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Archmage Rises News

Build 14.1.11 Live!

We’re back from a long weekend and continuing to support the demo and main game with updates.

  • Fixed the quest final boss encounter not ending the quest
  • Fixed Unable to use items/spells in the dungeon
  • Fixed menu refresh after exploring, now allowing you to Harvest right away.
  • Added confirmation dialog for Overexertion
  • Fixed Combat with untargetable skeletons
  • Fixed Found Item card won’t go away
  • Fixed Trigger Trap option not working. That one was hard.
  • Fixed bug with Town Music continuing to play and play and play…


Sorry our game is so buggy, thanks for playing it though!

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Given the number of bugs, we recommend starting a new world and a new game instead of continuing an old game. Sorry.

  • Improved the bug reporter: added compressing of save files and log files to make them 80% smaller to send to us. This should resolve server timeouts when sending bug reports. In our testing reporting with files is < 5 seconds on a crappy internet connection.
  • But if not! Added option to turn off file sending during bug reporting. This should make bug reporting reliable.
  • Bugs sent through the game go directly to our Jira task queue. We added a category dropdown so you can tell us what part of the game is misbehaving for you. This greatly speeds getting it to the right person who knows that code best.
  • Fixed inactive spell and inventory button issues: this was related to a dungeon issue and also related to inventory buttons. You should now always be able to access your inventory and cast spells.
  • Fixed inability to leave Tower Building. The issue was the notification queue being spammed with dumb messages so when you tried to leave an incomplete tower you wouldn’t get the message “You require a door, and a roof over every wall tile”. If you meet the “completed tower” check, then you can leave. Fun fact: Several of our coders were off today so this was fixed by yours truly. Hey mom, I can still code!

As previously posted, we are removing the demo on Monday Feb 20 to focus efforts on the main game entering Early Access Apr 2023.

Monday is a holiday in Canada, so we'll be back on Tuesday ready to make this dream of a mage simulator come true!

Gameplay Livestream This Saturday @ 5pm Eastern!



Hey everyone!

First off, we want to say a huge thank you to all of you who have been testing out the demo and giving us great feedback and bug reports! You're feedback has been super valuable to us in helping us get the game polished and ready for Early Access release in a few months, and we're so happy to hear how excited you are to play the game.

Also, we wanted to let you know that tomorrow (Saturday, Feb 18th) at 5pm Eastern you can catch and interact with Commander_Orca as she plays some Archmage Rises live on her Twitch channel: https://www.twitch.tv/commander_orca

Have an awesome weekend and we'll be back with more Archmage Rises news and content.

Build 14.1.9 Live

Today we solved some very high-pain issues with the game.

  • Fixed enemies not spawning in dungeons - oops ːsteamfacepalmː I'm still trying to figure out how (meaning process) we lost it
  • Merchant of each town will now buy EVERYTHING, no more shall your bags be overloaded with stuffs!
  • Other vendors will buy whatever kind of object they sell. Outfitter torches, weaponsmith weapons.
  • Fixed Item stacking, it's back, torches and lockpicks and everything stacks. Unless it is unique somehow.
  • Added more help codex entries: instructions for Towers, world lore
  • Fixed bug reporter text size and wrapping issue

Build 14.1.8 Live!

We're thrilled with the diligence of everyone reporting issues found during play. We're working our best to resolve them soon as we can.

Today:

  • Fixed sleeping at the inn didn't recovery stamina
  • Fixed duplicate magical item hilarity
  • Fixed stuck, couldn't exit combat
  • Fixed stuck, couldn't enter dungeon - was actually a combat problem wrecking dungeons
  • Fixed no healer in the world. We bumped up their generation to "necessary" for now so most towns will have them.
  • Added most recently saved or loaded file to the in-game Bug Reporting so we can see your world.
  • Fixed length of inn sleep fadeout, it was waaaaaay too long