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The Grand Design Sphere I: Self

[p]I’m currently working on the spell casting in the World for Resource finding. There isn’t anything thrilling to announce about that, it’s just work to get it working.[/p][p]While we wait for that, I want to share the Core Loop completion and refinement work I’ve done so there is ample time to discuss it together. This is the culmination of all the forum posts, discord discussion, design docs, and years of experience: written as succinctly as I can in one place describing the whole game.[/p][p]I’ve never done this before.[/p][p]What is Archmage Rises? The three spheres of Self, Magecraft, and Realm answers it.[/p][p](Note: I’ve renamed Craft to Magecraft so people don’t think 1/3 of the game is crafting)[/p][p][/p][p]Today we dive into Self. Some of it will be familiar, some of it new. Remember, the core of gameloop design is managing resources, trade offs, and creating interesting choices.[/p][p][/p]
Self
[p]The most basic level of being a human in a fantasy world. The smell and the sweat of actually being there. Taking basic care of yourself. This is the ‘life’ part of the life simulator I’m striving for.[/p][p][/p]
Health
[p]Health measures your present condition, showing how alive or near death you are. If it hits zero, you are dead. End of life, end of game.[/p][h2]Sinks[/h2]
  • [p]Combat, traps are the primary ways health is spent.[/p]
  • [p]Minor ways are negative outcomes from Events or conversation choices[/p]
[h2]Rules[/h2]
  • [p]Max HP is driven by Vitality stat: Each Vitality point is 5 HP[/p]
    • [p]Vitality can be influenced by many factors: status effects, physical training, rituals, enchantments, and artifacts such as Darion's Amulet (+20 Vitality).[/p]
  • [p]Health is very serious. There aren’t health potions to pop or healing magic like you may see in other games. It is very LOTR: time, medicine, and healing skill are used to recover HP.[/p]
  • [p]Damage taken when HP below a threshold risks injury (Push your Luck).[/p]
  • [p]Injuries require Medical attention - can heal or become worse if untreated. They are a reason to return to town/tower and seek out medical attention. If an injury worsens, it adds to the roleplaying and uniqueness of a life. (Opportunity to Push your Luck, or play it safe)[/p]
  • [p]Makes Town Healers valuable.[/p]
[h2]Actions[/h2][h3]Rest[/h3][p]Restores a small amount of health each day. I’ll cover the Rest action further under Fatigue[/p][h3]Healing[/h3][p]Cost: Time – variable based on how much health needed to recovery, or nature of the injury. Gold can be spent to accelerate it[/p][p]Requires: Bed, Medicine skill - ground as default bed. Can’t be done alone, requires someone else: a road companion (Relationship), or at Healer Hut (Gold), or room in Tower (worker with healing skill)[/p][p]Results: Big HP recovery, High chance of curing Injury[/p]
Fatigue
[p]A measurement of your energy level, stamina, how tired you are. Provides cost to balance choices.[/p][p]Current implementation: represented by Stamina stat in a big yellow globe. You make choices (casting spells, harvesting resources, etc.) and it spent stamina down to zero. For much of the game’s development spell casting in combat used Stamina, creating a vital link between what you do outside combat matters inside combat. This was severed when we moved to the Ara system in the last combat revision.[/p][p]New implementation: A level of Fatigue from Fresh → Fine → Weary → Tired → Exhausted.[/p][p]I want sleep to be a part of the player’s ‘life’ cycle, but not so realistic and onerous as needing to sleep every night, or as harsh as Stardew Valley. The fatigue system allows the player to choose when and how they sleep. You can’t go forever without sleep, but you have flexibility/choice on when it makes most sense.[/p][h2]Sinks[/h2]
  • [p]Many actions now have a chance of increasing fatigue. Casting spells in world, any strenuous actions like running in combat, resource harvesting, or movement through terrain types like swamps or hills, and event choices[/p]
[h2]Rules[/h2]
  • [p]Actions have a % chance of moving up the fatigue scale, not a set spend of one action[/p]
    • [p]Wellbeing affects this %, meaning if you are miserable you are more likely to get fatigued, and if you are feeling great you are less likely[/p]
  • [p]Fatigue is a highly connected resource to many actions, I can’t list them all here. The individual actions identify if they potentially increase fatigue.[/p]
