It has been quite the 18 hours or so since the app store went live, the positivity shown by you guys and adoption of the new scrolls by the community has honestly blown me away. With that said, we saw some performance issues today with over 400 players online and there have been some client issues so I got home from work and have investigated and fixed everything I can tonight!
Server database performance tweaks (no more dropping frames with 400+ players online)
Fix for event notifications showing incorrect percentages on login
Realm Store will now appear on slower devices
Fix for client crash on “redeem purchases” on some devices
Fix for “redeem purchases” not necessarily redeeming your purchases
Server side network performance tweaks, event batching for certain actions
Also as a side note, thanks to everyone who joined the Q&A voice session in discord last night, that was really great, it really made me happy to see so many people so interested and active in the community. I love you guys.
I am now working part-time, giving me one day a week to spend dedicated to Mirage. Over the new year I have met with business minded folks and spoken to my accountant, and they made it clear to me what my immediate priority had to be. I know it isn’t super fun stuff, but if I want to persue this game properly it has to start paying for itself – and for it to do that there needs to be a way for you guys to buy stuff. The first update of January is here, and it brings in-app purchases to android devices.
Just to re-state something that is extremely important to me – mirage does not, and never will, have anything even remotely resembling pay to win. The scrolls activate realm-wide buffs that everyone online benefits from. No scrolls that offer personal benefits will ever be added, I absolutely hate that shit.
The main bulk of the scrolls trigger realm-wide events for everyone playing, and are priced at £2 each. A major content update will be released next week, with parties and spells coming in the following updates (in that order).
It is important to note, spending real money in Mirage in no way buys players any leniency with the moderation team, they have been instructed to carry on as normal (regardless of how much someone has spent, or what unused scrolls they have) – so please, make sure you know the rules 🙂
Full patch notes:
Fix for small cap items (0.1, 0.25) causing client crashes at max cap
The server is now back online! I hope everyone had a wicked mirage-free christmas and is ready for another 364 days of uninterrupted service.
Big changes are coming to the game in the new year as I go part-time from my main job to dedicate two full days a week to this project – I hope you are looking forward to experiencing the successes and failures of the coming year with me together as I try and deliver a game we can all enjoy.
There will be dissappointments, bugs, mistakes and disasters… but with each giant ballsup I will learn and we will move forward together as a community. We have somehow got this far together, let’s keep pushing and see where it takes us.
As is now tradition the server has been taken offline for Christmas Day. Games like Mirage that take an enormous amount of time out of our lives are great, but sometimes we need someone who cares about us to intervene 😉
Get audaciously drunk, spend time with family, take a day off.
It’s been some time since the game received any real gameplay changes, and with spells just around the corner now is a perfect opportunity to pre-test some of the things I have been working on.
Spell engine implemented
Runes added to the game that can trigger spell effects
New hotkey slots added
New UI to manage hotkeys added
Charlotte is selling runes (at expensive prices) for testing purposes
Fix for purchasing too much cheese crashing the client
Bank items now stack correctly across characters (withdraw and re-deposit to fix existing split stacks)
Passive abilities have been removed for all vocations
Runes are consumable items that use the new spell system to activate effects. You can hit monsters and players with them, and they require a certain magic level to cast (all classes will be able to level magic when the spells update lands).
In the future they will not be purchasable from the store, they will be purely player crafted! They are in store now to give everyone a chance to test the spell engine for me leading up to the spells update. When the spell update is launched, all existing runes in the game will be deleted so don’t stock up too much before Christmas!
All of the runes available have basic attack / heal effects, and it is worth mentioning that healing runes can be used on other players! If you have a player targeted and you are not attacking them, casting a healing rune will heal them – otherwise it will heal you. Simples.
I look forward to seeing you guys go nuts with this in-game and will continue to work on the spell and party system leading up to Christmas. See you soon!
Edit: A small client patch has been released that fixes a UI issue with the hotkeys laying out incorrectly in horizontal mode.
Edit 2: Server patch is now live for a bug that meant you couldn’t heal yourself with a rune after a friendly targeted player died, it was due to an issue that must have been in the game for a very long time (people passively targeting players did not have their target cleared if that player died).
Something that has been a major problem in a number of different ways over time has been the combat system. There are a few key things that have been on my mind for a long time here:
Players being able to block areas by targeting a monster that they can’t hit, flagging them for combat so they can’t be pushed
The skull system not working correctly with yellow skulls, it was possible to hit someone and un target them quickly, then when they hit you back they would get yellow skulled
Now, in order to address this I had to completely rip out and rewrite how the server handles flagging people for combat and tracking who hit who. Today I have gone in with a sledge hammer and I think I have managed to rewrite this entire system and get everything we want. Previously combat status was intrinsically linked to the target system, and pve / pvp combat flags were all managed by the same cooldown.
Now combat status is triggered by actually hitting something, and pve / pvp cooldowns are handled completely separately. The one exception to this is monsters, if they are chasing you they will continuously flag you as in combat – this just felt right. With these changes the PVP skull system now also just… actually works, or at least I have been unable to find any case where it doesn’t work testing it with some volunteers ingame. So, here is how combat now works:
Hitting, or being hit by anything will flag you as in-combat
Monsters chasing you will flag you as in-combat
Nice and simple. This fixes the issue with being unable to push players and is nice and easy to understand. Also, as far as PVP goes:
If a player hits someone unprovoked, they receive a white skull. White skulled players cannot enter a safe zone.
If a player has no PVP status and is hit by a white skull player, they can fight back and will receive no skull. As they have no skull, they can still enter safe zones, even if they have defended themselves.
If a player hits a white skulled player who has not hit them first, they will receive a yellow skull that can only be seen by themselves and the player they have hit. Yellow skulled players cannot enter a safe zone.
Simple. The cooldown for pve and pvp combat timers are managed separately, so you can stop fighting players and continue to fight monsters and you will lose your skull even though you are still in combat. The pvp combat timer is reset every time you attack a player, or are attacked by another player. Killing another player gives you a 2 and a half minute pvp combat cooldown, hitting another player just gives you the standard 30 seconds, the same as hitting monsters.
These changes are now live, please report any and all bugs on the discord! Liam