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Coming Soon in Update #1: Townsfolk

Hey everyone!

We are close to the release of our first major update since we launched to Early Access at the end of April. We're excited to share details on what to expect in the update!

Before we dive into features, lets talk a little about our goals.

NPCs in games are too unrealistic...

NPCs in a lot of games, including Archmage Rises, feel flat and it breaks immersion. Real people have goals, responsibilities, habits, emotions, reactions, likes, dislikes, opinions, etc, all of which are contextually aware of their surroundings.

Our goal in this first major update is to lay a foundation in creating NPCs that are each unique, individual, and special in their own ways. You can connect and interact with the NPCs in a way that builds a unique emotional attachment to each NPC that matters as you share in their successes, joys, failures, and losses, driving your own behaviour as you impact each of their lives.

[h2]New in Update 1: Townsfolk[/h2]

[h3]NPC Schedules[/h3]

The first major change coming to Update 1: Townsfolk is that NPCs are no longer static. In games we often see NPCs in the same places doing the same things.

After the update, NPCs in Archmage Rises will have their own schedules. They have places to go and things to do based on their own personal goals and responsibilities! They might have a job to get to, maybe run out to the market to do a little shopping during their lunch break, stop by the armorer to say a quick hi to their friend, return to work. After work, you might find them hanging out and having a bite at the inn.



We aren't just talking about daily or weekly static scripted schedules either. The tech allows each NPC schedule to change based on season, economy, town events & festivals. They can take trips out of town, flee from a town attack, etc.

At first the schedules will be coarse and general, but over time as we get more familiar with it and our tooling gets better, get more specific and detailed.

[h3]NPCs have Strong Feelings[/h3]

In this update, NPCs will have likes and dislikes about each other based on traits. This will later affect how you might relate to NPCs or how you make your decisions in interacting with them.

[h3]NPCs Can Express Emotions[/h3]

I didn't think it would be practical to get emotions into our procedurally generated portraits, but Rubi found a way! So now NPCs can express their emotions visually. If you are talking about something they like, their portrait can now express happiness. Conversely, if you anger them or talk about something they feel negatively toward, you'll see that on their face.



[h3]Deeper Conversations & Interactions[/h3]

Up to this point, conversing with NPCs in Archmage Rises has been pretty limited. In this new update, NPCs will be a lot more knowledgeable about things and the world. We like the idea of learning about the world through people.

As you dialogue with NPCs you will learn 'subjects of interest' (keywords like people, places, events, etc). You will be able to ask about people, places, resources, services, and historical events. They will happily share what they know, give their opinions, or direct you to someone who will know.





[h3]Job Skills & Job Quests[/h3]

This update introduces a new feature for NPC's: job skill. Each NPC will have a "job skill" stat which determines how good an NPC is at their profession. The higher the NPC's job skill, the better options they can offer (better quality rooms at an inn, better/more food and drink options, better weapons, etc), along with opening up new quest options.

While we've had some form of job specific quests in the starter town before, this update will also include a deeper layer when it comes to our questing system. There are 2 main types of job quests:

1. General Job Quests - These are job specific story quests, like an inn keeper or outfitter. The main purpose of these quests are to build relationship with NPCs by doing favors for them.

2. Job Skill Quests - These are more involved quests with the goal of improving an NPC's job skill. An NPC's job skill will increase incrementally over time, but completing Job Skill Quests will help boost their job skill significantly to the next tier.

By building relationship and completing job skill quests, NPCs will in return give favor and gifts back to the player according to their relationship (for instance: a permanent discount for his friend, the player).

An NPC with a higher tier job skill has better offerings of goods and services. An innkeeper has better food, drink, and entertainment options. A weaponsmith crafts better equipment.

We think the perks, favors, and gifts NPCs provide will give greater dimension to relationships and help you feel more connected to the world.

[h3]Revised Relationship Levels[/h3]

With all of these new changes to relationships with NPCs, we've also revised the relationship scoring system to better balance how relationship tiers are obtained and affect the other systems in this update.

