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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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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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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Hey everyone,

So for those of you who haven’t been in game for a while the server has now been successfully migrated and Mirage now has high score lists for all skills as well as a bank for you to store your items and transfer them between characters 🙂 But that was last weekend, and I have been working my ass off since then! What is new?

PVP carnage under the town

The game now has a basic PVP system. Certain zones (at the time of writing just Hell and a special fun zone underneath the town) are flagged as PVP arenas, and in them you can kill each other. To start attacking a player simply hold your finger / mouse down on them instead of tapping them and the game will realise you are being aggressive and attack them. Beware however, attacking a player who isn’t skulled will result in you receiving a skull icon and being locked out of safe zones! If this happens, the only way to lose it is to avoid all combat for 60 seconds. Attacking a skulled player does not skull you or lock you out of a safe zone.

Here’s a full list of the changes that went live today:

  • Long press to loot bags underneath players / monsters
  • NPCs no longer spawn on top of players
  • Plus and minus buttons for the stack slider
  • The account name system is now an email address system
  • Email verification implemented
  • New “PVP” map type (added to hell and a new arena under town)
  • New “Town” map type that lets you walk on other players
  • Long-press to attack / stop attacking a targeted player
  • Combat cooldown timer increased to 1 minute for pvp flagged players
  • Skull icon added for pvp flagged players (thanks Mombi!)
  • Show an icon if a map is PVP or Town
  • PVP flagged players cannot enter safe zones or logout
  • Added /time command to show the server time
  • Map chat title now reflects the type of zone you are in
  • Various fixes for the ban and mute commands

There are bound to be all sorts of weird and wonderful issues but we had to start somewhere;)

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