Kraken

  • Remember! Never use the same account usernames and password across different servers!
Status
Not open for further replies.

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Kraken Legend of Mir 3

Our goal is to create a low rate, challenging and rewarding experience for everyone to enjoy. We’ve put a lot of effort into the server thus far and don’t intend to stop until we have made a truly unique experience.

Changes from Zircon:

Removed Assassins.
Removed Cubing System.
Removed Lost Lands.

Increased book rarity and removed pages.
Increased companion storage

Reworked companion stats.
Reworked items from scratch.
Reworked quests from scratch.
Reworked the economy to reflect a more challenging experience.
Reworked group buffs to promote group play (vicinity based), without having a negative effect on solo players.
Reworked hermit system.
Reworked master refine stats.
Reworked accessory refine stats.

These are only the main changes, plenty more changes are being made as the server moves forward with development.

Added Wings/Belts

Starter Town

Along with reworking the quests, we wanted to improve the overall experience especially at a lower level, so we’ve introduced a new starting area. The area has plenty of quests to keep players busy and will be the hub until players progress through the quest line.

Daily Quests

A daily quest system has been added. The quality of daily quests will depend on your current fame (more on our implementation of the fame system below), the more fame a player has, the better daily quests become available. Daily quests will be reset at 1am GMT.

Fame system

A fame system has been added to the server, fame is rewarded for completing quests. Players also have a fame status, which includes a coloured name and title. As the player increases their fame, the name colour will become darker and they will obtain new titles. At any time the player can decide to show their status in-game for others to see.

Honour System

An honour system has been put in place to encourage PvP, as players kill one another they gain Honour. Honour also has a status much like the fame system which players can choose to display at any point. It is also a currency, points can be spent in-game for rewards. The honour status is calculated from the maximum level achieved, so spending points will not alter the character status. PKing players that are much lower levels will drastically reduce Fame and result in lesser quality daily quests.

Champion Monsters

Champion monsters spawn throughout the world, these monsters are more challenging than the ordinary but offer increased rewards. They are indicated in game by a green name.

Hermit System

We’ve reworked the hermit system to give random stats in a specific range at certain levels. The stats look like the following:

Level 40-50 - 1-3 is possible to roll each level.
Level 51-61 - 1-4 is possible to roll each level.
Level 62-72 - 2-5 is possible to roll each level.
Level 73-80 - 2-6 is possible to roll each level.

Level 80 is our current cap. Once the player reaches level 80, they are still able to level their hermits, we’ve called these hermit levels and the stat increases look like the following:

Hermit Level 1 -10 - 3-7 possible to roll each level.
Hermit Level 11 - 21 - 4-9 - possible to roll each level.

(More levels will be added as players near the current amounts)

We’ve decided to take this route to keep the end game content relevant for max level veterans and newly turned level 80s.

Charm system

Charms have been added to the game, charms are rare drops from monsters that give increased stats. To gain these stats the player must have the charm in their inventory. Charms are not immune to being dropped.

Augmentation system

An augmentation system has been added to the server. The system currently supports Belts/Armours/Boots/Shields/Helms. The amount of runes that can be augmented into a specific item depends on that item's rarity. For example a Superior item has 1 socket, Rare has 2 sockets with Elite and Legendary having 3 sockets each. Like everything there is a cost for the service, so it can become expensive.

The player also has the opportunity to reset their item. However with a standard reset the runes in the item are lost. There are however special items that can be used to increase the chance of saving the augmented runes.

Runes of all qualities drop throughout the world and have stats on them like any other item. These stats are the stats that will be augmented to the item.

Crafting System

A crafting system has recently been implemented. The finer details are still to be worked out, but some features will be as follows:

Professions are limited to one profession per character.
Crafting Reagents have been introduced and are found in various ways. Drops/Harvesting/Mining etc.
The system uses recipes which are dropped throughout the world, through quests or bought from vendors.
Certain recipes will need crafting reagents that only other professions can make.

The profession interface is accessed by combining Shift + C.

It's early days for the profession system but we are looking at expanding this in a number of ways.

profession-ui.png

Companion Filter

A companion filter has been added to give players more control over what their pets picking up.

companion-filter-ui.png
Group Dialog

A group member dialog has been added as it seems to be an essential QOL feature missing from Mir. This should make keeping an eye on group members much easier, especially for Tao's as there is a lot of functionality to help them support their groups. The features are as follows.

