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

Archmage Rises

Dev Update Feb 22: Travelling Map Events

Hi, welcome back. It’s been 2 weeks because of travel and my kids got me sick. Fortunately, Michel has been trucking along and making things work. So now I get to brag about his work and take all the credit. Don’t worry, he’s used to it. ːsteammockingː

Getting Things Moving



To make the world feel alive, things have to move around. A monster hunting party needs to chase you across the map until it loses interest or your scent. An NPC trader moving along the road from one town to another.

We already have monster patrols moving around on the map; now we need to expand it to handle any kind of event. There are some additional challenges.

1. Order of Operation?



When do the events move?

After the player moves, of course! That’s every rogue-like ever.

But if every moving event moves after you, how do you notice what moved and what didn’t? We need to animate the NPC movement. And do we wait for the animation to finish before allowing you to move again? That slows down gameplay a lot; it starts to feel sluggish. So we’re going to keep the simultaneous movement for now… except when we shouldn’t!

What happens when you move onto a hex with a moving event, and it chooses to move to a different hex? Technically, you would miss each other, but that will feel unsatisfactory, so now we have to determine which events have their movement turn interrupted by the player.

2. Stacking?



If events can move around, what happens if they both go into the same hex? Is that even allowed?

If you move into a hex with two events, which one is shown first?

We decided anything dangerous happens first: deal with the monsters THEN the resource or NPC conversation.

3. Where do Events Move to?



Figuring out where the roads are, placing an event, and giving them a path to follow to the town are additional challenges.

A monster patrol will enter into a chase mode where you can use terrain and spells to hide from them, if that is what you want. I hope this makes going through dangerous monster territory more thrilling.

We’re getting close to the end of the tech work on this feature and will focus on the experience of it.


Dev Update Feb 7: Making a Map Event

I recently read an article 42 Essential Game Dev Tips That are Immutably Correct... and the author said:

People want to hear about even the most mundane parts of your dev process



So let’s test that theory, shall we? We got Map Events working this week, so why not show how one is made?

This is a great spot to be in, now that we can make an event, we can turn our attention to making them actually fun. As of this writing, I’ve made a grand total of: 1 event. ːtongueː

For today’s example, I’ve taken what Oonai posted of what they think events should be like. So let’s see if we can do it.

Step 1: Code it up in JSON



We’re both programmers here, so we’re writing the events directly into the text files. Here is what Oonai’s event looks like:



We can have as many branches and details in the event as we like. This is my version of what Oonai wrote.

Save that to a special folder, and it is sucked up into the game.

Step 2: Shows on Map



Start walking around, and the event appears as Tracks because that is the only icon we got right now. And that is what was defined in the JSON `displayAs` field.

I walk into the event.


Step 3: Run the Event



The UI pops up, and the parser runs the event.



(oops, word wrapping isn’t working!)

I pick the evil path because Oonai seems to like evil options. ːlaughing_yetiː



I probably should have written some ‘outcome’ context text—oops! But anyway, it shows an outcome, and the player can continue on their merry way.

We still have to hook up the various values that can be affected (gold, reputation, etc.).

Now that it is (mostly) working, we’ll start making events that are hopefully actually interesting!

Untitled

I'm playing Halls of Torment right now, because I like Vampire Survivor-likes.



If you've never played, I can explain it like this:

"Imagine Vampire Survivors gameplay and Diablo II art had a baby."

OK, maybe that wasn't terribly helpful.

It's an action game (or Bullet-hell) where your character is surrounded by swarms of baddies who try to kill you in seconds. You fight back through timed auto-shoot abilities (or controlled shot in Torment), collect xp, and level up.

If you were lucky enough to play arcade games in the 80's and 90's, it's like Smash TV and Gauntlet.

What I adore about Vampire Survivors (and likes) is how incredibly and fantastically simple and straightforward they are. They immediately get to the fun. Which is not easy to do and something I'm trying to improve in Archmage Rises.

The reason I'm writing about it is I had a bit of an "aha!" moment while playing HoT about Map Events.

The first time you spawn on the map, you don't really know what to do. But there are skeletons coming at you vying for your attention, so you should probably move and do something about it.

This is like the role Events will play on the Archmage map. Something clear, obvious, and immediately interesting to do.



