What Is Mir Vengeance? – FAQ & Development Overview

First of all, a huge thank you to the Crystal Mir team:
https://github.com/Suprcode/Crystal

Mir Vengeance started life on the Crystal Mir codebase.
After almost two years of development, we are now running a standalone codebase — still rooted in Crystal’s work — but with almost the entire backend rebuilt.
You can follow the whole process here

This post explains:

  • What we’ve changed

  • What we haven’t changed

  • Why the files are so different

  • What it actually means for you as a player


What You’ll Notice First

When you create an account:

  • You enter your email address.

  • A temporary password is sent to you.

  • You log in and are required to change it.

That’s it.

No secret questions.
No date of birth.
No unnecessary personal data.

From a gameplay perspective, you won’t see huge visual differences immediately. Most of the work has been structural and backend-focused.


Why Is The Code So Different From Crystal?

Short version: the entire backend has been rebuilt.

Step 1 – Reduce File Complexity

Crystal worked. But large parts of the server were deeply integrated and extremely difficult to work on safely.

Even though the server reads files in milliseconds, developing and maintaining deeply interwoven files becomes risky over time.

We separated systems and reduced file size and cross-dependency.

Was it the perfect method?
No idea.

Did it make the code maintainable and understandable?
Yes.


Step 2 – Organise Everything Properly

We split the server into structured folders and modules.

This took months of extracting logic from massive files and mapping everything out properly.

The result:

  • Easier debugging

  • Safer feature development

  • Clear separation of systems

  • Future scalability


Step 3 – Security First

We rebuilt account handling with data protection in mind.

Changes include:

  • Stronger password hashing

  • Removal of secret questions

  • Email-based password reset

  • Minimal personal data collection

The server now runs on .NET 10.
The client remains on .NET 8 due to DirectX constraints, but upgrading the client is a major goal for this year.


The Biggest Change: No More Flat Files

Originally, nearly everything was stored in two flat files.

We have removed that system completely.

Everything is now stored in an external database.

What does this mean for you?

In the old system:

  • If a file became corrupted, recovery often meant rolling the entire server back to the last save.

In our system:

  • Data is stored in individual database rows.

  • Records can’t “corrupt” in the same way.

  • If the server crashes, database write delay is around 40ms.

  • Nothing should be lost unless you are extremely unlucky.


Item & Gold Tracking

Every item created is logged.

We can trace an item from:

  • Creation (NPC / Monster / Drop)

  • To its current owner

  • To every modification it has undergone

Players will be able to view this information.

Floor drops are no longer memory-based.
If the server crashes, items on the ground remain when it comes back online and expire normally.


Gold Economy Transparency

All gold is tracked:

  • Gold dropped

  • Gold picked up

  • Gold generated by NPC sales

  • Gold removed by repairs

  • NPC profit

Players will be able to see public economy statistics such as:

  • Gold dropped in last 7 days

  • Gold removed

  • NPC net flow


Tax System (In Development)

Every 7 days, a tax will be applied to control gold inflation.

Current concept: 7–15%.

This removes gold from every player to stabilise the economy.

Long term:

  • Tax will be player-controlled via ruling guild systems.

  • NPC guard numbers and profits may link into this system.

Details are still being finalised.


Magic System Overhaul

All hardcoded multipliers have been removed.

Spell values are now database-driven at every level.

Spells will go up to Level 5.
Level 4 and 5 will be quest-based.

We can now dynamically adjust:

  • Duration (e.g., Firewall)

  • Stack limits

  • Cooldowns

  • Effect strength

Crystal allowed changes — we’ve simply made it far more manageable.


We have also add “type” to each monster.
Human
Animal
Undead
Beast
etc.
This allows us to adjust spells to do different damage to different types of monsters. This could be as little as 1% different, all the way up to 100%. This system will be aimed more at Wizard spells.

Gems & Orbs Rebuilt

From the player’s perspective, the system feels similar.

Behind the scenes, it’s completely different.

Each item type now has:

  • Maximum stat caps

  • Adjustable stat ranges

  • Controlled orb success/failure tracking

Example:

Weapon type:

  • Max DC = 10

  • Max ACC = 5

Override system:

  • Wooden Sword could be set to DC 100 if desired.

  • Dragon Slayer could be limited to DC +1.

Override limits are not public information.

Event Example:
“Event Day – Coral Rings DC cap increased to +15 for 6 hours.”

Every orb attempt is recorded:

  • Orbs used

  • Orbs failed


Random Stats System Rebuilt

Each item type defines:

  • Which stats can roll

  • Maximum values

  • Drop chance

Example:

  • Weapons: +DC/MC/SC up to +5

  • Armour: +HP 120, +AC/AMC +5

Default chance:
1 in 10,000.

Override example:
Mystery Helmet:

  • Max AC/AMC 15

  • Drop chance 1 in 200.


Monster System Overhaul

Monsters can now use any skill in the game.

This doesn’t mean they will — but bosses and sub-bosses can.

Example:
Flaming Wooma could use a real fire spell rather than just animation.

Monsters only instantiate onto maps when players enter to reduce RAM usage.

Every monster kill is logged.
EXP gained is logged.
This data will be viewable in your account panel.


Website & Live Data

The website connects directly to a read-only live database.

When live, a duplicated database will protect the primary server.

From the website, you will be able to:

  • Access your account

  • Change password

  • Read in-game mail

  • View guild info (if leader)

  • View item stats

  • Search items by unique ID

  • View economy statistics

  • View quest structures (excluding hidden quests)

  • View item history


Server Management

The server program is now minimal.

It handles game execution only.

Everything else is managed through a control panel accessible remotely.

We never need to log directly into the game server machine.


What Haven’t We Changed?

Gameplay structure remains familiar.

Core Mir mechanics remain intact.

We have not rebuilt Mir into something unrecognisable.

The goal was stability and control first.


Why Do All This?

From a player’s perspective:

Not much changes immediately.

From a long-term perspective:

  • Stability

  • Transparency

  • Economy control

  • Data integrity

  • Real scalability

Once the backend is perfect, we can safely adjust gameplay systems without risking collapse.


Questions?

This is a small percentage of what has been done.

If you have questions — technical or gameplay — ask below.

We’ll answer honestly.

— Mir Vengeance Development Team