1. Archmage Rises
  2. News

Archmage Rises News

Hotfix v0.11 Is Live!

Hey everyone!

Thanks so much for the strong support so early in our release! We've been getting great feedback in both Discord and on Steam, and we're already here with our first hotfix (well, second if you count the blunder of pushing an internal testing build live on release instead of the actual release build... whoops!).

Here are the fixes for this build:

  • FIXED: Getting stuck in buildings
  • FIXED: Daggerfall incorrectly bypassing armor
  • FIXED: Running away from combat could potentially hard-lock you
  • FIXED: Combat UI fixes
  • FIXED: Quest log should properly show location of quest NPC's


Keep reporting any bugs you encounter, either via the forums here on Steam, in our Discord or via our in-game bug reporter (best solution so we can get logs of your build and the errors).

Again, thanks so much for both your support and for enjoying the game!

Early Access Release Livestream @ 2:45PM Eastern

Come join us as we get ready to push the button to release the game to Early Access on Steam! We will be going live at 2:45pm Eastern, with the official "pushing of the release button" happening at 3pm Eastern:

https://www.twitch.tv/archmagerises/

Combat Overhaul: Introducing Ara!

Fan feedback has always been vital to our development process, and when it came to redesigning combat for Early Access release it was no different (check out this whole discussion on our forums here: Explanation of how Casting Works

We took that feedback and made a lot of changes to combat in for Early Access Release, so let’s dive right in!

INTRODUCING ARA

As we were playing the game, we realized that the current STAMINA system was broken. Players were entering fights at varying levels of stamina which completely dictates the difficulty of the combat encounter. At 100%, fights were typically trivial. At 10%, they were downright impossible.

We needed a solution that balances the scales more for each encounter, while simultaneously allowing players to think strategically about how to fight the battle.

To solve this, we introduced a new resource that replaces STAMINA in combat — ARA.

ARA is a replenish-able resource that recovers each round. For example, players will begin a combat encounter with a pool of 12 with the ability to recover up to 8 per round. This means you can cast more ARA-expensive spells at the top of the encounter, and then have to manage your usage throughout each round, similar to ACTION POINTS.

Your max & recoverable ARA will be upgradeable over time.



While this system won’t be perfect in the beginning, it will also allows us to more finely tune combat correctly, including being able to better balance spells.

We will still reflect combat’s effect on player stamina — as you encounter and combat enemies, those encounters will cost you STAMINA (after combat is completed), but your overworld STAMINA won’t affect your ability to defend yourself in combat. When that gets depleted, combat begins to take a toll on your WELLBEING (which will be a very central mechanic further in development).

REVISIONS TO ACTION POINTS (AP)

In our playthroughs, we realized that our AP system was slightly broken. The idea was supposed to be that you could bank any unused action points to be used on your next turn.

In reality, you could pass your turn infinitely and (assuming you survive each round) bank those unused points until you AP bar was all the way off the screen. This was not only a broken system, but it also made balancing spells more difficult.

Our solution to this was to increase the AP pool from 6 to 8, and cap the bankable points to 12. This will again allow us to better balance spells and attacks, and give players another tactical choice to make during combat.



SPELL POWER

When a player casts a spell, they are given the option to adjust how powerfully to cast it. While we really like this mechanic, it wasn’t worth it and lead to little thought when it came to combat — just hit the monster with exactly the power needed to kill the enemy. And with the current spell stats, everything had the exact same power curve, making Magic Missile overpowered and the best attacking spell.

In order to fix this problem, we have overhauled this system. Initially players will only have one power option for casting spells, but later you can learn higher education from the conclave to upcast or downcast a spells. Each spell will also have it’s own base stats and power curve, giving them more unique identities along the power-to-cost curve.

We’ve focused on tuning 10 core spells and removed all others.

No more throwing spells at the wall and seeing what sticks! Spells will be added one at a time as we are able to test and balance them.

