Author: Fhox

Release version 0.6.26

Hi everyone, just a bug fix pass before I am away for a few weeks. Fix for attacks sometimes breaking player defence when they shouldn’t More accurate combat round tracking to prevent everyone’s rounds syncing up over time Various visual world map fixes A few zone edges corrected Fhox

Hotfixes

Hi everyone, small server-side hotfixes. I accidentally knocked a hole through the wall in Giant’s Deep, this is a server side patch and you will still see the hole on the client but be unable to walk through it. I decided to hotfix this quickly so I don’t get 9 billion bug reports about it every day. Patched up a hole in the wall in Giant’s Deep Moved a couple of problematic spawn locations Altered the combat round code to preserve trailing milliseconds, this should prevent combat rounds from “syncing up” over time Fhox

Release version 0.6.25

Hello everyone, This is the proof-of-concept release for the World Map system woo 🙂 This is the bare bones minimum viable release for this feature but I wanted to get it out there asap to help you all find your way around. It is my plan to extend this system significantly to show you areas of interest, party members, and more. You can… See yourself marked as a little white cross Zoom in and out Go up and down through the world layers Reset the map back to tracking you Open / close it with M (desktop client only) Please[…]

Release version 0.6.24

This is an emergency release that fixes an issue with new accounts not having their password correctly set and being unable to login on other devices as a result. Any existing players that have been affected by this issue should use the password recovery system, once your password has been reset you should have no problems. As a side note, it seems we have been review bombed on Google Play in response to this issue (though nobody thought to report it)… if you are enjoying the game and haven’t given it a rating, now would be an excellent time to[…]

Release Version 0.6.23!

Hello poppets 😀 This is the final bug squash for the new engine release, the invisible creatures issue has been fixed thanks to Termid claiming the bug bounty of free supporter status for life and provinding me with a video showing how to accurately replicate the issue. Woo! Fix for invisible creatures /where command now wheres Regen disabled status tooltip no longer shows if your regen is not disabled Various small fixes to the world environment I intend on taking the weekend off (my god, imagine that), starting work on the World Map next week 🙂 Have a great weekend[…]

Version 0.6.22 going live!

Hello everyone, it’sa me, Chris Pratt! I hope you are enjoying the new engine. This patch is essentially a fix and tidy up all the borked stuffs release as we start to work on bringing the new engine tech to maturity. I have fixed every bug that has been reported since Friday, with the notable exception of maybe fixing an issue where creatures can sometimes appear invisible. I suspect that one is going to take a whole bunch of digging around the server to find as looks like a low percentage edge case with no obvious way to reproduce it,[…]

Version 0.6.21 released!

Well, it’s taken 6 months but we are finally here – a brand new engine and a brand new world. This release celebrates the culmination of a lot of new tech in the game and a complete remake of the game world from scratch. No more “edges”, a single consistent world with 5 layers of underworld to explore. Every zone has been remade and reworked, many zones have moved, all zones have been expanded, and care has been taken to make sure everywhere is more easily reachable with a large number of new shortcuts (I’m looking at you, abyss!). One[…]

Dev tracker and next release

Hello everyone, I am aiming for the next release to be code complete by the end of this month with the first release candidate in testing, with the aim of pushing the new engine live in the first half of August. This update is a complete rewrite of the game engine and brings the game into a fully open world experience with no “edges”. More concrete information will be posted closer to the release date, however if you want to more closely keep track of what I am doing new links have been added to the website under “DEV TRACKER”[…]

Sprite art competition

Hello everyone! It’s been so long since I rolled out a live update I’m not used to posting news on the website. If you have been checking the website for updates and want to stay up to date with progress the best way to follow along right now is by joining the discord server (linked above), the new engine is looking very promising 🙂 Anyway, would you like to see more unlockable appearances in Mirage? Well, here is your chance! This post marks the start of an art competition running through to the end of June where you can design[…]

Hotfixes (v0.5.59)

Player attacks are now calculated off of the stat relevant to the attack, rather than the stat relevant to their equipped weapon. This means for example rangers firing runes while holding a bow will no longer have their spellpower calculated off of distance, which was clearly unintended. Attack power exponents are now handled prior to the crit calculation, this should result in lower but more consistent critical hits. Architectural changes to the server.

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