Hello everyone!

Firstly, let’s talk about the good news. Mirage is bringing in just enough money to cover my bills, so, although it is still early days and I’ll be living paycheck to paycheck I figured it is time to put my money where my mouth is and I have quit my full time job, making this my full time job instead. I have 3 months of notice to work, so things will be relatively quiet during this time as I am working full hours until my last day to try and get every penny in the bank I can before I have no fixed income anymore. Once these 3 months are up however, I am throwing everything I have at this – hopefully the number of recent updates when I was working part-time have shown how things can move fast when I have the time to code.

Having time to code is great, but if you don’t know what you are coding that is a problem. Me and Mombi have each made a list of the top 10 things we think need to be added to the game before it can be declared “version 1”. Our lists turned out quite similar which is great, and it is from these lists I will be creating a plan for the first 3 months of me being full time working on Mirage. When I have this plan in place I will post it on the website so you guys can track what is happening next and what to expect.

So that’s all great exciting fun news, now for some bad news – the coronavirus. I haven’t caught it yet, however there is a bunch of stuff happening that is going to impact Mirage until this all blows over.

  • Google has a big warning in the developer console saying that app updates are delayed, and we should expect their review process to take over 7 days at the moment. This means I can’t push any updates to Mirage out, as if I break something client side the game will be unplayable for over a week while the fix rolls out.
  • Lots and lots of places have closed, this means lots and lots of people are not going to work, which means many people are financially insecure right now, which means people aren’t spending money in-game on scrolls. I was really hoping to build up a litle bit of money in the company before I went full time but… as luck would have it, I have picked the worst possible time to quit my job! This doesn’t change my decision, it just adds a bit more risk and in the interest of full disclosure I felt I should share it.
  • All of the climbing centres in the UK have closed, this doesn’t affect Mirage directly but it makes me a sad panda :<

I have unfortunately not had time to check the support email for like 10 days, I will be going through this tomorrow night so sincere apologies if you are awaiting a response from me there.

I have been absent from the game for the last few weeks but I have not been absent from the project so to speak. I have been busy getting things square with my accountant, sorting out the business account, and migrating the game stuff that currently costs me money from my personal account over to the business account (which for some reason is actually a mission when it comes to the server hosting, I have had to print forms and write letters and allsorts… what a faff).

As I am going to be using my house as an office for the forseeable future I have been spending evenings and weekends doing all the real-life boring stuff that I’ve been putting off for ages – insulating the loft and putting raised boards down so I don’t melt in the summer and freeze in the winter when I’m sat in the upstairs study for 15 hours a day. A job that takes absolutely ages and is horrible to do, but someone’s gotta do it.

What else has happened in my life… oh yes, we were going to get a new kitchen because ours looks like it was built in 1950 but then the exhaust from my car was stolen while I was at work and the cost to fix it is more than the car so I no longer have a car, and I quit my job so there’s that whole financial side of things… which is, y’know, life, but we knocked an interior wall down in preparation and now that room is a building site forever so that’s fun.

Also, we knocked the wall down and threw all the rubble onto our driveway thinking we’d use my car to take it to the tip but then the theft happened so my car is dead and we just sort of ended up with a big pile of soggy rubble on the driveway for a few weeks that blew all over the street and made us look like the trampy neighbours nobody wants… after much effort we managed to shift the rubble in Char’s much smaller car and that was pretty much a weekend’s worth of effort, but way more stress than it should have been.

You know, someone stealing that exhaust has probably taken years off of my life with the stress it’s caused. Those bastards.

Anyway, I think I’m over sharing now, but I wanted to update you lot on what’s going on in life and well, this is the stuff that’s been going on in my life! Exciting news for the games future, we’ll get to version 1 if it kills you guys let alone me! Let’s hope the world doesn’t fall to pieces before I get the chance to live the dream.

See you in game soon,
Foxish

Hey everyone,

Just a small tweaky patch to address some little things.

  • Android default resolution reduced
  • Preferences reset (sorry) to enforce the default res for people who maybe don’t think to check in the settings but feel it is now too small
  • Stats screen now correctly displays realtime HP
  • Signs tweaked, added, moved and removed where appropriate
  • The Limp Hobnob has been discovered in hell
  • Ghosts and Ice Slimes have had their EXP balanced
  • Drop rate of all materials doubled
  • Fix for a dumb NPC AI exploit in the Giant Wasp zone
  • A few little map tweaks here and there

I believe I have got to the bottom of an issue that would result in players successfully completing a purchase of scrolls but not receiving the item, even when pressing the “renew purchases” button. This particular fix will be rolled out Friday night, I am in truth far too tired to do it tonight πŸ™

All the best everyone,
Liam

Hey everyone,

This is a client patch that adds some things that I have been meaning to add for a long time, but have never quite had the time. Camera zoom is a big one… just look at how far we can see when fully zoomed out on PC now.