[h3]Enhanced Economy[/h3]

With all of the new job skill quests and relationship perks coming in this update, we've made some extra enhancements to towns and economies. Now each town is generated with a theme, just like real towns. You might find a mining town which bases it's economy on the available natural resources surrounding the town and might be rich in metals and metal working, versus a brewing town that makes most of it's income based on alcohol production. Goods can travel between towns, so those near a brewing town will be stocked up with varieties of alcohol produced by the brewing town, etc.

Towns can also vary greatly in their wealth levels. Some towns are rich with resources, materials and goods to sell, while others struggle to make ends meet and have little to offer in terms of goods and services. But those towns can also benefit from a little help from their friendly neighborhood mage who might be willing to invest time and resources to help boost their economy.

Those are the major changes coming in the Townsfolk update, which will be launching on June 28th!

We'd love to hear your thoughts and what features you are most excited about!

Hotfix 0.0.13a is live!

A quick hotfix to fix our bug reporter. Now that we've updated our save game system, our bug reporter was no longer compatible to give us all of the data we need to properly diagnose bug reports. This patch fixes that issue.

If you have submitted bugs regarding an issue with navigating dungeons from the previous build 0.0.13 and are able to re-send a bug report, that would be most valuable to us in case there may be some additional missing information we need to properly diagnose the bug. Thanks in advance!

Build 0.0.13 is Live!

Hey! It's Thursday, which means another patch day!

As we mentioned before, this patch is a bit on the lighter side as we're shifting our resources to focus more on our upcoming Update #1: Townsfolk, but there are still a few major changes in this that will set the stage for future builds. The biggest being, this is the week we break saves (but in a good way... see notes below).

[h2]NEW:[/h2]
  • New dynamic quests are now available


[h2]IMPROVED:[/h2]
  • New saving system: the biggest change this build is how we are handling save files. Save files are now much smaller (up to 90% smaller or more) and load faster! This unfortunately means all of your old worlds and saves are no longer compatible, so you're going to have to start over... But, it'll save you a ton of space on your hard drive!
  • Dungeon Generation: We've improved how dungeons are generated and saved, and now they are properly procedurally generated. This means greater stability in the dungeons themselves, plus allowed us to reduce the save file sizes as now dungeons (which took up most of the space) are no longer stored in save files.
  • Improved key & lever placement inside dungeons
  • Added icons to hexes where pack animals are left behind (in the case of boarding a rowboat for example)


[h2]FIXED:[/h2]
  • Resource icons on hexes are now removed when there is no longer any renewable resources left
  • Magic ship now properly uses hex map targeting just like rowboat
  • Fixed magic ship and row boat duplication issue
  • Fixed bug with not being able to cast Force Push spell
  • Fixed Running away not ending caravan encounter
  • Fixed bug with NPC ages changing
  • Fixed a bug with weaponsmith starter quest

Build 0.0.12 is Live!

Another Thursday, another weekly build. And this time we got it out on the right day! We've got some stuff that many of you have been asking for, so let's jump into what's new this build!

[h2]NEW:[/h2]
  • New character creation endings: Now depending on what choices you make when going through school, you'll get one of 12 possible endings (won't always be expelled anymore, hurray!)
  • Custom Player Portraits: There's a special folder that you can now add your own images to and then set them as your character portrait by right clicking on your character's portrait on the relationship screen (tutorial will be post to YouTube soon!)
  • Display Ara costs in tooltips: Now when you hover over spells, you can see the the Ara costs as well as the AP costs in the tooltips (player request)
  • Display AP costs for weapons in stores: Now you can see a weapons default AP cost in the item's description when in stores (player request)
  • Display actual weapon attack AP cost in combat: When using a melee weapon the AP cost can change depending on if you are using it in it's natural range or outside of it's range, but we weren't displaying the new AP costs. Now when you attack with a melee weapon, the AP cost now updates in the castbox window when you hover over targets to show the actual AP cost (player request)


[h2]IMPROVED:[/h2]
  • Relationships were swaying trade pricing too much. We've fixed that...
  • Fixed cramped text on conversations with NPCs when on the highest text scaling setting
  • Better balanced male name generation. Now you shouldn't see towns full of Walters :)