- Panel is toggled by combining SHIFT + P
- Live health and mana update.
- Current Tao buffs displayed, so it's much easier for Tao's to see when members need buffs.
- Current poison status displayed in the top right.
- Hovering over the group member will target them, so from a PVE standpoint, buffs and heals get delivered directly to the target. This also solves issues where it’s hard to target players for resurrecting under monster corpses.

group-dialog.png
Achievement System:

An achievement system has now been added. Achievements will range from killing numerous monsters, levelling to certain levels, capping out professions and even server firsts, it has been designed from the ground up so anything is possible, making for much more of a unique experience. Characters can earn achievement points by completing achievements. Points will vary on the difficulty of the achievement, naturally server first achievements will reward players with more achievement points. Some achievements also come with titles, which players will have the opportunity to display in-game to others, giving them the ultimate bragging rights, server first titles are unique and will only be obtained by 1 character throughout the life of the server, I can appreciate this will be music to the competitive players ears. Achievements are fully passive, they will start automatically when killing or collecting eligible resources, or whatever that achievement may require, they will also complete automatically rewarding you with your achievement points and that unique title. There will be an additional rankings tab based on achievement points. The system is in its infancy but the core functionality is already there, just a few more pieces to implement then we will look at getting it live on the test server. A few UI tweaks also to come.

Achivements.jpg

We have huge plans for the server, some of our upcoming changes and features:

Add profession system:- The profession system i'll be limited to one profession per character. Each profession will have unique craftable items, making all professions relevant. (See above)

Improve the general experience:- As we’re testing and implementing new features we are constantly finding bugs and balance issues that we’re determined to fix and get right.

If there is anything that doesn’t quite make sense here please let me know and I’ll do my best to elaborate further. Also please feel free to voice suggestions, as we’re always looking for ways to improve.

We’re looking at getting a test server online relatively soon, it’ll be phased testing at something like 10 levels per phase. Keep an eye on this thread for news on a possible release and to keep up with the development of the server.

Lastly I’d like to say a massive thanks to:-

LOMCN
for having such a supportive and open community.
Jamie for releasing his Zircon source.
Vyse and the community for their thoughts on how to improve the overall experience of Mir. It’s a lengthy read but well worth it.

Discord:-
https://discord.gg/PB4Ea97

Cheers for taking the time to read.
Ceebs
 
Last edited:

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Nah still actively working on Xenos mate. Completely separate project.
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
@xiaocaozhijia We don't have any plans currently to add JoB maps. Although later down the line this might be something we can look into.

@Fusion the server will be low rate, the experience table is custom so we are focusing on more of a challenging experience. Something that players can invest their time in to and the rewards are meaningful. We haven't looked in to the game shop yet, although we will most likely add new items that will complement the new systems we have in place. It is something that we still need to action. I'll update you when we've sorted it out.
 
  • Like
Reactions: checkra1n

WarGod/Mystic

LOMCN n00bie
May 30, 2020
3
0
3
How soon are you expecting to allow users to join the server, will you need players for beta testing?
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
We're looking at having a test server online within the week. However, it'll only be the first phase of testing, so around 15-20 levels. Then we'll take everyone's feedback and modify the experience accordingly. If you'd like to jump on to beta test, you'd be most welcome. I'll update this post when we've got the test server online.
 

WarGod/Mystic

LOMCN n00bie
May 30, 2020
3
0
3
We're looking at having a test server online within the week. However, it'll only be the first phase of testing, so around 15-20 levels. Then we'll take everyone's feedback and modify the experience accordingly. If you'd like to jump on to beta test, you'd be most welcome. I'll update this post when we've got the test server online.

I'd be happy to pal just let me know as soon as you need it
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
I've set up a discord and have updated the main post with the link. Information on the crafting system I've been working on has also been added, it's still in it's infancy but we have plenty of awesome ideas for it.
 

WarGod/Mystic

LOMCN n00bie
May 30, 2020
3
0
3
I've set up a discord and have updated the main post with the link. Information on the crafting system I've been working on has also been added, it's still in it's infancy but we have plenty of awesome ideas for it.
no worries, whats the discord link?

scratch that found it lol
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Another quick update for you guys. I decided to work on a group member dialog as it seems to be an essential QOL feature that's missing. This should make keeping an eye on group members much easier, especially for Tao's as there is a lot of functionality to help them support their groups. The features are as follows.