But there is a second element to HoT. They have some treasure off in the distance represented by an edge icon. These provide a goal, something to attain, instead of just standing around fighting skeletons. I have to travel through the skeletons to get to the objective. It makes both more interesting: No objective? I just walk around in circles. No skeletons attacking me, it's a boring walk to the objective.

And this is the role Regions are to play in Archmage. A larger "Why?" to the game (game loop) of which the Events are an interesting encounter along the way. (I talked more about regions in this previous post)

We're not really working on the Regions stuff right now because we're focused on getting the map events in. BUT we have to figure it out a little bit so the Map Events that spawn make sense to the regional issue.

If the region is rich in Iron, Iron resource events will spawn.

If the region is infested with goblins, goblin patrols will spawn.

And spawning the events at the right place and cadence is what we're working on right now. Here is another short internal video never intended to see the light of day, that I'm showing anyway.

https://youtu.be/qySvfv3Ne0Q

It shows the event tech working, reading the JSON files* and running through some UI execution.

Now: to make it fun!

I appreciate Oonai posting some sample events so I'll quote their comments here:


1- We are a MAGE, so it would be really good for the roleplaying aspect if our schools and level of magic could give solutions to some events. (example: The bridge over the river collapsed, so now if you want to cross you have to take time to find a way, use stamina/health to swim to the other side, that can go wrong, or you could make an ice bridge if you have enough water magic. you are not a common adventurer)

2- These events should also be opportunities. You find a caravan in the middle of the road without a wheel. You could help the owner for some money and provisions or you could kill the guards and take all you find useful.



Thanks Oonai, I'm going to try and build both these events with the system next week and see what happens!

Note on JSON Files:

Fairly often I'm asked about User Generated Content (UGC) for Archmage. Historically, the answer has always been a dissatisfying yet certain maybe. As we go, I'm making tech decisions in such a way as to not exclude the possibility. That's the best I can offer right now.

Dev Update Jan 24: Map Events

A quick update this week as we make progress on the map events.

We managed to define the data structure and get it to read and appear in the game:



This is demonstrating a new feature which is a timer on an event. They expire after N steps (we’re thinking hours), so if you don’t pursue it, it will just go away instead of clogging up the map.

Last week’s discussion about FTL events helped us. In fact, Michel was able to build out the FTL example event in our JSON and prove out the tech.

Today we decided to abandon the Tooling: it’s too much work and cumbersome. And for what? We’re two programmers who can just write the JSON by hand.

This brings up a Senior Game Dev point:

You don’t build tooling until you fully understand the problem.

You understand the problem when you are done building it.



Building a tool before fully knowing problem space boundaries, or how it will be used day-in-day-out, is wasteful and extraordinarily expensive. There is a ton of guesswork “maybe they will need this, maybe they will need that”. This leads to building features no one uses, and not building features they want.

There will come a point in hand bombing JSON where we are sick of the tedium and have a list of Major Pain Points we know will save us 80% of the time. This is when a tool can be made.

For now, we’re using Excalidraw to map things out:



Then we convert that into JSON readable by the game.

Some next steps:

  • Getting some art icons for the different event types
  • Creating an event generation and placement algorithm
  • Getting the Event UI to display, process the event, and close


Small Personal Update:

Back when I had a larger team, I used to read every comment. I liked it and it worked. Yet, there are thousands of you and just one of me, so I’m struggling with finding time to do everything: work, family, teaching. If I don’t respond to your comment in a timely manner, I’m sorry. I’m still sorting out how to do this. Every hour on forums or discord is an hour away from game dev. Phil is coming back in a limited volunteer capacity to help out with community management.

Map Events: Jan 17 Dev Update

Michel and I are working on the events that appear on the map.

What does that actually mean? We’re aligning our vision of it right now as we build a prototype, so I can bring you in on some of the discussion points.

The 6 Event Types



  1. Traveler
  2. Discovery
  3. Resource
  4. Tracks
  5. Monster Patrol
  6. Monster Lair


We are focusing on the Traveler and Discovery types because they are slightly more complicated and require definition for implementation.

Rather than writing a sample event from scratch, we’re using a typical one from a game we both enjoy: FTL



Asteroid Derelict Ship
(its basically impossible to format this text on Steam, so here is an image of the text or click the link above)


FTL is a great game and their event system works well in their game context. What I like about FTL Events for us:

  • Simple - get to the point, faced with a decision with multiple outcomes
  • Randomized Outcomes - even if you get the same event, and choose the same option, it has potential different outcomes (the 1/3s above)
    - We can weight these outcomes by stats, skills, equipment, etc
    - We can flag some to only appear once per game
  • Scalable - we can write a lot of these and keeping adding more until it feels that we have enough


We’re working on getting a prototype event icon to appear on the map and parse the data file. Then take it from there.

