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

Archmage Rises

Patch Notes

Big thanks to you all for the feedback and bug reporting bugs with the Combat update.
We combed through over 160 bug reports + Discord + Steam Forum posts. This is what we able to address this week:

Improvements



  1. Fixed a lot of the lag issues in combat. It was a combination of factors: memory leak, logging, errors. It's much improved. We're still working on it.
  2. Generally, the feedback is new combat is unfairly too hard. We have improved the Conclave graduation ring you begin the game with from protection 50->70. We also removed rings from sale in shops, that wasn't supposed to be there. One of the troubles of a data driven game is sometimes data gets read in and used in places we don't intend. There WILL be ways to get additional rings and improve upon the one you start with, but it's super valuable and core to the game so you aren't supposed to be able to go to a shop and just buy a second one for 200g.
  3. Skeletons are back in the game! And their resurrection ability is super annoying! Skeletons will appear in existing worlds and saves.


  4. Skeletons are a mid tier enemy created ages ago and left roaming the earth. If you are a young new mage straight outta school, and find yourself up against a skeleton: RUN! We made it so they don't appear around your starter town. Better distribution of monster lairs is coming in the Exploration #3 update.
  5. We improved Character Creation to provide better rewards so you start with 3 spells instead of 1. Things are always obvious in hindsight. This should feel better now. This also affects some of spell progression.
  6. Tuned down some weapon damage. Decreasing base damage per AP and the Quality-based damage multiplier. They weren't supposed to be much better than spells.
  7. Character creation summary screen now shows spells learned rather than XP gained.
  8. Protection now appears on the Character Sheet. We thought it was sufficient seeing in on the equipment, but clearly that was dumb.
  9. Eating Foodstuff causing nausea. The first mistake we made is player's shouldn't start with foodstuff in inventory. Second is Foodstuff is a catch-all label for raw ingredients used in cooking. Like raw flour, a turnip, and bunches of Rosemary. If you ate a cup of raw flour and 6 sprigs of raw rosemary, you likely would have a tummy ache. Our bad for not properly explaining this resource designed for trading isn't intended for eating (you can in a pinch). So it still makes you nauseous but the tooltip explanation says why.


Fixes



  1. There were numerous issues leading to save file corruptions. We think we got them all.
  2. We had a bad bug with quest quantities showing weird code. This was a problem with the highlight code, so we quickly hotfixed it by taking out the highlighting. It is now corrected and highlighting is back in.
  3. Fixed an exploit where you could unequip your ring in combat, then re-equip it, and you'd be back to full protection. It's not THAT magical!
  4. Fixed: players can't equip weapons they don't actually own. Sad, I know.
  5. Swapping weapons no longer soft lock the game.
  6. Magic progression screen no longer appears blank (thanks MIM_MC1, Fonz, and JAMESTHEANGRY07)
  7. Sturdy and engraved pickaxes were wrecking game. Now they don't.
  8. Healer no longer double charges. Healing is a far less lucrative field now.
  9. Pyromaniac reported duplicated options in the Tumbleweed encounter. Fixed.
  10. Combat soft-lock reported by Odynn after casting a spell
  11. Lighting issue with dice in combat
  12. Inventory issue in House Repair quest.
  13. Missing combat backgrounds
  14. Fixed an issue where sometimes players couldn't move on the map after combat
  15. Fixed several other last minute bugs


Known issues:



  1. We have multiple reports of "giant monster issue" where the monster sprite goes crazy large. We've invested significant time into investigating it and as of now we can't reproduce it. We finally think we may have found out what might be causing the issue, so it might be fixed, but might not...






Weekly Dev Update

NEW Combat Fixes





It is a huge relief to get the new combat and spell progression system out. We have something solid to build upon.

This week’s focus is fixing priority combat issues and letting the dust settle.

Here is what we are working on for a Thursday patch:


  • We’ve read every bug reported, these are current priorities:


    • Clicking lag and other performance issues
    • Giant monster sprites taking up the whole battlefield
    • Weapons breaking combat
    • Equipment re-equipping bug/exploit

  • Based on the feedback combat is too hard, we’re revisiting the tuning

  • We’re revisiting Character Creation to get you more starting spells. This will address some of the “Combat too hard” issue.

  • I made a bad call that led to errors in the quest quantities. Separate from the combat branch we made some fixes to the dialogue highlighting code. Then we merged it in last minute and it created problems. We got a hotfix out on Sat evening.

  • We’re finishing off the Skeletons race to get them back into the game

Build 0.2.101 is now live!

- Temporarily disabled the highlighting of keywords in NPC conversations to resolve the issue of weird characters appearing in the middle of dialog. The highlighting will return in the next patch.

Archmage Rises is Reborn with NEW Combat System!

Today we are very proud to release our BIGGEST UPDATE EVER with a NEW Combat system. It changes almost every aspect of the game.

