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Archmage Rises News

Build 0.0.8 Is Live!

We have an update to enjoy this weekend, including new content!

New

- Added two new quests: a healer quest and a much involved "towel" quest!
- You can now attack foes out of your weapon's normal attack range by spending extra AP
- Dungeons now contain locked doors, blocked doors, and trapped doors. Levers now unlock doors (if they exist in the same room as a locked door). This solves the "hey every lever does nothing, just trapped" problem - it was because the door wasn't locked, not because we are mean sadistic devs ːhappystar2022ː

Fixed

- FIXED: Flatter does not correctly use Persuasion Skill
- FIXED: Paying fine does not reduce wanted level
- FIXED: City Guards no longer return immortal
- FIXED: Casting a Shield no longer stacks the FX overlay
- FIXED: Stink Cloud VFX is no longer lingering around after combat
- FIXED: Wellbeing now caps at 100
- FIXED: 2 Mayors being created in some cases, causing some quests to not be completable. Issue may persist in pre-existing saves, but will no longer be an issue in new games.
- FIXED: Light spell description shows the current number of hours that it lasts now.
- FIXED: sometimes haggling increased the value of a deal instead of reducing
- FIXED: Minor performance improvements

Build 0.0.7 Is Live!

The latest build is now here!

While this list might seem small, it's mighty in nature as some of these bugs were very intricate to solve (and we're fixing bugs while working on the much anticipated Update #1: Townsfolk).

- FIXED: Saving/Loading bugs that were causing massive save files which causes the game to crash when saving or loading some save files
- FIXED: Dead enemies not being removed from combat, preventing combat from ending.
- NEW: Quick character creation options. Now you can bypass school and launch into the game with a pre-gen character.
- NEW: A new dynamic NPC portrait has been added into the game

Patch 0.0.6 Live!

Thanks for all the support this week in our launch week. We wanted to give you the best possible weekend experience with the game, so here are some more fixes and updates to enjoy!

Fixes
  1. New title screen, with link to "How to Play" video
  2. Fixed a whole slew of null errors and infinite damage loop errors reported in combat
  3. Added better damage numbers
  4. Combat generation was too random with big swings both easy and hard. Bumped up minimum enemy count and reduced maximum
  5. Doubled the combat generation templatesshould see a wider variety of enemy combinations and battle layouts
  6. Being ambushed now provides 4 ap and running takes 4 so that you can try running immediately.
  7. Reduced Goblin Vexer damage
  8. Wolf/Worg pounce range reduced by 1


Spells
  1. Cleaned up a lot of spell descriptions to be more accurate or give better information.
  2. Acid damage increased and swapped to physical to interact with armorsome special interactions with armor will come in a later patch. Acid pools will deal damage over time and we have a known bug that sometimes makes enemies invulnerable if they died to the acid.
  3. Frostbite Ara cost increased
  4. Fireball's cost more evenly distributed and damage increased
  5. Most other spells received damage and power scaling adjustments to try and make all current options viable in their correct situation.

Archmage Rises Livestream Tonight at 8pm EST

Join our good friend Commander_Orca and myself (philmacnevin) as we jump on to play and talk about Archmage Rises tonight at 8pm Eastern on Twitch!

https://www.twitch.tv/commander_orca

Hotfix 0.0.5 Live!

Very small fix today to address two problems:
  1. Fixed a problem with books not being studyable. We fixed this previously, but if your save file contained bad data you still couldn't study the books. Now we ignore the corrupt data so studying should work.
  2. Frostbite AP is now 1 and you can use it again, but there is a known issue: sometimes the frozen image doesn't appear. Will investigate that tomorrow.