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Weekly Developer Update: Legacy

Hello fellow mages!

Before we jump into this week's developer update, I want to talk a little bit about what these developer updates are. For several weeks/months, LordYabo has been posting weekly developer updates in the Steam forums which talk about what our priorities are for the week to keep players looped in on our development process.

From the feedback we've received, these dev updates have been really impactful and informative, and so it's become a very important part of our routine each week. But not everyone reads the forums and might be missing out on some info they'd like to keep up with, so we've decided to post those as announcements as well so that everyone who wants to stay informed can stay informed!

Today's post is a rehash of what we've already posted in the forums yesterday, so if you've read that already, feel free to "move along" as the stormtroopers on Tatooine would say ːsteammockingː

Now, onto the update!

[h2]Development Priorities this Week (Sep 11 '23)[/h2]

It's a new week and the first week of switching up the programmers responsibilities. We're too tiny of a company for 'reorg for reorg sake' :winter2019joyfultearsdog: But by switching around who is doing what we can increase wellbeing for team members, that's a win. So here we go!

Priority Fixes
  • For this week's patch we're focusing on:
  • Dungeon Keys are spawning incorrectly and possibly leading to crashes
  • Dungeon levels being weird on save and reload
  • Looking further into dungeon crashing on older/integrated GPUs
  • Adding a way to go quickly from town to tower, tower to town


Patch is planned to come out Thursday.

Legacy - The Purpose of the Game

Legacy is coming in Sep!

This is an unplanned mini-feature, not on the roadmap and not the same scale as the major updates. We're adding it to the game based on trend of feedback. We met, and even with the reorg, Zach and Tyler can get it done soon.

PS: A big thanks to Avalon, one of our passionate community members, who "mage-ified" some of the team members (shown in the thumbnail art of this post), and has been sharing his custom portrait avatars for players to use on our Discord Server. If you'd like to take a look at his work and use any of the custom images he's provided so far, you can find them in the share-your-creations channel on our Discord server.

We will plan to publish a detailed write up of the features and exact date of release on or before Thursday of this week.

Combat Rewrite

Today the new "landing team" of Josh and Jonathan started on Combat and continuing on with it. Rubi is continuing with VFX for the new spells coming in it. If you didn't see it yet, couple of days ago we posted video samples of her latest work:

Fire Spell VFX Tests

New combat with better design, balance, and more spells, will be releasing sometime after Legacy update.

One more thing...

As of yesterday, we finally support Mac!

It's been a long time coming... we used to support Mac, then Apple changed the requirements for publishing & releasing Mac builds, and we've been sporadically working on it in the background and finally got it all together and working today, including cloud save and custom portraits!

Thank you for your time and attention to our little game. We know you have a lot of choices in which games you play. Thanks for playing and supporting ours. :happy_yeti:

Mac is Now Officially Supported!

We've been asked this question several times in the past and, while it's been a long time coming, now we're happy to say that we officially support Mac!

Thanks so much for all of your patience, and for my fellow Mac users out there, let the games begin!

Patch 0.2.6 is Live!

We have a light patch this week focusing primarily on dungeon issues.

Fixed:

  • Dungeon keys spawn correctly for doors.
  • Dungeon levers are appropriately placed for doors.
  • Lairs/Roads/Tracks will no longer spawn underwater.


Known Issues:

  • The dungeon fixes will appear in any new dungeons you explore in your world. If you have already explored a dungeon that has a key/lever issue we'd recommend you move on to a new dungeon.
  • We have prioritized dungeon crashing fixes and are currently working on them.

Fire Spell VFX Tests

We've been talking a long time about the upcoming combat re-write, and while we don't have a specific release date for it yet, I thought I would share a behind-the-scenes look at how some of the VFX for some of the new fire spells are shaping up.

Any ideas on what you think these spells could be? Feel free to comment below with your ideas, and let us know what you think so far!

[h2]Fire Spell #1[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #2[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #3[/h2]
[previewyoutube][/previewyoutube]

[h2]Fire Spell #4[/h2]
[previewyoutube][/previewyoutube]

Patch 0.2.5 is Live!

We are back with another patch! This one is lighter due to the hotfix earlier this week. We have several big issues being actively worked on for next week.

New:

  • Visit NPCs at Home To address not finding Quest NPCs, added in the ability to visit an NPC at home. You may only visit the homes of NPCs you know about. Later we will add robbing and kidnapping people in the dead of night, but for now, be nice and friendly and introduce yourself.
  • Added several new console commands to abandon quests - To ease potential future problems, you can use console commands to abandon a quest. You can reacquire them without penalty.
    • The console can be opened with the backtick/tilda ` key.
    • Get a list of active quest titles with this command: Quests.ListCurrentQuests
    • Abandon a quest by name: Quests.RemoveActiveQuestByName


Fixed:
  • Mehsyga reported Tower portals from one game carrying over to another. Fixed.
  • eastpaladin reported two hard to see UI elements, increased contrast
  • Rahl requested to see the inventory slots for an animal before purchase. Added this AND doubled the number of slots per animal (in new animals, not existing ones)
  • joiss90 reported Stinky debuff is not removed via Dispel spell cast outside of combat. The fix is rather involved, so for now we dropped the effect from 50% to 10%


Known Issues:
  • If you know a very large number of people in a town, the houses menu can cut off. We have some UI elements to work out but figured it is better than not putting in the feature today.
  • Bodies of water and roads still overlap. We are actively fixing this and expect it to be solved next patch.
  • Dungeon lever generation picking the wrong side of doors. This is also a top priority we have been looking into.
  • Several quests still need some cleanup on clarity or poor directions.