Major Highlights:



  • All new combat with FIVE unique, full featured, spell schools, totaling 52 new spells!
  • All new weapons, equipment, and protection system. Even magically charge your weapons!
  • All new spell progression and learning system. Get learning bonuses and affinities.
  • All monsters completely revamped, with all new abilities and AI
  • New monster race: Crocodons


Things to know:



  • Previous worlds and save files are not compatible. We tried really hard but couldn't do it. Sorry! Read more on how to switch to the Legacy branch to maintain your progress and update when you choose to here.
  • Combat is intentionally challenging. Don't expect you can take on some monsters with the one spell you learn in school! Go to a chapter house and do some research. More info in this post.
  • Skeletons are temporarily disabled until next week. It's complicated. :winter2019happyyul:
  • We're still working on Combat. Testing, tuning, playing, reading your feedback. We feel this is a good first step.


More info on the thinking behind the Spell Schools:


With changes this massive there are bound to be issues. We think we solved the major ones today with a short Beta. We appreciate your help and support!

Combat Update Beta Release

Hey everyone!

We're getting really close to the launch of the new Combat Update we've been working hard at for the past little while. This is just a quick update to let you know that tomorrow we are planning to release a Beta version of combat earlier on in the day for those of you who want to jump in a little bit early and preview the new update before we launch it publicly later on in the day. We are doing this so that we can hopefully catch some more last might bugs that we may have missed, and would love your help in finding before we fully release the new combat to the wild.

If you'd like to get in on the beta release, be sure to switch your Archmage Rises' branch on Steam from "None" to "beta - External Beta Testing" so that you will be able to get the new update when it hits the beta branch.



I know you're going to ask us when to expect the update to release, and while I don't know 100% when it will get released, we're aiming for around a noon EST release for the beta and around 5pm EST for the public release. These are ballparks, so it's possible these timeframes may change...

As usual, I (Phil) will be available in Discord if you have any questions about the update or want to get more live updates on the progress of the release tomorrow :)

PS: If you do download the new combat update early, we'd love your bug reports! We'll be continuing to polish the update right up until the public release, so the more early feedback we can get, the better! Thanks for your help and patience :)

No Save Game Compatibility with NEW Combat

August of last year I said we would make best efforts to maintain player progress as we release updates to the game (you can read about that here: https://steamcommunity.com/app/506480/discussions/0/3809535864677346416/ )

Unfortunately, despite best efforts we won't be able to make old save games work in the new update. I'm really sorry. :crying_yeti:

What We Did



NEW Combat is a massive undertaking rewriting how items, spells, player progress, character creation, monsters, abilities, and gear all work. With so much change we knew it would be challenging. We got sample save files from the Discord community to test with. We tasked a programmer with solely working on this problem.

He did, and hit a dead end.

We made another attempt, with a new programmer for new thinking. Today I got the results that it just isn't going to work. Now, the work on this is jeopardizing our ability to release NEW Combat on Friday.

The problem has to do with the simulator nature of the game and bad data which has accrued from several versions ago to today. We can load the data, world, progress. So on the one hand, loading previous saves actually works. But once you load your old save, you can't save it anymore... That's where things are currently breaking.

We really made best efforts on this to protect player progress, but it just can't be done.

What You Can Do About It



If you would like to continue your existing save file, we've created a new branch called "legacy" that you will need to switch to before the new combat update releases on Friday.

If you haven't switched branches before, here's how to switch branches in Steam:

1. Open up Archmage Rises in your Steam Library

2. Click on the gear just below the banner on the far right

3. In the dropdown menu, click on "Properties"



4. In the new window that pops up, click on "Betas" on the left side menu

5. You should see an option called "Beta Participation" - click on the dropdown menu to the right of that and select "legacy - Legacy & Rivals (Pre-Combat Update)" which should now change your branch to the Legacy branch.



Now that you're on the new branch, it should prevent your game from auto-updating to the new combat update build that will release on Friday.

When you're ready to switch back to the most recent public build of the game, you can follow the same process to switch back to the "default" branch by selecting "None" under the Beta Participation dropdown menu.

Is This Going To Happen Again?



Very unlikely.

The new data structure of everything is THE new data structure of everything. We see no reason to change it again. I was in a meeting yesterday about the rest of the roadmap and nothing coming is close to the work we've had to do for new combat. Adding features like factions, world spell casting, enchanting, it all builds on top of what we've got here. It doesn't change the base.

That being said, while we don't foresee any more issues in preserving save games from now on, in August I was smart enough to write the following so I'll repeat it here again:

Q: Are you promising I will never lose progress during Early Access?
A: No! I'm too experienced to make that naïve promise. I'm sure at some point, maybe more than once, it just won't be possible. What I am promising is much more effort and robust tech put into testing and preserving player progress. Dropping it from forced restarts 50x before 1.0 to maybe 5x.



Today is one of those "impossible points". Really sorry about it.

Weekly Dev Update - Jan 15, 2024

This is the Week of NEW Combat!



Friday Jan 19 we publish the NEW Combat system. It’s significantly different and better. Here is a taste:



It’s a final push to get everything working:


  • We targeted 30+ spells, we’re shipping 50+ spells! The new system and tooling allows better spell creation and iteration. That’s about 10 spells per school! The most the game has ever had.

  • Weapons and Armor are a total overhaul and actually work! Shocking I know! Weapons and armor are now viable and equal to spells in the game as a choice in combat.

