Archmage Rises cover
Archmage Rises screenshot
Genre: Role-playing (RPG), Simulator, Indie

Archmage Rises

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!

Fire Spell #1




Fire Spell #2




Fire Spell #3




Fire Spell #4


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.

Hotfix 0.2.4 for last weeks build is live

We brought a large number of fixes to NPCs last week but introduced some issues. Today we have a hotfix to specifically solve issues around Quest NPCs. We will still have a Thursday patch further addressing NPCs and other issues.

Fixed:



  • Fixed several issues around NPC tracking so that they more accurately tell you where people are.
  • Fixed errors with non-existent quest NPCs.
  • Fixed several quests that had ???.


Known Issues:



  • There are additional quests that may still show ??? that we will be addressing.
  • A bug where a quest incorrectly believes that a building exists in town when it does not. This Results in the NPC owner not populating correctly.
  • A couple quests incorrectly interact with player inventory.

Build 0.2.3 is Live!

We focused on the 3 most acute issues this week. We have a partial solve for the NPCs with more coming.

Fixed:



  • Fixed inaccessible Quest NPCs going forward, but it doesn't solve it for existing save files. NPCs no longer have any routines that would put them in the street. They will still be at home in the evenings or occasionally for a lunch meal, see the below known issue.
  • Sped up Combat a bit - while we await the combat rewrite we went back and hacked out as much time as possible. Cut 1.8 seconds out of turn changes and 3 seconds out of enemy abilities to feel snappier.
  • Fixed two root problems with combat freezing up, we will continue to monitor combat reports.
  • Fixed an issue where NPCs were stated to be at building X and weren't there.
  • Fixed a bug where NPC's miscalculated hex distances by A LOT.
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  • Also made a design change to state hex distance using miles instead of time for added clarity. 1 hex = 1 mile.
  • Adjusted some enemy vocalizations to be quieter.
  • Added additional clarity to the final part of the dye quest.
  • Axe weapons no longer state they can chop wood. We'll roll that function back in once we've revised the weapons/tools/harvesting systems.
  • New Wiki is up and we've linked it on the title screen.


Known Issues:



  • We're looking at how we can get invalid/stuck/missing quest NPCs accessible for you. We plugged the dam, it shouldn't happen anymore. Now we have to fix existing saves. With a hotfix.
  • Internally we've added back the home location. Town locations touch a lot of things so we need some time to test, expect this next week.
  • NPCs can still be inaccurate regarding lairs or other minor information that we are looking into.



We can't be more grateful to Splattercat for the increased traffic this week! It means the world to us and we are grateful to everyone submitting bugs: this week saw an influx of reports and we're working on prioritizing and patching as much as we can while also pushing forward new content updates.

Build 0.2.2 is Live!

After the tower launch, we’ve had some team members getting much-needed R&R since we hit Early Access. So, it’s been a little quieter over here this week. However, we did get some reported issues fixed.

Fixed:



  • Fixed an issue where brand new games were failing to load.
  • Fixed the Town Center UI not loading properly after a tower purchase.
  • Fixed several issues surrounding the mount UI and them ending up on the ground.
  • Tower scroll/dragging doesn’t happen in other menus now.
  • Corrected book tooltips to point you at the tower and not the Chapterhouse.
  • Several quests will take your goods again to complete.
  • Library research has a descriptive time value now.
  • Fixed up several issues in combat that contribute to empty fights or bodies being counted as enemies. This one keeps resurrecting on us, hopefully we have a majority of the cases fixed.
  • Fixed reports of getting stuck in a doorless dungeon.
  • Fixed a few separate issues where Ara was being incorrectly taken/calculated in battle.
  • Fixed some quest clarity on a dye quest.
  • Uncovered a larger issue with dye during world generation that we fixed. This fix works on current game worlds.
  • Copper Crown quest can be refused.
  • Adjusted NPC timelines so that they appear in buildings more often. Have some underlying changes still needed so that you can visit them.


Known Issues:

  • The dye discovery today may mean other resources are invalid, we’ll be looking into it. There is additional clarity we'll be fixing on resource directions.
  • NPC’s still occupy work locations that aren’t the typical player shops. We’re working on a solution to keep various workers in their places of business but still be visitable and not just on “streets” all day.

Build 0.2.1 is Live!

Turns out there was a very specific bug that was breaking save files so that they couldn't be loaded. It was a bit obscure and not in our regular test cases so it slipped through our net, but this patch fixes that issue.

NOTE: Just a reminder that unfortunately with the new features that got added in with the Mage Tower update, older save games are no longer compatible.

We also fixed up a few other issues in this patch...

