Year: 2017

Improved tablet support

Hello everyone, As everyone should already know calling the next update a big one is a bit of an understatement, and as the community has gotten used to the idea its taking a while its given me some time to make some improvements I’ve been meaning to address for a long time. With the next update devices 7 inches or larger will have a completely re-scaled UI and be able to see more of the world. In order to demonstrate how much extra space this gives you I’m going to post a bunch of screenshots in succession of the new client on[…]

About the next update (version 0.3.131)

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[…]

Version 0.3.130 released!

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[…]

Version 0.3.128 released!

Minor update to start off the week. You can now track your arrows much easier Changes Fix for not losing yellow skull if a white skull you have targeted but not actually hit dies Fix for not getting a yellow skull if you are killed by a white skull you attacked then return to fight them again Main UI counter that shows both the type of ammunition equipped, and how much is left Edit: Server hotfix and Google Play patch Server side fix for issues arising if a player was killed by a monster, not another player Client fix for the[…]

Midnight Hotfixes

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[…]

Version 0.3.127 released!

Hiya, Unfortunately I had an accident at the gym on Thursday that saw me wasting much of Friday in A&E, I worked my ass off in the evening however and have managed to get the first pass of the new PVP changes implemented. Yellow skulls? Here are the changes in today’s update… If you have no skull, attacking a skulled player who has not attacked you first will: PVP flag you, locking you out of safe zones Give you a yellow skull that you and they can see Make you a “justified” kill for them Combat timer overhaul: PVP cooldowns[…]

Update 0.3.125 released!

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 –[…]

Version 0.3.120 released

Dear players, A mid-week patch has just been deployed that addresses a number of bugs and performance issues that I felt couldn’t wait until the weekend. The performance issues in the new zone should have been addressed. You can now change your password in the “My Account” section Elite weapons have been buffed up to 15% damage after the 10% regression Critical bug fix for player entities being left in-game if you disconnect in combat then die Critical bug fix for players experiencing client freezes and weirdness on Android Various overdue stability fixes server side Behemoth zone performance improvements Removal[…]

Version 0.3.119 released

Hi everyone, It’s been a while but it’s official – we are back on track and I’m hitting the code again! To mark this great occasion we indulged in a 12 hour live coding session over at twitch ( which culminated in the release of a new version. Uh oh… This release brings the following: Fix for combat cooldown remaining on death Several map tweaks Fix for emote bugs Fix for experience gain showing as negative on bosses Brand new email verification system Training weapons now hit for 2% max of the targets hp Bosses can no longer become un-elite[…]

Let there be light!

Hey everyone 😀 The new lighting engine This week I am focusing on bringing darkness to Mirage. The second iteration of the new lighting system is now live and for the most part it is performing well. This has been a long time coming and we are in a tricky situation with Mirage as everyone needs to be able to see and sometimes there can be 100 players all in the same tiny area so it has to perform super efficiently. This new system seems to be performing well for the majority of devices, however I am aware there are[…]

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