting.  If it’s about a shop not opening, the we would need the name of the shop (if possible) and the location of the shop (NPC name, game menu, map, etc).  For an item, we need to know the item name and exact details of what is wrong with it.You can never give us too much information.  You can give too little though.

Got it!

How do I report PTR bugs?

PTR reports will be handled almost exactly the same now as reports have always been handled, so for those of you who know how, you can skip this section.  For those who don’t here’s a nice little walk through of reporting a bug.


First you need to get to the right place.

Start by clicking that link. This will open a new tab on your browser.  Go there.On that page, you will begin the very short process of making a bug report.

Choose AdventureQuest Worlds as the game being reported.

Then use the drop down menu to get to the right type of report. In this case, we want the AQW Server Rewrite. Click that and it will bring you to the report form.

Some of you will notice this form is much more open on the fields than other forms. That’s because this form will be in use for the rest of the PTR now and there will be times that we ask you to look at specific things. 

Please don’t skip your name.  We really do want your name!  REALLY!  It’s incredibly important to me to know who is reporting in case I need to ask for more information.  Or other reasons.  

It’s equally as important to know if this is on the PTR or PTR2 server.  

So, Bug Info!

The examples are just that, examples.  We are interested in anything that you think is not working right.  So if you don’t see a heading that is a perfect match, just fill in what you think it should say.  

We’ve left you a LOT of room for describing the bug.  Use all of it if you can.  The better description we have, the faster we can track things down to get fixed.  It’s also vital to know if it caused a disconnection or not.  Things that throw you out of the game go to the top of the list.


Screenshots are always welcome and at times we simply cannot determine the bug without them.

Since they are so vital …

How do I link a screenshot?

You can’t embed the screenshots into the forms sadly.  So you need to put them on a public hosting site somewhere and then copy the link to the form.  

So how do you even take a screenshot?  Here’s a very handy YouTube guide: https://www.youtube.com/watch?v=-bnAoJXJXpY

I am incredibly partial to LightShot. With a very quick download, you can take the shot, make basic edits to it, and upload it directly to the internet with just a few easy clicks.  There isn’t even any need to save the screenshot on your computer if you don’t wish to. All of the screenshots used in this doc were made with LightShot and copied directly to the doc.  Nice tool huh?

Another really handy site is Imgur.

We prefer you not use Facebook and Twitter please.  Facebook often will not allow us to view the shots because of privacy settings, and Twitter pics are just too small.

If your screenshot link starts with  C:\ or Users:\ or file:\\, this means you have not placed the screenshot where we can view it.  These are files on your computer, and we do not have access to them.  Please upload them!

Thank you all for taking the time to read this, and I know the reports I will be reading will be the best ever. Right?  RIGHT!

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March 17, 2016

What's New in AQW?

Coming Soon to AdventureQuest Worlds!

Hey, guys! We've got a LOT of projects in the works right now, so let's run through what the team is working on behind the scenes, alongside the weekly releases that come out every Friday!

New Saga Coming Soon from Artix Next Month

If you've seen Artix's tweets recently, you know he's been working on writing the next big saga, scheduled to start next month. For those of you who've played through the Doomwood Saga (Parts 1, 2, and 3), the set-up will be familiar to you - this is a saga that takes place inside the world and main storyline, but is not directly related TO it.

This storyline takes place in the post-Chaos Lord world, where the Queen of Monsters' minions are wreaking havoc. In a war-torn, chaos-riddled world like this, there are a lot of opportunities for NEW villains to rise. Your character is still a hero even when you (the person on the other side of the screen) are not playing the weekly releases; they're kept busy taking on all the other threats Lore has to offer.*

ALL the Holiday Releases!

This month, the art team began working on assets for Artix's storyline (and the Quibble shop preceding it), in addition to the spring holiday releases we've got lined up. Once those are done, we are going to ROCK THE DARK!

Artix is away at GDC right now (check out Cysero's post on his adventures here), but we just can't wait to start teasing you with the news and art! More design notes with teasers and previews will release over the next couple of weeks!

Changes to the Queen of Monsters Saga

We say that we make our games for and WITH you, and we mean it. Feedback on the Queen of Monsters: Ancient Evils Saga thus far has been mixed, so we're listening to what you have to say, and taking the story in a new, less predictable** direction.

Artix's Throne of Darkness Saga is a starting point for that, as we begin to explore the wider world and see how the Queen of Monsters' presence affects the lands and people you know and love. ***

Shop Smart, Shop HeroMart (in AQW)

Stryche, the head of HeroMart, is preparing for the Grand Opening of HeroMart INSIDE AdventureQuest Worlds! That means you'll be able to check out HeroMart's merch, get even MORE in-game rewards when you get new merch, and easily access all your existing gear! 

