• News
MOVING TOWARDS BETA
 
  10 July 2018

FireSinging has released a development blog for future updates on their progress. You can visit this blog at https://firesinging.github.io/.

To quote their blog post:

Summer holiday is coming up for us and we are moving towards a beta release of 'FireSinging'. Currently we are testing functions like:
  • Questing
  • Techtree and traits
  • Random rewards
Above features are added and give a good gameplay experience. As soon as we finish testing we can release a beta version. A beta because some functions are still missing, like:
  • Milestones
  • Skirmish and crete
After the beta release we will work on those features.

So far for the update!

I'll try to keep you all informed on blog posts here also.

Please note this isn't an AOEO4EVER.net project and we cannot provide more information at this point.

UPDATE HANDBOOK
 
  26 May 2018

As I was helping team 'FireSinging' with correcting the gear files for their project I also updated the handbook accordingly. There is now a matching handbook which comes close to the gear setup as part of the original game. You can find the updated gear handbook here.

QUEST REWARDS
 
  04 April 2018

FireSinging has released a development blog for future updates on their progress. You can visit this blog at https://firesinging.github.io/.

To quote their blog post:

During the past months we have kept working on 'FireSinging' and have updated our git frequently. The following has been added over the past months:
  • Player, empire and character classes
  • Quest instances (thanks to Xen0byte) and quest data to allow questing ingame
  • Various game / server communication
We are adding final items we need toward an actual, limited gameplay experience. Mainly quest rewards are being worked out at the moment and we hope to allow equiping gear onto units in the following update. Our short term roadmap:
  • Add gear equipment communication.
  • Basic testing.
  • Update git.
With basic quest rewards added one should be able to follow the game storyline for a while. Functions like optional quest rewards, lootboxes and such will still afterwards need to be added. The following ways you can contribute at this point:
  • Code suggest on the current repository.
  • Issue 32: Get right nugget data.
So far for the update!

I'll try to keep you all informed on blog posts here also.

Please note this isn't an AOEO4EVER.net project and we cannot provide more information at this point.

CAPITAL CITY
 
  12 December 2017

FireSinging has released a development blog for future updates on their progress. You can visit this blog at https://firesinging.github.io/.

To quote their blog post:

We have reached the capital city again! By loading fixed data (which later needs to be variable) we can now enter the Greek capital city again. Download the progress from our server github to see for yourself. You cannot actually play yet, but we move on. Creating the other characters also isn't implemented yet.

What's next:

The game session gets disconnected due to chat. This will be the first to add.
Add remaining package definitions.
Administer some issues / tasks on Github.
Work on the data extraction layer for game data (certain game .xml files).

The following ways you can contribute at this point:

Code suggest on the current repository
Work out the player class based on XML

So far for the update! If you have question, shoot them by e-mail. We have Christmas holiday coming so hope to give you more updates soon!

I'll try to keep you all informed on blog posts here also.

Please note this isn't an AOEO4EVER.net project and we cannot provide more information at this point.

DEVELOPMENT BLOG
 
  11 November 2017

FireSinging has released a development blog for future updates on their progress. You can visit this blog at https://firesinging.github.io/.

To quote their first blog post:

Welcome to our brand new development blog! From here we want to frequently (bi-weekly) update you on the progress of our effort to build a local game server for Age of Empires Online. Ultimately it is our goal to build a local or small server emulation for home use where you can play (with friends and family). This way you control the game, on local play you can play whenever and wherever you want and don't need to worry about loosing game progress again.

As the road still is long, we just released a first build of the xlive installement we use for testing. This is based on a general script (Xliveless) and converted to Age of Empires Online studying different sources. We also hope to release next week a first effort of a solid project start we used (and are extending at this moment) of the server coding. This won't be an actual working game version, but gives insight in how code is structured. As game logic for most important single player content is known we are at the point of custom C# writing and those among you that know a bit of C# might be able to contribute from that point also to speed up progress. For example reading XML content from game files or doing default user actions like login and logoff.

I'll try to keep you all informed on blog posts here also.

Please note this isn't an AOEO4EVER.net project and we cannot provide more information at this point.

NEW MILESTONE
 
  30 October 2017
We have a new milestone to celebrate; We passed 8.000 community members! Two and a half year ago Mimi and I started the Steam group 'BringbackAOEO' and a bit moreover two years ago MrPSIHO13 started this community and it has grown towards this milestone.
FIRESINGING
 
  20 September 2017

As announced before a new project is under development. 'Firesinging' is an effort to return Age of Empires Online by building a public, open source server emulation. Primarily the focus is on offline single player with original gameplay, so you don't depend on Microsoft or someone else to host a server and can loose game progress at some point. View the video below or visit the project YouTube.

You can also follow development soon by visiting https://github.com/firesinging.

Please note this isn't an AOEO4EVER.net project and we cannot provide more information at this point.

WE'RE BACK!
 
  01 September 2017

After a period of downtime for about two weeks we are back! Downtime was due to limitations of our community hosting. AOEO4EVER.net is limited to a certain monthly bandwidth (site traffic) and increasing activity has resulted in exceeding this limit. The next few days we are looking into downsizing the community a bit or see how donations develop.

Besides that, there is awsome news! During the downtime I was contacted by FireSinger and he send me a few pictures of our beloved game being playable in offline mode by server emulation. Now we all know Project Penelope, but that was based on emulating the original gameplay. The work done by FireSinger is totally based on true gameplay and emulates a game server. So basically, if you always wanted to play Age of Empires Online while being in the backseat of the car on your way to grandma you will be able to do so soon. And even better, FireSinger claimed to make his work an open source project which we all can extend.

Edit: Made changes should now prevent downtime

DISCONTINUE PENELOPE
 
  31 May 2017

A bit more then a month ago we released Project Penelope 1.3. The goal of Project Penelope always has been to get as close to the original game as possible. Penelope 1.3 introduced a form of capital cities and gears. All this based emulation (simulation of original gameplay), but not actually using Age of Empires Online game features. With Project Celeste evolving more quickly then anticipated, the community members who worked on Project Penelope feel a new version of their project became obsolete for now.

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