Hiya, me again!

This is a content, balance, and bug fix patch to address the immediate fallout of the enchanting system going live yesterday. I am planning at least 1 content expansion update to go live this week to expand areas such as ice slimes which are at the moment very popular and in need of space.

A bit cheesy
  • Fix for fire resistance only showing if physical resist was present
  • Monsters no longer have defence, they rely entirely on resistances
  • Friendly NPCs can no longer be stood on
  • All monster resistances adjusted
  • NPCs will no longer attack players transitioning between maps
  • Players transitioning between maps are now invincible
  • Hector received so many visitors he has opened a small business
  • Training weapons state they negate HP regen
  • Various map tweaks
  • Ghosts no longer use volley

Unless there are any major issues there will be no further updates until the end of the week. Please report any bugs or issues on the discord, thanks everyone!

Liam

Bit of a surprise update this one,

A while back (over a year ago) I put a lot of time and energy into writing an enchanting system that would allow monsters and players to have resistances and strengths to certain elements. The elements made it into the game but the enchanting system did not… that is, until today.

Now the elementsmean something ๐Ÿ™‚
  • New item type “material” added
  • Over 30 new materials added, all creatures drop something and materials are all worth money
  • 4 new enchanters scattered around the world! Meet Hedge, Hog, Harvey and Squidge
  • You can enchant items with requirements over level 40 in exchange for certain materials at certain enchanters
  • Ghosts are now 9% less likely to attack spam you
  • Revenants have taken over the fortress and kindly spaced themselves out so it is a viable hunting zone

Post-update patch:

  • Revenant, Behemoth, Demon, Hellhound, Shambler and Shadow respawn time decreased
  • Sorcerers no longer drop materials
  • Ice slimes now drop Ice shards
  • Material values and weights adjusted slightly

This is really rather untested as at 3am I thought it would be a good bit of fun for me to try and get it finished and released on Sunday. I anticipate there will be some bugs, probably drop rates will need to be adjusted etc etc so as usual please post all feedback and issues you find on the discord ๐Ÿ™‚ Good luck and happy hunting!

Liam

Happy weekend everyone ๐Ÿ™‚

This is the final update of the month and I ran out of reported bugs to fix (wohoo!) so I took a few hours to sort out something that has annoyed me ever since it was put into the game… the Shop and Bank interfaces.

Tabs glorious tabs
  • Shop and Bank UI rewritten so you can understand it without max IQ
  • Hotkey buttons rewritten, they really should not be able to lock up now!
  • Training weapons do less damage to monsters than players
  • Fix for client crash when deleting a character
  • Fix for /WHO command behaving strangely
  • Fix for NPCs not listening to their spawn direction
  • A message is shown in map chat when a player is killed
  • Events show the correct message when ending

I hope you like the new tabs and find that your hotkeys behave themselves from now on. As always, if you find any more bugs please post them on the discord in the #bugs_glitches channel and I will take a look. Cheers,

Liam

Me again,

This is the final planned bug-fix sweep of the month, tidying up some more bits and pieces that I have been made aware of over the last few days. I am looking into making some changes to the developer tools that will help me better balance and manage monsters and their exp / loot but I am unsure if I will have this finished over the weekend.

  • Fix for disconnect when talking to a Shopkeeper when lagging badly
  • Knights no longer wear high heels
  • /who now displays the player name correctly
  • Friends should now correctly display their online / offline status
  • When changing maps with a target the target button should no longer show glitchy artifacts
  • Training weapons can now hit a max of 2% (up from 1%) as people are afking way too hard
  • The GM and moderator tools have had some slight improvements so we aren’t faffing around with commands all of the time

As always please report any bugs you find on the discord, with each update I am of course hoping to make things more stable and polished! Thanks everyone ๐Ÿ™‚

Liam

Update: v0.4.20 has been released to address some rare client crash conditions I spotted coming through in the server logs.

Hello everyone,

This is a mid-week update to address some new issues caused by the client-side network changes that went live earlier in the week, as well as some old bugs that are long since due some attention. The list is much longer than the ones fixed tonight, and I am hoping to do at least one more bug fix update before the end of the month. Some players on slower hardware reported an increase in latency with the new client networking – this is something I take very seriously so I have done a bunch of work this afternoon to try and get those lost milliseconds back.