FIXED:



  • Fixed a bug with buff inspiration that was causing save games not to load properly
  • Fixed a bug with creature inventory IDs not getting updated properly, which could cause other issues (including game loading errors)
  • Fixed a bug where portal sound fx were not triggering properly
  • Fixed a bug where attempting to eat in your tower's dining room while full still passed time
  • Fixed a bug preventing players from selling antidotes (and potentially other unreported items)


NEW:



  • Added in a check for incompatible save files with the option to remove them


KNOWN ISSUES:



  • Resources from gather quests are still not removed from inventory when completing quests
  • When buying land from the mayor to build a tower, if you fast travel to the tower and then immediately travel back to the mayor to buy blueprints, the dialogue window appears blank. Save & Quit and reloading currently restores the dialogue window.

Update #2: The Mage Tower Now Released!

Hello fellow adventurers!

Our 2nd major content update is now available. We know many of you have been waiting for the Mage Tower, so we're very excited for today's release! Please see note below about previous game worlds and save files.

NEW:



  • You can now buy land to build a mage tower from any town mayor
  • Blueprints are now available to be purchased from the town mayor and conclave chapterhead
  • Mage Towers can be built room-by-room using the new Mage Tower build mode
  • Each room in your Mage Tower can serve a variety of functions, based on 12 different room types (listed below) and provides some extra storage to your tower.
  • Bedroom - gives the option to Sleep and Treat Injuries (provided there is a Healer located in the town next to your tower).
  • Study - allows you to “Study a Book” similar to a Conclave Chapter (studying is now only available in your tower and no longer an option at a chapterhouse)
  • Blast Chamber - allows you to increase your Magic XP (or blow your leg off, or some other unintended consequence) through experimentation
  • Library - allows you to increase your Magic XP at a slower, but safer pace through Research
  • Dining Room - gives you the option to Dine In at your tower based on available dining options at the Inn next to your tower
  • Storage Room - adds extra storage capacity of your tower
  • Games Room - provides entertainment options (similar to the inn), each of which will add a temporary buff
  • Gallery - a place to display your collected Art
  • Wine Cellar - a room to display your wine collection
  • Stables - a place to house and pet your mounts
  • Portal Chamber - allows you to teleport to any of your other towers that also contain a portal
  • Music Room - allows you to listen to and change the music for your tower
  • You can now research specific magic types in a Conclave Chapterhouse or in your tower's library
  • Rideable Mounts! Now you can hire and ride a variety of mounts from an animal trader that will provide a variety of travel and skill bonuses, including faster travel times. These mounts include Palfrey, Longclaw, Rumbleback, Yarok, Ironwart, and as promised on our Early Access release livestream... the epic Cavalcavara (giant Guinea Pig)!
  • New sounds and artwork for mounts
  • Injuries have returned, though only through Blast Chamber experimentation currently. Injuries can be chained into worse injuries if left untreated
  • Healers can now heal injuries
  • Building multiple towers with portal rooms allow you to gain access to healers and dining options in any town next to another one of your towers with a portal (like magical Uber Eats!), providing you have the appropriate rooms in your tower


IMPROVED:



  • Changed Goblin Vexer's Force Pulse to Physical Damage for clarity
  • Fade to black and summary info when animal training
  • Disabled snowmoss quest
  • Adjusted the cost of food to be more reasonable (though signature dishes are still more expensive)
  • Animal Training process has been improved


FIXED:



  • Fixed error when asking an NPC's opinion of another NPC in a different town
  • Fixed Arcane Insight not having duration set properly when cast in the overworld
  • Fixed job bar tooltip not showing properly
  • Fixed a bug that can cause issues loading a save from inside a dungeon
  • Fixed a bug causing the shop window to not start from the top of the items list when buying/selling items or using services
  • Fixed quest log and dialogue text issues with the mayor's starter quest
  • Fixed missing quest log for one of the weaponsmith's skill quests
  • Fixed a few typos


World and Save Game Incompatibility


To make all the new stuff above, we had to significantly change things that breaks current worlds (and therefore saves). Sorry, there was no way to migrate data across. We try very hard to maintain file compatibility within minor versions but will likely change it significantly across major versions.

Thanks so much for being on this adventure with us! We really hope you enjoy this update!

Archmage Rises Soundtrack Now Available on Steam!

Over the last several months since Archmage Rises released into Early Access, we've had people comment on how much they are loving the music to the game and asked when the soundtrack will be available. We've also had others ask us how they might be able to provide more support for the game in additional ways.

So we thought, why not do both?

This soundtrack contains all of the music currently in the game (as well as some tracks that we're releasing a bit early that aren't in the game as of yet), 32 tracks in total. And we've got more on the way that will get added to this soundtrack as they get released, which will likely be close to or at the same time we released the 1.0 version of the game.

All of these tracks have been written & composed by the amazing James Marantette, along with the title track that was written and produced by The Fat Man, George Alistair Sanger.



You can grab the soundtrack here: https://store.steampowered.com/app/2537400/Archmage_Rises_Soundtrack/

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!