REVAMPED ARMOR SYSTEM

Let’s face it. All of our mages are weak, with low health, and armor essentially did nothing to help that. As combat existed in the pre-release, you basically needed to cast a shield spell in round one if you expected an attack to occur which made ambushes a total nightmare.

We changed that by developing a new armor system. We took a lot of inspiration from discussion on the Steam Forums and a bit from Divinity 2. Now armor is a temporary health bar on its own. With armor equipped, you now get actual protection and you won’t take health damage until your armor has been reduced to 0.



Players now have access to 2 different types of armor: magical and physical. All attacks will now fall into one of those categories and deplete the corresponding armor. Soon clothes can be enchanted with magical or physical armor and it always replenishes after a fight. Spell shields will now provide one or the other, or possibly both.

Speaking of ambushes, now instead of all of the monsters attacking immediately (and likely killing the player), the player can go first but with reduced AP. You can think of it similar to a reaction in TTRPGs, giving you a chance to quickly react and maybe put up a shield.

ENEMIES

Nothing is more boring and tedious than exploring a dungeon and getting into a fight in every room against a single bandit. Plus, the enemies in our game were quite brainless, yet another reason combat encounters became very mechanical and not as much fun as they could be. The primary reason for that — we told them to go easy on you and they’ve been holding back all of their signature moves!

Well that ends in the new Early Access release build. Enemy units now have passive abilities that help give each unit a more distinct feel, plus they each have more moves that can combo and trigger off one another. Once you are in combat, enemies should now dynamically introduce new problems for you as the fight progresses.

And speaking of armor, enemies also have access to the same new armor system as you, creating situations where your go-to spell combos might not be as effective as you had hoped. You’ll need to think on your feet a lot more and get more creative in your attacks.



We also reduced frequency of attacks, but with our new changes, those fights will be a lot more dangerous and the number of foes in each encounter will increase.

To add to these changes, we’ve also introduced flanking — this means enemies in the left and rightmost squares adjacent to the player will deal extra damage. We hope this will introduce mid-fight issues where even a basic wolf might become deadly if not carefully managed. This should also vastly improve the usefulness of move and obstacle creation spells.

CONCLUSION

This wraps up all of the major changes coming to our combat system in the Early Access release. We’ll be continuing to fine-tune these systems as we get more feedback and progress through our roadmap.

Let us know which of these new systems you are looking forward to trying out the most, or find the most interesting!

Hotfix 14.1.23 Live!

Last week's build has an issue with being unable to defeat the guards in the Demo Quest final battle. They get to Zero HP but won't drop and combat won't end.
This hotfix fixes that issue.

This is the final update to the Demo and Game before release to Early Access April 23 2023.

Build 14.1.22 Live!

Our improved QA process is working. We delayed this build from yesterday because we found serious issues. Then today we did a full test sweep and found several serious issues. We fixed them and had to work a little late, but here it is!

I'll say it like Apple does about their phones every product announcement "This is the best build of Archmage Rises to date."

