The new melee action title from the creators of Chivalry, Mirage: Arcane Warfare is at PAX West all weekend in Seattle – starting today! We’ve packed more magical carnage into a single Mirage video than ever before – so enjoy these 12 minutes of death.
We’ve put together this highlight clips reel of raw gameplay footage from the PAX West Alpha build of Mirage. It features two never-shown-before maps, including the two-stage Team Objective Map, Bazaar, and a Point Capture map called Sunken City.
A special announcement from the Melee Gaming Association!
MGA presents Sunset at Midnight: A Charity Farewell to Chivalry: Medieval Warfare
12:00AM - 11:59PM, August 19th, 2016
24 hours of events in NA, Europe and Australia
Charitable contributions given to Child's Play Info coming soon at /r/chiv and http://meleegaming.org!
Fixed some texture LOD settings that could have been causing incorrect visibility of world objects
Castle Assault / King's Garden
Making barriers work properly (not stick in the way after the objective is completed). The barriers added in the previous patch were not implemented correctly and would often bug out, additional protection has been added to ensure they work as intended.
Fixed the collision on the optional side bridge
Please expect our servers to be down for a time while they are updated
Various config file exploits fixed (e.g. removing foliage)
Tournament Mode; only admins can unpause a paused match
fixed inverted normal map on Cold Spectre Greatsword
Fix crash when downloading workshop files if using -nomovie
added new UGC rounds 10,11 and 12!
added Vypress Sabre… must be a member of Mirage Steam Community
reverted accidental change that effectively broke the king objective. Removed bonus time for *completing second objective.
added blockers to prevent you from reaching the gate to the king immediately. They are destroyed 10 seconds after the town objective completes.
disabled collision on ash particle and instead added weather volumes to interior spaces to turn off the ash
spawn point access blockering, some were quite easy to get into from the outside.
Also some blocking volumes added to prevent a map exploit where players could get inside buildings they aren’t meant to.
Cove LTS - fully blocked off spawn point zones
set lightshaft meshes and fireflies to medium detail up from low (will not show up on low detail now). Set fixed bounds on fireflies particle system.
added blockers during the first stage to prevent you from reaching the gate to the king, preventing attackers from camping the gate before the ram objective is complete to make it more fair to defenders
set owner of first objective properly so when Agatha successfully completes it they are no longer told they failed
tent burning progress bars are now split between left/right tents
changed values on mason chieftain AI settings to not be out of range (which can make the AI act dumb)
New! FFA map in the final library area of Drunken Bazaar
Beta note: fixed broken spawns from first beta build
there was one stair mesh with bad lightmaps which is all over hillside
Torn Banner Studios, the creators of the popular first-person medieval combat game Chivalry: Medieval Warfare appeared onstage at this year’s E3 PC Gaming Show to present a fresh look at the intense combat scenarios of their new game Mirage: Arcane Warfare, and announce the game’s release this fall on PC.
After a huge seller like Chivalry: Medieval Warfare, the most obvious path to immediate success would be for our studio to develop a direct sequel, sit back and watch those 3.5+ million players and their Benjamins roll back in. Instead, the next title from Torn Banner is a magic fantasy action game that’s more Arabian Knights meets Game of Thrones than medieval European fantasy. This isn’t a world of chivalrous knights and kings but flame throwing mages and occult assassins. Gone are the castles and catapults, replaced by Middle Eastern-inspired marble palaces and magic seals.
It’s Mirage: Arcane Warfare—a new first person multiplayer slasher that is much less a direct sequel and more like Chivalry’s magically gifted cousin. By developing a unique new IP, rather than Chivalry 2, our studio is aiming for long term creative and commercial success instead of grabbing at low hanging fruit.