1. Archmage Rises
  2. News
  3. Patch Notes

Patch Notes

Big thanks to you all for the feedback and bug reporting bugs with the Combat update.
We combed through over 160 bug reports + Discord + Steam Forum posts. This is what we able to address this week:

Improvements
  1. Fixed a lot of the lag issues in combat. It was a combination of factors: memory leak, logging, errors. It's much improved. We're still working on it.
  2. Generally, the feedback is new combat is unfairly too hard. We have improved the Conclave graduation ring you begin the game with from protection 50->70. We also removed rings from sale in shops, that wasn't supposed to be there. One of the troubles of a data driven game is sometimes data gets read in and used in places we don't intend. There WILL be ways to get additional rings and improve upon the one you start with, but it's super valuable and core to the game so you aren't supposed to be able to go to a shop and just buy a second one for 200g.
  3. Skeletons are back in the game! And their resurrection ability is super annoying! Skeletons will appear in existing worlds and saves.


  4. Skeletons are a mid tier enemy created ages ago and left roaming the earth. If you are a young new mage straight outta school, and find yourself up against a skeleton: RUN! We made it so they don't appear around your starter town. Better distribution of monster lairs is coming in the Exploration #3 update.
  5. We improved Character Creation to provide better rewards so you start with 3 spells instead of 1. Things are always obvious in hindsight. This should feel better now. This also affects some of spell progression.
  6. Tuned down some weapon damage. Decreasing base damage per AP and the Quality-based damage multiplier. They weren't supposed to be much better than spells.
  7. Character creation summary screen now shows spells learned rather than XP gained.
  8. Protection now appears on the Character Sheet. We thought it was sufficient seeing in on the equipment, but clearly that was dumb.
  9. Eating Foodstuff causing nausea. The first mistake we made is player's shouldn't start with foodstuff in inventory. Second is Foodstuff is a catch-all label for raw ingredients used in cooking. Like raw flour, a turnip, and bunches of Rosemary. If you ate a cup of raw flour and 6 sprigs of raw rosemary, you likely would have a tummy ache. Our bad for not properly explaining this resource designed for trading isn't intended for eating (you can in a pinch). So it still makes you nauseous but the tooltip explanation says why.


Fixes
  1. There were numerous issues leading to save file corruptions. We think we got them all.
  2. We had a bad bug with quest quantities showing weird code. This was a problem with the highlight code, so we quickly hotfixed it by taking out the highlighting. It is now corrected and highlighting is back in.
  3. Fixed an exploit where you could unequip your ring in combat, then re-equip it, and you'd be back to full protection. It's not THAT magical!
  4. Fixed: players can't equip weapons they don't actually own. Sad, I know.
  5. Swapping weapons no longer soft lock the game.
  6. Magic progression screen no longer appears blank (thanks MIM_MC1, Fonz, and JAMESTHEANGRY07)
  7. Sturdy and engraved pickaxes were wrecking game. Now they don't.
  8. Healer no longer double charges. Healing is a far less lucrative field now.
  9. Pyromaniac reported duplicated options in the Tumbleweed encounter. Fixed.
  10. Combat soft-lock reported by Odynn after casting a spell
  11. Lighting issue with dice in combat
  12. Inventory issue in House Repair quest.
  13. Missing combat backgrounds
  14. Fixed an issue where sometimes players couldn't move on the map after combat
  15. Fixed several other last minute bugs


Known issues:
  1. We have multiple reports of "giant monster issue" where the monster sprite goes crazy large. We've invested significant time into investigating it and as of now we can't reproduce it. We finally think we may have found out what might be causing the issue, so it might be fixed, but might not...