  • [p]High fatigue (Tired, Exhausted) affects things (again, not an exhaustive list): starting Ara and Ara recovery in combat, ability to cast outside of combat, event options, relationship options, wellbeing, spell study and experiments.[/p]
  • [p]We currently have the option to overexert – I don’t think I’ll need that anymore.[/p]
  • [p]Makes Inns, Tower beds, valuable.[/p]
[h2]Actions[/h2][h3]Rest[/h3][p]Cost: Time, gold, food, drink[/p][p]Requires: Bed - ground is a default bed[/p][p]Results[/p]
  • [p]Criteria: Bed provides X rest attempts to move up the fatigue system. Sleeping on the ground is one chance. Sleeping in a gorgeously decorated room in a feather bed might be 5 attempts. This isn’t the Sims, but the quality of bed is an important differentiator.[/p]
  • [p]It is possible to have great or terrible night sleeps – modified by Wellbeing[/p]
  • [p]Increase: X Fatigue levels, Health, Wellbeing[/p]
  • [p]Health[/p]
    • [p]Always a small HP recovery[/p]
    • [p]Chance injury improves[/p]
    • [p]Chance injury worsens[/p]
  • [p]Food & Drink Bonus[/p]
    • [p]I would like the player to have a reason to enjoy good food and drink as they live their life, but I don’t want to force it. So I decided to make it a bonus to resting – going to bed full and sated is a great way to sleep at the end of a day. I didn’t want to put food and drink into the Rest UI, I like all the Inn food and drink options being clear and separate. Hence food and drink provide a resting buff.[/p]
    • [p]Food or drink eaten in last 4hr increase Rest Result: one additional roll each, or a % improvement to rest rolls.[/p]
Wellbeing
[p]Wellbeing measures your emotional and mental state, reflecting how happy, calm, or distressed your character feels. This isn’t Darkest Dungeon, yet wellbeing matters.[/p][p]It is a constantly decaying resource that drives behavior, decision-making, and narrative tone by rewarding care, comfort, and balance while punishing neglect and hardship.[/p][h2]Sinks[/h2]
  • [p]Slow decay over time[/p]
  • [p]Some choices will have a ‘misery’ aspect to them that affect wellbeing. Washing dishes or mucking stables at the inn may get you gold, but is miserable work.[/p]
  • [p]Monsters: Skeletons are terrifying, so combat with them will lower wellbeing[/p]
[h2]Rules[/h2]
  • [p]Having high wellbeing leads to bonuses in actions like casting, luck rolls, and conversation. Likewise there are penalties for low wellbeing[/p]
  • [p]Every X days the player should do something ‘fun’. Play chess, go for a seaside stroll, alcohol.[/p]
  • [p]Doing a fun action with a companion has the benefit of more wellbeing gain and relationship gain[/p]
  • [p]Creates a need a variety of actions can fulfill, creating value in more of the nooks & crannies of the game[/p]
[h2]Actions[/h2][h3]Enjoyable Act[/h3][p]This is a template of many actions in game. The game is flexibly designed to accommodate many types of actions. An Event may provide an Enjoyable Act option if you meet certain criteria. Completing a quest is invigorating, as is making a donation to the poor, so you get a boost to wellbeing.[/p][p]Cost: Time, gold, item[/p][p]Requires: Nothing[/p][p]Results[/p]
  • [p]Wellbeing goes up[/p]
[p] [/p][p]That’s it for this week, next week I’ll continue with the second sphere: Magecraft![/p]

Dev Update Oct 12: The Grand Design: Intro

There once was a Hobbit…
[p]I’m trapped in my hotel room in Las Vegas right now. My wife and kids are here for a dance conference. This laptop and hotel desk isn’t well suited to heavy game dev, so this week I switched tasks from programming the Resource spells to what I can do well from a hotel: Work on the core game loops of the game.[/p][hr][/hr][p]Eric Barone spent about 4 years making Stardew Valley. Most of us will agree: he did a good job.[/p][p]One of the challenges he faced was becoming a better pixel artist by the end of year four than he was day one. That meant having to go back and re-art things he had already finished.[/p][p]Over the years I have been working on Archmage Rises, I’d like to think I have grown as a developer and designer. I’ve been able to work on several titles, each very different from this one. I’ve worked with full time AAA designers, trained new designers, and put together a university course on game design. But most importantly, I’ve been able to converse with you the fans about deep design issues. Some of them have been monster long posts, but I appreciate and grow from the detailed feedback.[/p][p]Taking all I’ve done and learned I’m going to finally codify the core game loop of Archmage Rises. What is it about? What makes it fun? Why am I playing it?[/p][p]Many who worked with me on this will say, “It’s about time!”[/p]