Preferences

  • Camera zoom (view up to 8 extra tiles)
  • PC UI scale (up to 200%)
  • Android UI resolution (a bunch of common options)
  • Eating / drinking noises (just yours or everyones)
  • Damage text (to and from you, or everyones)
  • Your HP bar (show it or don’t)

Misc

  • HP bar added to all inventory screens (seen above on the left)
  • HP bar added to android chat screens
  • Android UI resolution default bumped up slightly

The changes in this patch are things I think the game has needed from day one, so it is nice to finally have the time to chill out and add them on a slow Saturday afternoon.

Edit:

The client download has been updated (no version change)

  • Fix for UI scale screwing up text and hp bar offsets ingame
  • Fix for changing the camera zoom messing up the UI when scaling is changed at the same time
  • Added smaller in-game text scaling options on android

See you in game,
Foxish

Hiya,

As you will no doubt know if you have been playing the game this week our datacentre has been getting hit with DDOS attacks, this has impacted service with players seeing high pings and frequent disconnects. The national crime agency is involved and they are doing all they can to mitigate the impact on customers, so unfortunately all we can do is sit tight.

With that said, this is not stopping me from working – so here is a small update focusing more towards making the game more accessible to lower level players.

You will now find signs with directions on them strewn throughout the game world. Entrances to popular hunting zones also have signs with their location names.

  • Directional signs added
  • Zone signs added
  • NPC and Sign interaction icons now only appear when in range
  • The high level bow now weighs something
  • Monsters from imps to ice slimes weakened to give lower level players more options when hunting and reduce the training barrier to mid level content
  • Imp Rangers now use scatter shot instead of volley
  • Fix for “email verification” screen loop if submitting pressing enter
  • Fix for “change password” screen crash
  • AFK kick time increased to 30 minutes, 15 was annoying

The next update will focus on quality of life, adding tutorial hints for new players as they progress through the game and adding many new settings that players have been asking for (e.g. camera distance).

Patch release: 0.5.21-b

  • Fix for a sign that was showing a present instead of a direction
  • Using signs now correctly displays the interaction emote

Have a great day!
Foxish

Hello everyone,

This is a round of fixes and improvements to things that were broken / found to be not so great with yesterdays launch.

The PC client chat has been reworked somewhat based on feedback and my experience using it yesterday.

  • Fix for players getting stuck when spamming direction changes
  • Fix for monsters not giving up chasing players
  • Font scaling returned to normal on Android
  • Crits now correctly display again
  • Hiding / showing the chat on PC remembers which chat you had open
  • Chat tab icons moved to the left of chat
  • Font size doubled on chat tab icons and hotkey stacks
  • Channel member list moved to the right hand side on PC
  • Experience bar slightly thicker on PC
  • Hotkey buttons are large again on PC
  • Hotkey button text is now colour coded on PC
  • Fix for being able to submit a trade offer multiple times to the server
  • Fix for being able to withdraw / deposit negative amounts of items
  • Fix for chats having to visually scroll to the latest message if they were not active while a resize occurred

And now for some rubbish news… there was a hole in some server side logic that was allowing players to submit withdraw / deposit requests to the server with negative amounts. This would result in items with negative stack sizes that could be abused to give players more capacity than they actually had.

Nobody reported this, instead it appears quite a few players simply abused it to make the game easier for themselves. As a result, all players with negative stack items as of today are being permanently banished – had someone stepped forward and reported this they would have been rewarded greatly.

Some more bad news – our datacentre has been the target of persistent and repeated DDOS attacks, this has been affecting gameplay by causing lag and mass kicks at different times over the last few days. They are working hard to resolve it, and in the meantime there is unfortunately nothing I can do… I am speaking to them about compensation, if they have nothing to offer then it may be time for us to switch to a different datacentre.

All the best,
Foxish

Hello everyone!

I have been playing through the game myself from scratch in an effort to try and experience things fresh and the last update included a whole bunch of changes (such as the PC hotkeys refresh, inventory sorting and monster spell cooldowns) to things that really annoyed me. That trend continues here, and one of the things that has really annoyed me has been communication on the PC client.

A redesigned interface for PC players

I thought it was about time I set some time aside to really take a look at the PC experience. One of the major issues I have with playing on the PC is how hard it is to communicate with people, having to open and close a fullscreen chat designed for mobile users was really frustrating. In addition, the scaling and readability of fonts has been really quite bad. With this in mind, I gave myself 3 days to have a go at rewriting the desktop in-game screen.

