Mirage NewsMirage News

Friday,April 28, 2017 •

Mirage: Arcane Warfare BETA – Patch 3

A new Mirage Beta patch is now live, bringing in a huge amount of new content as well as general improvements to performance and networking.
We are excited to see our community testing out character customization, item unlocks and new maps in the Mirage Beta – please be aware that occasional crashes and performance issues may occur due to the broad scope of this new content.


 

Play 9 new maps and variants: maps list beta3 Try out the new Character Customization system:

weapon Animation 55 helmet Animation 57


Read on for our list of changes and bug fixes… major changes > New maps and variants added

> > cp_Mirrors

> > cp_RockBottom

> > ctf_Bridge

> > ps_Drydock

> > tdm_Bridge

> > tdm_FalconRidge

> > tdm_Mirrors

> > to_Academy

> > to_Ravine

> Customization

> > Customization is now available

> > > General Items are unlocked between level 1-25

> > > If you have already reached rank 25 you will have all non-weapon items unlocked

> > Weapons continue to drop as you play the game

> Many crash fixes

> Fixed server memory leak

> Adjusted progressions speed

> > Your rank will have increased slightly


general gr > Matchmaking

> > Significantly cut down the search time

> > Fixed issue where it would assign unbalanced teams

> Disabled team damage in warmup

> Changed some parry success animations that could be confused for ripostes

> Updated movement animations for all characters

> A 3d render of your character is now shown in the loadout instead of the concept art images

> Improved loading times

> > We are still working on getting it down further


bl gameplay > Parry system

> > Your weapon is now treated as an extended hit area making well aimed parries trigger a little earlier

> Movement abilities can now be used at any point during interrupt, blocked & recovery

> > This only applies to non-damaging abilities like Phase or Teleport

> You can now combo out of parry

> Updated all melee timings

> Increased the size of some weapons tracer sizes

> Increased jump height

> Reduced jump cooldown

> Adjusted 3p camera to be a little bit closer to the character

> Turn limits now blend back to default smoothly at all times

> Previously a parry or interrupt would cause a snap as you’re turn limit changed, this should no longer be an issue

Alchemancer

> Punches

> > Adjusted impact method & timings to make the attack more readable

> Phoenix

> > Fixed being able to fly while guiding the projectile

> Barrage

> > Can now be parried

> > Improved placement logic

> > Fixed issue where the ability would go on cooldown without spawning the barrage

> > Increased delay between placement and the projectiles spawning

Tinker

> Kickflip

> > Increased kickflip release time from 0.3 to 0.5

> Stasis

> > Reduced damage

> > It should no longer be possible to get a free hit on a player coming out of stasis

> Proximity mine

> > Fixed issue where mines could be stacked on top of eachother

> > Fixed issue where mines would disappear into props

> > Fixed issue where getting hit by your own mine would freeze your movement for a short time

> > Reduced collision size

> Obelisk

> > The pop-up movement is now applied if you move forward while placing it

> > Reduced height so you can always jump up and stand on top of it

> > Can now be parried

> > Fixed issue where it was dealing damage through walls

Taurant

> Shove

> > Reduced windup time

> > Reduced knockback strength

> Explosive punch

> > Fixed damage being much higher than expected

> Whirlwind

> > You can no longer riposte after parrying whirlwind

Vypress

> Shadowkick

> > Improved speed & control to make it a more viable option to dash attack

Vigilist

> Surge

> > Adjusted collision to make it less likely to hit targets on the side of the vigilist as she launched it

> Iron Dome

> > When placing the iron dome you stop major movement abilities like Charge, Dash Attack and Leapslam, targets are now interrupted instead of their abilities just being cancelled

Entropist

> Carpet

> > Increased general travel speed

> Healing well

> > Improved placement logic


ye misc > Added reverb volumes

> Fixed many abilities not showing the right icons in the killfeed

>Improved Objective UI in bomb planting modes and reduced the total number of hud markers visible at any one time

