Hello!

I had some time on the plane to implement a few quality of life changes to the client, these are now released to the play store and available via the download page.

De-cluttered

  • In-game text scale
  • Health bar scale
  • Option to only show monster names and target name
  • Option to only show hp bars of injured creatures

If you don’t like the new default preferences or want to adjust them further, you can change them in the main menu. Also, yesterday the following went life:

  • Patch for walls not blocking correctly in new zone
  • Fix for chat text box not getting focus when full screen
  • Fix for back add-on UI showing colour selector
  • New level 70 area
  • 5 new high level mobs with all new items
  • Bosses revamped

Liam

Long time no see Mirage!

Lots of new unlockable outfit addons

  • Genders implemented
  • Lots of new hairstyles, for both male and female characters
  • A lot of new sprite addons and hats, everything is unlockable at different levels and skill levels
  • Seasonal hats
  • Sudden death and triple shot are now usable in PVP (mages are OP again)
  • Players over level 100 will scale every 10 levels so they stand out from the crowd
  • /home command to return to town
  • The bum (our sovereign merchant) now has a box in town to stand at for conducting his trades

Next patch will bring new monsters and items to the game for high level players.

Liam

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Hello!

I have always been good at a few things in life… coding, managing small communities with an iron fist, excessive swearing, and last but not least – drinking. As Mirage Realms grows, the challenges it faces grow with it… and I think its safe to say at this point, providing good customer support for this game has for a long time now been well beyond my capabilities. If you were lucky your pleas for support have been ignored, if you are unlucky I might have told you to eat a bag of dicks.

The bottom line is we are reaching a popularity where this kind of banter / completely inept support is just no longer feasible. Enter stage left – Char.

Char is going to be the new face of Mirage Realms to the community. She is a highly compassionate (and sober) people person that is way way waaaaay more suited to this side of things than I am. Over the next couple of weeks we are going to work together to hand over things like the twitter and facebook page to her, as well as get her set up to post news here on the website, respond in the forums, be reachable at a new support email address and eventually be linked into an in-game ticket system.

She’s going to become the buffer between me and you guys, which is going to be a really good thing for everyone. She has the time and the patience to read and respond to every question, email and tweet – and I have the time and the patience to respond to her. This means when she can help you directly she will, and when she can’t she will ask me and I will be compelled to assist.

TLDR;

Someone will be reading your emails, facebook posts, tweets and forum posts and responding to them very soon. That someone is called Char, and I’m certain you are all going to love her 🙂 As I start to look towards making Mirage an actual real game wot’ people give money for, me and Char want to make sure we provide excellent customer service and really look after the people funding this thing as we’ve both been on the end of world-class shitty support for something we love (not mentioning any names CIPSoft you assholes) and I don’t wish to inflict that on my own players.

Love you all n’stuff

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Hey everyone,

Just a small server patch tonight.

Patch:

  • Food once again displays nourishment
  • Mage death strike chance increased back up to 5% (like pre-update)
  • Mages given base elemental resistances
  • Knights given base physical resistance
  • New server-side metrics stuff (news post coming about that in the near future)

New base Mage resistances

Screenshot Competition:

As the game moves forwards the screenshots in the google play store and on the website get further and further away from what the game now is. I’d like to replace them with newer screenshots showcasing how the game looks now, taken by real players! There are three categories for which I need some cool screenshots:

  1. Mobile
  2. Tablet
  3. PC

The best screenshots submitted for each device will be used in the play store and on the website, the winners will receive a unique in-game novelty item that will not be given out again (just like the duck smasher). To enter, post your screenshots along with the category as a comment on this news – you may enter one screenshot per category. Thanks and good luck!

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With the large recent update a bunch of stuff got a bit… messy, such as loot tables, spells and so forth. So, I set out to fix it.

  • Over 50 new items added
  • All monsters loot tables completely reworked from the ground up
  • All monsters spells tweaked and balanced
  • New monsters added, old zones refreshed
  • Fix for an issue with rendering certain NPC spells
  • Mog has entered the realm

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Just a small update today.

  • Fix for a nasty server side issue causing the game logic thread to consume 100% of a core
  • Monsters will no longer always spawn in the same spot
  • You can now actually trade more than 128 items at once
  • Stats screen skill percentages now round down
  • Behemoth zone is open
  • Behemoth respawn time reduced

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Hello everyone,

We are moving back to a frequent release cadence, hurray! In order to do this we need to somehow get from the year old code that is running live, which is going to take a while to phase in. I’m pleased to announce, that process starts today!

Poff

Changes

  • All new effects for the brand new elemental system
    • Player and NPC elemental resistances
    • NPC resists are available in the target NPC details screen
  • Hit / miss chance separated from block chance
  • All new item generation system
    • All existing items have been stripped of their bonus stats
    • Items can now drop with varying stats
  • Armour now has a classification which is tied to a vocation
  • The great item rework of 2017
    • Hundreds of new graphics and items added
    • Keep in mind no new items or monsters have been introduced in-game yet, but your items will likely have been renamed and be visually different
  • Monster sprite rework, all monster sprites have been polished up
  • Tablet support
  • NPC Spell system v1.0 implemented
    • directional spells
    • aoes
    • thrown spells
    • targeted spells
    • healing spells
  • NPCs now face their target when in combat
  • Item sell value is automatically calculated based on item roll
  • Item summary tables now always show the value of the item
  • Training weapons are now dictated by a flag
  • Only two bodies can be on each tile
  • Loot bag colours
    • Blue indicates an item drop
    • brown indicates a bag that has been opened
    • brown bags will always render underneath yellow bags, which will always render under blue bags
  • Sprite scaling is now dynamic
  • Migration to SendGrid, a third party email service so you will now actually get your activation / recovery emails
  • Integrated the server with Datadog for remote live monitoring