[h2]FIXED:[/h2]
  • Fixed: Bug causing weapon melee AP cost not to reset after using it outside of it's default range
  • Fixed: Gems causing inventories to break. (We've totally removed them from resource generation)
  • Fixed: Added temporary check to remove Gems from inventories should Gems exist to prevent further inventory breaks until there's a more permanent solution to Gems
  • Fixed: Getting hit by multiple combat encounters simultaneously
  • Fixed: Log window showing styling code for certain messages
  • Fixed: Frozen enemies storing up their AP and unleashing it all at once when they unfreeze. Now their AP gets reset to their max AP every turn
  • Fixed: Fireseed quest infinite loop bug
  • Fixed: Bug causing town tooltips showing through world gen / character creation screens
  • Fixed: Enemies can no longer dodge status effects (like burning)
  • Fixed: Some Conclave Chapterhouses and Healers weren't open 24/7 like they should be
  • Fixed: Trade Counters duplicating themselves on the character sheet
  • Fixed: Fixes to Weapon Skill requirements and replaced skill check with a stat check
  • Fixed: Bug causing some hexes on the world map to appear black when they shouldn't
  • Fixed: Removed power sliders from weapon attacks (since they don't do anything right now)
  • Fixed: Some item descriptions showing +- to attributes
  • Fixed: Some apostrophes not formatting correctly
  • Fixed: Formating on populations in town view. Now they don't show an extra '0' if there are no population increases/decreases
  • Fixed: Various typos and grammatical errors

Build 0.0.11 is Live!

A short week for us, but we are excited to bring these updates for this weekend!

Improvements
  1. Added option to turn off auto-eat, for those who want to role-play more specifically. (Player request)
  2. Added hunger warning 2 days before auto-eating. If you eat, then it won't auto-eat. If you ignore it then auto-eat will happen as usual (Player request)
  3. Improved resource generation distribution.
  4. Removed getting kicked out of buildings when they close. Instead, the person tells you to leave. Soon they will start getting mad at you until you leave, though this isn't implemented now. Inns, conclave chapter house, and healers are open 24hrs a day
  5. Added player Lastname to character creation with randomization options. (Player request)
  6. Made overcasting (slider 3rd position) add more umph (about 20%) to the result (Player request)
  7. Tweaked spells: Arcane Shield, Magic Missile, Daggerfall, Dispel, Fireball, Light, Lightning Bolt, Push, Air Pocket, Wall of Stone, Ice Lance


Fixes
  1. Dungeon: Light is no longer required to travel to previously visited rooms, removing soft lock when running out of light. This is the south door not clickable problem.
  2. Dungeon: Trapped levers resetting upon reentering a room. This was really thorny to solve.
  3. Dungeon: Fixed some really silly code that was generating a zillion levers. Oops!
  4. Combat: Power slider now works correctly. It was intermittently working before
  5. Combat: Can no longer cast shield spells on the ground
  6. Combat: Stopped player from casting during enemy turn. It just wasn't fair!
  7. Combat: Air pocket now removes stink cloud debuff as well as preventing it. Thanks for pointing out that mistake.
  8. Combat: Fixed weapon descriptions with text scaling
  9. Character creation: options now apply skill gains correctly
  10. Updated UI of confirmation popups
  11. Map: Graphics now match the map data, this makes finding resources actually possible
  12. Map: Resources regenerating on loaded save games leading to tons of duplications. Fixing this requires it to generate one more time, wiping out whatever was there previously. This means previously found resources may no longer be there. Sorry.
  13. Town: Resolved infinite vendor stealing exploit through save/load
  14. Town: Sneaking into town no longer shows a gate toll


Edit for Hotfix 0.0.11a:
- There were reported issues of not being able to start a world. We believe it was the result of a missing quest id in one of the files. This only affected a subset of players.
- fixed 'can't go south without light' issue again for existing save files. Thanks lightningstrike2010 for bringing this up!