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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.