1. Archmage Rises
  2. News

Archmage Rises News

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.

Build 0.2.3 is Live!

We focused on the 3 most acute issues this week. We have a partial solve for the NPCs with more coming.

Fixed:

  • Fixed inaccessible Quest NPCs going forward, but it doesn't solve it for existing save files. NPCs no longer have any routines that would put them in the street. They will still be at home in the evenings or occasionally for a lunch meal, see the below known issue.
  • Sped up Combat a bit - while we await the combat rewrite we went back and hacked out as much time as possible. Cut 1.8 seconds out of turn changes and 3 seconds out of enemy abilities to feel snappier.
  • Fixed two root problems with combat freezing up, we will continue to monitor combat reports.
  • Fixed an issue where NPCs were stated to be at building X and weren't there.
  • Fixed a bug where NPC's miscalculated hex distances by A LOT.
    [
  • Also made a design change to state hex distance using miles instead of time for added clarity. 1 hex = 1 mile.
  • Adjusted some enemy vocalizations to be quieter.
  • Added additional clarity to the final part of the dye quest.
  • Axe weapons no longer state they can chop wood. We'll roll that function back in once we've revised the weapons/tools/harvesting systems.
  • New Wiki is up and we've linked it on the title screen.


Known Issues:
  • We're looking at how we can get invalid/stuck/missing quest NPCs accessible for you. We plugged the dam, it shouldn't happen anymore. Now we have to fix existing saves. With a hotfix.
  • Internally we've added back the home location. Town locations touch a lot of things so we need some time to test, expect this next week.
  • NPCs can still be inaccurate regarding lairs or other minor information that we are looking into.



We can't be more grateful to Splattercat for the increased traffic this week! It means the world to us and we are grateful to everyone submitting bugs: this week saw an influx of reports and we're working on prioritizing and patching as much as we can while also pushing forward new content updates.

Build 0.2.2 is Live!

After the tower launch, we’ve had some team members getting much-needed R&R since we hit Early Access. So, it’s been a little quieter over here this week. However, we did get some reported issues fixed.

Fixed:
  • Fixed an issue where brand new games were failing to load.
  • Fixed the Town Center UI not loading properly after a tower purchase.
  • Fixed several issues surrounding the mount UI and them ending up on the ground.
  • Tower scroll/dragging doesn’t happen in other menus now.
  • Corrected book tooltips to point you at the tower and not the Chapterhouse.
  • Several quests will take your goods again to complete.
  • Library research has a descriptive time value now.
  • Fixed up several issues in combat that contribute to empty fights or bodies being counted as enemies. This one keeps resurrecting on us, hopefully we have a majority of the cases fixed.
  • Fixed reports of getting stuck in a doorless dungeon.
  • Fixed a few separate issues where Ara was being incorrectly taken/calculated in battle.
  • Fixed some quest clarity on a dye quest.
  • Uncovered a larger issue with dye during world generation that we fixed. This fix works on current game worlds.
  • Copper Crown quest can be refused.
  • Adjusted NPC timelines so that they appear in buildings more often. Have some underlying changes still needed so that you can visit them.


Known Issues:
  • The dye discovery today may mean other resources are invalid, we’ll be looking into it. There is additional clarity we'll be fixing on resource directions.
  • NPC’s still occupy work locations that aren’t the typical player shops. We’re working on a solution to keep various workers in their places of business but still be visitable and not just on “streets” all day.