The new PC client UI

One of the big things I did not want to do was take away the ability for people to play the game fullscreen with very little UI over the top. I think when you are playing in a small window and just training or hunting the maximum view is really good so this is something I didn’t want to change. At this point the changes look really minimal and you can still recognise the client, however the chat button as moved down to the bottom right…

The new PC chat UI

Opening the chat by either pressing the button or the space-bar reveals a new split-pane style chat interface for the PC client. It is still recognisable but has been made so you can chat and play without any disruption. In small windowed mode it looks potentially intrusive, but in fullscreen it really shines. You can resize the chat to whatever height you wish and your character will stay in the middle of the remaining space, if you run to the south edge of an area it will snap to the top of the chat rather than the bottom of the screen so you won’t find yourself ever running behind the chat – and of course if at any point you wish to hide the chat, you can just press space-bar again πŸ™‚

Pressing enter allows you to chat with or without the UI visible

If you have the chat hidden and press enter, your messages will always go to the local chat. There is a little local-chat icon indicator next to the text-entry box that appears so you won’t forget this is the case. If you press enter with the chat UI open, the text entry box will appear in the same place but your messages will instead go to the chatroom you have open as you would expect.

Party Search channel

Now it should be much easier to find a party πŸ™‚

Something else that has greatly annoyed me while playing through is how difficult it is to find players to hunt with. In future once the party system is live it would be great to have a system in place to make this really easy, but for now I thought a really quick and easy way to give people a way of finding others to hunt with would be a chatroom dedicated to this purpose.

This chat is slightly different to others that have came before it, in that if your message starts with LFP or LFM it will appear a certain colour to make it easier to find what you are looking for, and messages that do not start with these prefixes will be shown as a dark grey.

Full change list

  • Blood splats will no longer show on safe zones if the player is lagging and they are hit after their character is shown to them as being in a safe area
  • Space bar now acts as enter on screens without textboxes
  • Scrolls are now sorted at the end of the inventory to prevent missclicks
  • Enter no longer submits on the punishment or revoke punishment windows
  • NPC base crit chance reduced by 50%
  • Version mismatches between client and server are much mroe informative now (notification of patches etc)
  • Disconnected players are booted after 5 minutes
  • AFK players are booted after 15 minutes
  • Monster spawn times adjusted accross the board
  • Imps stopped going to the gym and are now all weaker
  • Players can now face a direction by:
    • Walking against things
    • Using a command
    • Pressing CTRL + a direction
  • Anvil is now blocked
  • Monsters will not hit players with scatter abilities while retreating
  • In-game font scaling is now more readable on PC and Android
  • Preferences reset due to above change
  • PC client in-game UI rewritten
  • Monsters and Players are un-targeted if they leave the bounds of the screen
  • Target range limit removed from the PC client, no longer necessary after above change
  • Party Search chat added with some special rules for making messages pretty colours
  • Cyclopses have dug through their caves and joined them together, it is now possible to reach imps through the old cyclops cave again

Hotkeys

Main Game Screen:

  • Enter – Type a new chat message
  • Tab – cycle through open chatrooms
  • Spacebar – Show / Hide the chat UI
  • Ctrl + WASD / Arrow Keys – Face a direction

Hopefully nomatter who you are there is a change in here for you that will make your experience playing Mirage that little bit better. I think the new PC experience is really great when fullscreen, and I hope you guys like it too.

All the best,
Foxish

Hello!

This update brings a number of quality of life changes, as well as numerous code and content fixes.

Content Changes

  • Wasps map is now PVP
  • Slugs map is now PVP
  • Removal of blocked tiles in deeper Orcs
  • Tree and rock on Orcs map fixed
  • Troll Warlords have reinforced deeper Troll Castle
  • Collision detection on Firewyrms rocks
  • Materials are now 50% more likely to drop from monsters

Bugs Fixed

  • Trading more than 20k of something resulting in a kick
  • Adding a friend with just 3 spaces resulting in a kick
  • Failed player pushes not being correctly handled server side, resulting in rubber banding on the client
  • Removing friends from the friends list no longer leaves big gaps
  • Slimespitter drop rates fixed

Features

  • Desktop client now shows an error dialog if there is an issue starting up
  • The server now soft-kicks players on error / unexpected packet
  • Keyboard support greatly improved accross all screens inside and out of game
  • Stack size selection now supports typing the number you want
  • Items are now sorted based on player needs rather than arbitrarily
  • Golden loot bags now light up in the dark
  • Monster abilities now have cooldowns