> Reduced healing score

> Votekicks can no longer be initiated during the post-game state

> Made the “server is unresponsive notification” clearer

> Dynamic combat music now only starts on interactions with enemies

> Added separate sensitivity sliders for controllers

> Improved the process of setting your resolution

> Added descriptions to all settings

> “Community” button is now enabled in the frontend and links to the steam hub

> Exit game & quit match now require confirmations before executing

> Console command to draw tracers is now enabled for everyone to use

> > To enable tracers: Drawtracers 1

> > To disable tracers: Drawtracers 0


pink bug fixes > Fixed a desync where a characters parry wouldn’t display properly

> Fixed issue where projectile impacts would sometimes appear in a previous position of the projectile

> Fixed alch sword sometimes fading out late

> Fixed idle kick triggering when the player is unable to spawn (overtime)

> Fixed not being able to exit out of the post game screen

> Fixed Alchemancers armband sometimes not being attached to his arm and floating in place

> Fixed a bug where the post game time would be incorrect if the server was a match making server

> Fixed phoenix persisting through warmup

> Fixed blade whip persisting through warmup

> Fixed damage numbers drawing in top left corner when they are out of view

> Fixed issue where blade whip wouldn’t queue it’s follow up attack

> Fixed issue where the chat activation button would also be registered as the first letter input

> Fixed proxy mine spawning an additional mine if used against healing well

> Fixed weapons being stuck in a glowing state after using certain abilities

> Fixed issue where side and back jumps couldn’t be activated when low on stamina

> Fixed blade whip sometimes pushing the enemy in the wrong direction when parried

> Fixed issue where the death cam wouldn’t follow the vypress on death

> Fixed being able to initiate the suicide countdown while dead

> Fixed issue where death animations would sometimes play as the character was falling

> Fixed healing grenade sometimes going on a full cooldown when interrupted

> Fixed Grapplehook and stasis having different cooldowns for environment & character hits

> Fixed iron dome not pushing targets away that are wall jumping or vaulting


ktur known > Possible crash in gameplay

> Skin is sometimes gray

> It may take a few seconds to load a character in the customization menu

> Weapons might not properly display in the customization screen

> Alchemancer sword will sometime not be visible

> Helmets and Hair may sometimes not properly display on characters

> Experience and stats might not properly be recorded

> Weapons may become unlocked at improper times

> Some placeholder text may be present

> Overtime might result in both teams winning

> Customized weapons may not display when you first join a match


 

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Wednesday,April 26, 2017 •

Mirage: Arcane Warfare Map – Bridge

Fight under the Bridge, a map in the Mirage Beta (coming next patch as CTF & TDM variants)

This Capture the Flag / Team Deathmatch map sees Mirage’s magic civil war play out under the shadow of a colossal viaduct.

Wishlist or pre-order Mirage on Steam today, and get 10% off if you own Chivalry:

http://store.steampowered.com/app/368420/

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Wednesday,April 19, 2017 •

Mirage: Arcane Warfare Map – Academy

Watch our latest fly-through video – Academy, a large Team Objective map coming very soon to the Mirage Beta.

In Academy, you’ll enter the heart of the grand city of Bashrahn which represents the center of power for the Bashrahni Emirate. Defend against the Azar Cabal in this continuation of the pushable mode section of the previous map, Bazaar.

Wishlist or pre-order Mirage on Steam today and get 10% off if you own Chivalry:

http://store.steampowered.com/app/368420/

READ MORE
Wednesday,April 12, 2017 •

Mirage: Arcane Warfare BETA – Patch 2 Changes

 