Think of it Like a Strategy Board Game
[p]While it looks and plays like an RPG, it’s actually a strategy management game under the hood.[/p][p]It was a breakthrough to think of it as managing a series of Resources in “interesting ways”. You can think of any game this way, including the original Doom. It helped clarify some things I have struggled with for years, drop some things I shouldn’t have done, and simplify some things I over complicated.[/p][p]I’ve spent 3 days straight going through every aspect to pull it into a (hopefully) cohesive whole. It’s going to take me 4 articles to explain it all: this week the overview, then one week on each core section. I’m excited to share it with you![/p]
[p]“What am I managing?[/p]
[p]Archmage Rises is about living the full life of a mage, understood through a Triad of Triads.[/p][h2]Self[/h2][p]Being a Human.[/p]
  1. [p]Health[/p]
  2. [p]Fatigue[/p]
  3. [p]Wellbeing[/p]
[h2]Craft[/h2][p]Being a Mage. (Craft as in excellence in a profession, not as in crafting an iron pot)[/p]
  1. [p]Spells[/p]
  2. [p]Experience Points (XP)[/p]
  3. [p]Tower[/p]
[h2]Realm[/h2][p]Being part of a Fantasy World[/p]
  1. [p]Relationships[/p]
  2. [p]Possessions[/p]
  3. [p]Legacy[/p]
[p]Two Special Resources[/p][p]Two critical resources sit outside of the triads: Time and Gold. Time is the fundamental resource of every game action. Gold is an exchange mechanism; for instance, you turn time into gold, then gold into a Tower room.[/p][p]With this framework, I can now look at every action (Verb) in the game through the lens of “What Resources does it cost? What Resources does it provide?” And even more in depth, “What is scarce? What is a competing choice?” Because this is where the fun really lies: I want to do A and B, but I can only do one (for now), so I have to pick. Without competing priorities, no “Interesting Choices”.[/p][p]It started to reveal there were a number of design dead ends:[/p]
  • [p]Resources that rarely went up - not useful[/p]
  • [p]Resources that only went up (no sinks)[/p]
  • [p]Resources that couldn’t really be spent[/p]
  • [p]Resources that only did one thing, or nothing at all![/p]
[p]This then allowed me to do something I came across years ago from a designer friend: Create Chen Diagrams (Jeff Chen of Activision, not Chen ER diagrams). I can map the inputs and outputs of an action and see what is over used, under used. What is OK and what needs attention.[/p][p]Here is a terrible looking Work in Progress that shouldn’t be shown publicly, so just keep it to yourself m’kay?[/p][p][/p][p]I’m still working through all the verbs. There are a lot of them![/p][p][/p]
Until we Meet Again…
[p]This suffices for an overview. Next time I’ll go deeper into the design on Self.[/p][p]If you are a history buff like me, Audible has two of Ian Mortimer’s “Time Traveller’s Guide to…” books for free until Oct 21! I enjoyed Elizabethan England and am now listening to Regency England. Enjoy![/p]

Dev Update Oct 6: Solo Dev

[p]\[Warning: This post will probably read grumpy. I spent 6hrs today just trying to get a tooltip (an already built system) to display for a new spell (also a seemingly already built system). ][/p][p]This week I worked on adding the resource/event detection spells as previously discussed. Specifically, the heat detection spell.[/p][p]It is hard.[/p][p]Why so hard?[/p][p]First, I had 4 programmers working on the codebase, so it’s been years since I had to touch these parts of the game myself.[/p][p]Second, the last major feature we did was an overhaul of combat. That ended up overhauling how spells are defined: instead of being code centric, they are now data driven by JSON to the Nth degree. Two programmers over engineered the solution by miles to allow game designers to do really complex things without “needing programmers”. But the system is so complicated, even at the time we were making it, no one really wanted to touch it. It was hard to tell if this was just being unfamiliar with a new system, or if it just needed a GUI tool to allow creating data in a human friendly way.[/p][p]Example: These 600 lines of JSON spread across 2 files in a specially named folder define the Fire Light spell, allowing the caster to add the Light buff to themselves. It used to be 3 lines of code in C#. I wish I was kidding.[/p][p][/p][p]Further to this, the new system was totally focused on Combat casting. So, besides the ability to cast a Light buff in the dungeon, it didn’t consider anything to do with world casting.