More details on Stryche and HeroMart's Grand (in-game) Opening coming soon!

AQWorlds Server Rewrite: 97% Complete!

We are in the very LAST phases of the final testing before launching the new server to EVERYONE! Yorumi and M are knocking down bugs left and right as you guys log into the testing servers and find new ones. (If you haven't done that yet, what are you waiting for?! Get your exclusive PTR Tester badge now!)

The testers have been a HUGE help, and Yorumi's incredibly grateful for everyone logging in to help test. Right now, he needs EVERYONE to log on to the testing servers and try out all the different parts of the game to make sure we thoroughly test all the systems. (Think of things like banking items, mini-games like Alchemy, joining/leaving guilds, enhancing gear, etc)

The entire team is eager to finish Phase 1 of the server rewrite so we can begin adding in the new functionality we know you guys have been waiting for! 

 

 

* What did you THINK they did when you weren't logged in? Tweet me your ideas about what your character does when you're not logged in, and I'll retweet the funniest.

** After all, the Queen of Monsters embodies Chaos... she should not stick to such an easily-foreseen plan as "raise 8 titans, have the hero face 8 generals"

*** Yes, that means we're going BACK to the main continent!

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February 16, 2016

All-Player PTR Test Begins THURSDAY

Last Chance for Member-only Server Rewrite PTR Badge!

The server rewrite is making excellent progress! If you read last week's update post, you know that Yorumi is hunting down the last BIG bug, while M finishes building some functionality and they both crush the smaller bugs. But to get as many of the bugs fixed before we release the server rewrite, we need MORE TESTERS! And that means... opening up a free-player server so more people can run around on the new server and find issues.

So starting this Thursday, the current member-only PTR badge will go rare and the new server code will be added onto J6 server (which will temporarily be renamed Testing Server 2). Logging on to either Testing Server or Testing Server 2 will unlock the new PTR badge!

What We Need PTR Testers to Do

This one is REALLY simple - just play the game like normal! We need to make sure that all the code we've ported over and changes we've made are working as intended, and that the re-balancing we've done holds up until more stress and load.

Why We Need the Server Rewrite

We have a good deal of control over the game, but the current version of AQWorlds uses server software whose base we did not build ourselves (though we created all of our server-based game functionality)... and that means there are some things we cannot change.

This is one of the main causes of the random bugs some of you are reporting. It's also one of the reasons some bugs (like desynced friends/guild lists) have not been fixed and why some features (like the better botting detection, all-new class skills, and finished Guild cities) have not been released.

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February 11, 2016

Happening Now: Final Server Rewrite Testing

Log on to the PTR Test Server NOW to help us test!

For the last year, Yorumi (AQWorlds' lead programmer) has been rewriting the AQW server* and we are now coming up to the last, BIGGEST push for testing before we release the updated game to ALL players on ALL servers!

Why are we spending all that time to rebuild AdventureQuest Worlds, you ask? Because with those changes, we can make AQWorlds better, faster, smoother, AND introduce new features that you guys have been requesting for a long, long time!

* the backend system that makes the game function, not what you log into each time you want to play the game.

Phase 1: Rebuilding the Current Game (95% Complete!)

We are down to the last BIG bug preventing us from rolling out the new servers, plus a double handful of smaller, quick fixes. 

If you've done any programming, you know it can be hard to pin down the exact cause of certain issues -- because of that, we WANT to say that we'll roll out the new servers at the end of March, but it really does depend on when we lock down the fix for the crash bug.

While he and M do that, we need YOU to help us find all the last small issues so they can rapidly smash them into non-existence.

Phase 1 progress so far:

  • Maps 
  • PvP 
  • Monster AI 
  • Combat 
  • Inventory 
  • Enhancements 
  • Stats 
  • Chat 
  • Quests are very close 

The bulk of Yorumi's time this past month has been spent working on the big crashing bug, plus monitoring the security team's stress tests, but he has made progress on the rest of the feature ports, too. (/cheer!) The rest of this list will go pretty fast once he's able to focus on them.

Phase 1 still to finish:

  • Shops - 85% done
  • Guilds - 95% done
  • Houses - 85% done
  • Crafting - 80% done
  • Parties - 95% done

Stat changes Design Notes Post

Monster AI Design Notes Post

Combat Design Notes Post

What Comes Next? Phase 2!

If Phase 1 of the server rewrite is porting the game over to the new servers, Phase 2 is where we're planning to make the changes you have all been asking for. 