This patch (Beta Patch 2) features many gameplay related changes and fixes, with a focus on build optimization and additional polish. The Mirage Beta represents an unfinished version of the game, but we’re getting there – piece by piece. Coming at the end of April, Beta Patch 3 will feature several new maps, replacing some previous ones, as detailed in our Beta preview blog. Read on for a full list of today’s changes…


major changes > Many crash & bug fixes > More animation and Fx polish > Abilities now continue to cooldown while you wait to respawn  > This isn’t as drastic as resetting them on spawn but will go still go a long way > Overtime added to symmetric Objective modes – If when time runs out, score is tied, players on both teams will stop respawning and next objective score wins, if a team is wiped out entirely the other team also wins in Overtime


general gr > Centered third person camera > A warning message now appears when the server has crashed or your connection is down > Movement animation polish > Added a saturated ambient occlusion effect > Various tutorial improvements and bug fixes


bl gameplay > Fixed various state/queue desyncs > Rebalanced health values > Primarily focused on nerfing some classes like the Vigilist & Taurant > Reduced upper body bend blend time and bend caps > Reduced back & strafe speed > Reduced melee turn caps on overheads and stabs slightly > Reduced stamina drain by 15% when blocking > You can now jump during windups again > Movement abilities can now be used out of Blocked/interrupt > Reduced blocked/interrupt time slightly > All abilities now receive a 4s cooldown when feinted/interrupted (previously ranged from 4-10s depending on the ability) Parries > Reduced active parry time > Narrowed parry box > Including some experimental changes to make swing manipulation more powerful against parries Melee > Melee damage balance – general increase in damage > Reduced some windup times slightly > Reduced recovery times slightly > Reduced feint recovery times Alchemancer > Increased spawn delay of Barrage and improved its indication > Ranged loadout:  > Replaced melee attacks with punches  > Increased the fireballs’ projectile speed Tinker > Increased proximity mine damage > Added damage over time effect to Stasis > Increased stasis cooldown Taurant > Decreased shove knockback > More Taurant abilities can now be riposted against Vigilist > Increased windup mobility of disperse > Increased iron domes health > Increased ward strike cooldown > Increased heroic leap range


ye misc > Added in-world Damage/Healing numbers option > Updated several ability icons


pink bug fixes > Ability cooldowns are now visible when the ability is unavailable/silenced > Fixed issue that caused servers to get laggier over time > Fixed issue where damage/parry events were appearing that did not match the actual result > Fixed issue that would frequently cause vaults to fail > Fixed abilities being shown as active after they were used to kill someone > Also fixes the Phoenix ability sometimes becoming unavailable until respawn > Fixed certain keys not being bindable + format adjustments and bug fixes > Muting VOIP no longer mutes Chat > Loading screens now properly appear for each map > Main menu video is no longer sometimes black > Stasis bubble effect timing issues > Battle cry and VO fading out after activation no longer occurs > Fixed crash when returning to the main menu from gameplay > Fixed VO command placement issues > Fixed inconsistent end of match experience calculations > Fixed some abilities allowing alchemancer to fly when activated > Fixed some instances of animations playing incorrectly when being hit > Multiple text fixes > Multiple crash fixes


ktur known > AMD users may experience video driver crashes > Death camera sometimes does not allow player control > Playstation controllers may not work > SLI may result in effects artifacts > Pawns killed in the air may play death animations while floating > Battlecry animations blend strangely when changing stance > Out of stamina panting may stop playing > Sometimes the crosshair will become locked in a state > FX may sometimes not appear > Overheal FX may stay longer than overheal > 1st person sprint animations may sometimes not play > Tinker mines may sometimes sink into level props > Players may lose sound from other programs while playing Mirage > Resolution options changes may sometimes not apply > Low reproduction client crashes > Double-speed audio when set to 192kHz in Windows > Some keys cannot be rebound > Some placeholder text still visible in the UI > Some more known issues for you > End of match timer will hang on 0 > Chat in post game will sometimes not work > Players will sometimes jitter when using levitate

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Tuesday,April 11, 2017 •

Mirage: Arcane Warfare Map – Rock Bottom

Check out our fly-through of Rock Bottom, a TDM / Capture Point map in the Mirage Beta, on now.

Rock Bottom takes players into the pit of the Azar Cabal’s rebel hideout, carved into caverns on the mountainous outskirts of the Nankur desert.

Wishlist or pre-order Mirage on Steam today:

http://store.steampowered.com/app/368420/

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