I've had a lot of messages about whether the team is still around and working on anything.
Short answer, we are!
I wanted to give you almost a development notice here and can also show future previews of works we are doing.
Any images showcased here are still in works as we look to source other HD parts (such as hair for the charmodels and so forth)
The Primordial's Resurrection
Discord Linkhttps://discord.gg/AaSb9tSFGx
Developer Notes
From the GMs that brought The Primordial’s Rise and Odyssey… We hope to bring a new era of Mir!
Dev Explanation
Core Features Already In
Primordial Altar
Here you can donate gold to gain favour with the old gods.
Your favour is directly determined by how much you donate to the altar.
You will be constantly competing for favour against everyone else in game, so only the top gold contributors will retain favour.
The favour is reset every 7 days.
Dying will also reduce your total contributions by 10%, as you will be seen as weak in the eyes of the Old Gods.
Item Codex
Gather surplus of items and log them in your codex.
Completing Codex lists will unlock various rewards such as access to codex limited items, gold, buffs and much more.
Whole new Landscapes to explore!
Achievement System
Complete both known and hidden achievements to gain Achievement Points and rewards!
You will also be ranked against everyone else to see who the best achievement farmer is!
Card Album
Each area has a unique set of cards to collect that showcase the mobs in that area.
Completing normal sets will redeem rewards based on the area completed.
Completing shiny sets will redeem extravagant rewards based on the area completed.
Hard Cap / Ability Points
When a person hit’s the hard cap for the major patch in place, they will get a new system activated which converts any exp gained into Ability Points.
Like how you level, each AP takes increasingly longer to get.
AP can be used to increase any stat; however, they are weighted (so +1 DC may cost 5AP for the first 3 DC, then increase to 10AP for the next +3 and so on).
When the Cap is increased, Ability Point option will be disabled until you reach the cap again.
Companions
Everyone will have access to companions; these creatures need constantly feeding to retain their benefits and stats they give you.
When these companions hit certain levels, they will randomly roll a stat from a pool.
You can use gold to buy pots to re-roll these stats until you hit that ‘perfect’ roll
They will also have advanced filters to pick up items (They will NOT pick up any player dropped items).
PvP Influence
We haven’t fully determined on how the system is being rolled out, we have created a feature to allow players ‘steal’ exp on PvP kills.
It may be potentially restricted to certain areas, caves etc.
Limitations
>It is restricted Min% and Max% that can be stolen<
>The % stolen is based off the person dying (the murdered had 100,000 exp, the killer steals 5% exp, they gain 5,000 exp)<
>There is a level disparity check in place so people (even though it wouldn’t be beneficial) high levels can’t steal low level’s exp.<
New Stat Types
We’ve introduced various new stat types alongside holy.
These are to influence certain skills in a much more substantial way then if you were to generically spec into your classes core stat.
Each class has additional stats, allowing for much more diverse equipment setups.
For example;
MC may amp damage on all spells by say ‘1-1 damage’
However, Ice+1 will amp ice spells with a higher damage ratio but will have 0 impact on your non ice skills.
Quality System & Enhanced Drop Rate System
There are inherent Common Items, up to super rare items; these very items can also drop with an array of quality rolls, the higher the quality of the item, the better stats it can roll.
Items can also be influenced by using a Quality Stone on them, this allows for an item to be potentially upgraded (or downgraded).
Using certain Quality Stones, you are also able to better manipulate your rolls outcome.
This system alongside us being able to determine a minimum roll outcome on drop files allows us to always make bosses worthwhile to hunt, while still being able to farm the ‘normal’ mobs for a similar degree of item, but potentially without the quality rolls being as high to start with.
We also have guaranteed drops, which allows us to dictate high end bosses to always drop at least some form of reward on its death.
Hunt Points
You accrue one of these for every minute you hunt (to claim the points you need to kill something)
These are used in the Hunters Lodge.
QoL Changes (some but not all)
It’s hard to go through what we’ve added as we have put so much in the background to make the game just feel better to play.
Proximity detection for allied only spells,
Auto pathing on collision,
Melee swings don’t make you walk after you strike with Shift+Click,
Poison applies both poisons when used with a certain bag type,
Tons of client/server-side processing changes
Firewall/Poison removed on map changes
blah...blah...blah...
Other Features Added (some but not all)
Fully Integrated Particle System and Weather Engine
Huge amount of custom Ais
A variety of never-before-seen new spells for all 3 classes
Tons of different rankings; people can compete on multiple levels
Observer Mode (When Observer = on you get a small buff)
Level 4/5 Skills
Bespoke Guild War Contest
Mobs can spawn at varying levels
Global Spawners (easy for high end bosses, lords and other events)
Global Drop File (easy for global dictated drops and event drops)
Zone Buffs
Map Buffs
Global Buffs
Player Titles
Cosmetic Name Plates
....
Features with UIs aren't shown as we are currently redoing the entire UI!
We also welcome any feedback, questions and such from everyone to help develop the game into the beast we hope it will be when it lands!
Short answer, we are!
I wanted to give you almost a development notice here and can also show future previews of works we are doing.
Any images showcased here are still in works as we look to source other HD parts (such as hair for the charmodels and so forth)
The Primordial's Resurrection
Discord Linkhttps://discord.gg/AaSb9tSFGx
Developer Notes
From the GMs that brought The Primordial’s Rise and Odyssey… We hope to bring a new era of Mir!
Dev Explanation
We have really started to try developing a new feel for mir.
We are trying to push our files as far as we can, without the core feel of ‘Mir’ being lost.
