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Archmage Rises News

Hotfix 14.1.14

OK OK, I said weekly builds on Thursdays, but this is a hotfix to fix one core problem and get some better logging in before the weekend when most people play.

  • Found and fixed a rare but catastrophic issue with save files
  • Due to some mac work we were doing the pathing for autosaves got messed up. But it's fixed now and continuing from an autosave will work again.
  • Added lots for saving/loading logging so if there are problems we have more information to work from
  • Fixed items in combat not being usable outside of combat, added a text note on tooltips so you can see where items you own can be used
  • Fixed Caltrops not working
  • Made devmode key harder to press. No one will ever figure it out Muahahaha! Also made it a toggle so you can turn it off if you accidentally turned it on.


Enjoy your weekend!

Build 14.1.13 Live

Today's Thursday build includes these wonderful fixes:

  • Fixed book studying. ːsteamfacepalmː We accidentally broke it yesterday, which broke the main demo quest. Sorry about that and thanks to those who reported it last night!
  • Fixed several save file loading errors. One was a strange one related to saving a color. Another related to running away in combat. Sorry to say, you’ll have to start a new world and game. We really are nearing the end of these saving issues.
  • We think we fixed “stuck on map can’t move” issue. We suspect the movement animation wasn’t completing so you weren’t able to move again. We made finishing the animation more certain.
  • Fixed the bug reporter not allowing multi-line input, should make it easier to put in more detail. Made it look better too.


We have been releasing daily builds for 4 weeks straight, since Jan 25. The game has moved from a super unstable dumpster fire ːwinter2019sadyulː to just annoyingly buggy ːsteamfacepalmː. A huge achievement for us! ːwinter2019happybulbː

We are now moving to weekly Thursday builds, a cadence and discipline we expect to keep until Early Access, and during Early Access (however long that is: 1-3 years, who knows).

We will still continue to read and respond on the forums every day.

If we do something dumb, like break the main quest, we’ll hotfix it right away.

Thanks for your involvement and belief in this game!

Build 14.1.12 Live

Today we really focused on the dungeon experience.

  • Fixed 13 issues with getting stuck in dungeons due to bad layouts, doors not existing, stairs not being clickable, etc.
  • Fixed dungeon loot being so darn crappy. No more duplicates, better distributions.
  • Fixed trap detection not working on statues and bookcases
  • Added option to hold ALT and have it highlight all searchables in the room. It can also be mouselook. You can control what it does through two new settings.
  • Fixed combat not starting properly.
  • Fixed following monsters to their lair getting stuck.
  • Fixed Inns not being 24/7

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!