the new update 1.0.6 improves scrolling on the map (arrows or WASD)
and solves many minor bugs
changelog:
- fixed reported bugs: RenderCreature.Render, GameLord.LordIsDeath, aPlusRoadMapPathing, BuildItem.DestroyBuildEnd, RenderCreature.updateEnvVisible, thread__ManagingCreTicks#222: findInVictimBuffer, CreatureSegmBuffer.GetCreatures
- added button for open game folder (Settings)
- added control keys up/down (QZ) and rotation (E,R) into the WASD controlling
- added option for scroll speed
- added adjustable scroll smooth
- added WSAD into the game settings
- added e-mail contact to error window
Update 1.0.5 has been released
Hi all,
please, update the Archamon to version 1.0.5
there is a critical bug with fog rendering in version 1.0.4
Update 1.0.4 has been released
Hi guys,
new update has been released now ...
although we updated important libraries in the engine, I don't expect successful resolution of graphics issue .. but we continue on this
special thanks to Wipfmetz and sturmkoenig2k for big support in this thing!
new update brings a great improvement with roads and walls constructing and others:
- fixed translation bug in main menu
- fixed reported bugs: AddCreature#970, KillCreature(), RenderCreature.Render(), CBuffList.FindMe(), ThreadCheckList, WaitForBackgroundWorker
- the newest version of SlimDX library used
- ore signs can be removed now (by 'destroy' button)
- improved fog rendering
- option "Set road here" removed action menu
Looking for the problem with rendering
Hi guys,
this message is for players whose Archamon does'nt work (rendering is not working)
who will help in finding a solution to the problem will be rewarded with another free key :-)
more in the forum: http://steamcommunity.com/app/350880/discussions/5/1488866813754574090/
Update 1.0.3
Hi guys,
a new update for Archamon has been released
first of all: I would like to apologize for the problems on some graphics cards, we didn't see these problems during by game testing ... and we're working on patch
but this update may not help, but it helps us with seeking reported problems
=================
PLEASE don't give us a negative reviews, if your you have problems with
displaying. We are working on this problem. Negative reviews for this issues kills this project for current and news players !
THANK YOU for your support
==================
with this fixes:
!+ improved stability with using ALT+TAB
!+ fixed a bug with saving game speed
!+ fixed bugs causes crashing game
!+ fixed minor bugs
and with this improves:
+ added tool for searching problems with imaging on some one graphics cards
Update 1.0.2 available
Hi there,
I would like to inform you about the new update of Archamon (1.0.2)
with this fixes:
- fixed bug with bad skybox transitions
- fixed range functions (GetMapLen)
- fixed bugs: "RenderShadow()", "get_GetReflectionMap()", "BC_Managing#29", "thread__ManagingCreTicks#222", "StartCastleBuilding#756", "Bgw_GamesRefresh_DoWork#262", "testAwayFromHome()"
- editor: fog in editor mode is disabled
and with this improves:
- added option for set game speed (menu Game settings)
- added WSAD control keys (you can find it in Control menu)
- added VSync option (you can find it in Settings menu)
Archamon has been released
... and released small patch fixing problems with exception "Archaeopteryx.ArxFces.ColorLerp"
About Archamon
Only a few hours are left until the release of Archamon. I would like to look back to the first ideas and difficult beginnings of Archamon’s development, which spanned many years.
It was my dream to create a medieval game, whose main components would consist of economy as well as castle and fortress building, but where one would also have to face dangers, and a world map would be generated randomly and differently every time. In short, I sought out to create a game which would not involve too much economy, as in Settlers, or too much war, as in Age of Empires, but would be somewhere in between the two.
Thus, Archamon!
That was my initial vision, and here are some fun facts about the development of the game:
- The first attempt was created in the winter of 2004, written in Pascal, as a game for DOS (Windows 95/98). It was already called Archamon and this is how it looked - The Archamon you experience today started to take shape in 2007, and the real game in 2009.
- Archamon was intended to be a turn based game until 2009.
- In its initial versions, a game day was divided into hours and a game year took over three play hours (today a game day takes about a half hour).
- Originally, Archamon was intended to have a multiplayer option but this was postponed due to technical challenges (I am working to address this problem).
- The engine is my own and it is very old-school. Therefore, I named it Archaeopteryx (after the extinct bird-dinosaur)
- The whole game is the work of one programmer, done during the early mornings and evenings, and is composed of ~170 000 lines in code C#.
- The models, animations, drawings and music of Archamon have all been created by external collaborators whom I have never met in person (except for one).
- The Archamon logo was created by my brother, and despite of more appealing potential designs, his original one remained.
- Archamon was registered under Steam Greenlight in September 2013, and it was accepted in January 2015. Archamon has been Greenlit!!!
- While developing and working on the game I got married, re-built a house, and had two children!
- Before the game was ever published, Steam Greenlight closed.
And now, even if there is still plenty to improve (and not just graphics), Archamon is ready to be played!
Archamon release
I’m happy to announce that Archamon will be released on November 24th !