Bringing the game back to 3 classes was a conscious choice as it allows for each class to be more diverse and not restrained in feeling like a gimmick of another existing class (warriors v sins, for example)
We have really started to push how good you can make mir look, without it looking TOO good for mir; this means a FullHD update, character models, monsters (the some existing and all new) Maps, spells, items, UI … you get the drift.
We’ve already re-built the Mir-verse from the ground up. Every single map is brand new. which means that the exploration part of mir will be back (having to figure out where to be able to hunt) Alongside this, you may see some existing mobs, but the majority will all again, be brand new.
We are trying to push our files as far as we can, without the core feel of ‘Mir’ being lost.
Bringing the game back to 3 classes was a conscious choice as it allows for each class to be more diverse and not restrained in feeling like a gimmick of another existing class (warriors v sins, for example)
We have really started to push how good you can make mir look, without it looking TOO good for mir; this means a FullHD update, character models, monsters (the some existing and all new) Maps, spells, items, UI … you get the drift.
We’ve already re-built the Mir-verse from the ground up. Every single map is brand new. which means that the exploration part of mir will be back (having to figure out where to be able to hunt) Alongside this, you may see some existing mobs, but the majority will all again, be brand new.
Core Features Already In
Primordial Altar
Here you can donate gold to gain favour with the old gods.
Your favour is directly determined by how much you donate to the altar.
You will be constantly competing for favour against everyone else in game, so only the top gold contributors will retain favour.
The favour is reset every 7 days.
Dying will also reduce your total contributions by 10%, as you will be seen as weak in the eyes of the Old Gods.
Item Codex
Gather surplus of items and log them in your codex.
Completing Codex lists will unlock various rewards such as access to codex limited items, gold, buffs and much more.
Whole new Landscapes to explore!
Achievement System
Complete both known and hidden achievements to gain Achievement Points and rewards!
You will also be ranked against everyone else to see who the best achievement farmer is!
Card Album
Each area has a unique set of cards to collect that showcase the mobs in that area.
Completing normal sets will redeem rewards based on the area completed.
Completing shiny sets will redeem extravagant rewards based on the area completed.
Hard Cap / Ability Points
When a person hit’s the hard cap for the major patch in place, they will get a new system activated which converts any exp gained into Ability Points.
Like how you level, each AP takes increasingly longer to get.
AP can be used to increase any stat; however, they are weighted (so +1 DC may cost 5AP for the first 3 DC, then increase to 10AP for the next +3 and so on).
When the Cap is increased, Ability Point option will be disabled until you reach the cap again.
Companions
Everyone will have access to companions; these creatures need constantly feeding to retain their benefits and stats they give you.
When these companions hit certain levels, they will randomly roll a stat from a pool.
You can use gold to buy pots to re-roll these stats until you hit that ‘perfect’ roll
They will also have advanced filters to pick up items (They will NOT pick up any player dropped items).
PvP Influence
We haven’t fully determined on how the system is being rolled out, we have created a feature to allow players ‘steal’ exp on PvP kills.
It may be potentially restricted to certain areas, caves etc.
Limitations
>It is restricted Min% and Max% that can be stolen<
>The % stolen is based off the person dying (the murdered had 100,000 exp, the killer steals 5% exp, they gain 5,000 exp)<
>There is a level disparity check in place so people (even though it wouldn’t be beneficial) high levels can’t steal low level’s exp.<
New Stat Types
We’ve introduced various new stat types alongside holy.
These are to influence certain skills in a much more substantial way then if you were to generically spec into your classes core stat.
Each class has additional stats, allowing for much more diverse equipment setups.
For example;
MC may amp damage on all spells by say ‘1-1 damage’
However, Ice+1 will amp ice spells with a higher damage ratio but will have 0 impact on your non ice skills.
Quality System & Enhanced Drop Rate System
There are inherent Common Items, up to super rare items; these very items can also drop with an array of quality rolls, the higher the quality of the item, the better stats it can roll.
Items can also be influenced by using a Quality Stone on them, this allows for an item to be potentially upgraded (or downgraded).
Using certain Quality Stones, you are also able to better manipulate your rolls outcome.
This system alongside us being able to determine a minimum roll outcome on drop files allows us to always make bosses worthwhile to hunt, while still being able to farm the ‘normal’ mobs for a similar degree of item, but potentially without the quality rolls being as high to start with.
We also have guaranteed drops, which allows us to dictate high end bosses to always drop at least some form of reward on its death.
Hunt Points
You accrue one of these for every minute you hunt (to claim the points you need to kill something)
These are used in the Hunters Lodge.
QoL Changes (some but not all)
It’s hard to go through what we’ve added as we have put so much in the background to make the game just feel better to play.
Proximity detection for allied only spells,
Auto pathing on collision,
Melee swings don’t make you walk after you strike with Shift+Click,
Poison applies both poisons when used with a certain bag type,
Tons of client/server-side processing changes
Firewall/Poison removed on map changes
blah...blah...blah...
Other Features Added (some but not all)
Fully Integrated Particle System and Weather Engine
Huge amount of custom Ais
A variety of never-before-seen new spells for all 3 classes
Tons of different rankings; people can compete on multiple levels
Observer Mode (When Observer = on you get a small buff)
Level 4/5 Skills
Bespoke Guild War Contest
Mobs can spawn at varying levels
Global Spawners (easy for high end bosses, lords and other events)
Global Drop File (easy for global dictated drops and event drops)
Zone Buffs
Map Buffs
Global Buffs
Player Titles
Cosmetic Name Plates
....
Features with UIs aren't shown as we are currently redoing the entire UI!
We also welcome any feedback, questions and such from everyone to help develop the game into the beast we hope it will be when it lands!
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