Line of sight has been improved
  • Performance improvements to the new client-side networking code
  • Line of sight checks are now performed both ways
  • Logging out while in combat during a map transition no longer leaves you between states
  • Arrows are now correctly consumed for misses and blocks
  • Fix for 0hp monsters / players showing if you join a map the same server tick they die
  • Friends show as offline if disconnected, even if their char is still ingame
  • Logging out with remaining actions for the current frame will no longer result in a client crash
  • Disconnected players no longer get defence exp
  • Players once again take their final step when leaving a map
  • Hotkeys will no longer cease working when you use the last item in a stack assigned to one of the buttons
  • Mana no longer shows as 0 on level up
  • Phone screens are now kept awake by the client

See you all later in the week for one last bug fix sweep before I move onto next months tasks. Thanks so much for your feedback and bug reports, you guys rock.

Liam

This release brings a massive change to the Client and how it works under the hood. Following on from the server-side rewrites from earlier this year it is now significantly easier for me to add new stuff to the game, so this will start paying dividends immediately with the party system I am set to release next month.

This is a very big change to how the client works, so there are likely to be some new bugs in unlikely places. Please post any issues you find on the Discord and I will address them in weekend releases. Thanks everyone ๐Ÿ™‚

Liam

Hey everyone,

I have finally finished refactoring the client to use the new networking stack (the same stuff the server uses) and I am delighted to be in a position to ask you guys to test it out for me! This has been a very big piece of work, and it makes it much easier for me to add new stuff to Mirage going forwards ๐Ÿ™‚ It is a complete rewrite of how the client handles the data it sends and receives, so there is a large chance I have totally broken some stuff. As such, I would like your help testing it!

If you are a PC player and want to contribute to Mirage, I would very much appreciate it if you could take the time to grab the test client and use it instead of the current stable client. It will still connect you to the main game server and if it is all working correctly you should notice no difference, but any issues you do find should be raised over on the discord.

The test is over ๐Ÿ™

This is likely to be very broken in a lot of ways so expect lots of simple things to simply not work… if you find something that is not in the known issues list and post about it on discord you will earn yourself a scroll of your choice ๐Ÿ™‚ Thanks so much, see you in Mirage.

Liam

Hello everyone,

For over a month now I have been suffering from a constant headache that has totally consumed my life, I’ve had time off of work, lots of tests done and spent a lot of time at home being very unproductive. The root cause of this is still unknown and my diagnosis continues, but I have learned to manage it a bit and as such will resume working on Mirage in my free time when I feel up to it.

A new rule is coming into effect this weekend

The first order of business is a significant change to the rules, that is, a new rule is being added. Rule 10 makes it against the rules to have more than one account logged in at any time outside of town, let’s take a quick look at it:


10. Using multiple clients
Mirage is designed so you can meet other players and interact socially, it is not intended that players will have lots of accounts (or โ€œaltsโ€ as they are called) that they use to help give themselves an advantage. As such, any player found to be using their own alt accounts to gain an advantage will have all of their accounts immediately permanently banned without warning. As such, you are under no circumstances allowed to:


– Log in on multiple accounts outside of town at the same time

This rule is very specific, and allows you to use an alt account to work around some features lacking in the game. You are allowed to:

– Have an alt online in town to buy / sell items
– Have an alt online in town to transfer items between characters
– Have an alt online in town to chat with other players

The realm rules

This rule is coming into full affect as of Saturday the 20th of April 2019, and is aimed at forcing people to play together more. This is a zero tolerance policy and players will be perma-banned when they are caught so please read, understand, and adhere to this new policy if you value your heroes!

Roadmap for the future

I have taken some time to look at what the game currently is, and what I want to do to progress it. As such I now have a roadmap for the next few months of what I would like to achieve, and I thought it might be nice if I shared that with you guys. As always it is likely over-ambitious, but I’m an overly ambitious guy.