The Game is Alive: Jan 10 Dev Update

I’m here, at my desk, with Unity open to Archmage Rises.
The first thing I did was make sure it still compiles and runs so I can work on it.
It does. 😅

From Nov 19 to Dec 31, I still kept having meetings with the potential investor/publisher and he and I both hoped that the money would come before year end, but it didn’t.

We’re moving forward on the game regardless.

Power of Two




Some good news: I don’t have to do it alone! Michel and I have come to an arrangement where he will work full time (4 days a week) programming on Archmage. Michel has been working on Archmage since 2019, he brings a wealth of experience having worked on most of the major systems.

Where to begin?


It’s been a while since I worked on the game. Of all the things we could work on, where to begin?

“A journey of a thousand miles begins with a single step”

The first goal is to do something tangible: for you, for me.

I think putting out a small update in a short but reasonable amount of time, like about a month, will help build momentum. So that’s the goal.

But what?



In my consulting/contracting work I’ve been advising the client about game loops and how important it is to answer “why am I doing this?” every 5 seconds, minute, 10 minute, and 30 minutes. Uh… advice I need to apply to my own game! 🤦‍♂️

Miyamoto famously said, “Just walking around needs to be fun". (Fun is better translated “engaging” or “interesting”). So if we rephrase as “Just walking around needs to be interesting” and pull in the famous Sid Meier quote “A game is a series of interesting choices”, I think we might be onto something.

Map Events


I have to confess something: I’ve never liked the way the game plays at the map level. The exploration, resource gathering, the tracks, tracks, and more tracks… It just never felt right.

Good news is our senior designer Mark already came up with a new design to make map exploration way more interesting with Map Events.

What’s a Map Event?

Campsite Event, Resource Event, Traveler Event, Lair Event, Quest Event, Monster Patrols, etc.

We were in the middle of implementing the first prototype of it.

After some discussion with Michel (and Mark), we think this is the best place to start. Michel was halfway through making some tooling for the feature prototype:


Internal demo of the tool for making Map Events, never intended for the public, hence the background music and bandicam logo 😁

My goal for today was to come up with a plan and let you know what we’re doing. So far, mission accomplished!

I will write another update next week Friday.

Development Continues: What Happened This Year

Development of Archmage Rises continues Jan 10 2025.

Wait, what?! You aren’t making it now?



I had to pause development of the game for an unknown amount of time because I simply didn’t know what was happening.

I didn’t say anything because I didn’t know what was happening.

Now I break the silence.

People Make Games not automatons in factories. There is a person sitting here typing this right now. The team and I have had to live what you are about to read. I don’t pretend I’ve done everything right. I’ll write as accurate a summary as I can. I write for those who care about the game and the team.

Fall 2023



It costs about $40k a month to run the team. Sales were sometimes $20k/month. The shortfall has to come from somewhere.

Have you ever played Monopoly and get into a situation where you have hotels on some property, but mortgage everything else (even the utilities!) to do it? If someone lands on your hotel, you’re flush and things are great. If they don’t, yer bankrupt.



That is a good analogy of how I was doing it. My wife and I slowly mortgaged everything we had to fund the game.

There was a moment in the fall of 2023 where a mortgage got bizarrely delayed for 4 weeks. This created a huge cash shortfall and I couldn’t make payroll. Miraculously, two people believed in what we were doing enough that they gave me $20k each, meeting my next two payrolls. It wasn’t a loan, I didn’t sell a stake in the company, they just helped out of the goodness of their hearts. I can’t express how grateful I am to them, because without that bridge we wouldn’t have made it through Sep.

All things being equal, if sales didn’t exceed expenses the money ran out Mar 31 2024.

I’m a planner. I’m always thinking about the future and “what if?” scenarios. Just today, in frustration, my wife said, “You think too much about things that won’t happen!” My response is, “What do you think planning is but preparing for what may or may not happen?!” (You don’t need to weigh in on this marital spat but if you agree with me drop a comment! 😝)

Summer of 2023 I was looking for investors/publishers to help get this thing to completion.

