Discussion PlayMir.net

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Ceef

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Sep 1, 2003
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Any bugs found please throw me a message on discord, post on the websites forum or post it here.

If I don't know about it I can't address it.
 

Ceef

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Some more changes applied today:

We are reworking stats in Mir2 in general. I dislike how wizards can equip a ring that is on par with the strength of a weapon.
This is less true for warriors but it still feels that weapons aren't as impactful as the upgrades "feel".

So taking inspiration from other games I'm moving away from Weapons in Mir2 being almost "Uniques" from other games. There is no customisation apart from a very boring gemming system where you try and load them with attack speed and get to luck 7. This is boring.

Luck is being reworked. Still deciding on how I want to change it but weapons are in process...

Minimum DC is now gone as you know. Rings and Amulets will give just flat DC.

Weapons have been reworked to having base damage,
1776746055539.png

These are extremely tentative values, will be tweaked and changed.

The difference now is that items scale off the ilvl they are. This means a JudgementMace from one monster is not the same as if you got one from a much more difficult encounter.

MonsterLevel and iLvl are not the same. iLvl is based on the difficulty of the boss/zone you are in.

The idea behind this system is to make item progression less linear. If you got a DSS From an EvilSnake, a very easy encounter then got a JudgementMace from the Frozen Boss a much more difficult boss. The Judgement mace in theory should win out.
 

samwil

Loyal Member
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Apr 28, 2019
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Some more changes applied today:

We are reworking stats in Mir2 in general. I dislike how wizards can equip a ring that is on par with the strength of a weapon.
This is less true for warriors but it still feels that weapons aren't as impactful as the upgrades "feel".

So taking inspiration from other games I'm moving away from Weapons in Mir2 being almost "Uniques" from other games. There is no customisation apart from a very boring gemming system where you try and load them with attack speed and get to luck 7. This is boring.

Luck is being reworked. Still deciding on how I want to change it but weapons are in process...

Minimum DC is now gone as you know. Rings and Amulets will give just flat DC.

Weapons have been reworked to having base damage,
View attachment 39732

These are extremely tentative values, will be tweaked and changed.

The difference now is that items scale off the ilvl they are. This means a JudgementMace from one monster is not the same as if you got one from a much more difficult encounter.

MonsterLevel and iLvl are not the same. iLvl is based on the difficulty of the boss/zone you are in.

The idea behind this system is to make item progression less linear. If you got a DSS From an EvilSnake, a very easy encounter then got a JudgementMace from the Frozen Boss a much more difficult boss. The Judgement mace in theory should win out.
love the concept of this system, you may want to graphically distinguish an ass jmace from a good jmace (outer glow, different jmace models, text colour etc.) so players can see the upgrade as well as feel it.
 

Follower

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Apr 2, 2005
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The difference now is that items scale off the ilvl they are. This means a JudgementMace from one monster is not the same as if you got one from a much more difficult encounter.

MonsterLevel and iLvl are not the same. iLvl is based on the difficulty of the boss/zone you are in.

The idea behind this system is to make item progression less linear. If you got a DSS From an EvilSnake, a very easy encounter then got a JudgementMace from the Frozen Boss a much more difficult boss. The Judgement mace in theory should win out.

Similar to that of Diablo, as you progress your own level the world around you levels with you? At least that's how im understanding what you're describing.

I like the idea and keen to see this develop.
 

Ceef

LOMCN Veteran
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Sep 1, 2003
352
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Alot of memory optimisations done this last few days.

Idle 0 player server down from 3.5gb Memory to 1.2gb memory usage. Hoping not too much breaks under load.

Treasure class drop overhaul in place, starting to work on skeleton databases to make all systems functional.

Recombinator added for iLvl boosting owned items.
 
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Ceef

LOMCN Veteran
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"Skill augments" added via the way of support gems.