Improvements
  1. Improved: You can manually save the game at any point (not combat) by pressing F5. Unfortunately it looked like the game crashed while it froze up and saved your game. We made it much nicer now with a popup and log entry, etc. It’s real pro now. Real pro.
  2. Improved: save file upgraders work from 14.1.19 to 14.1.22, so you should be able to play your worlds and saves in this build.
  3. Improved: Added Error Codes to the game. This allows us to know roughly where the problem is. You currently don’t see them, but when you submit errors through the game we get them and it automatically flags them for us in our Jira tool.
  4. Fixed: a massive issue with monsters appearing on the map but you couldn’t interact with them. This was due to an icon duplication problem (complicated). The reason you couldn’t interact with them was because it wasn’t real, it was just an icon.
  5. Trail rations no longer free! And there was much rejoicing! This was due to the pricing algorithm being based on how much wellbeing an item provides you. A food item or nights stay that boosts your wellbeing should be more valuable. Unfortunately negative wellbeing was tanking the value making it zero. The pricing is now only for +positive well being.
  6. Improved: New UI slider for transferring quantities of things (gold gifting). Try to restrain your enthusiasm.
  7. Improved: Increased NPCs knowing where someone or a town is from 33->50%
  8. Improved: Increased "knowledgeable" NPCs (Innkeeper, Mayor, Merchant) knowing where something is to 75%
  9. Removed: Bandits temporarily gone from the game. They're too buggy and ill tempered.
  10. Improved: Resource placement logic and values. It was too rare to have resources (metal, stone, wood) and when you did get them, there was a TON of them (like 100+ metal) turning the game into Resource Hunter Rises. Now roughly 30% of tiles have between 1-3 resources BUT the amount of resources is 3-6. This will later be improved to be skilled base, allowing you to come back and revisit places with a higher skill level. Sort of like in ancient times they could only mine gold at the surface, but with better technique could go deeper and get more later.
  11. Improved: [Dungeons] When at a staircase room, pressing Shift+W will let you go upstairs/downstairs without needing to click on the staircase. This is helpful in buggy situations where the staircase did not get placed or simply isn't there is no click event to be triggered
  12. Improved: There were too many books being dropped in dungeons, switched it to 1 per library room.


Fixed
  • Fixed: Flow tiles (rivers, lava) no longer move around on the map because they are properly cached. Wow! That only took forever to fix!
  • Fixed random number generation which could have led to super subtle hard to find bugs
  • Fixed: Dungeon loot algorithm. One day we’ll get it right.
  • Fixed: Combat issue when player destroyed some non-essential thing like a rock
  • Fixed: Issue with saving and quitting while autosave is running
  • Fixed: Goblins were apparently Humans! Put them back in their place.
  • Fixed: Birthday wasn’t actually working on your.. um… birthday. Oops.
  • Fixed: Ambush enemies wouldn’t die.
  • Fixed: Super weird dungeon movement/teleporting when clicking on a door.
  • Fixed: Quests with time limits weren’t loading correctly from save. Now they do!
  • Fixed: Quests getting nulled out and showing a dummy quest of Life Aspiration. You should never see this again, and if you do it’s a big problem.
  • Fixed: Town music and ambient sounds now transition properly between scenes and locations. No more cacophony hurting yer ears!
  • Fixed: Removed ridiculous startup things in the player log, like “the battlefield has gained Fishing from unknown source”.
  • Fixed: Various combat bugs. We’re working on a new combat system for Early Access so these are BandAids (TM).


Known Issues
  • Demo Quest Final Battle Issues: Conclave ending works. Selfish ending works. Renegade option has issue when conclave ambush battle occurs the guards in it hit 0 HP and don't die. That's not new, but the work around of console command "win.combat" failed to end the combat
  • Skills like Perception are definitely handed out too often and you can quickly boost your stealth skill into the stratosphere
  • Fishing doesn't work
  • Light spell icon gets lost loading a save game
  • Player log text disappears on save/load
  • Market - prices don’t change as you buy and sell
  • Relationships decay very quickly making it almost pointless to try to maintain one. That’s pretty dumb, we still need to fix it.
  • Clicking a weapon in inventory doesn’t equip it. BUT you just click a hand and it will show all equipable weapons, or drag it over.
  • Dungeons aren’t spawning locked doors, making levers useless and no keys being placed to find. They’re supposed to be funner!
  • Most spells need better tuning and balancing
  • Building a tower is supposed to come with a default layout, but it is completely missing, meaning you have to build from scratch everything, placing doors and a bedroom, floors, etc. Quite tedious.
  • NPCs don’t send letters to you. Even if you are friends. They just aren’t that into you.
  • Can’t do the final battle twice in the same game session. Have to quit the game completely, then it will spawn second time. Sorry speedrunners!