    <*> Skeletons won’t be in this release, but will be in next week’s patch

    • We promised a new race of Crocodons so we made sure those were working first. But we discovered a serious problem with skeleton’s resurrection ability. Presented with delaying the whole launch or launching without the skeletons, I had to make the tough choice of delaying the skeletons a week.
    • Quests that involve skeletons are being temporarily turned off.

      • If you already have a skeleton based quest, you won’t be able to complete it until the patch.

  • Crocodons will appear in existing saves/worlds in place of skeletons.

    • It was an easy way to get them in.

  • As of Monday Morning on the 15th, our existing save file migration is not working. 😭 We’ve just put a new programmer on it to try and resolve it. Worst case scenario is players will have to start a new game, something we’ve put a lot of effort already into preventing.

  • In light of the significant changes, a player posted there probably will be a lot of new bugs. A fair expectation. We’ve done two full QA passes on the whole game. We’re performing a third pass today. It is inevitable some things will slip through. We’re committed to following player reactions and hotfixing and patching as necessary. Appreciate your patience and belief in us!


Combat is Combat



A strange thing to say, I know, but after reading all the posts and discussion I want to be clear that our focus is on the Combat experience. Other than changes to spell progression/research, the rest of the game is in the current state. It’s one step at a time here. Wish we could do it all at once, but we can’t.

The Rest of the Game



NEW Combat has been a significant investment of energy and money. I’m happy we’ve done it.

NOW we can work on the rest of the game. Many structural changes come in combat (items, spells, monsters, school progression) and jammed us up until they were complete.

Resources free up to start tackling really cool and important features:


  1. Update #3: Exploration
  2. Enchanting
  3. Dynamic Quests
  4. Better NPC conversation
  5. New UI
  6. Better Map generation

Price Raise Coming Soon



If you’ve already bought the game, thanks for your support! You paid the dev team’s salaries.

If you haven’t yet bought in, this is the cheapest the game will be for a long time. I can’t say it better than this reviewer:

Buy it while its cheap and enjoy it later when it’s more complete.

[VIDEO] New Combat Teaser

Only one week left until the new combat releases! Take a sneak peek at it here:

Introducing - Storm Magic



What is a Storm Mage like in the new Archmage Rises Combat?


Chaos.

As our most chaotic spell school, Storm Magic in Archmage’s new combat is about capturing lightning's unpredictable nature in a bottle… and using it to your advantage.

While Storm Magic generally has many high-damage potential spells, many have a bonus chance to do something extra. Lightning Bolt can strike the target twice, while Stormstrike sometimes hits everything nearby. Shock, a strategic spell meant to interrupt enemies, has a chance to completely stun the target on success.

Skillful Storm Mages can turn the tide of battle in their favor by drenching their foes with water-themed spells, such as cloudburst and monsoon. Once drenched, the odds of the storm spell bonuses occurring increase dramatically.

Here are a few of the storm spells you can learn:


  • Lightning Bolt: Blast your enemies with a sudden discharge of power.
  • Stormstrike: Lash your enemies with an unstable chain of thunderbolts.
  • Cloudburst: Drench your opponents with a sudden downpour.
  • Monsoon: Call down a deluge to flood the battlefield and soak your foes to the bone.
  • Gale: Summon a roaring wind to batter your foes to and fro upon the battlefield.
  • Shock: Attempt to stun your sodden foes with a bolt from heaven.
  • Storm Shield: Weave yourself a crackling mantle of lightning to repel your attackers.

We'll have more details diving deeper into the magic of a Storm Mage as we get closer to release.

What do you most want to see in the new school of storm magic? Let us know in the comments!

Introducing - Earth Magic



What is a Earth Mage like in the new Archmage Rises Combat?
Controlling, Dehabilitating.

Position, proximity, and angles matter in Archmage’s new combat, and this is especially true for a skilled Earth Mage.

As the ultimate battlefield tactician, Earth Mages use their control of earth and stone to keep their enemies off balance and knocking them around.

The more unbalance enemies become the more damage they take as they are moved.

Additional acid-themed spells such as acid blast and acid wash, corrode an enemy’s defenses reducing their resistance to both earth and physical damage.

This corrosion also makes earth magic highly prized among our battle style mages, looking to provide their blades with more susceptible targets.

Here are a few of the spells you'll be able to learn as an Earth Mage:


  • Tremor: Jolt your foes with a sharp shudder of the ground beneath their feet.
  • Stone Spike: Call up a spire of stone to break your foes and send them reeling in pain.
  • Acid Blast: Scorch the field of battle with a cataract of caustic acid.
  • Acid Wash: Shower your foes with the searing exhalations of the heavens.
  • Seismic Shift: Fling your foes toward the field’s center with a swift upheaval of the earth.
  • Exposure: Erode your foes' footing and expose them to the perils of storm and earth.
  • Earth’s Grasp: Shatter your enemy’s concentration and drag them one step closer.

We'll have even more details diving deeper into the magic of an Earth Mage as we get closer to release.

What do you most want to see in the new school of earth magic? Let us know in the comments!