Roadmap

Current work: AMLP, a from-scratch LPC driver, is in active development and is not finished. AetherMUD is not live. After the driver is ready, the mudlib will be substantially rewritten. Do not treat the zone lists, counts, or "done" items below as a running game.

The rest of this page is a superseded plan from the earlier FluffOS / Nightmare III mudlib (last updated 2026-07-26; sources then: docs/ASSESSMENT.md, docs/zone-expansion-plan.md, docs/playtest-checklist.md, CLAUDE.md). It is kept as a historical snapshot only.

Previous plan: ops and playtest (superseded)

This was a FluffOS-era install and playtest sequence. It is not the current path. Current development is the AMLP driver, not rebuilding FluffOS or promoting playtest wizards on that old lib.

  1. Copy production-aethermud/ to Fedora Workstation. Follow internal/install-aethermud.md: SHA256, extract, rebuild FluffOS, ./mud.sh start.
  2. Playtest from docs/playtest-checklist.md (that roster lived in the old repo docs, not on a public live server):
  3. Promote online wizard candidates:
    makewiz ptdacon
    makewiz ptcoder
    makewiz ptrpwiz
    Then kit (domain / coding / rp). Domain review: domain option 10; coding: review. Then setrole <name> domain|coding|rp.
  4. Optional: python3 tools/section8_verify4.py with that old MUD up.

Previous plan: Phase A (zone depth)

Exit criteria at the time: 2 to 3 hours of exploration from Chi-Town, Splynn, or New Camelot without looping the same ~20 rooms. Status labels below mean "in that mudlib," not "playable today."

  1. Done. Chi-Town burbs + city (~53 rooms; +1 2026-07-28, a nest room paying off maintenance-tunnel foreshadowing).
  2. Done. Tolkeen (~29 rooms: core, siege edge, crypt).
  3. Done. Horton wilderness (~27 rooms).
  4. Partial. Splynn Preserves (26 rooms, closed loop + depth on 5 dead ends as of 2026-07-28). Remaining: market depth, ~4 more rooms to the original +30 target (2 of the prior dead ends are deliberately terminal, not pending growth; 1 more, Thornbrake Den, is available for a future pass).
  5. Optional: more Chi-Town / Splynn / NGR interiors if playtest finds thin spots.

Previous plan: Phase B (signature destinations)

  1. Stormshire / Federation of Magic v1 (~80 to 120 rooms). Hook via Moxim and Americas wilderness.
  2. New Camelot / NGR connectors (~+20 travel rooms, 1 to 2 side villages).
  3. Done against the room-count target (23 rooms as of 2026-07-26: kennel wing, incubation core, drainage escape route, civilian support town; original target was ~+20 to 30 total) but has zero quest content - "done" here means the named sub-areas exist, not that the zone is finished. (9 living-being files total, a mix of staff/vendor NPCs and 4 real combat threats - population itself is reasonable for the room count, corrected 2026-07-28 from an earlier undercount of 6.)

Exit criteria: Chi-Town, New Camelot, Splynn, Stormshire, and Tolkeen each support a mid-level visit.

Previous plan: Phase C (later)

Each: 15 to 25 rooms, one vendor, one threat, one unique loot. That plan said these should not block a soft launch of the old lib.

Previous plan: systems and parity

Previous plan: sprint order

1. Fedora install + playtest + wizard promotions
2. Splynn Preserves (+30, 26/30 done)
3. Stormshire v1 core (+80)
4. Europe connectors + Lone Star (+40, Lone Star 23/20-30 done)
5. Systems/parity as they block play
6. Phase C when Phase B is solid

Previous plan: build rules

These were conventions for that mudlib. They are not current AMLP or rewrite instructions.

Related docs (previous mudlib repo)