1782175278468 - Mir 4 Dev Log - RaGEZONE Forums
1782175286455 - Mir 4 Dev Log - RaGEZONE Forums

World Regions are now fixed and Boosting Worlds are now working also. (Before all servers were bunched under the same region regardless of server location)
 
Global Authentication Server

One of the bigger architectural changes we've made recently is the introduction of a dedicated Auth Server to support
our multi-region setup.

The Problem

Previously, each Front Server managed its own account data in isolation. This worked fine for a single-server setup,
but as we expanded to multiple regions (EU, NA, SA, ASIA), it created an obvious problem, accounts only existed on
whichever server they were created on. Logging into a different region would either fail outright.

There was no shared source of truth.

What We Built

The Auth Server is a new standalone server that acts as the global authority for all account data. It handles:

- Account registration - new accounts are created here and exist globally from the start
- Authentication - login, guest restore, and session token issuance all go through the Auth Server
- Grade/permission management - GM and developer account grades are managed centrally, not per-server

Each Front Server (EU, NA, SA, ASIA, etc) now maintains a local cache of account data. When a player authenticates, the Auth
Server synchronises that player's account, credentials, and grade out to every Front Server in real time before the
client receives a response. This ensures the data is in place by the time the game client makes its next connection.

On-Demand Pull

For cases where a player's data isn't in a region's local cache (such as a first-time connection to a new region), the
Front Server can pull account data on-demand from the Auth Server rather than rejecting the login. The result is then
cached locally so future connections are instant.

What This Means in Practice

- A single account works across all regions without any manual intervention
- Bans applied globally take effect on every server immediately on next login
- GM/developer permissions propagate automatically, no need to set grades per-server
- New regions can be added to the network and will receive account data automatically

Character Data Remains Server-Specific

It's worth clarifying what the Auth Server does not control. Your account is global, your characters are not.

Characters, progression, inventory, guild membership, and all gameplay data remain unique to the server they were
created on. Logging into EU and NA with the same account will show different characters on each, as the two servers
have no shared game database.

This is intentional for now. However, the Auth Server lays the groundwork for cross-server character transfers in the
future. Because account identity is now managed centrally, the infrastructure needed to validate, move, and register a
character from one server to another is significantly simpler to build on top of what we already have. We plan to
revisit this once I move onto fixing character transfers.
 
That’s great work! Congratulations to the team!
I’m following the thread and the GitHub repo to stay updated when you open-source the emulator. I’m looking forward to seeing how it was implemented, since the original server has a lot of complex systems

The documentation page is offline. It would be good if you show us the architecture of the emulator, I mean at least a high level overview diagram. I'm really curious what kind of architecture they made mir4. Is it push or poll based?
 
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That’s great work! Congratulations to the team!
I’m following the thread and the GitHub repo to stay updated when you open-source the emulator. I’m looking forward to seeing how it was implemented, since the original server has a lot of complex systems

The documentation page is offline. It would be good if you show us the architecture of the emulator, I mean at least a high level overview diagram. I'm really curious what kind of architecture they made mir4. Is it push or poll based?
The source was a leak from wemade directly and we’ve fixed it and adding the missing systems.

I’m not sure where the line of “emulator” and “official” is.

We will make documentation available once the project comes to an end (finished & fully updated)

There’s still so much to do that creating documentation now would (in my opinion) be a waste of resources as these would need to be adjusted once more fixes are implemented.
 
Respected Jev, I have downloaded the client. Where can I register an account for the European or Asian servers to log into the game
 
We're currently reworking the monster and object respawns across all 1,018 maps to match the official game 1:1.

Unfortunately, I can't go into detail about how we're gathering this data, as we'd rather not give Wemade the opportunity to patch the method we've developed.

The updated respawns are being rolled out in batches, so over the next week or so, each server restart will include another set of refreshed maps. As these updates are deployed, you'll gradually notice more accurate monster spawns, object placements, and overall map positioning across the world.

If you'd like to jump online and check out the progress for yourself, our test server is available to everyone. You can download the client and create an account here:

 
Patch Notes from the last 20 ish days:
  • Profile Pics now working.
  • Clan List now displays clan leader and their profile pic correctly. (same for visiting the clan)
  • Guild Ranks are fixed (more stuff needed)
  • Unseal duplicating upon relog now fixed.
  • Info Panel now fixed.
  • Auto Item Enhance working.
  • Vigor Stacks now working.
  • Quest Request rewards now fixed.
  • Server Broadcast now working.
  • Server Notice Broadcast now working.
  • All monsters are now in "Patrol" mode, monsters will walk around close to their spawn location.
  • PK Protect removed from monsters.
  • Magic Stone fixed + added stats.
  • Codex Auto Register fixed.
  • Multi Item Enhance fixed.
  • Vigor Stack fixed.
  • Increased level cap to 250.
  • Quest Request tracking improvements.
  • Fixes to buffs desyncing after warping fixed.
  • Bag Expansion fixed.
  • Mastery Fixed.
  • Party EXP Share fixed.
  • Account Block now works.
  • Pet Stats/Items fixed.
  • Great Building tracking fixed.
  • Inner Force fixed.
  • Chat Search fixed.
  • Fast Travel now takes the fast travel scroll from your bag. (no more free warps)
  • Item Attributes/Reinforce fixed.
  • MP cost for skills fixed.
  • Quick Slots fixed.
  • Class Change fixed. (will need to come back to this)
  • Player Warehouse fixed.
  • Skill Upgrade cost fixed.
 
I've finally managed to extract the navigation mesh (NavMesh) binary files for every map.

This is a major milestone and immediately fixes several long-standing issues:

  • Monsters no longer walk through walls.
  • Monsters can no longer attack players through walls.
  • Monsters no longer fall through the floor.
  • Monsters now spawn at the correct height instead of above/below the ground.
There are still some server-side adjustments to make so monsters interact with the NavMesh more naturally, as you'll probably notice in the video.

Up until now, the NavMesh system was mostly stubbed out and only partially implemented. While the actual NavMesh binary files are now fully in place, the AI navigation code still needs further tuning and refinement. This update provides the foundation for much more accurate monster pathfinding going forward.

 
Just as a big "**** you" to wemade.

Here's a video of me playing the unreleased Spirit Summoner class due to release on the 18th.

This is from our own server.

Video is unlisted to hopefully prolong it's survival on youtube before wegreed come and strike it.



Here's some images:

1786553780685 - Mir 4 Dev Log - RaGEZONE Forums

1786553795961 - Mir 4 Dev Log - RaGEZONE Forums


SA1 Spirit Summoner Testing Phase

The Spirit Summoner testing phase is now ready for SA1! ⚔️✨

If you're taking part in testing, you'll need to download the **latest client**:



Make sure to create an account here:

🔧 Required Update

Alongside the client, you'll be provided with a new `buildversion.ini` file.

Once downloaded, replace your existing file with the new one here:

`Mir4Client\MirMobile\Content\additional\buildversion.ini`

Make sure you replace the old `buildversion.ini` before launching the client.

🧙 Spirit Summoner Testing

This phase is specifically for testing the new Spirit Summoner class and identifying any issues before the wider release.

Please report any bugs, crashes, missing assets, animation issues, skill problems, or other abnormalities you encounter during testing.

Have fun testing the Spirit Summoner! 👻🔥

Code:
[/Script/MirMobile.BuildVersion]
BuildName=GlobalBetaBuild
BuildRevision=488243
IsSingleBuild=False
StoreType=Xsolla
ServerInfoURL="https://new-api.azura-legends.com/serverinfo.json"
MajorVersion=1
MinorVersion=130
PatchVersion=1
 
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