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Archmage Rises News

Combat Update Beta Release

Hey everyone!

We're getting really close to the launch of the new Combat Update we've been working hard at for the past little while. This is just a quick update to let you know that tomorrow we are planning to release a Beta version of combat earlier on in the day for those of you who want to jump in a little bit early and preview the new update before we launch it publicly later on in the day. We are doing this so that we can hopefully catch some more last might bugs that we may have missed, and would love your help in finding before we fully release the new combat to the wild.

If you'd like to get in on the beta release, be sure to switch your Archmage Rises' branch on Steam from "None" to "beta - External Beta Testing" so that you will be able to get the new update when it hits the beta branch.

[previewyoutube][/previewyoutube]

I know you're going to ask us when to expect the update to release, and while I don't know 100% when it will get released, we're aiming for around a noon EST release for the beta and around 5pm EST for the public release. These are ballparks, so it's possible these timeframes may change...

As usual, I (Phil) will be available in Discord if you have any questions about the update or want to get more live updates on the progress of the release tomorrow :)

PS: If you do download the new combat update early, we'd love your bug reports! We'll be continuing to polish the update right up until the public release, so the more early feedback we can get, the better! Thanks for your help and patience :)

No Save Game Compatibility with NEW Combat

August of last year I said we would make best efforts to maintain player progress as we release updates to the game (you can read about that here: https://steamcommunity.com/app/506480/discussions/0/3809535864677346416/ )

Unfortunately, despite best efforts we won't be able to make old save games work in the new update. I'm really sorry. :crying_yeti:

What We Did


NEW Combat is a massive undertaking rewriting how items, spells, player progress, character creation, monsters, abilities, and gear all work. With so much change we knew it would be challenging. We got sample save files from the Discord community to test with. We tasked a programmer with solely working on this problem.

He did, and hit a dead end.

We made another attempt, with a new programmer for new thinking. Today I got the results that it just isn't going to work. Now, the work on this is jeopardizing our ability to release NEW Combat on Friday.

The problem has to do with the simulator nature of the game and bad data which has accrued from several versions ago to today. We can load the data, world, progress. So on the one hand, loading previous saves actually works. But once you load your old save, you can't save it anymore... That's where things are currently breaking.

We really made best efforts on this to protect player progress, but it just can't be done.

What You Can Do About It


If you would like to continue your existing save file, we've created a new branch called "legacy" that you will need to switch to before the new combat update releases on Friday.

If you haven't switched branches before, here's how to switch branches in Steam:

1. Open up Archmage Rises in your Steam Library

2. Click on the gear just below the banner on the far right

3. In the dropdown menu, click on "Properties"



4. In the new window that pops up, click on "Betas" on the left side menu

5. You should see an option called "Beta Participation" - click on the dropdown menu to the right of that and select "legacy - Legacy & Rivals (Pre-Combat Update)" which should now change your branch to the Legacy branch.



Now that you're on the new branch, it should prevent your game from auto-updating to the new combat update build that will release on Friday.

When you're ready to switch back to the most recent public build of the game, you can follow the same process to switch back to the "default" branch by selecting "None" under the Beta Participation dropdown menu.

Is This Going To Happen Again?


Very unlikely.

The new data structure of everything is THE new data structure of everything. We see no reason to change it again. I was in a meeting yesterday about the rest of the roadmap and nothing coming is close to the work we've had to do for new combat. Adding features like factions, world spell casting, enchanting, it all builds on top of what we've got here. It doesn't change the base.

That being said, while we don't foresee any more issues in preserving save games from now on, in August I was smart enough to write the following so I'll repeat it here again:

Q: Are you promising I will never lose progress during Early Access?
A: No! I'm too experienced to make that naïve promise. I'm sure at some point, maybe more than once, it just won't be possible. What I am promising is much more effort and robust tech put into testing and preserving player progress. Dropping it from forced restarts 50x before 1.0 to maybe 5x.


Today is one of those "impossible points". Really sorry about it.