- Panel is toggled by combining SHIFT + P
- Live health and mana update.
- Current Tao buffs displayed, so it's much easier for Tao's to see when members need buffs.
- Current poison status displayed in the top right.
- Hovering over the group member will target them, so from a PVE standpoint, buffs and heals get delivered directly to the target. This also solves issues where it’s hard to target players for resurrecting under monster corpses.

I've also been working on a pet filter which is now complete.

Both these features are once again still in the early stages so plenty more testing is needed. But it's looking promising. I've updated the OP with images of the UI for these features.
 
  • Like
Reactions: Amrod

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
We're finally at the stage to put the server up for testing later on this evening. If anyone is interested please feel free to join the discord as we'll have all the details there. I'll keep you all updated on the various changes we make as we receive feedback during testing.
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Appreciate all the help with testing thus far, we've had quite a successful weekend. The level cap has been increased to 30 already along with plenty of fixes and changes. All the recent patch notes can be found here: https://www.krakenmir.co.uk/patch-notes

We've added some new features and quality of life improvements.

Atlas System: currently the system is limited to items but we'll be looking into extending this, to monsters etc.

atlas.png
Quick Options: A little button has been added to the right of the chat box, which will allow players to scroll through various '@' options.

quick-options.png
Tameable Tag: A tameable tag was requested so players can see what monsters are tameable.

tameable-tag.png

Recipe Mouse Over: We've been doing a ton of work on the recipe system, including new mouse overs for recipes.

recipe.png
On top of these new features, we've been adding quests, both daily and story. New recipes and crafted items, dropped items, runes, charms.

Daily updates can easily be followed on discord or online, feel free to join.
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Some more updates over the past week, there are plenty that I haven't included here and can be fount at: https://www.krakenmir.co.uk/patch-notes

Gameplay:
  • Level cap has been increased to 50.
  • Reworked item stats up to current level cap.
  • Reworked monster stats up to level cap.
  • Taoist pets are now scaling off of SC as intended.
  • Adjusted companion costs.
  • Adjusted companion stats.
  • Adjusted horse costs.
  • Adjusted horse stats.
  • Added 41 story quests.
  • Added 27 daily quests.
  • Adjustments to the economy.
  • Increased drop rates on lower level books as we have abandoned the page system.
  • Increased hp potions drops to support the experience for warriors.
  • Adjusted stats on charms.
  • Crafted items now show who they were crafted by on hover.
  • Mined ores are no longer character bound (to help support professions).
  • Reduced cost of marriage.
  • Reduced cost of divorce.
  • Reduced cost of wedding ring removal.
  • Added monsters killed counter
  • Added bosses killed counter
  • Added players killed counter
  • Daily quests are now limited to 3 per day, choose wisely.
Atlas System:
  • General UI Improvements.
  • Monsters Tab - Allows players to search for monsters or browse monsters by maps.
Profession System:
  • General UI improvements.
Group Dialog:
  • General bug fixes including mana bars not being displayed correctly.
  • Added mass invisibility buff icon to be displayed.
  • Added invisibility buff icon to be displayed.
  • Added transparency buff icon to be displayed.
Pet Dialog:

Expanding on the group dialog system. A separate Pet Dialog has been implemented, allowing for Wizards and Taoists to easily see and target pets. The dialog also displays the current buffs on pets.

If you'd like to join us in testing please feel free to join the Discord.
 

HxH

Loyal Member
Loyal Member
May 17, 2017
71
16
20
not a big fan of mir3, but i do like that pet pick up options/system
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
@HxH I can appreciate it's not to everyone's taste, but if you do ever decide to take the plunge, you'd be most welcome.
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Some more updates over the past week, more information can be fount at: https://www.krakenmir.co.uk/patch-notes

Server:

