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More Details on Mage Tower (with Screenshots)

Hey!

We are only a few more days away from launching the Mage Tower, and here are more details and screenshots of how it works!

Mage Tower Overview

  • The land for Mage Towers (yes, plural) can be purchased from town mayors. If you have a great relationship with the mayor, you might be able to strike a deal with them...
  • Building is done by Room. You pay gold to add empty rooms to the tower. This automatically increases the size of your structure.
  • Adding rooms wide and up requires a Foundation score for stability. Foundation is increased by building on the ground floor (or underground).
  • Once empty rooms are built, you can choose what function that room will serve in your tower. Each type of room provides different perks and abilities
  • Some basic room functions will be available right away, while others will require blueprints in order to build
  • Blueprints can be purchased from various merchants. This is where the cost is. Once you have the blueprint, you can make as many of these rooms in your tower as you desire.
  • Most rooms also have Display Slots. These allow you to decorate and personalize your rooms by showcasing various treasures you've collected in your journeys: art pieces, trophies, skulls, books, wine bottles, etc. In the future, these will give you certain benefits, like increasing your Prestige score.
  • We're including a frequently requested room: Portals. You can teleport to other towers that also contain a portal room.


View of a Mage Tower

Building a Mage Tower

You can add floors on the ground level or underground to increase your tower's Foundation score

Once a room is built, you can choose the function of that room. Some room types require additional blueprints

Blueprints can be purchased at various merchants

Many rooms give you access to special actions you can only perform in your tower

This is what is coming Aug 10th.

Still to come in the near future:
  • Decorate and personalize the exterior of the tower.
  • Multi-block rooms. Basically the ability to build a bedroom beside a bedroom and it's one big bedroom OR upgrade a room to a larger size. We have the tech but haven't decided on the best approach yet.
  • More trophies available in world, like skulls from named elite monsters or commissioned art pieces.
  • Additional room types


Let us know what you think!

Build 0.1.6c is Live!

This patch fixes a bug that prevented some "kill" quests from being completed.

Build 0.1.6b is Live!

This patch resolves some remaining issues with combat not ending tied to our updated quest tooling. It also contains a fix for some players not being able to travel between dungeon rooms.

Build 0.1.6a is Live!

This hotfix should address most, if not all, of the issues with [???] showing up in an NPC's dialogue when discussing quests.

Other fixes include:
  • - Some people experiencing issues with combat not ending after defeating all enemies
  • - Some save games not loading properly

Build 0.1.6 is Live!

[h2]NEW:[/h2]
  • Steam Cloud Saves! Hurray!
  • New Female Portrait set


[h2]IMPROVED:[/h2]
  • Temporarily disabled the break chance on harvesting tools (hatchet & pickaxe) due to many reports they are breaking way too easily until they can be better balanced.
  • Adjusted how NPCs answer when asked where another NPC is. Now they will tell you where they will be instead of where they currently are so that they are a little bit easier to find. This is a first step into a better solution overall.
  • Expanded the number of NPCs that can enter a building, and added a scroll wheel to see all of the NPCs when inside a building (this should also help with finding NPCs)


[h2]FIXED:[/h2]
  • Fixed some of the NPC schedules so that every NPC will show up in a public facing building at least once per day.
  • Fixed bug with relationship bar not changing colors on some relationship levels
  • Fixed a bug with some instances of ambushing a monster results in being ambushed and vice-versa
  • Fixed a bug with levers in dungeons not spawning/working correctly, resulting in dungeon doors that cannot be opened
  • Fixed a bug that prevented keys from being used to unlock the associated door in a dungeon
  • Fixed the way that fallbacks on custom NPC portraits are handled if a custom NPC portrait is missing


[h2]KNOWN ISSUES:[/h2]
  • There is a known issue in this patch where NPCs will say that they require [???] resources or enemies killed in their dialogue. This does not affect the ability to complete the quest, and the correct numbers will show up in the quest log. It is due to an upgrade on our quest tools and we're working on a fix for this.


Apart from fixing the issue mentioned above, this will likely be our last patch update prior to the release of the Mage Tower.