ZEALOTRY Users: Critical Notice on Continued Use

Edit: Our new HTML5 client (Orchil) is now open for beta testing in The Eternal City. Feel free to try give it a whirl at

Edit: We have made great strides toward a new HTML5 client, which should offer a replacement to Zealotry. We're hoping to release that in the very near future, but in the meantime, using Pale Moon remains the best method for ensuring there is zero interruption to your game playing during the transition.

As of November 14, Mozilla will be auto-updating all copies of Mozilla Firefox to Mozilla 57, a new edition of their browser that will disable all legacy add-ons. This will probably include the majority of the plug-ins that you use on Mozilla, including the Skotos Zealotry plug-in.

This is a big problem for us because Zealotry is the most stable of our clients at this time, and the one that we believe is in the widest use. There's unfortunately no easy way to update it, because we'd have to rewrite it from practically scratch, using their new programming system.

There are tricks that you could use to to prevent Mozilla updates, but we don't particularly suggest them, as you want to have a clean, secure browser. Fortunately, there are two alternative browsers that will support Zealotry. Each of them branched off of an earlier version of Mozilla Firefox, and each of them continues to be updated for important security issues.

Pale Moon Browser

The Pale Moon browser is our suggested replacement. It is a totally separate browser that branched off of Firefox some years ago. It will continue to support the classic plug-ins.

To install it:
  • Install Pale Moon (Windows & UNIX only)
  • Install the Zealotry XPI on Pale Moon
  • Restart the Pale Moon Browser
  • Play on Pale Moon

The official version of Pale Moon only supports Windows and UNIX, but you can also get a slightly less official version of Pale Moon for the Mac. We've tested it out and it looks like it's clean and works correctly, but use your own level of caution in working with the Mac variant.

If You Have Errors

Some users are experiencing "Content Encoding Errors" when using Pale Moon and Zealotry. As best we can tell, this is due to an incompatibility between Windows 8.1, Pale Moon, and Plugins. If you have this problem (or any other), we suggest instead using Mozilla's extended-release version of Firefox, which branched at Firefox 52. It's expected to remain supported until at least June 28, 2018, by which time Mozilla is planning to jump their ESR to a post-plugin phase. This is therefore a short-term solution, but we expect to have full release of our New HTML5 client well before that.

To install it:
The Big Picture

Our larger-scale goal is to introduce a new client that will be usable on any browser and make our games generally more accessible. We've had a HTML5 client in process since last year, but are currently hitting roadblocks that make a deployment before November 14 problematic. We've also just started a second project, which would be more specifically focused as a Zealotry replacement, without worries about new bells or new whistles. Both of these possibilities are being done out-of-house, by Skotos players, but they're receiving our highest level of attention for whatever support they need, as this is all our top priority.

So, consider this a short-term fix, but in the meantime if you use Zealotry, please download one of the alternative browsers and test them out ASAP.
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Game Direction

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  • Game Direction

    The purpose of this thread is to share our game vision and the steps we will be taking to achieve this vision.

    What is our vision for Ironclaw Online?
    This little blurb on our website says it best:

    Ironclaw Online is an anthropomorphic role-playing game set at the cusp of change on the large island continent of Calabria. Many different sentient races, cultures, and societies are converging upon the dock town city of Triskellian. As a player, you will start with humble beginnings, only to become involved in machinations as each noble house vies for control and the guilds strive for power. Which side will you take? Will you throw your fate in with the Bisclavret, becoming a mercenary hoping for riches and glory? Can you stand against the Avoirdupois warriors, in their staggering numbers and unyielding formations? And what of the mysterious Doloreaux, with the rumors that they may have unlocked the secrets of the wizard-kings of yore? Or can you really hope to remain neutral as the destiny of the world is decided? Join us on this epic adventure of life and the quest for control in a world filled with many people stretching their imaginations to the limit.

    We want to create the world of Ironclaw and for you to feel like you are in the world of Ironclaw from the moment you step into chargen. We want to give you all the tools you need to tell your stories and fulfill whatever hopes and aspirations you had in your head when you first made your character.

    So, this is where we want to go but how do we intend to get there?

    Step 1: Establish Theme and Setting
    There are two facts known to be true about our theme and setting:
    1. Ironclaw Online is based on the Ironclaw tabletop game.
    2. The setting of Ironclaw is based loosely on the Italian renaissance
    As staff, it is our responsibility to enforce these truths in the game world. As we review current systems and content (Step 4), we will keep these two questions in mind: Does this accurately reflect the Ironclaw brand? Does this enforce the setting we are trying to portray?

