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Archmage Rises News

Roadmap: How to Read Our Build Numbers

First off, I want to say a huge thanks to this amazing community for supporting us in making Archmage Rises as best as it could possibly be! All of your feedback, bug reporting, suggestions, etc has been super instrumental in helping us tune the game, fix bugs, and create a gameplay experience that we all want to play, so lots of gratitude from all of us on the dev team to all of you!

As we work hard toward our next big update (The Mage Tower), I wanted to share with you players, both new and returning, how to read our build numbers and use them to follow along with our development roadmap.

As you may have noticed, our build numbers come in the following format: 0.1.3

In the example above, here's what those numbers mean...

0 - This indicates our "stage" number. 0 means that we are still in Early Access. When this number reaches 1, we are considered released and feature complete. That doesn't mean we're done updating the game, but does mean that all of the core features of the game are now available.

1 - This is our major update number that corresponds to our major updates listed on our roadmap (which you can see below)

3 - This is our regular "in-between" updates, which we usually release on a weekly basis. These are mostly focused on bug fixes, optimizations and in some cases new content.

You might also see a letter at the end, which usually indicates a hotfix to quickly patch up a crucial bug that may have been introduced in the latest release. Hopefully these are few and far between ːsteamhappyː

So that means that when you see these release numbers, you can quickly get a sense of where we are on the roadmap:

0.0.X - Initial Early Access Launch
0.1.X - Update 1: Townsfolk Update
0.2.X - Update 2: The Mage Tower
0.3.X - Update 3: Exploration
0.4.X - Update 4: Crime & Punishment
etc.

I hope you find this info useful, and stay tuned for another weekly patch update that should be going out later today!

Phil

PS: Here's the roadmap that I mentioned above (in case you haven't seen it or wanted a reminder):

Hotfix 0.1.3a Is Live!

A quick hotfix to fix a bug that was preventing players to be able to sell items back to vendors.

Known issue: if you quit the game while speaking to an NPC, their dialogue window is still visible on the main menu and won't go away until the game is restarted. On our list to fix this week.

Build 0.1.3 is Live!

Here is what's been fixed in today's patch:

[h2]Fixed:[/h2]
  • Fixed bug that caused chest in dungeon portal room to get pulled into combat encounters, preventing them from being looted after combat
  • Fixed prices getting affected by changing relationship level (should now only get affected by discounts at certain relationship tiers)
  • Fixed issue with vendor UI sometimes not behaving as expected due to an issue with inventory regeneration
  • Fixed issue with some NPCs sometimes not having hair
  • Fixed issue that sometimes prevented save games from loading
  • Fixed world seed gen not being deterministic (now you should be able to predictably generate worlds by their seed number)


[h2]Improved:[/h2}
  • added text messages to loading screens

Build 0.1.2 is live!

Hey! We'll be returning back to weekly builds, but wanted to release another quick hotfix before the weekend.

[h2]Fixed:[/h2]
  • Fixed issue that could cause NPC portraits to disappear
  • Fixed issue with exploring hexes sometimes not showing resources
  • Fixed issue with hiring ship captains sometimes causing the game to crash

Build 0.1.1 is Live!

It's been 1 day since the release of Update 1: Townsfolk, and already we're here with a boatload of fixes including ones reported from players today.

Here's what's been fixed in this update.

[h2]Improved:[/h2]
  • Fixed performance issue causing lag when talking to NPCs. Got it from 7,000ms down to 10ms. It's noticeably better. ːshockedstar2022ː
  • NPCs now respond appropriately if you ask them the same question over again
  • Added tooltip on subject picker so you know what categories each icon represents


[h2]Fixed:[/h2]
  • Issues with fluctuating inn prices
  • Fixed economy and buff modifiers causing other pricing issues
  • Disabled heroes in the game working at the inn, which is weird
  • Fixed gift icons for NPCs who don't have a job
  • Fixed issue where save and quit would overwrite the previous game
  • Fixed display of settings in World Select screen
  • Fixed various bad greeting text
  • Fixed display of buff text for armor and weapons
  • Fixed issue where player knows about a lot of towns immediately
  • Fixed incorrect descriptions of outfitter items
  • Fixed an issue that could cause the leaving buildings (particularly the market) to freeze the game
  • Fixed bug with the spell slider quest
  • Fixed issue with some players getting a 14K bounty placed on their head when they haven't committed a crime
  • Fixed a bug with NPCs not knowing about the town they are currently in
  • Fixed a bug causing some people to experience games and saves failing to load
  • Fixed a bug with turn orders in combat, which also fixed a bug that broke shield spells that could also crash the game


Known Issues:
  • Because NPCs now move around it is possible for them to get stuck in places you can't reach. This is a problem in quests. We're looking into it and will hotfix immediately on finding the resolution.