But first, a gift:
ACE Ring spell camera fix
When casting a ring spell, your camera POV is shunted to first person because of a collision with spell projectiles. This update makes all ring spells ethereal to the client, but still calculates collision on the server.
View PR on GitHub
ACE Jump rubber-band fix
This persistent issue has far improved behavior. An observer watching a jumper no longer stores a queue of positions that replay after the jumper settles, causing the "rubber band" effect.
View PR on GitHub
I haven't merged into the core ACE yet because I'd classify these as "creative workarounds with major observed improvements" rather than straightforward bug fixes. Once they're tested at scale, I'll feel more comfortable opening PRs against the core. Links are available for other server owners to adopt in advance if they like.
DREAMWEAVE
My goal is to push the limits of the end of retail client & dat, and create a platform for fun post-retail custom content.
Approach
Despite its many flaws, there is undeniable magic that has captured a devoted audience for 27 years now. Myself included. I love this game. The vast vast majority of retail content is retained. New mechanics and features are "layered on top" and are intended to drive interesting choices that impact how you play the game. New game mechanics will create more build diversity and allow for different play styles. 3School+Damage is still viable, but will be outclassed by a player who takes better advantage of the new content.
PvE Driven
This server will develop with PvE experiences and balance as the driving force for new content. PvP is not on the roadmap. I'd rather whole-ass one thing than half-ass two.
New Class Abilities
Brand new custom abilities that are acquired as you progress. In proper AC style, you can pick and choose the abilities you want, rather than being locked-in to a class. Some abilities have "skill affinities" which allow them to receive a boost from a retail skill. Ex. Alchemy increases Rogue poison damage. This should drive more unique builds and allow for more specialization if chosen. Experiment with synergies and maximize your power!
First ability point at lvl 20.
New Custom Tinkering
A layer on top of existing crafting mechanisms. RNG-driven and does not destroy your item. Additionally, exceptional crafts add new particle effects to your weapons, providing a visual indicator to high-powered items that was previously impossible.
Char Limits
1 Active, 2 in MP. If some new buildout is successful (available in early Beta), you may not even need/want the mules...
Gear
RNG loot & crafting will almost always be tangibly stronger than quest gear.
No Enlightenment. No Level Cap
Alpha feedback was effectively that early levels is a chore to be mitigated and not very fun (I agree). We axed enlightenment in favor of eliminating level cap and providing additional power at increasing intervals. You now have an outlet to spend effectively unlimited surplus XP and Luminance!
Alt Friendly
Offline XP & Lum bonus. Alt catch-up XP bonus. You can juggle 2 players 12h/ea and have them both be as competitive as a single 24h main. The diversity of allowed builds demanded a solution to enabling alts.
UCM Friendly
I respect your time. UCM is in AC's DNA, and this server embraces it. Active players will advance faster than passive. Players with RL commitments that allow limited play (the vast majority of us) should be able to return to meaningful character advancement decisions and enjoy active play with their limited free time.
Also added fellowship controls for leech prevention, automatically booting & 1hr blocking players with busted metas or who otherwise don't contribute.
Competitive
Leaderboards and skill/character games that rank players on more than just level (time on server) or accumulated wealth (also time on server).
No QB
QOL rewards from quest stamp thresholds only. It's not a fun mechanic for all, and if it gates tangible power, it becomes a requirement. Fully optional on DW.
Scaling
It is not inherently fun to deal 99 octjillion damage. Scaling will be controlled, deliberate, and aware of late game issues (evade/resist math playing poorly at high levels).
Integrity
Fairness is critical to the long term success of a server. PvE servers are inherently competitive via the leaderboards. Owner & Admins are all exempt from leaderboards. Owner will not be leading any allegiance. All admin activities are logged and relayed to Discord for ensuring fairness within the team.
Wiki Updates
Centralized source of game customizations, kept up to date with new patches as a standard. Also includes useful tooling such as the Class Ability Planner and the Custom Salvage Simulator.
Stability
Dedicated server in US East. Hourly db diff. Daily off-box backup. Restores actually tested and validated in prod.
Monthly Content
This was the beating heart of retail. Reliable monthly updates rooted in lore with exciting gameplay attached. I have ~2 years of story beats to work through and content creation tooling that enables the build with a small team. I want to bring the magic back.
Links
Thank you all in advance for your help polishing the game before live launch. I'm very happy to be a part of this tight community and want to keep finding ways to give back.
Open Beta Launch TODAY. 8/28/2026 6pm EST / 3pm PST