About the Keyboard Shortcuts

  • Escape can be used to go back from every screen in the game that has a cancel / back button
  • Enter can be used to submit on every screen in the game that has a submit / ok button (trading, buying, looting, depositing, withdrawing, logging in… etc)
  • The out-of-game menu is entirely navigable using the keyboard, you can select Characters, vocation, gender etc using the arrow keys or tab
  • Shops and the bank are mostly keyboard navigable, use tab to switch between tabs – support for arrow keys to navigate the items coming soon
  • The item stack size selector can now be modified using A and D, as well as the left and right arrow keys
  • The item stack size selector now supports typing in the amount you wish to select. If you type the wrong thing, just press backspace or enter more than you have, it will reset each time it hits the max value

These are really for the PC players, and make it much easier to surf around the UI without having to move your mouse to press buttons.

There is still one more quality of life patch to come before focus shifts to the next feature version, which will be the addition of a Party system. Generally releases will now operate on a cycle of feature release, then quality of life release. This allows me to add new big features to the game, but also gives me time to hoover up all the bits that fell off in the process.

Foxish

This is an optional patch that reduces the level requirement on most gates in the game, as well as tweaks the difficulty & loot of some of the highest level monsters.

Gates Adjusted

  • Spiders – level 3
  • Fire Wyrms – level 8
  • Slimes – level 10
  • Felwalkers – level 15
  • Imps – level 25
  • Inferno – level 35
  • Giant Slugs – level 35
  • Ice Slimes – level 45
  • Behemoths – level 55
  • Abyss – level 65
  • Orcs – level 75
  • Outlaws – level 85

Other Changes

  • Giant Wasp sprite shadow fixed
  • EXP and strength of level 75+ monsters adjusted
  • Drop rates of some items on level 75+ monsters adjusted
  • Respawn rates of high level monsters adjusted

Heroes, Necromancers and Sorcerers

  • Stronger
  • Loot pool expanded
  • Drop rates adjusted

Foxish

Hello everyone!

This is the largest content update the game has ever received, and it is now live. Thank you very much to everyone who helped out with testing, there are so many changes it’s easier to just summarise.

Starting to look like an actual game!
  • New bag sprites, these will likely change again as they are… large
  • Italian and Dutch chats added
  • Healing runes have projectile effects
  • Core engine change to separately track players and NPCs when performing collision checks
  • You can no longer walk on top of NPCs in town
  • Maximum walking speed limit removed
  • Player movement speed increase per level reduced
  • Base walking speed is now equivilant to a level 30 player previously
  • Extended UI font to allow for cross language discussion (accents on letters, russian, etc) – some of these symbols don’t yet work with the in-realm font, this will be fixed in the future
  • Textboxes in the UI are a new widget specially written to support the new extended font
  • New player names can only contain letters and spaces
  • A number of new monster abilities have been implemented
  • The engine now supports stitching large zones together in an offset way
  • Many new food items added
  • Food drops added to many monsters
  • Beer
  • Weapons and armour now sell to shops for twice as much
  • Currency drops doubled for all monsters up to level 40
  • High level monsters have been rebalanced / weakened where necessary
  • New level 40, 80, 90, and 100 areas added
  • Many new monsters added
  • Many new items added
  • Significant overhaul of the world map, with old zones being reworked and new zones added
  • Abyss castle has opened it’s gates
  • Boss monsters now reward everyone involved in the fight
  • There is a surprise behind a level 125 gate in abyss that will reward everyone who hits it… I recommend taking a lot of people
  • Many monsters tweaked / reworked and rebalanced
  • A lot of map fixes, far too many to try and list
  • Where large safe zones exist on maps, we have tried to make it somewhat visually obvious
  • Char has significantly lowered the cost of healing runes to make them a viable alternative to potions and encourage mages healing other players when hunting
  • Char has halved the cost of her damaging spell runes

I’m sure there’s things I have forgotten, this is such a big change. There is something in here for everyone so I hope you all enjoy it. As always please report any issues in the discord πŸ™‚

Update: The APK is now available for download directly from the website. Google are now stating that updates may take up to 7 days to roll out from the play store… obviously that is absolutely ridiculous and pretty much kills this project – so for now, if you know how to do it, you can install the APK maually instead of waiting.

Foxish

Morning chaps,

This is a small client patch to address an issue affecting android users on KitKat or lower not being able to enter the game due to a client crash. A library added in the last patch was leveraging a piece of API only introduced in Lollipop, so I have rolled that library back to 2014 which should address the issue.

Foxish