Bug Fixes

  • Fix for trading more than 128 items
  • Missing item sprites will no longer crash the client
  • Water liquid type monsters now splash water on hit
  • Fix for rare server crash on startup
  • Friendly NPCs no longer have AI
  • Players can no longer attack when stacked
  • Arrows now buff distance based on their statPoints value
  • Server side defences bolstered against specific packet modification attacks
  • Fix for arrow stacks going less than zero
  • Fix for the first hit of a retreating enemy always being yellow for mages and rangers
  • Fix for players loading into the wrong map when reconnecting as they die
  • Fix for pressing back during map transitions crashing the game
  • Selling the last item in your inventory now refreshes the view correctly
  • When depositing / withdrawing your last item the view now updates correctly
  • Ammunition is now consumed on all attacks

Cool 🙂

So on top of all this stuff there is a huge amount of code restructuring and technical debt being paid off. It should go without saying that there are likely a bunch of things broken so please be vigilant and report any issues you find on the forums. Enchanting is functionally completed, and I will be looking to roll it out in the very near future so we can really start playing with the elemental system properly. There are also a lot of map updates and the party system which have not been rolled out today – these will be coming shortly after a brief period of stability testing and bug fixing on the current version.

Liam

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Hello everyone,

As everyone should already know calling the next update a big one is a bit of an understatement, and as the community has gotten used to the idea its taking a while its given me some time to make some improvements I’ve been meaning to address for a long time. With the next update devices 7 inches or larger will have a completely re-scaled UI and be able to see more of the world. In order to demonstrate how much extra space this gives you I’m going to post a bunch of screenshots in succession of the new client on my tablet vs my phone so you can appreciate why this is awesome news.

This is the game on your tablet

And this is the game on your phone

Phenomenal cosmic power!

Itty bitty living space

It of course works in both orientations

I sorta feel sorry for my phone at this point

This screen makes it extremely obvious

Squish!

So as you can hopefully see this makes a huge difference on tablets, there’s now a legitimate reason to pick up your tablet instead of your phone next time you are chilling on the sofa and fancy tapping some slimes to death. About fricken’ time amirite?

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Hi everyone.

As many of you are now hopefully aware I am now pushing forwards towards the spells update and getting everything in place necessary to make that happen. Spells, abilities and talents are going to leverage a lot of things that don’t currently exist – so the next update will be adding a lot of stat changes and base mechanics that we haven’t seen yet. This post is going to cover all of the changes you can expect in the next update.

Elements
Mirage is going to have an expanded rock paper scissors elemental system, the elements are as follows:

  • Physical
  • Fire
  • Energy
  • Poison
  • Ice
  • Death (mage only)
  • Holy (ranger only)
  • Mana (mage only)

Every type of attack will be one of these elements. Standard weapons and arrows will do Physical damage, standard mage attacks will do Mana damage. Monsters will have elemental weaknesses and elemental resistances, so it will not always be viable to use standard attacks against enemies – Behemoths for example have a 75% physical resist in the update.

Each class will have some different base resistances (mages are naturally resistant to mana damage for example), and you will be able to check out your current resistances in the stats screen. Monster resistances will be listed in the target details screen when you are attacking them.

Itemisation
Currently all of the gear in the game is very basic, if you have a leather armour, it’s a leather armour. Going forwards I am locking armour to the classes, changing how gear drops work and introducing secondary stats. The primary stats on equipment will be as follows:

  • Melee (Knight Equipment)
  • Distance (Ranger Equipment)
  • Magic (Mage Equipment)

Each piece of equipment will have a fixed primary stat on it, but in addition to this equipment will be able to drop with a random secondary stat from the following pool:

  • Stamina
  • Accuracy (Ranger equipment only)
  • Crit
  • Defence
  • Spirit

We all know spirit is pretty much useless right now, I can see it actually being one of the most desirable stats once spells land though. This will diversity will both help the economy and also play well with the spells and talents system as it’ll let you cherry pick your secondary gear stats to complement your build.

Enchanting
There will be a new NPC in town that will enchant your equipment for you in exchange for new collectable drops from many monsters in game. This will allow you to apply elemental resistance bonuses to your equipment, and enchant your weapons to do a specific type of elemental damage so you can get some damage bonuses.

All new attack effects
Mombi has kindly drawn 33 new attack animations for the new elements system. Regardless of if you are hitting something with a sword, firing arrows at it, or shooting magic using a staff, there are all new unique attack animations. It is now super obvious what kind of elemental damage you are doing, and all the new graphics are awesome. No more recoloured fireballs!

What about Knights they are ruined I should just delete my account right?
Given we are alpha and taking into account how much the game is changing every update now it’s pretty much a 100% certainty that Knights are stuck exactly how they are forever now because I just woke up and decided they should suck so you should probably just uninstall or whatever. Either that or maybe read the last news post properly.

Liam

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It’s official, I have started work on the spells update.

The first fleeting pass over the server code involved a lot of refactoring to break out how the game actually performs “attacks” from the auto-attack system it uses so to test this I have implemented a few passives for each class. I know every time I add something knew that affects gameplay like this we all like to go “the sky is falling and omg my class is now the worst ever how will Mirage ever survive all is lost blahdy blah” and all that crap but please before the various idiots rear their stupid faces in the forums, this time, for the love of god – please understand – this is temporary and just an easy way for me to force you all to put some new server code through its paces.

The AOE passives will not function in PVP yet, and will not survive the spells update. This is a test 🙂

Passive abilities are a thing

Additions

  • Knights have a 25% chance to whirlwind
  • Mages have a 5% chance to throw a meteor
  • Mages AOE has been upgraded to the new framework
  • Rangers have a 15% chance to volley

Have fun and please report any bugs you find on the forums!

Liam

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