One was very promising and we dialogued frequently and set reasonable sounding dates for an infusion.

One was a longshot that said we’ll talk closer to end of the year. I will refer to this party as ‘Longshot’

Skipping over many details Promising didn’t work out.

Longshot contacted me either end of 2023 or Jan 2024 and came to the forefront.

(In the rest of this summary I’ll be mentioning dates based on my memory. I could be off by a bit here or there, but it doesn’t matter right now)

Jan-Feb 2024



Over the course of Jan + Feb I worked with Longshot to put together an acquisition. I announced this on the blog and steam Apr 2.

Mar 31 was the last day I would be responsible for payroll, April onwards the new studio would be funding development. I couldn’t be more excited. The dream was coming true, the financial pressure coming off, and I could focus on making the game. (It’s hard to describe how much effort is wasted finding money when you don’t have money).

The additional funds allowed us to expand the team to get a few more specialists (QA, Illustration, Design, Production). I figured we should give the new company transition a month to settle so I set their start dates for May 1.

We had a meet & greet meeting between Longshot and the team, putting faces to names.

Mar 2024



As we led up to Mar 31 Longshot asked if they were to cover the Mar 31 payroll or me. I said it was my responsibility, but hey! If they want to do it, I’d be super grateful. It was a real stretch to make Mar 31 payroll and I didn’t know if I would do it.

Funds were supposed to drop Mar 25/26 giving just enough time to make that Mar 31 payroll.

Invoices were created and sent, bank transfer information, employee details for the new medical plan. Everything was set to go.

But the week before, I was informed there was a delay and they won’t come until April 4.

Ever worse, because I thought I was off the hook for Mar 31 payroll I paid off a government loan from 2020. There was no way to get the money back!

April 2024





My new partner and I discussed what do we do? Proceed as planned or hold off?

Longshot assured us the money was coming, just delayed and would be the 4th or for sure by end of next week.

I’ve run my own companies for 20 years at this point, I know things happen.

We decided this was a blip and we would proceed as planned.

We made the public announcement Apr 4. And we kept working.

April 12th came and went and still no money.

I pressed Longshot and he explained the money was coming from a deal that was supposed to have closed already, but it hasn’t. Soon as it closes, we’re a go!

For sure we’ll get the funds by May 1.

I informed the team, and more importantly, I informed those who were leaving work to join us May 1 that the money still hasn’t arrived. If they want to join May 1 knowing this, we’ll welcome them. If they want to wait until the money comes, no problem! Their job is still here for them either way.

Two decided to stick with the original May 1 date. They felt confident and were excited to join the project and the team. Two we worked out a better start date, which says nothing about them, I felt it was better for them to wait.

Everyone kept working.

Let’s pause here for a moment: What would you do? Jump on social media, Steam, blog and start posting about how your investor hasn’t paid you yet? It’s a few weeks out. It sucks, but not that big of a deal.

May 2024



May 1 came and went. New payment dates were provided.

QA and Production started and got right to work with everyone else.

We finished May with everyone or mostly everyone working. By the end of the month the existing team hadn’t been paid in 11 weeks. The new people hadn’t seen a cent from me.

June 2024





The whole time we were still having weekly meetings with Longshot. They always showed up, gave us an update on the funding and we would talk about other matters.

Funding was coming “any day now”. New dates were provided a week or two out. They came and went.

Its hard to describe the grueling routine of waking up each morning, checking email expectantly to see if THIS is the day the funding finally comes through, only to be disappointed yet again.

At this point people started dropping off the project to find other work. Totally understandable! I was amazed at their grit and determination to last this long. People gotta eat!

We assured everyone they will be paid for their time to date. We’ll hold a spot for them. So if they got a 6 month contract, and we got our funding next month, we’ll wait the 5 months for them to return instead of filling the position. And if they decide not to come back, that is sad, but the fault is on me not them.

July 2024



I scheduled a meeting for Fri Jul 12. No one knows this, but internally I was feeling if the money hadn’t arrived by then, this is probably our last meeting together. Defiance is over.

Wed Jul 10 Longshot said he signed off everything with closing the deal we’ve been waiting on. The funds were scheduled to be transferred to them Jul 26, and we would get them 3 days after that.

We were elated. Finally, the good news we’d waited so long for. Longshot came to our team meeting Jul 12 to talk with everyone.

