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 goĀ “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 šŸ™‚

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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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 šŸ™‚

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Hello everyone,

This update fixes some issues surrounding the PVP implementation and makes more areas PVP enabled to make things a bit more interesting.

  • Fix for targeting while moving
  • Fix for not being able to target attack a player if you already have another target
  • PVPĀ attack is now double tap instead of long-press
  • Long press now exclusively loots bags under other players / monsters
  • Fix for short skull time if you kill a player
  • New PVP zones:
    • Slime forest
    • Deeper Widow cave
    • Felwalkers
    • Inside Cyclopse plateau
    • Deepest Water Wyrm cave
    • Imp volcano

It is worth noting the patches that occurred last night as they are changes that are otherwise unlisted.

  • Mages and Rangers do full damage even when stood next to players (PVP only)
  • Knights do not throw knives at distance as it was preventing them from hitting their hardest (PVP only)

I’m sure there will be many more tweaks to come but this is a good start. Its interesting to already see little wars and guild arguments developing over hunting zones that are PVP enabled… suddenly it is very beneficial to form friendships and be part of a guild if you want to hunt effectively in the harder zones. I look forward to seeing how this pans out over the coming months, though I feelĀ Guilds may now be needed sooner rather than later šŸ˜‰

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