Itemised skills to store Exp and Level on the gem itself rather than on the character, equip skills to use them.
Can add a socket to skills to change the way the skill behaves... This is going to be a balancing nightmare... but.



Post automatically merged:

Similar to that of Diablo, as you progress your own level the world around you levels with you? At least that's how im understanding what you're describing.

I like the idea and keen to see this develop.
So zones scaling if your level would be extremely difficult to do within a multiplayer game. You would need to figure out how you are going to scale enemies unless you individually scaled each enemy to the player that was fighting it. Possible but I'm pretty sure this would just be an absolute memory nightmare and cause more problems than worth.

The idea is that items scale up as you play through the game, A monster has a set level (monster level) just like it does in normal mir.
Difference in my system is items that drop are based off that monster level.


Say a Jmace has 50 attack power. That is it's damafge at ilvl30. But it might gain 2% attack power per level over that level 30.

This would mean a ilvl 60 Jmace is 60% stronger than a normal Jmace. 50x1.6 = 80 attack power.

Hope that makes it a bit easier to understand?
 
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Hercules

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Jun 4, 2018
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"Skill augments" added via the way of support gems.

Itemised skills to store Exp and Level on the gem itself rather than on the character, equip skills to use them.
Can add a socket to skills to change the way the skill behaves... This is going to be a balancing nightmare... but.



Post automatically merged:


So zones scaling if your level would be extremely difficult to do within a multiplayer game. You would need to figure out how you are going to scale enemies unless you individually scaled each enemy to the player that was fighting it. Possible but I'm pretty sure this would just be an absolute memory nightmare and cause more problems than worth.

The idea is that items scale up as you play through the game, A monster has a set level (monster level) just like it does in normal mir.
Difference in my system is items that drop are based off that monster level.


Say a Jmace has 50 attack power. That is it's damafge at ilvl30. But it might gain 2% attack power per level over that level 30.

This would mean a ilvl 60 Jmace is 60% stronger than a normal Jmace. 50x1.6 = 80 attack power.

Hope that makes it a bit easier to understand?
Nice work
 

Ceef

LOMCN Veteran
Veteran
Sep 1, 2003
352
22
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love the concept of this system, you may want to graphically distinguish an ass jmace from a good jmace (outer glow, different jmace models, text colour etc.) so players can see the upgrade as well as feel it.
Consider it done. Ill add an effect based on the %damage over thr base lf a weapon
Post automatically merged:

@DarkStar cheats work on here or what?
If people want to try cheats out feel free. Id love to see what logging information I get.

Cant promise i can stop all cheats, but ill defintely find a way to detect them.
 

Ceef

LOMCN Veteran
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Sep 1, 2003
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Quite a lot of updates:

MonsterSpellHandler - Any monster can now cast any spell.. (Ghouls with magicshield? ZumaGuardians with FlameFIeld?) - This no longer needs any individual AI. It just lets me throw a skill on any monster in the game. Kinda fun

NativeAOT - This doesn't stop hackers and cheaters but this definitely makes it a bit more difficult. Need to look into stuff like ProcessLasso that people use on other servers to manipulate speed. I have some ideas but hard to test.

Integrated FSR (https://www.amd.com/en/products/graphics/technologies/fidelityfx.html)
AMD's Very pretty upscaler. We are now using FSR1.0 mainly because FSR2.0 - 4.0 aren't designed for 2D games in the style of mir. Definitely an improvement on looks.

UI - Has been truly broken properly. Moving away from .bmp/png images into just MonoGame Drawn frames. This means stuff like inventory is resizeable etc.
Chat - Font/Colour changes for you blind old men.

UI Customisation - Working on making the UI fully customisable. You can drag move stuff around. Going to add multiple health globe/bar options. Send your UISettings.json to your friend to share UI's etc.

Alot of backend stuff has changed. Moved from Windows Server to a Debian Console. Moved from MSSQL to PostgreSQL.
Admin Portal has been updated a lot, given a lot more tools for server customisation.
 
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