They asked "Will there be any more delays?"

"No. No more delays. This is it."

Everyone was excited. The long wait was difficult, exhausting, but here we go!

It didn't happen.

We had one programmer who was still working on the project, because he wanted to, but this is when he stopped.

Aug 2024



New dates were provided and past.

Sep 2024





New dates were provided and past.

At this point I’m getting an earful from my wife about how foolish and terrible this whole situation is. We were already at the end of our money in Mar and while a couple of good things came through for her in her job, we couldn’t last any longer. The bills were dangerously piling up.

So I told the team I was going to look for contract work. And as soon as the money comes in, they will be paid, and we’ll get back to making Archmage!

So why didn’t I post to the fans at that point? It’s no longer a knee-jerk reaction, it’s been 5 months of non-payment!

I know how stupid this next sentence sounds after all the above:

Because the money was coming next week.

Wipe the tears of laughter from your eyes and keep reading.

Because I really want to finish this game, with this team. I kept hoping the next date was the real date and I wouldn’t have to post something terrible. Or even worse, to say there is no money and we’re disbanding, only 4 days later to unwind that. Its hard to write how heavily it weighed on me. Plus, each week I’m meeting with Longshot who is insisting he really is going to pay me.

Oct 2024



Vague dates were provided and past. Some progress was made with the funding. It was communicated more like ‘any day now’.

I picked up a 3 month contract as a senior unity dev to help on a mobile game project with over 100 million downloads.

This is how I’ve managed to keep my house and keep the heat on.

Many times I’ve said Archmage Rises is a very hard game to make. Working on this other project has only confirmed that. Archmage is 100x harder.

Nov 2024





Still ‘any day now’.

I woke up this morning, checked my email. No funds yet.

Last Saturday I skimmed the discord thread asking about ‘dead game’.

This brings us to today Nov 19.

I’m tired of waiting. I want to work on Archmage Rises. Heck, I want to play Archmage Rises; the game I’ve envisioned for so many years.

I will resume work on Archmage Jan 10.

If the funding comes through, I’ll do it with the team. They really are the most wonderful group of people you could ever hope to work with. Despite everything that has happened over the last 7 months they still want to work with me, on this, for you.

If no funding comes in, on Jan 10 I’ll fire up Unity and Visual Studio and start coding it myself. I haven’t spoken to anyone else on the team about this. I have no money to pay them so I suspect I’ll be alone.

My wife and I are committed to finishing this game one way or another.

Weekly Dev Update: June 3, 2024

Hey everyone!

Phil here. Just wanted to provide a quick update on what we've been working on since our last weekly update. We've been really heads down on development of our next update, so I'll keep this brief (for now) but I (or Thomas) will be back soon with a more in-depth update with a lot more details on what's happening.

For now, here's the high level view:


  • Created a basic working version of the Dynamic Quest system
  • Progress made on an internal design tool we are using for the Event system and designing events
  • Began work on implementing a new UI (the new primary HUD is now working in the game and in combat, we're now working on adding in the ability to cast spells in combat)
  • Continued to refactor the stat system
  • More conversation event examples written for testing
  • Added 2 new members to the team (Lucas, our new artist, and Sammi, a new additional game designer)
  • Honed in on our implementation of Scrum in order to iterate on our processes and improve rapidly
  • A new stained glass shader working in game for... UI reasons...
  • Started work on a new dice rolling interface


As someone leading the new UI development, I must say that the new HUD gives so much more breathing room for the art to shine, and while it's still a while yet until it is released, I'm really excited for it!

That's it for now!

Rivals Combat is Officially Released



It's been a while coming, but now you can finally fight your rivals! Prepare for a brand new challenge, as your rivals not only bring magical attacks your way, but they also bring some interesting defensive challenges for you to face.

We've had a great beta period with some good feedback and squashed some bugs related to Rivals, but now it's officially here! Here's what's in this version...

