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Archmage Rises News

Build 0.2.106 is now live!

[h2]FIXED:[/h2]

    Fixed a bug that sometimes caused inn services to not display (along with other shops in more rare cases)
    Fixed a bug that sometimes causes Healer services to not heal properly
    Fixed a bug that removed all debuffs and buffs when casting Purge
    Fixed a bug that caused the game to crash on startup due to a corrupt save file
    Fixed a bug with Outfitter's displaying weird behaviors if the player's inventory was full
    Fixed text bugs in Tower Game Room services

    [h2]IMPROVED:[/h2]

    Ara now recovers at an incrementally scaling pace each turn to a max cap of 40 Ara recovered in a single turn
    Purge now removes all enemy-induced de-buffs from the player instead of a single debuff at a higher AP/Ara cost

    Weekly Dev Update: Feb 26, 2024



    Rivals is a small update adding the ability to fight specific named mages in the game. These mages specialize in one of the schools and present a unique challenge to the player.

    • We play tested the game and found some problems. This led to a revised design session and programming changes. All good things to find before it comes out!
    • We’re continuing play test this week and will see how it feels. Then we will announce it and initially release it on the Beta branch.

    [h2]Exploration[/h2]

    Exploration is our next major update to the game, greatly enhancing the overworld and out of combat experience.

    • We’ve been discussing “purpose” in our design sessions and feel we may need to increase the scope of this update to include closing the game loop and providing the player with real clear purpose. Exploring the map in a better way may be great, but without a “why” it will eventually fall flat.
    • Programming just finished on Elite named monsters and the quest type to go after them.
    • Dynamic Quests is the game world (and NPCs) creating their own quests. Programming kicks off tomorrow to take the prototype made late last year and put it into the game.
    • UI work continues, here is a mock up of how the store/vendor interaction could be:


    [previewyoutube][/previewyoutube]

    Notice the player character portrait in the bottom left of the HUD.

    [h2]Other Studio News[/h2]

    I’m happy to report the hire of a very much needed position: Quality Assurance. We’ve been trying to make due with artists, musicians, writers, and blabber-mouths like me testing. Sometimes we let bad bugs slip through. 😢 With the game getting bigger, it is an increasingly difficult task which will only get harder. Alex starts May 1. We can’t wait!

    Build 0.2.105 is now live!

    [h2]FIXED:[/h2]

    • Fixed some bugs around debuffs not being remove via the Purge spell
    • Fixed some schedules that were placing some NPCs in the Streets or at a well
    • Fixed a bug where you could click objects behind an intercessional animation layer
    • Fixed SFX when sleeping in a Common Room
    • Fixed a bug causing skills stats to be added twice during skill checks

    Build 0.2.104b is live!

    [h2]FIXED:[/h2]

    • Fixed a bug with ambushing that eventually caused the game to have errors or the appearance of hanging when trying to save your game
    • Fixed a white square status effect caused when ambushing patrols

    Weekly Dev Priorities: Feb 20, 2024

    Shorter week here in Canada/Ontario as we celebrated “Family Day” yesterday. Our American team members are happy to get an unexpected bonus holiday mid Feb. 😝

    [h2]Save File Hotfix[/h2]

    The top priority this week is a save file error caused when you try to save a game sometime after ambushing a patrol. Hotfix is coming out soon as we can prove it is resolved.

    [h2]Mage Rivals[/h2]

    This is a mini-update with some new functionality while we work on the bigger planned update. It is being worked on by James, Zach, Tyler, and Nolan.

    • Programming is complete on hunting down and fighting rival mages. Theoretically you can fight any mage, but right now the feature is only for rival mages.
    • Programming is mostly done on NPC reactions.
    • We’re about to go into internal playtesting and see how it feels before we set a date.

    [h2]Update #3 Exploration[/h2]



    • ‘W’ recently posted some concerns about the NEW combat system. I believe most of their concerns will be addressed in the Exploration update:

      • We are caught in this weird limbo between combat can’t be too easy (becoming meaningless) and not too hard (early players can’t get anywhere). The real solution here is to properly scale the monster encounters between easy, medium, and hard based on where you are and progress in the world. This is what we are working on right now for exploration, to have the combat encounters feel better for your current stage.
      • Power damage scaling as you progress in the magic schools. This isn’t in right now as it breaks the game and trivializes combat.
      • Improve the spell unlocking process
    • Programming finished on adding a new quest type: Unique Item. This allows us to make Excalibur or a jeweled crown, place it in the world, and have a quest to go find it.
    • Programming continues on Elite named monsters and the ability to tie them to quests.
    • Once Zach wraps up the NPC reactions for Rivals, he and Nolan are rolling onto implementing the Dynamic Quest system we prototyped late last year.


    [h2]Thursday Patch[/h2]

    These are the main issues we're investigating right now for this week's patch:

    • Dispel / Purge not properly dispelling some status effects
    • Inn services sometimes not accessible (this may have been resolved in last week's patch, but we're investigating it some more)
    • Blank status effect in combat (we think this is related to ambushing)