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Archmage Rises News

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

Build 14.1.7 Live

It's Valentines Day and we love you all soooooooooooooo much we fixed these bugs:

  • Fixed the Demo Quest wanted levels going crazy
  • Fixed can't find/pickup the artifact ːwinter2019joyfultearsdogː
  • Fixed problems building and getting stuck in Mage Tower, mainly by fixing how you remove built tiles.
  • Fixed healer actually healing injuries (broken arms, genitals)
  • Fixed several getting stuck in a successful combat, but it never leaves
  • Defaulted framerate cap to 60fps
  • Fixed the dungeon hearbeat being too loud
  • Added screenfade to inn sleeping - it's too slow, we'll speed it up



Build 14.1.6 Live!

First, thanks to everyone who logged their bugs through the in-game reporter and steam. We appreciate your diligence in telling us the problems you run into.

Today's build fixes the following
  • Fixed infinite quest turn in
  • Fixed Experimentation breaking saving/loading
  • Fixed save issues with mage tower
  • Fixed NPC not being where the Demo Quest text said Tamifa was
  • Fixed hiring boat passage
  • Fixed problem showing ground inventory
  • Fixed shield not blocking certain status effects like Bleed, and taking injuries
  • The game now uses YOUR name for the world instead of Vaelun
  • Fixed a typo in character creation with the Daggerfall spell name


We have 4 issues in progress including the inability to pick up the artefact. Sorry couldn't get that fixed today.

It helps us a lot when you send bugs from within the game because it also sends the log files. Log files show us what might be erroring out, which helps a lot.

Build 14.1.5 Live!


As we near the final weekend of Next Fest, thank you all for your interest and playing the game! It’s become better and more stable with your participation. This is the reason we are going into Early Access April 2023.

  1. Player Request (Alexfrog) – Added tutorial explaining how to use the Hex map
  2. Player Request (Alexfrog) – In a dungeon, holding the alt key to look around (instead of click dragging). This is to help those with carpal tunnel/RSI.
  3. Kill quests are now contextual (finally), based on the surrounding lairs. So you a town won’t have goblin quests unless there are actually goblins around harassing the townsfolk.
  4. Fixed equipment not working, providing the buffs it says. Now it does.
  5. Fixed getting stuck in encounter “Singing in the Forest”
  6. Fixed multiple events/encounters locking the game
  7. Added 5 dynamic quests
  8. Reduced gather quests down to 5 resources, it was taking forever to find more than that.
  9. Fixed waiting in town never caused the town to actually wake up
  10. Fixed town safe zone audio. You can now hear music/ambience when you are in the safe zone around a town provided by its fearless guards. Stepping outside of a towns protection now puts you into wilderness sounds.
  11. Fixed resolution issue with your funeral once you die.



Build 14.1.4 Live

Your save files and worlds from yesterday should work in today's build.

In this update:
  1. Fixed the volume sliders yesterday. Now there are 5 volume sliders in a new setting screen we can mess up. ːsteammockingː
  2. Fixed white flashes during combat casting. It was a VFX busted, replaced with 5 new ones which reflect the spell school you are casting from. Is much nicer!
  3. Rebalanced too many monster patrols - it was crazy, there were tracks all over the place, sometimes 7 deep on a hex. Maybe the new version is too few patrols, but we think it is much better.
  4. Fixed monster patrols respecting the safe zones NPCs carve out around Towns.
  5. Added in 14 more dynamic quests for a total of 34 kinds.
  6. Fixed the research and learning screen more. It's supposed to be a fun tech tree to learning new spells.
  7. Fixed dungeon keys not having an icon ːsteamfacepalmː
  8. Fixed Banished monsters tooltip from being massively too long and just says "immune to all effects"


This is the 12th day in a row we've been able to put out a build. That is pretty remarkable for us! It's a sign that the game is way more stable and easier to work with.