NEW:



  • New enemy types to fight: Fire Mage, Ice Mage, Earth Mage, Storm Mage. Each mage type has it's own unique challenges to face
  • New option to attack your rival when you meet them
  • Rivals are now more difficult to locate. NPCs will not easily divulge their locations.
  • Bribe or schmooze Conclave Chapterheads to discover the location of your rivals
  • New NPC greetings - now NPCs comment on you based on a variety of factors (your appearance, their relationship with you, how long ago they last saw you, etc)
  • Gain additional legacy bonuses for eliminating a rival
  • You can now hunt down and kill your primary rival in the Mabren's Tower quest after you've completed the quest
  • New combat arena - Town Street
  • Added new magic XP book reward to Innkeeper starter town quest
  • New death animation over rival portrait after killing that rival


IMPROVED:



  • Prompt to abandon a quest when talking to a quest giver now shows the name of the quest
  • Added AP cost to button tooltip on weapons
  • Additional "do not know" NPC responses
  • Knocking on doors now actually sound like knocking on doors instead of bashing them down
  • Made the spell power slider easier to adjust


FIXED:



  • Fixed VFX glitch when casting Fireball
  • Fixed a bug with enemy difficult scaling
  • Fixed some gender-related text generation bugs
  • Fixed some minor combat background formatting issues
  • Fixed a bug where abandoning the tower quest wouldn't remove the prompt to abandon the tower quest
  • Fixed dynamic greeting bug when speaking with Shipwrights, Ship Captains and Harbormasters
  • Fixed an issue with selecting dialogue options with keyboard shortcuts while services and subject pop-up windows are open
  • Fixed an issue with creatures not showing up in the subject pop-up
  • Fixed an issue with notifications (for example, letters from the Chapterhead) being hidden behind US in resolutions higher than 1080p
  • Fixed a bug preventing the spell power slider tutorial from popping up

There are likely more fixes and additions not listed here that I may be missing :).

As usual, this is our first initial releasable pass at the Rivals / Mage monster-types, so we welcome any feedback on how they play so we can tune them up and make them even better.

Weekly Dev Update:



Here's what the team is working on this week:

Exploration Team: (Mark, James, Michel, Tyler, Nolan) Building a prototype of the updated Events/Encounters system
UI Team: (Phil, Jessi, Jonathan, Andrey) Framing the new HUD into the game so we can test it
Dynamic Quests Team: (Thomas, Zach) Building a testable MVP quest generated by the Dynamic Quests system

Emily has been helping us getting better organized for running our sprints from here on out, which will hopefully help us move faster and more efficient, and Alex has been hard at work revising our internal QA process and finally help us get a start on a Known Issues list (thanks for asking for it!).

Rivals Combat Build 0.2.202 is now live!

It's been a while coming, but now you can finally fight your rivals! Prepare for a brand new challenge, as your rivals not only bring magical attacks your way, but they also bring some interesting defensive challenges for you to face.

NEW:



  • New enemy types to fight: Fire Mage, Ice Mage, Earth Mage, Storm Mage. Each mage type has it's own unique challenges to face
  • New option to attack your rival when you meet them
  • Rivals are now more difficult to locate. NPCs will not easily divulge their locations.
  • Bribe or schmooze Conclave Chapterheads to discover the location of your rivals
  • New NPC greetings - now NPCs comment on you based on a variety of factors (your appearance, their relationship with you, how long ago they last saw you, etc)
  • Gain additional legacy bonuses for eliminating a rival
  • You can now hunt down and kill your primary rival in the Mabren's Tower quest after you've completed the quest
  • New combat arena - Town Street
  • Added new magic XP book reward to Innkeeper starter town quest
  • New death animation over rival portrait after killing that rival


IMPROVED:



  • Prompt to abandon a quest when talking to a quest giver now shows the name of the quest
  • Added AP cost to button tooltip on weapons
  • Additional "do not know" NPC responses
  • Knocking on doors now actually sound like knocking on doors instead of bashing them down
  • Made the spell power slider easier to adjust


FIXED:



  • Fixed VFX glitch when casting Fireball
  • Fixed a bug with enemy difficult scaling
  • Fixed some gender-related text generation bugs
  • Fixed some minor combat background formatting issues
  • Fixed a bug where abandoning the tower quest wouldn't remove the prompt to abandon the tower quest
  • Fixed dynamic greeting bug when speaking with Shipwrights, Ship Captains and Harbormasters
  • Fixed an issue with selecting dialogue options with keyboard shortcuts while services and subject pop-up windows are open
  • Fixed an issue with creatures not showing up in the subject pop-up
  • Fixed an issue with notifications (for example, letters from the Chapterhead) being hidden behind US in resolutions higher than 1080p
  • Fixed a bug preventing the spell power slider tutorial from popping up

There are likely more fixes and additions not listed here that I may be missing :)