We cannot even begin working on Phase 2 functionality like the BuyBack shop until after Phase 1 is complete, but once it is, we can start working on things like:

  • friends list syncing 
  • bank item previews 
  • the buyback shop
  • better PVP and guilds functionality 
  • adding rank 10 passives to new classes 
  • cross-server/world chat 
  • better anti-bot and reporting functionality and more. 

PS: the level cap will raise at some point after Phase 1 is complete. We don't want to add in more levels now until there are newer, more crazy boss monsters and content for our high-level players to battle. 

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December 29, 2015

End of 2015 Server Rewrite Update

AQWorlds is Evolving Before Your Eyes!

We've made a lot of changes to AQWorlds over the lcouple years, and gained MANY new players! That's great, because it means there are tons of new heroes for you to quest with, battle with, and talk to... but also puts our servers under a great deal of strain. 

To make AQW the BEST game it can be, we need to take the time to FIX the current issues. So... how do we DO that? WE REBUILD AQW'S SERVERS!

Phase 1: Rebuilding the Current Game (90% Complete!)

We had hoped to finish Phase 1 of the Server Rewrite back in September, but as we've said before, a project like this is *not* one that should be rushed. We want to take our time and do it right -- plus Yorumi is making some modifications in the backend that should make it easier for our designers to do more fun things faster once the rewrite is finished.

Though we are taking our time to ensure that all the changes are solid and done well, we don't want to drag our feet! I just got the latest update in from Yorumi, and am really excited to share it with you all!

Phase 1 progress so far:

  • Maps 
  • PvP 
  • Monster AI 
  • Combat 
  • Inventory 
  • Enhancements 
  • Stats 
  • Chat 
  • Quests are very close 

Phase 1 still to finish:

  • Shops - 80% done
  • Guilds - 95% done
  • Houses - 80% done
  • Crafting - 80% done
  • Parties - 95% done

Each of the above is VERY close to being done, and the additional coding help has been a HUGE boost for Yorumi!

We do still need to finish some existing in-game commands like /goto. The bulleted points above are probably 2 weeks of work and testing. The commands are a bigger project, but the rewrite coders know exactly what's needed and how to do it.

We are currently in pre-live testing for this last round of additions. This is what's going to take the longest part. We're estimating about 4-6 weeks for the remaining testing and bug-fixing. (You do NOT want to see what happens when you /goto your friend and land smack dab in the middle of a frogzard O_O)

Stat changes Design Notes Post

Monster AI Design Notes Post

Combat Design Notes Post

What Comes Next? Phase 2!

If Phase 1 of the server rewrite is porting the game over to the new servers, Phase 2 is where we're planning to make the changes you have all been asking for. 

We cannot start adding in Phase 2 functionality like the BuyBack shop until after Phase 1 is complete, but once it is, we can start working on things like:

  • friends list syncing 
  • bank item previews 
  • the buyback shop
  • better PVP and guilds functionality 
  • adding rank 10 passives to new classes 
  • cross-server/world chat 
  • better anti-bot and reporting functionality and more. 

PS: the level cap will raise at some point after Phase 1 is complete. We don't want to add in more levels now until there are newer, more crazy boss monsters and content for our high-level players to battle. 

To see the full Design Notes post with all the details, click here!

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August 11, 2015

Server Rewrite Update: 75% Complete

AQWorlds is Evolving Before Your Eyes!

We've made a lot of changes to AQWorlds over the last year or two, and gained MANY new players! That's great, because it means there are tons of new heroes for you to quest with, battle with, and talk to... but also puts our servers under a great deal of strain. 

To make AQW the BEST game it can be, we need to take the time to FIX the current issues. So... how do we DO that? WE REBUILD AQW'S SERVERS!

Phase 1: Rebuilding the Current Game (75% Complete)

Back in February, we estimated 3-4 months for the core server rewrite (which addressed the lag, failed quest turnins, and disconnects), then several additional months as to build the foundation for additional changes to the game. We are still on track to finish Phase 1 in late Fall.

Phase 1 progress so far:

  • Maps 
  • PvP 
  • Monster AI 
  • Combat 
  • Inventory 
  • Enhancements 
  • Stats 
  • Chat (partially done, need to finish chat filter) 
  • Quests are very close (finishing up reward drops)

Phase 1 still to finish:

  • Shops 
  • Guilds 
  • Houses 
  • Parties 
  • Crafting

What Comes Next? Phase 2!

