ZEALOTRY Users: Critical Notice on Continued Use

Edit: Our new HTML5 client (Orchil) is now open for beta testing in The Eternal City and Grendel's Revenge. 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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Player agency

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  • Player agency

    Lately, there's been an increase in people asking for more events. While most playerbase-wide events would require GM support, i was thinking that maybe there could be a way players themselves would set up something.

    What if the playable NPC's would be able to exert a little more control over the world? Say a ruffian could gather other normal NPC's around him? Form some kind of group and travel places, start creating a ruckus to form a story?

    Or an urchin, being able to trigger a matron to panic and think out that the little one is missing or has run away, while the urchin is zipping about town.

    Maybe allow for auto-generated broken bones, changes in spawn area so ruffians could spawn in Franlius and re might not be a shiny reward at the end, but personally I don't think that's what storylines are about.

  • #2
    Good idea. There are a limited number of crime oriented schemes going on but its difficult finding reliable players to participate.


    • #3
      I've seen a few similar player-run ad-hoc events. The players do try very hard to add a sense of immersion and fun to the gameworld but it's hit and miss on how many other people want to participate. Urchin, Trader and Sailor NPC's are usually the best options for this type of roleplay since they're cheap, persistent and aren't restricted, but since none of them are reasonable fighters (even sailors), it makes it difficult to add a combat aspect to the event. I forget if Gladiators are restricted to the Arena or not. Any way, the best ones I've seen are where a lot of prep time has gone into the event before hand, like writing notes on papers, hiding things in certain places, and basically leading people on an intriguing scavenging hunt. The problem is people get bored of this same style of event happening over and over.

      I doubt this would ever happen, but if we could see at least one of the two changes I think it could really help support these types of events:
      1) Customizing the display name of your PNPC (or at least auto-generating them). For instance an Urchin would be "a young boy with messy brown hair", a trader would be "a bright-eyed man with a comforting smile". Something like the scar generator would be nice where you select different options to end up with the description you want.

      2) A one-time toggle for moving to the "Dark side". Basically allowing your PC character to turn (permanently) into a bad guy. NPC bandits wont attack you, but you'll be killed on sight by any NPC lawkeeper/soldier instead of arrested. If there were any way to allow this to apply to only one hunting ground, that would be more realistic. You would walk into say, the bandit woods and type @go-rogue or something similar, then a prompt would say "Going rogue in this location will assign you as a member of the Forrest Bandits, are you sure you want to do this?". This way only forrest bandits are friendly to you, and wild animals and other NPC groups will still be hostile. I'm not sure allowing a reverse version of toggle would be a good thing for say, "A cineran heavy solider" PNPC if he wanted to defect...


      • #4
        if you want to be a forest bandit, make a forest bandit, if you want to be a sailor, be a sailor. There's no reason to allow an urchin to become a forest bandit, when you can just make a forest bandit.


        • #5
          Talking about normal PC's that you're ready to @chopping block, or have designed from the start to be a "Bad guy" to add to the game world. the problem with "urchins", "sailors", and even "forest bandits" is that their ranks are so low you literally cannot pvp with anything other than the top tier PNPC's, and most of those are restricted to Franlius. Also, you can never gain sp to become a more dangerous foe.You'd need three people buying Black Hand cave bandits to team up together to have a chance at taking down top PC fighters. Even then, very likely you'll all just be losing a lot of rps.

          the PNPC thing I was talking about was purely just a cosmetic change of the name so instead of seing "an urchin walks in" you see "a young scraggly boy walks in", just to give a little more livelihood and uniqueness to them. I think it would also keep people on their toes as they never really know if it's a GM or a PNPC - not that it -should- matter, but we all know the truth of that


          • #6
            for some, it does matter, for others, it doesn't, I'm one of the people it doesn't matter for. Unless it's something to do with my character personally, I'll treat gm/sg characters the same as everyone else, won't give them my stuff, unless I don't want it back, and everyone's a person. even actual npcs, that aren't controlled.

            I do however not object in the slightest to the cosmetic change, I was only objecting to a toggle to make npcs of certain groups not attack you, because if you want to be in those groups, make one. Forest bandits are supposed to suck, it's a low level hunting zone. Nothing wrong with the occasional invasion of rogues and bears, but to be able to turn your top end character into a bandit that the other bandits like, just because you flip a switch? nah, just put it on the chopping block, and tale will take care of it, eventually.