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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Minor update to start off the week.

You can now track your arrows much easier

Changes

  • Fix for not losing yellow skull if a white skull you have targeted but not actually hit dies
  • Fix for not getting a yellow skull if you are killed by a white skull you attacked then return to fight them again
  • Main UI counter that shows both the type of ammunition equipped, and how much is left

Edit: Server hotfix and Google Play patch

  • Server side fix for issues arising if a player was killed by a monster, not another player
  • Client fix for the ammunition counter only showing in Lanscape mode

Liam

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Hello everyone,

So I’ve been burning the midnight oil with milctea and KnDunek who have very kindly given me hours of their lives this evening testing, fixing, and improving the skull system. There are a number of edge cases and fixes that have gone in as a result!

Our lives for the last 3 hours

  • Logging out and in will no longer make your yellow skull invisible to you.
  • Fix for the server not quite correctly tracking who has hit who in all cases.
  • Significant fix to how combat cooldown works, found a major bug that meant your PVP cooldown reset completely every time someone attacked you if you had killed a player.
  • If a white skull dies, all yellow skulls who hit them are now cleared. This is a major code change.
  • If a white skull kills you unjustly, provided they don’t lose their skull you can return and smack them again without getting a yellow skull.
  • Mages have been given a 15% chance to AOE, just to make them a little bit less completely broken.
  • I have a wedding in 6 hours and I haven’t slept, why am I still awake.

Thanks to everyone who has tested and helped with this, you are the best 🙂

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Hiya,

Unfortunately I had an accident at the gym on Thursday that saw me wasting much of Friday in A&E, I worked my ass off in the evening however and have managed to get the first pass of the new PVP changes implemented.

Yellow skulls?

Here are the changes in today’s update…

  • If you have no skull, attacking a skulled player who has not attacked you first will:
    • PVP flag you, locking you out of safe zones
    • Give you a yellow skull that you and they can see
    • Make you a “justified” kill for them
  • Combat timer overhaul:
    • PVP cooldowns now persist through PVE actions, making it much easier to lose a skull
    • Killing a player gives you a 10 minute PVP cooldown
  • Deleted characters are now exempt from highscores
  • Deleted characters no longer show up in the moderator’s /view command
  • Fix for moderator logs UI crash

Server side hotfix @ 1am…

  • Monsters remembered how to switch targets

Why do we need yellow skulls?

In mirage skulls are used to indicate that a player has been involved in PVP combat and there will be no penalty for killing them. This wasn’t working with just white skulls as if you were white skulled attacking someone for whatever reason and other players jump into the fight against you, they could just run back into the safe zones if you fought back despite the fact you would actually be defending yourself at that point. Now, a yellow skull indicates that a player you haven’t attacked has decided to jump into the fight. Only you and that person can see that they have a yellow skull (so to bystanders it will still look like you are just being a murderous nutcase) but when you see a yellow skulled player it lets you (and the game) know a few things:

  • It is justified for you to kill them, there will be no penalty (when penalties are added)
  • They are now blocked from safe zones, just like you

So if I defend myself I get a yellow skull?

No. If you are minding your own business and someone comes and starts attacking you, you are free to both fight them back and run into the safe zone. If someone else who isn’t involved sees you getting attacked and decides to hit the white skulled player, they will get a yellow skull that the person attacking you will be able to see, and they will not be able to run into a safe zone like you can as they joined a fight.

This system will be greatly expanded upon in the near future. Cheers.

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Hello again everyone,

This update adds a bunch of boring stuff that, like with most of the updates recently, we needed to get out of the way.

Finally, you can delete your unwanted Heroes 🙂

Additions

  • Character name punished is now recorded against violations
  • Upgraded to latest version of LibGDX, minimum android version is now 2.3
  • Added “time created” to account
  • Added “time created” to hero
  • Time played is now tracked
  • Added broadcasts for punishment revokation
  • /TimePlayed command implemented
  • /AllTimePlayed command implemented
  • /view command shows time spent online
  • Moderation logs UI implemented, accessible via CM chat
  • Namelock feature implemented – namelocked names are perma-disabled for new chars, future renames etc
  • Heros can now be deleted
  • NPC definitions now specify their own respawn times, lots of monsters respawn times tweaked
  • Moderator MOTD added for better internal communication
  • Addition of commands to let game masters manage the active CMs
  • IP Address logging for moderator reference