Added - Observers can no longer see in to your storage apart from Game Masters
Added - NPC to level to 10, 20, 30, 40 for testing purposes
Added - NPC to Bichon with standard sets of gear to support testing
Added - Crafting now has a small chance to craft items with added stats
Added - Players and pets are fully healed after 10 seconds of entering a safe zone
Added - Orb item type for Wizards and Taoists to replace shields
Added - Mining Tonic to filter ores other an Black Iron Ore
Added - Potion to reset active daily quests if a player chooses the wrong one. Doesn't effect the daily limits
Added - Potion to increase the amount of dailies by 1 to a maximum of 6, to support different play-styles

Increased - Champion monsters stats and health have been increased so they are much more challenging
Increased - Champion monsters drop and gold rate have been increased in line with the stat increase
Increased - Wizard's Fire Wall damage

Reworked - Warriors Defiance to increase Min + Max AC and Min + Max MR by different amounts each level

Reduced - Champion monsters chance to spawn
Reduced - Damage of Greater Evil Slayer
Reduced - Taoist offensive empowered skills now have no delay

Fixed - Kill stats now showing correctly when inspecting other players
Fixed - Pet Dialog issue with pet not displaying properly
Fixed - Profession system bug when crafting all
Fixed - Server crashing when observing users when not logged in

Updated - Elemental Superiority now gives Spell Power rather than just MC
Updated - Tao buffs no longer give random amounts, they are now set

Database:

Added - Poison Kektals now have poison AI
Added - 18 daily quests
Added - Map buff to both Flea Cave and Ant Colony
Added - Progressive map buffs to most caves
Added - Dyes have been added to Armour NPCs
Added - Orb items
Added - Books to vendor for testing

Added - West Desert - Monsters now have weakness to fire

Increased - West Desert - Monsters HP by 10%
Increased - West Desert - Raging Lizard DC
Increased - Stone Tomb - Black Boars AC slightly
Increased - Stone Tomb - Claw Serpent AC slightly
Increased - Wooma Temple - Experience
Increased - Prajna Temple - Experience
Increased - Numa Ruins - Monsters stats

Increased - Rarity of 40+ books as it was too low
Increased - Rarity of charms
Increased - Gold drops in Flea Cave and Ant Colony
Increased - Taoist wear weight
Increased - Weight of charms

Reworked - Warrior base stats

Reduced - Weight of Taoist Armours
Reduced - Mana cost of Defiance
Reduced - MR of monsters in the starting area and cave to support the initial Wizard experience
Reduced - Bug Cave - Monsters DC
Reduced - Bug Cave - Evil Tongs stats slightly
Reduced - Stone Tomb - Wedge Moth spawns in the Kings Room
Reduced - Stone Tomb - White Boar stats slightly
Reduced - Dead Mines - Ghoul HP slightly

Removed - Quest reward items due to balancing issues
Removed - Random Teleport usage from top levels of caves
Removed - Boss spawn announcements

Client:

Added - Bosses now have a red glow around them
Added - Champion monsters now have an orange glow around them
Added - Champion monsters names are now prefixed with "Champion"

Updated - Champion monsters names are now dark orange
Updated - Tamed monsters names now return to white as intended


A quick massive thank you to all of the testers and feedback we've received. Feel free to join us on discord.
 

Ceebs

LOMCN Member
Apr 14, 2020
37
24
10
Over the past week we've been working very hard on the server, reworking all the content up to our level cap which is 80 and also adding hundreds of recipes to support the professions system. Our most recent development is the achievement system.

Achievement System:

An achievement system has now been added. Achievements will range from killing numerous monsters, levelling to certain levels, capping out professions and even server firsts, it has been designed from the ground up so anything is possible, making for much more of a unique experience. Characters can earn achievement points by completing achievements. Points will vary on the difficulty of the achievement, naturally server first achievements will reward players with more achievement points. Some achievements also come with titles, which players will have the opportunity to display in-game to others, giving them the ultimate bragging rights, server first titles are unique and will only be obtained by 1 character throughout the life of the server, I can appreciate this will be music to the competitive players ears. Achievements are fully passive, they will start automatically when killing or collecting eligible resources, or whatever that achievement may require, they will also complete automatically rewarding you with your achievement points and that unique title. There will be an additional rankings tab based on achievement points. The system is in its infancy but the core functionality is already there, just a few more pieces to implement then we will look at getting it live on the test server. A few UI tweaks also to come.

Achivements.jpg
The achievements in the screenshot are purely for example purposes.
 
Status
Not open for further replies.