PATCH NOTES & NEWS

Realm Updates

Server releases, launcher changes, patches and development updates.

test Wed Sep 09 2026 10:47:18 GMT+0000 (Coordinated Universal Time)

0.7 · UPGRADE-ROADMAP

# Ashenforge Realms Upgrade Roadmap ## Architecture rule Keep three tracks separate: 1. **Production** — pinned known-good core/module revisions. 2. **Staging** — clone of production data, used for upgrades and new modules. 3. **Experimental client branch** — DBC/MPQ/map/UI changes that can break 3.3.5a compatibility. ## Phase 0 — Foundation (Weeks 1–2) - Core: Playerbot AzerothCore fork. - Docker Desktop, MySQL 8.4 stack. - Validate `dbc`, `maps`, `vmaps`, `mmaps` in container data volume. - 80–120 random bots as a conservative starting population. - Realm branding and custom intro addon. - GM addon and Ashenforge Nav addon. - Daily database backup; revision snapshot before upgrades. - LAN-only firewall first. Do not expose MySQL or SOAP publicly. **Gate:** 48 hours crash-free with bots enabled before adding gameplay modules. ## Phase 1 — Living realm (Weeks 3–6) - Install AuctionHouseBot Plus after the baseline passes stability testing. - Create 2–4 normal AH bot characters (not playerbot characters). - Enable seller first; observe supply/pricing for a week. - Enable buyer only after seller behavior is tuned. - Add economy dashboards from periodic SQL snapshots: gold creation, AH volume, top commodities, vendor sinks. - Tune bot population by measured world update time, not just CPU utilization. ## Phase 2 — Quality-of-life + UI (Months 2–3) - Expand GM addon: teleport favorites, player lookup, event tools, economy controls. - Nav v0.2: saved waypoint lists, named hubs, corpse/party targeting, optional quest target integration. - User addon: server announcements, event calendar, profession tracker, reputation goals. - Optional transmog only after compatibility testing with the current Playerbot revision. ## Phase 3 — Content progression without breaking the client (Months 3–5) Keep the native 3.3.5a level cap at **80** for production stability. Instead of immediately raising the raw level cap: - Add “Awakening” or “Prestige” ranks at level 80. - Award controlled bonus talent points at milestones only while remaining inside existing talent-tree limits. - Add account-wide progression, titles, cosmetic rewards and profession masteries. - Use existing maps/instances for new quest chains first. This gives the feel of level-cap growth without changing core client assumptions. ## Phase 4 — Map expansion track (Months 5–8) ### 4A: Safe map content - New quest hubs and phased stories in unused/underused areas of existing maps. - New portals and travel routes. - Custom world bosses and instanced encounters. ### 4B: Experimental custom map pipeline - Dedicated staging client pack. - Custom map/ADT/WDT work. - Regenerate server map/vmap/mmap assets from the matching client data. - Version every client patch and server data pack together. **Never deploy a new client map without matching regenerated server maps/vmaps/mmaps.** ## Phase 5 — Advanced progression (Months 8–10) Choose one path: ### Stable path Remain level 80 and expand Prestige/Awakening trees through addon + server module systems. ### Experimental path Raise the real level cap above 80. This becomes a custom-client project involving DBC changes, XP curves, spell/talent constraints, UI assumptions, item scaling and extensive regression testing. Keep it separate from production until the full login→leveling→dungeon→raid path is stable. ## Phase 6 — Major UI modernization (Months 10–12) - Unified Ashenforge launcher/patch manifest for **custom files only**. - Addon update channel. - Navigation route planner. - Guild/event dashboard. - Economy market board. - Optional custom textures/audio that you have the rights to distribute. ## Release discipline For every release: 1. Back up all databases. 2. Snapshot core/module commit hashes. 3. Promote code to staging. 4. Run login, movement, pathing, dungeon, battleground, AH, mail, guild and restart tests. 5. Validate mmaps/vmaps/dbc/maps presence. 6. Promote to production only after staged soak testing. 7. Keep the previous SQL backup and code revisions together as one rollback unit. ## Phase 4 — Living Economy & Population Control - Add measured Playerbot population controls without recompiling. - Add market profiles for balanced, crafting, gathering, raid-prep and scarcity conditions. - Add manual economy event profiles. - Add CPU/memory/runtime snapshots before increasing bot population. - Add route-based GPS and party/raid waypoint sharing. - Preserve the future boundary for a custom profession-to-economy C++ module. ## Phase 5 — Custom Ashenforge Systems (planned) - `mod-ashenforge-economy`: true bot profession/inventory supply chain and material sinks. - Quest/NPC navigation database generated from server data rather than hard-coded coordinates. - Realm activity scheduler for bot population bands and economy events. - Awakening/Prestige progression with explicit DB migration and rollback strategy. - Custom quest hubs before any custom map deployment. ## v0.5 — Production Economy Telemetry - Install `mod-ashenforge-economy` as an Ashenforge-owned module. - Measure actual Playerbot loot and craft output separately from human output. - Track profession skill activity. - Keep AHBot as the auction transaction engine. - Autotune market profiles from measured production only after a minimum observation window. ## v0.6 — Demand & Persistent Economy State - Observe auction transaction outcomes and player purchase demand. **Implemented.** - Persist rolling production/demand windows rather than relying only on log history. **Implemented.** - Introduce commodity scarcity indices by item. **Implemented.** - Add safe rollup retention and persistence diagnostics. **Implemented.** ## v0.7 target — Controlled Supply Injection - Add category-aware scarcity controls and persistent price-pressure trends. - Prototype bot inventory-to-market transfers behind a disabled-by-default feature flag. - Require per-item caps, soulbound/quest-item exclusions, rollback logging and a staging soak test. - Add profession work-order simulation without bypassing normal item ownership rules. ## Phase 7 — Game Update (v0.7) - [x] Persistent item category metadata. - [x] Scarcity-aware market governor with cooldown. - [x] Read-only Playerbot inventory-to-market candidate planner. - [x] XP pacing profiles. - [x] v0.7 game health check. - [ ] Validate 24h/72h candidate quality. - [ ] Add bot reserve policies by consumable/profession category. - [ ] Add per-item daily export caps. - [ ] Feature-flagged transactional inventory-to-market transfer. - [ ] Prestige/Awakening prototype while keeping level cap 80. - [ ] True >80 level cap only after matching client DBC/UI work. ## Expansion track — Ascendant Frontier 1. v0.8.0-alpha1: expansion framework, manifests, addon shell, Ascendant ledger. 2. v0.8.0-alpha2: Aetherkin/Cinderborn race design, race ledger, race UI and client/core readiness gate. 2. alpha2: level 81–90 client/server stat and XP compatibility test pack. 3. alpha3: Aetherreach terrain shell, Concord Spire, map extracts and recovery portals. 4. alpha4: first two dungeons + Mythic backend + zone 1/2 quest content. 5. beta1: all five zones + six dungeons + Temple raid + Worldforge Stage I. 6. beta2: PvP battlegrounds/arenas, LFG/LFR/LFPvP, guild revamp, Warfront realm. 7. beta3: Vanguard/Arcanist and new professions after client creation UI is stable. 8. release candidate: Worldforge stages II/III, Apex raid, full itemization/mounts/pets/heirlooms.