Fixes

  • Fix for 1 week punishing the player for 1 month
  • Fix for equipment screen crash on old versions of Android
  • Fix for moderator enforce punishment screen sometimes crashing
  • /view command is now /who command
  • The kick command can now kick players who are in combat
  • The summon command will no longer break peoples clients if they are mid map transition or dead
  • You can no longer perform actions on yourself
  • Main menu will no longer “pause” when it loses mouse focus on Desktop
  • The main menu now server ping, preventing timeouts while creating characters etc

 

The three major things here are the hero deletion, ability for moderators to lock offensive names (rather than ban the player), and the new moderator logs interface. The next update will be a gameplay update, focusing on the skull system and making open world PVP fairer for everyone involved.

Liam

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Dear players,

A mid-week patch has just been deployed that addresses a number of bugs and performance issues that I felt couldn’t wait until the weekend.

The performance issues in the new zone should have been addressed.

  • You can now change your password in the “My Account” section
  • Elite weapons have been buffed up to 15% damage after the 10% regression
  • Critical bug fix for player entities being left in-game if you disconnect in combat then die
  • Critical bug fix for players experiencing client freezes and weirdness on Android
  • Various overdue stability fixes server side
  • Behemoth zone performance improvements
  • Removal of bluetooth keyboard support (temporary, this was contributing to the freezes on Android)

A big thank you to everyone who notified me of issues and helped me track them down so I could get this fixed and patched as quick as I did. Really – thank you.

Liam

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Hi everyone,

It’s been a while but it’s official – we are back on track and I’m hitting the code again! To mark this great occasion we indulged in a 12 hour live coding session over at twitch (www.twitch.tv/foxzorz) which culminated in the release of a new version.

Uh oh…

This release brings the following:

  • Fix for combat cooldown remaining on death
  • Several map tweaks
  • Fix for emote bugs
  • Fix for experience gain showing as negative on bosses
  • Brand new email verification system
  • Training weapons now hit for 2% max of the targets hp
  • Bosses can no longer become un-elite
  • New Behemoth zone (experimental)
  • Bank capacity doubled
  • Full support for keyboards (bluetooth or otherwise) on Android devices added
  • Behemoths take twice as long to respawn as other creatures

Its no secret a lot of people have struggled using commands to verify and manage their email addresses in-game, this was a fairly major issue and has taken a while to rectify largely because it was extremely boring and I couldn’t bring myself to work on it.

The new “My Account” menu

There is a new “My Account” section in the main menu that has all of the tools you need to verify or change your email address. In addition, several small bugs with the existing system have been fixed so you should now easily be able to manage the security of your account. The next update will bring a “change password” section too, for those of you who have recovered an account and are stuck with an auto-generated one you can never remember.

All the best,
Liam

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Hey everyone 😀

The new lighting engine

This week I am focusing on bringing darkness to Mirage. The second iteration of the new lighting system is now live and for the most part it is performing well. This has been a long time coming and we are in a tricky situation with Mirage as everyone needs to be able to see and sometimes there can be 100 players all in the same tiny area so it has to perform super efficiently.

This new system seems to be performing well for the majority of devices, however I am aware there are people out there using older hardware that are experiencing some FPS loss so tomorrow I am going to be adding settings that will improve performance for you guys should you need too. If you have any specific issues with specific devices, please come forwards on the forum thread accompanying this post as I’m literally going lighting crazy until Sunday because I’ve wanted this in-game since I started the project.

Again, don’t panic if your device is struggling with this stuff, you won’t get left behind, get involved on the forums and we’ll get you running smoothly.

All the best everyone 🙂

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Hey everyone,

You can find the donate button in the menu 🙂

It is with great anxiety I announce a new feature that has just gone live that tracks paypal donations and automatically triggers realm events based on rolling thresholds. These are standard realm events that benefit everyone, and at the moment there are only two automatic events:

  • 150% experience points
  • Double skill points

This is a crazy idea but hey, if it brings in the donations then I will add a lot more events such as boss spawns, potions being twice as effective, drop rate bonuses etc. Everything stacks too, so this could be really sweet if it takes off.

A “situation” in the PVP arena…

You can read all about the rewards and donate via the new button in game or here on the website via the link on the header. Check it out!

In other news, I borked the APK deployment to the Play Store again because its late so if you update and it is crashing, check the store and update again. My bad >.<

All the best everyone,

Liam

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