Since the end of 2016 we’ve focused on making the world more real, more alive. While not all these features are ready for release, you will see hints and starts of the deeper realism and complex systems that will make Archmage Rises a truly unique RPG experience.
We’ve also implemented our more stringent testing process (using test cases and Steam discussion bug checklists). This resulted in 30+ bugs found and fixed. So while we cannot promise perfection, this is the most stable reliable version of the game yet!
https://youtu.be/VqwaAm90JS0
Sorry, but you will lose your save file!
Also, the way to explore a hex is to walk to it then click the Map icon in the top right to close the map. This will "display" the hex allowing you to interact with it. For now there is nothing in the hexes unless a noble tells you about it.
Major:
- New day night cycle and weather system. Day night currently doesn’t have game impact, weather has some. More to come.
- New hex exploration. Before you can enter a dungeon/ruins you must find it! Every hex can now be explored. Any successful exploration will reveal the dungeon location. This is the first part of a larger system not yet fully implemented. Don’t waste your time exploring non-dungeon hexes, there is nothing yet to find.
- Dungeons are now populated by specific races, not random. This also ties into a larger system to come.
- Save file compatibility check on title screen. Sorry, but you will lose your save file with this version. This will likely be true for all major new versions.
- Can save from anywhere (except combat).
- Trade deal system. Graphical display of products merchant is buying/selling, the ability to make a trade on a group of items in one go and to negotiate discounts/increases on the transaction using persuasion skill.
- Merchants work outside, so if it’s raining they are in a bad mood, and if in a bad mood negotiating is harder
- Requested feature: ability to sell off goods you no longer want. Choose the Divest button to sell them to anyone at a steep discount. Everyone loves a deal.
- Persuasion is the first of new skill features with limited uses (or charges). A good rest (66% chance) will recharge these skills. A notification will tell you when they are recharged.
- NPCs now move around the town, visiting various buildings. you can see and interact with them. It is possible to meet the entire town population this way (eventually). This is the start of much more features to come.
- New feature to Question NPC’s, removed the old talk/trait system for now. Ask them why they are in their current location, who’s in their family, and their birthday! This is groundwork for more features.
- New town events: fires, peasant revolts, new building construction, and more. This causes buildings to be closed, inventories to be wiped, new buildings to open, reaction to plagues, etc. You can see what events are currently happening by asking for Local News at the Inn. More visibility and control of these coming.
- Lowered difficulty curve over time. We thought people would play a few months to get a feel of the game, but those who enjoy it play more and it eventually became impossible. Cut the difficulty increase by 50%.
- +/- keys zoom on map and tower, for those without a mouse wheel
- On Tower screen WASD and Arrow Keys will scroll
Minor:
- Some new artwork
- Continuing a game no longer shows intro
- Since version 9.1 we added new inventory categorization: gear, goods, books, etc. Items are transferred to mage tower by category, storage is by category
- Loading screens snuck into version 9.2, now they are better and actually cover everything :-)
Bugs fixed:
- Fixed all reported bugs related to save games: Problems with dungeons, quest completion, inventory, book studying, and more were due to buggy file loading.
- Fixed difficult to see dungeon navigation links.
- Numerous small fixes.
Known Issues
All
- There are bugs when ending a game (dying) going to title screen and starting a new game. As a workaround the game quits upon death and saving, you have to start it up again to continue. