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Archmage Rises News

Build 0.1.4 is Live!

Here's what's new in this week's patch:

[h2]NEW:[/h2]
  • 4 new quests
  • New male NPC portrait set


[h2]IMPROVED:[/h2]
  • Updated dice rolling sounds
  • Added validation checks for keywords when loading a world so that those keywords/resources (and relevant quests) are exclude from dialogue options in worlds where those resources (and potentially races in the future) don't exist. This should prevent, for example, a snowmoss gathering quest from being triggered in a world where snowmoss doesn't exist
  • Rooms in the inn now recover all Stamina
  • Camping now recovers all Stamina
  • Updated all resource-gathering quests to have a 84 day (12 week) time limit temporarily while we make some adjustments to resource generation. This should help with being able to complete quests on time when struggling to find resources.


[h2]FIXED:[/h2]
  • Fixed several issues that were causing quest-related NPCs to go missing, preventing some quests from being completed
  • Fixed bad directions being given for snowmoss, which was preventing the gather snowmoss quest from being completed
  • Fixed the herbalist job so that it can produce herbs to be sold in the Market
  • Fixed the description of honey so now NPCs accurately describe which types of hexes it can be found in
  • Fixed a bug where NPCs will give directions to an exhausted resource node when being asked where to find a specific resource
  • Fixed a bug that caused the camping menu when using a campsite to disappear
  • Fixed a bug that caused a stray window to appear when resting at a campsite
  • Fixed a bug that causes conversation windows not to be cleared properly when quitting a game while in a conversation with an NPC
  • Fixed a bug that caused dialog options not to display for some NPCs
  • Various little quest fixes and typos

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