[/p][p]Well now I’m the only one working on it. I have an overengineered system I can’t make heads or tails of and no GUI tool.[/p][p]This sounds like I’m blaming the previous crew on the codebase, but I’m not. As the leader, I am in charge, it’s my responsibility. The signs were there and I ignored it, because I was busy with other matters.[/p][p]Leadership is a constant battle of deciding what to focus on and what to ignore. There is not unlimited time. I should have reigned people in and didn’t. This is not unique to me or this project, I’m sure you can think of a work situation where a leader should have stepped in and sorted things out, but didn’t.[/p][p]To be super clear before you keep reading: I miss my team. They were great. I hope to work with them again.[/p][p]But there are some advantages of being a solo dev. Call it trying to find the silver lining, or the opportunity, in the situation:[/p][p]1. No meetings. Ever.[/p][p]I admit, today, it would have been nice to bounce some ideas off someone. But with no team, 100% of my time is focused on the game instead of meetings clarifying or arguing over things.[/p][p]2. Singular Vision[/p][p]I previously wrote about competing voices in our heads, but there are also competing voices on a team.[/p][p]I try to listen to everyone, evaluate what they are saying more than who is saying it, and make good and informed decisions from there. But as well intentioned and helpful as people are trying to be, they have not played what I’ve played (none of them played Ultima 6, Darklands, ADOM, or goldbox rpgs) or read what I’ve read that inspired this from the first place (D&D and Pathfinder core rule books, Dragonlance, and Ptolus).[/p][p]I can build what I want and what you the fans want.[/p][p]I don’t miss the arguments Archmage Rises isn’t fun because it doesn’t play like Hades.
It shouldn’t play like Hades.[/p][p]3. Confidence[/p][p]When they were redoing combat, I told them at most there will be 30 combat spells. What’d they do? Create a system for months that easily scales to 1,000+ JSON spells. It’s like turning an aircraft carrier to try and maneuver here.[/p][p]Did they not believe me? “Oh he says 30, but he’ll change his mind, I’ll make sure it’s super flexible.”[/p][p]Did they just get caught up in the task and succumb to internal design creep, “Ooh! If I do X, Y, Z, it’ll be even cooler and more extensible. I’ll do that!”[/p][p]Fear? “If I don’t do this really elaborate and super modular people will think less of me, or we’ll be forced to do it again.”[/p][p]They could have coded up the spells we needed in half the time, and we’d have a simple system to extend from. That’s what they started from, and now I’m forced to making a simple spells system for world spells completely separate from this combat system.[/p][p]As the creator I know what is important and what isn’t. I find confidence is what makes me effective as a senior developer – I don’t waste cycles second guessing things. I build just what is needed, no more. Until more is required. Thank you Kent Beck of Extreme Programming for opening my eyes to YAGNI “You Aren’t Gonna Need It!” early in my career.[/p][p] [/p][p]Final Thoughts[/p][p]Just because I’m identifying advantages of being a solo dev doesn’t mean I don’t want to expand back to a team. I do. But for now, I’m trying to enjoy the journey for what it is: heads down, building what I want. That’s what got me into game dev in the first place and where this project came from.[/p][p][/p][p]\[Fun geek fact: If you open the image in a new tab, you can read the JSON if you are so inclined][/p]

Dev Update Sep 26: Results of Resources Feedback

[p]Last week I identified what I think went wrong with the new resource system and how that resulted in diminished Agency. I purposed two ideas: A to have a search action to reveal points of interest, and B that resources should be permanently placed in the world and extracted through tools/spells/effort. I asked for feedback and feedback I got![/p][p]The majority of feedback was positive, basically saying “Yes to A and B”. Now we have a design direction that seems good to a variety of tastes.[/p][p]This is the best part of Early Access.[/p][p]Right now, I’m working a side gig on a RPG match 3 game. The designer is revising features and adding new ones. A few days ago, he requested we copy a feature from a similar match 3 game and put it into ours.[/p][p]I pushed back and told him it isn’t going to work. The reason is that while that feature might be great in that game. It won’t be good in ours. But why not? Isn’t that the very essence of design or creativity, to take what works well in other places, and bring it together into a new whole?[/p][p]No, not really.[/p][p]The thing about copying features is they have tendrils. They don’t live in isolation, they have roots and tendrils under the surface connecting them to a greater context. When we try to carve it out and transplant it in isolation, the connective tissue is lost. It doesn’t take root like it did in the source. We are left wondering what went wrong.[/p][p]This is the mistake I made with Resources. Something that worked well for exploring in other games doesn’t work here. It didn’t connect well.[/p][p]Oops.[/p]