If Phase 1 of the server rewrite is porting the game over to the new servers, Phase 2 is where we're planning to make the changes you have all been asking for. We cannot start adding in Phase 2 functionality until after Phase 1 is complete, but once it is, we can start working on things like:

  • friends list syncing 
  • bank item previews 
  • the buyback shop
  • better PVP and guilds functionality 
  • adding rank 10 passives to new classes 
  • cross-server/world chat 
  • better anti-bot and reporting functionality and more. 

Remember, we will still be releasing EVERY Friday! AQWorlds isn't going ANYWHERE... but to keep the game running as smoothly as it should, we need to make these changes. In the long run, this will make AQW even MORE fun to play! 

Server Rewrite Progress Chart

So that we all have a clear idea of where the server rewrite progress is at, we'll use server rewrite version numbering (SRV) and phases.

Phase 1: Porting the existing game over to proprietary server software (that we built ourselves. This is what Oversoul currently runs on).

Phase 2: Updating core game functionality on AQW 2.0. 

  • SRV 0 - research begins
  • SRV 0.01 - server architecture meeting with Zhoom
  • SRV 0.02 - staff-only test of new combat system
  • SRV 0.5 - member-only PTR test of different systems -- we are here
  • SRV 0.6 - member-only test of full working Alpha stage on PTR test server
  • SRV 0.8 - all-player live-test on PTR 
  • SRV 1.0 - full launch of Server Rewrite, Phase 1

With the current calculations, we expect SRV 0.8 (the player live-test PTR) to begin later this Fall.

Why We Need the Server Rewrite

We have a good deal of control over the game, but currently we are using server software whose base we did not build ourselves (though we created all of our server-based game functionality)... and that means there are some things we cannot change.

This is one of the main causes of the random bugs some of you are reporting. It's also one of the reasons some bugs (like desynced friends/guild lists) have not been fixed and why some features (like the better botting detection, all-new class skills, and finished Guild cities) have not been released.

If you want to get a sneak preview of what's coming in the server rewrite or help us test on the PTR server, you can help support AQW's continuing development by upgrading your account. We make our games for and with you, which is why you should also tell us what you'd like to see next in our Suggestions board!

Keep an eye on the Design Notes for future progress updates, then give us your feedback on the Artix.com Design Notes post!

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March 24, 2015

Server Rewrite Update: Combat

Monster Skills, Class Rebalancing, and More!

Alongside the weekly release updates and the other backend projects we're working on, Yorumi made a LOT of progress on the server re-write while I was on vacation last week! He is 70% done porting over the combat system, and 30% done with Phase 1 overall. Staff-only testing of the new combat system is scheduled to begin next week. We're still on track for a player-driven PTR server in September!

Yorumi says:

In the staff testing, we'll be checking to make sure the existing systems all work. Porting combat to the new server will also include some upgrades, which will need thorough testing, too:

  • Monsters will get a working AI: they'll use HP, MP, and have indidivual skills and targeting
  • General balancing because of changes to the stat system
  • Testing to make sure each skill still functions as intended
  • War meters will count monster kills directly. No need to turn in quests.

We will NOT testing a possible rank 7 skill yet; that is something the team wants to add in for Phase 2 (which cannot start until after Phase 1 is complete).

Server Rewrite Progress Chart

So that we all have a clear idea of where the server rewrite progress is at, we'll use server rewrite version numbering (SRV) and phases.

Phase 1: Porting the existing game over to proprietary server software (that we built ourselves. This is what Oversoul currently runs on).

Phase 2: Updating core game functionality on AQW 2.0. 

Phase 2 is where we're planning to make the changes you guys want - the buyback shop, better PVP and guilds functionality, bank item previews, friends list syncing, adding rank 10 passives to new classes, cross-server chat, better anti-bot and reporting functionality and more.

  • SRV 0 - research begins
  • SRV 0.01 - server architecture meeting with Zhoom
  • SRV 0.02 - staff-only test of new combat system
  • SRV 0.6 - full working Alpha stage
  • SRV 0.8 - player live-test on PTR
  • SRV 1.0 - full launch of Server Rewrite, Phase 1

Right now, we are less than a week away from the staff-only test of the new combat system. With the current calculations, we expect SRV 0.8 (the player live-test PTR) to begin in September. 

Reminder: Personal Buyback Shop in Phase 2

We've been getting a lot of questions about the personal buyback shop. The goal is to let players get back AC items they had sold or lost. The way we would do that is by reading your account history - the AC purchase log - and putting only those items into your personal buyback shop.

That means no rare items would be returning. You - and you alone - would regain access to only the items you had previously purchased. There will need to be restrictions on this so it cannot be abused, and we do not have finalized details on what items would be eligible, what price you would need to pay to buyback the items, or what kind of wait period would be required.