April

  • Client networking overhaul
  • EXP calculation pass for mobs
  • Currency calculation pass for mobs
  • DB migration to liquibase
  • Bug fix sweep

May

  • Party System
  • In-App Purchases
  • Find and hire an Accountant
  • Link to rules in-game

June

  • Technical debt sweep (code architecture)
  • Bug fix sweep
  • Unlock skills and stats for all classes
  • Block % applies to magic also
  • Internationalisation (multi-language client)

These are my own objectives as they are written on my whiteboard so some of it may not make sense. Let me explain them in order ๐Ÿ™‚

The client networking overhaul is the second phase of the re-architecture of the server, and once it is done it will be way easier for me to add new features to the game in general so it is a big win for us to get that out of the way.

The EXP and currency calculation passes are actually going to involve implementing an algorithm that will assist me in auto-generating suggested EXP and money drops for mobs based on their stats. At the moment it is all entirely manual and guesswork, but I want it to always be better exp to hunt stronger things if you can and for some of the harder mobs to be a bit more forgiving with their currency drops.

The DB migration to liquibase automates what is currently an extremely manual process. Whenever I want to make even the slightest change to the items or monsters in Mirage that involves me performing a manual database migration of the specific tables that have changed over to a copy of the current live version of the database which is time consuming and error prone. Liquibase is a technology that allows me to fully automate database upgrades so this is going to be removing a huge barrier for getting content changes out faster.

The first bug fix sweep here will fix some really annoying things:

  • Line of sight checks not being both ways
  • Being disconnected when speaking to a shopkeeper from a distance when lagging
  • A bug that can result in you being desynchronized from game state if you logout with PZ lock as you switch between maps
  • Arrow usage not being accurate
  • Mobs being left standing with 0hp above their own bodies if you enter a map the same frame they are killed
  • The knight’s missing foot pixel!

So this month is really about continuing to tidy things up and continue with my mission to remove development obstacles and put us on the right footing for the future. The next month is a bit more impactful to players…

The party system! It is about a third complete at the moment however I am putting it off until after the client-side networking rewrite as it will greatly simplify the implementation. It is actually this that made me decide to stop in my tracks and get this out of the way as there is a lot of new packets to support this system.

In-App purchases are of course something we’ve all known is coming for a long time. I lost a lot of money due to the paypal issues, I lost all of the game money and most of my own savings so I am pretty keen to see something coming back in again. The scrolls you will be able to buy are already in-game and being given out to players as rewards for reporting bugs and such, this bit of work is to implement a store in-game so you can buy them using your google account. The scrolls that will be available at launch are:

  • Realm EXP event scroll
  • Realm skill training event scroll
  • Realm currency drop event scroll
  • Realm drop rate event scroll
  • Realm potion effectiveness event scroll
  • Gender change scroll
  • Rename character scroll

As this means there will be legitimate, actual money coming in (hopefully.. if anyone buys anything!) I am going to get myself an accountant and register Mirage as a business. This is the first real step towards making this game a legitimate thing and stepping away from the bedroom hobby project it has been for so long now.

Lastly, I will be adding a link from the menu to the in-game rules on the website to increase visibility for new players and possibly introducing a terms of service that you will have to digitally sign when you create an account.

June gives me a little bit of breathing room while I sit back and watch how the store and party system works in practise (remember you guys are alpha testers!) so I want to take the time to rewrite some large parts of game logic on the server that are a real problem – namely the way the combat system currently works. I need to do this in order to fix a few things like players being able to target stuff through a wall then nobody can push them despite the fact they aren’t actually attacking anything, and to pave the way for the skull system punishments (red skulls) and actual death penalties.

The bug fix sweep will be around fixing whatever new and wonderful things that are broken as a result of the party system, and internationalisation means making the client multi-lingual so you will no longer have to read everything in English. I will be looking for help from the community with translating everything as I am thick and only speak English and Java.

Unlocking skill and traits for all classes means everyone will have access to magic, distance and melee (regardless of class) and you will be able to equip whatever you like, the skills themselves will just train at vastly different speeds for each class so building a ranger mage will be possible but it might take you 15 years to get decent enough distance to make it work. As such, traits such as Accuracy, Crit and Block will be unlocked for all classes and will be able to drop on any gear.

That’s all I have to say for the time being, I’d just like to say a huge thank you to everyone who is watching and taking part in this project either just as a player or giving me feedback – I know on discord I can be… direct with you guys but honestly this game means so much to me and none of it would be possible without each and every one of you. Even the morons ๐Ÿ™‚

All the best,
Liam