[p]“Immature poets imitate; mature poets steal — T.S. Eliot[/p]
[p][/p][p]This is what T.S. Eliot (or Picasso if you prefer “Great artists steal”) was talking about. We need to take inspiration and internalize it so deeply it changes possession. It belongs to us now.[/p][p]This is easy to say and hard to do. The designer I’m working with is a smart guy and simply didn’t realize he was copying instead of stealing.[/p][p]How’d he miss it? Because there are a lot of voices in our heads, a lot of motivations all pulling at us, and it’s hard to find signal from the noise.[/p][p]Ever wonder why it is easier to see exactly what your friend, spouse, relative should change in their life, versus being able to see it clearly in our own?[/p][p]Why is that?[/p][p]I’m fascinated by the ability for outsiders to see ‘clearly’ into other people’s circumstances. It is what drives a variety of professions: consulting, psychotherapy, editors, and coaches.[/p][p]While it is true the external party “doesn’t fully understand”, that is precisely the point: Because they don’t have all the voices and motivations in their head, they are more objective and able to see what is. Without being somewhat disconnected, the editor can’t clarify what the author intended to say.[/p][p]I have a lot of voices and motivations in my head about Archmage Rises. That closeness sometimes is a detriment. This is why I value your feedback as editors, helping me deliver more the fantasy more clearly! Thank you![/p][p]Now, onto what we’re actually going to do![/p]
New Resources Design
[h2]1. Resources come from Permanent Sources[/h2][p]A source can be a plant, in which case it gets depleted and must grow back.[/p][p]Mineral resources like iron or jade has layers. You can get easy surface level stuff without too much trouble. But each layer deeper requires significantly more investment/magic power.[/p][h2]2. Detection of Resources[/h2][p]You have a small chance of detecting resources walking next to them. But casting is the most efficient way to search an area. I’m thinking these four spells:[/p][p]Detect Heat – Fire, detects living body warmth.[/p][p]Earthsense – Earth, detects metals, stone, minerals.[/p][p]Harmonic Burst – Arcane, detects gems, jade.[/p][p]Scent of Bloom – Storm, detects plants, trees, organics.[/p][p]I’m thinking you can pay someone to be a guide to a resource. Kind of like buying a treasure map in Sid’s Pirates![/p][h2]3. Collection of Resources[/h2][p]Some resources you can just collect, like Roses and Dye. I think I still like requiring a tool to get some kinds of resources – axe for wood, pickaxe for metal. Especially if these can be enchanted for greater yields.[/p][p]But magic needs to be a part of the equation from the beginning.[/p][p]Magehand increases yield. Haste makes berries grow back faster. Earth grasp lets you rip resources from the ground without a tool.[/p][h2]4. Long Term[/h2][p]The goal is to go from a poor novice finding a few easy scraps, to an investment with constant production where you can pickup resources, to a fully automated stream of resources back to your Tower. I like the empire building aspect of it.[/p][p]I like how producers become more important than Resources.[/p][p]But it also goes further. I like how people pointed out how it could connect in with the rest of the game:[/p]
  1. [p]Hire NPCs from town to work your mine. Make a friend, convince him to work your mines for a pittance![/p]
  2. [p]Level up your producers by bringing them enchanted tools – tools you enchant, ties into the enchanting system.[/p]
  3. [p]I like the little story opportunities that could come up to support the roleplay – events like a cave in or uncovering something deep and untouched. If only we had an event system… oh wait, we do![/p]
  4. [p]I like needing to protect your mine. Do nothing, and maybe it is attacked and wrecked by goblins. Put an alarm spell or wards on it to alert you when there is a problem, maybe you can teleport back and save it. I like how it could interface with the simulator and it creates more spots in the world the player cares about.[/p]