Weekly Dev Update - Jan 15, 2024

[h2]This is the Week of NEW Combat![/h2]

Friday Jan 19 we publish the NEW Combat system. It’s significantly different and better. Here is a taste:

[previewyoutube][/previewyoutube]

It’s a final push to get everything working:

  • We targeted 30+ spells, we’re shipping 50+ spells! The new system and tooling allows better spell creation and iteration. That’s about 10 spells per school! The most the game has ever had.

  • Weapons and Armor are a total overhaul and actually work! Shocking I know! Weapons and armor are now viable and equal to spells in the game as a choice in combat.

    Skeletons won’t be in this release, but will be in next week’s patch
    • We promised a new race of Crocodons so we made sure those were working first. But we discovered a serious problem with skeleton’s resurrection ability. Presented with delaying the whole launch or launching without the skeletons, I had to make the tough choice of delaying the skeletons a week.
    • Quests that involve skeletons are being temporarily turned off.
      • If you already have a skeleton based quest, you won’t be able to complete it until the patch.
  • Crocodons will appear in existing saves/worlds in place of skeletons.
    • It was an easy way to get them in.
  • As of Monday Morning on the 15th, our existing save file migration is not working. 😭 We’ve just put a new programmer on it to try and resolve it. Worst case scenario is players will have to start a new game, something we’ve put a lot of effort already into preventing.

  • In light of the significant changes, a player posted there probably will be a lot of new bugs. A fair expectation. We’ve done two full QA passes on the whole game. We’re performing a third pass today. It is inevitable some things will slip through. We’re committed to following player reactions and hotfixing and patching as necessary. Appreciate your patience and belief in us!


[h2]Combat is Combat[/h2]

A strange thing to say, I know, but after reading all the posts and discussion I want to be clear that our focus is on the Combat experience. Other than changes to spell progression/research, the rest of the game is in the current state. It’s one step at a time here. Wish we could do it all at once, but we can’t.

[h2]The Rest of the Game[/h2]

NEW Combat has been a significant investment of energy and money. I’m happy we’ve done it.

NOW we can work on the rest of the game. Many structural changes come in combat (items, spells, monsters, school progression) and jammed us up until they were complete.

Resources free up to start tackling really cool and important features:

  1. Update #3: Exploration
  2. Enchanting
  3. Dynamic Quests
  4. Better NPC conversation
  5. New UI
  6. Better Map generation

[h2]Price Raise Coming Soon[/h2]

If you’ve already bought the game, thanks for your support! You paid the dev team’s salaries.

If you haven’t yet bought in, this is the cheapest the game will be for a long time. I can’t say it better than this reviewer:

Buy it while its cheap and enjoy it later when it’s more complete.

[VIDEO] New Combat Teaser

Only one week left until the new combat releases! Take a sneak peek at it here:

[previewyoutube][/previewyoutube]

Introducing - Storm Magic



[h2]What is a Storm Mage like in the new Archmage Rises Combat?[/h2]
Chaos.

As our most chaotic spell school, Storm Magic in Archmage’s new combat is about capturing lightning's unpredictable nature in a bottle… and using it to your advantage.

While Storm Magic generally has many high-damage potential spells, many have a bonus chance to do something extra. Lightning Bolt can strike the target twice, while Stormstrike sometimes hits everything nearby. Shock, a strategic spell meant to interrupt enemies, has a chance to completely stun the target on success.

Skillful Storm Mages can turn the tide of battle in their favor by drenching their foes with water-themed spells, such as cloudburst and monsoon. Once drenched, the odds of the storm spell bonuses occurring increase dramatically.

Here are a few of the storm spells you can learn:

  • Lightning Bolt: Blast your enemies with a sudden discharge of power.
  • Stormstrike: Lash your enemies with an unstable chain of thunderbolts.
  • Cloudburst: Drench your opponents with a sudden downpour.
  • Monsoon: Call down a deluge to flood the battlefield and soak your foes to the bone.
  • Gale: Summon a roaring wind to batter your foes to and fro upon the battlefield.
  • Shock: Attempt to stun your sodden foes with a bolt from heaven.
  • Storm Shield: Weave yourself a crackling mantle of lightning to repel your attackers.

We'll have more details diving deeper into the magic of a Storm Mage as we get closer to release.

What do you most want to see in the new school of storm magic? Let us know in the comments!