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Archmage Rises News

Mac is Now Officially Supported!

We've been asked this question several times in the past and, while it's been a long time coming, now we're happy to say that we officially support Mac!

Thanks so much for all of your patience, and for my fellow Mac users out there, let the games begin!

Patch 0.2.6 is Live!

We have a light patch this week focusing primarily on dungeon issues.

Fixed:

  • Dungeon keys spawn correctly for doors.
  • Dungeon levers are appropriately placed for doors.
  • Lairs/Roads/Tracks will no longer spawn underwater.


Known Issues:

  • The dungeon fixes will appear in any new dungeons you explore in your world. If you have already explored a dungeon that has a key/lever issue we'd recommend you move on to a new dungeon.
  • We have prioritized dungeon crashing fixes and are currently working on them.

Fire Spell VFX Tests

We've been talking a long time about the upcoming combat re-write, and while we don't have a specific release date for it yet, I thought I would share a behind-the-scenes look at how some of the VFX for some of the new fire spells are shaping up.

Any ideas on what you think these spells could be? Feel free to comment below with your ideas, and let us know what you think so far!

[h2]Fire Spell #1[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #2[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #3[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #4[/h2]
[previewyoutube][/previewyoutube]

Patch 0.2.5 is Live!

We are back with another patch! This one is lighter due to the hotfix earlier this week. We have several big issues being actively worked on for next week.

New:

  • Visit NPCs at Home To address not finding Quest NPCs, added in the ability to visit an NPC at home. You may only visit the homes of NPCs you know about. Later we will add robbing and kidnapping people in the dead of night, but for now, be nice and friendly and introduce yourself.
  • Added several new console commands to abandon quests - To ease potential future problems, you can use console commands to abandon a quest. You can reacquire them without penalty.
    • The console can be opened with the backtick/tilda ` key.
    • Get a list of active quest titles with this command: Quests.ListCurrentQuests
    • Abandon a quest by name: Quests.RemoveActiveQuestByName


Fixed:
  • Mehsyga reported Tower portals from one game carrying over to another. Fixed.
  • eastpaladin reported two hard to see UI elements, increased contrast
  • Rahl requested to see the inventory slots for an animal before purchase. Added this AND doubled the number of slots per animal (in new animals, not existing ones)
  • joiss90 reported Stinky debuff is not removed via Dispel spell cast outside of combat. The fix is rather involved, so for now we dropped the effect from 50% to 10%


Known Issues:
  • If you know a very large number of people in a town, the houses menu can cut off. We have some UI elements to work out but figured it is better than not putting in the feature today.
  • Bodies of water and roads still overlap. We are actively fixing this and expect it to be solved next patch.
  • Dungeon lever generation picking the wrong side of doors. This is also a top priority we have been looking into.
  • Several quests still need some cleanup on clarity or poor directions.

Hotfix 0.2.4 for last weeks build is live

We brought a large number of fixes to NPCs last week but introduced some issues. Today we have a hotfix to specifically solve issues around Quest NPCs. We will still have a Thursday patch further addressing NPCs and other issues.

Fixed:

  • Fixed several issues around NPC tracking so that they more accurately tell you where people are.
  • Fixed errors with non-existent quest NPCs.
  • Fixed several quests that had ???.


Known Issues:

  • There are additional quests that may still show ??? that we will be addressing.
  • A bug where a quest incorrectly believes that a building exists in town when it does not. This Results in the NPC owner not populating correctly.
  • A couple quests incorrectly interact with player inventory.