  5. [p]Fulfill a quest or convert a noble to a friend by turning over ownership of a mine or lumber camp. That’s a big deal compared to just turning in some resources. I like the “interesting choice” that creates. It better be worth it![/p]
[p] [/p][h2]Moving Forward[/h2][p]Maybe my mess up is a good thing - I think we're getting to a better place.[/p][p]It’s taken me most of the day to read the feedback and formulate it into something I think everyone can be happy with. [/p][p]It’s easy to write bullet points, now to making it.[/p][p]The first goal is to fix it enough that I can get the Hex branch released to the main branch. Some kind of Minimum Viable Product (MVP).[/p][p]I’ll get started next week![/p]

Dev Update Sep 19: Time for some Cooperative Design on Resources

[p]First - I just pushed out a build to the Beta Branch that fixes some bugs, especially Wolf battles always being just 1 wolf pup.[/p][p]As relayed last week, the Events feature update is stuck in beta because some of the changes aren’t well received.[/p][p][/p][p]I want to understand what’s wrong, so I collected feedback from a variety of sources. This Steam Thread is a good focal point: https://steamcommunity.com/app/506480/discussions/0/591775773438818323/[/p][p][/p]
Time for some cooperative design.
[p]To participate you’ll want to check out the Beta branch of the game.[/p][h2]The Problem[/h2][p]Players are reporting a loss of agency in the new way tracks and resource searching is done. Two quotes will summarize what I’ve collected:[/p][p]“entering a tile and finding if it has resources and rolling for tracks was one of my favourite parts of this game”[/p][p]“not being able to explore the tiles and just grind resource hunting/harvesting is a deal breaker.“[/p][p]Sorry, the Hex view isn't coming back. This needed to go away to allow for new features that are coming. The Hex view was actually getting in the way. I have a lot of reasons I can’t type out just now because I have to hurry off to a wedding![/p][p]There will be a menu pop-up for taking actions at a hex. A scalable menu popup is part of the new UI.[/p][p]If loss of agency in collecting resources and following tracks is the problem, how to solve it?[/p][h3]A. What if you did an Action or cast a spell to Search Area within X hexes, sort of like a sonar ping?[/h3]
  1. [p]- You will see Points of Interest (POI)[/p]
  2. [p]- Based on factors (dice roll, skill, buffs) you can tell details on none, some, or all of them.[/p]
  3. [p]- They stay on screen until you get a certain distance from them (vs timing out)[/p]
  4. [p]- You move, say, 8 hexes, then do it again and it reveals POI within X hexes again[/p]
[p]This is an idea we had but ultimately didn't follow up on.[/p][p]Does this introduce Agency back in?[/p][p][/p][h3]B. It seems you want resource producers not pickups?[/h3][p]Another question I'm wrestling with the resources.[/p][p]I remember a discussion a while back where it was said they'd rather pick a spot, build a mine/quarry/lumber camp, and Invest in it through magic and money (and workers, etc.)[/p][p]So you aren't getting wood or stone or roses all over the place, but from specific places over and over.[/p][p]The old system was permanent producers.[/p][p]If you found a strawberry field, you could pick it. Then wait until the next growth season and it would be back again.[/p][p]This created a balance between returning to old spots and need to find new ones when those were exhausted.[/p][p]So if a quest wants blacksand - finding a spot rich in it is really hard. But once you find it, you can keep going back to it. Blacksand doesn't renew like vegetables, but maybe it is like gold in 1840’s california - it was just lying on the surface. But once that easy stuff is gone, you needed to go to the 'next level' and dig a shaft, and you got more gold again. But that middle tier stuff would run out, and now you need to go even deeper/wider to get the next batch.[/p][p]I previously mentioned a player saying “I want to be a mage not a lumberjack!” but another player responded “What makes this game great is I can be a lumberjack if I want to!”[/p][p]The new UI menu pop-up could allow you to build a mine, grab resources from a mine, or expand production further.[/p][h2]Does this address the resource issue?[/h2][p]Let me know your thoughts in the comments below, or the original thread .[/p][p]I will be checking both frequently as I try to solve this problem and get Events out to the main branch![/p][p]Thanks for your help and participation.[/p]