Because this functionality is so far out (we need to finish all of Phase 1 first), we've got plenty of time to plan the best way to meet the goals while addressing many of your concerns. We'll announce more details about this and other Phase 2 functionality additions as we get closer to the release date.

Keep an eye on the Design Notes for future progress updates! Give us your feedback on the Artix.com Design Notes post!

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February 03, 2015

AQWorlds Projects Update

AQW is evolving right in front of your eyes!

If you've been with us for a while, thanks for playing! You'll see that we've been changing a number of features and functionality inside AQWorlds. If you're new, hi! Welcome to AQWorlds! You've come at a really key point in our game's lifespan.

AQWorlds is over six years old now; we've grown so much since 2008, and over the years, we've defeated scores of villains. But one of the most dangerous enemies of online games is staring us straight in the face, and we are doing all we can to fight it - stasis. We need to move forward, evolve, and change with the times. To keep AQWorlds alive, we need to GROW and IMPROVE and CHANGE.

Because AQWorlds updates on a weekly cycle, the development for improving and updating the game take place alongside weekly releases. That also lets us have YOU guys test the changes as they are being built (once we reach a stage where you can push buttons and have something happen). 

Several of these projects (like the new world map and the quest UI) are in live-testing. We do this to see how the new functionality will hold up under load. So, below is where those projects and others stand, and where we're headed next:

New World Map

The new world map is designed to both help you navigate the world and give a better idea of story progression. We call these "adventure maps." They aren't 100% geographically accurate; instead, they show you where you're headed next in the story.

More story adventures being added soon

Changes left to make:

  • Reducing lag 
  • Adding in more adventure maps (for Doomwood, seasonal events, side stories) 
  • Adding direct links to the bank and other popular locations

New Quest/NPC Interface

The quest/NPC interface redesign is taking place for a number of reasons: 1) the current appearance is outdated. We've got to keep AQW looking fresh and appealing. 2) many new players have difficulty using/understanding the current system. 3) by re-doing the UI, we can improve and add to its functionality.

Current version, changes in the works based on feedback

Changes left to make:

  • Appearance updates based on player feedback (making it less claustrophobic, more fantasy)
  • Adding in the "turn in quest from anywhere" functionality (the quest box in the upper-right side of the screen will call the last NPC pop-up you accepted a quest from)
  • Bug fixes to current version

New Tutorial

The new tutorial is a VITAL project! When a new player first joins AQWorlds, we want to excite them, engage them, and TEACH them how to play the game. Based on your feedback, this version of the tutorial meets those three goals the best. You've also sent in additional ideas on how to improve the tutorial (thanks!).

Changes left to make:

  • Add in player suggestions
  • Load tutorial videos directly into the game
  • Add in helper cutscenes on Nythera and Sora
  • Add in email confirmation reward

Server Rewrite Progress Update

Almost exactly a year ago, I posted a Design Notes about the server rewrite project. We have a good deal of control over the game, but currently we are using server software whose base we did not build ourselves (though we created all of our server-based game functionality)... and that means there are some things we cannot change. But we CAN rewrite the server!

Due to a number of additional top priority projects (like the Facebook integration, the quest interface, and others) and delays (the end of the Chaos Saga, the holidays, etc), work on the server rewrite has been delayed. 

BUT! As of January 1st, the server rewrite project is officially BACK in action! Yorumi has already made a lot of progress. He started researching again this past December, and met with Zhoom in early January.

Server Rewrite Progress Chart

So that we all have a clear idea of where the server rewrite progress is at, we'll use server rewrite version numbering (SRV) and phases.

Phase 1: Porting the existing game over to proprietary server software (that we built ourselves. This is what Oversoul currently runs on).

Phase 2: Updating core game functionality on AQW 2.0. 

Phase 2 is where we're planning to make the changes you guys want - the buyback shop, better PVP and guilds functionality, bank item previews, friends list syncing, adding rank 10 passives to new classes, cross-server chat, better anti-bot and reporting functionality and more.

  • SRV 0 - research begins
  • SRV 0.01 - server architecture meeting with Zhoom
  • SRV 0.02 - staff-only test of new combat system
  • SRV 0.6 - full working Alpha stage
  • SRV 0.8 - player live-test on PTR
  • SRV 1.0 - full launch of Server Rewrite, Phase 1

Right now, we are about a month away from the staff-only test of the new combat system. With the current calculations, we expect SRV 0.8 (the player live-test PTR) to begin in September. 

Keep an eye on the Design Notes for future progress updates! Give us your feedback on the Artix.com Design Notes post!

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