    As players, it is our responsibility to maintain the atmosphere of the game by enforcing the setting through roleplay. We are in the process of developing roleplay guides to shed light on how the world we live in is generally perceived. These are not intended to tell you how to roleplay your character but more-so to inform you what the social expectations are for whatever role you choose. While it might be socially expected for commoners to show respect to nobles, that doesn't mean you aren't allowed to plot against nobles. Depending on your story/faction, you might be expected to plot against nobles! The fun challenge of roleplay is figuring out how to destroy your enemies while also maintaining social expectations. More to come on this once the guides are actually released. We have players actively working on this project and we could not be anymore appreciative of their assistance.

    Step 2: Kill the Busy Work
    In an effort to free up staff time to work on the overall picture, we have began the process of automating common player requests:
    1. Custom engravings, paintings, embroideries. The system to automate this is complete and has been thoroughly QCed. I haven't received much feedback from this system so I'll take that as a good sign.
    2. Storypoint requests. Azrael is working on code to automate most storypoints requests (body mods, gaits, speech, etc).
    3. Token plot requests. We are opening up access to plot locations (Three Corners, Akoma) so you guys can have your adventures without needing staff to be involved. Three Corners is currently accessible along with the wilderness AA you need to go through to get there. We are in the process of opening access to Akoma (along with a sea adventure AA).
    Not only does this free up staff time but it greatly reduces the turnaround time on common requests. That is a win-win for all!

    The down side to this is you will not be seeing the same level of token plot support as was present in the past. Staff spending a solid 2+ weeks building and preparing for a 3+ day plot (that we also have to be present to run) is not the best use of our time. We will provide some support, just not on this scale.

    Step 3: Documentation
    This can be broken down into two parts:
    1. Staff policies and procedures. In an effort to further reduce turnaround time on assists, we have started to consolidate/document our policies and procedures down to the nitty gritty detail. The end goal being that it will empower all staff to handle most assists that come in without the need for lengthy discussions or digging up old forum posts. This consistency means faster turnaround for you and less frustration over perceived favoratism.
    2. In-game help files. Staff as a whole (but me especially) have failed miserably to keep up with in-game help files leading to confusion and frustration. We have some awesome volunteers from the playerbase to help get us back on track. The end goal being this: if you have a question, you can find an answer to it using the in-game help command.
    Overall, we want to keep most info contained on our website and in-game help files. The forums have become an unreliable source of information with all the spam attacks.

    Step 4: Review Current Systems
    Another source of frustration from players it the amount of unfinished/buggy systems that exist. A prime example being the lack of support for most careers. As we review systems, this is what we will be looking for:
    1. Does this system enforce theme and setting?
    2. Does this system have support systems or features that haven't been written yet?
    3. Is this system balanced?
    4. Has this system been thoroughly debugged?
    5. Has this system been thoroughly documented
    As we review our systems, the goal will be to finish them as best we can. Examples include: chargen, careers, combat, @crime, @guild. Ideally, we want to finish current systems before implementing new ones though it may be necessary to introduce a new system/feature/minor code to move a current system to a completed status. We will try to save major code for step 6.

    Step 5: Focus Building On Triskellian
    This step goes hand in hand with the last step but from the builder perspective. We want to bring life to all of Triskellian, not just in the rooms surrounding the couriers. That means overhauling/finishing current rooms, adding access to other areas of the city (i.e. Oldtown), environmental emits, more interactive npcs, adventure without the need to leave Triskellian! We currently have a group of builders working on this step.

    Step 6: New Systems and Content
    Once we have completed the aforementioned steps, we will be in a place to start developing new systems and content (adventures to capital cities, other AAs). This doesn't mean we will never add new content or systems until old systems are done but it isn't where our focus will be until we reach this point.

    Step 7: Plot Focus
    This goes hand in hand with Step 6. And again, this doesn't mean we will never have plots while we work on other things, it only means our focus will not be here yet. We do have some ideas for VPs and players interested in playing VPs. This will help provide story to the game while staff work on developing the bigger picture.

    I hope this provides some insight on where staff are heading with the game and what we want the end goal to be. If you have any questions regarding any of the above steps, feel free to let us know!

  • #2
    Below you will find brief digested versions of the source material provided on the forums and website. Unless otherwise noted, these are all quotes directly.


    • #3
      Thank you Roo and Topsy! And is Az back or just helping out? We miss you Az!
      Madalina Blue and Saruno


      • #4
        Az didn't go anywhere Real life is just occupying most of his time.


        • #5
          Three cheers and a barrel of jadeland's best sake for both of you.