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Archmage Rises News

Build 0.0.14 is Live!

It's time for another patch!

This patch addresses some of the biggest dungeon bugs that some people have been experiencing lately. Some issues that (while rare) happen on world gen that create duplicates of dungeons that are existing at the exact same co-ordinates, which is causing some strange bugs to dungeons.

[h2]NEW:[/h2]
  • Added setting default resolution on Steam Deck
  • Added triggering onscreen keyboard automatically when entering text in text fields when playing on Steam Deck


[h2]FIXED:[/h2]
  • Bug at world gen that, in rare cases, generates multiple lairs in multiple locations for a single dungeon. This was causing multiple bugs, including dungeons not appearing on a map after following tracks, disappearing dungeons, entering a dungeon in one part of a map and exiting in another, and in some cases save games not being able to load properly.
  • Fixed bug that caused zooming into dungeon doors instead of travelling through them
  • Fixed issue with player and NPC portraits not displaying properly on the relationship screen
  • Fixed issue with NPC portrait bug breaking quest log screen
  • Fixed issue with enemies dodging acid pools and similar environmental damage
  • Fixed issue preventing old worlds from being deleted properly

Reclaim Disk Space from Old Save Files

With the new update, and the new save file format (which should help with a lot of the disk usage issues from having very large save files), your old save games are no longer compatible with future versions of Archmage Rises starting with version 0.0.13. The newer save file format is leaner which will not only help cut down significantly with the amount of disk space older save files consumed, but also boosts performance in load / save times.

So what are you do to with the old save files? Well, the game doesn't automatically remove them from your hard drive, so you are welcome to go ahead and delete your old saves in order to save some space.

Here's where you can find your old incompatible save games (and worlds) to trash if you want to reclaim some of that disk space:

NOTE: If you've already updated to patch 0.0.13, in these folders you'll find both files directly inside the GameSaves / Worlds folders as well as folders inside these folders. Those new folders contain your new saves/worlds so you'll want to retain those, but you can delete any of the files that are directly inside the GameSaves / Worlds folders.



WINDOWS:
C:\users\yourusername\AppData\LocalLow\Defiance Game Studio\ArchmageRises\GameSaves
C:\users\yourusername\AppData\LocalLow\Defiance Game Studio\ArchmageRises\Worlds

MAC:
/Users/[username]/Library/Application Support/Defiance Game Studio/ArchmageRises/GameSaves
/Users/[username]/Library/Application Support/Defiance Game Studio/ArchmageRises/Worlds

LINUX / STEAM DECK:
/.local/share/Steam/steamapps/compdata/506480/pfx/drive_c/users/[username]/AppData/LocalLow/Defiance Game Studio/ArchmageRises/GameSaves
/.local/share/Steam/steamapps/compdata/506480/pfx/drive_c/users/[username]/AppData/LocalLow/Defiance Game Studio/ArchmageRises/Worlds

That's it! That should get rid of your old incompatible saves and give you some of your disk space back!

Phil

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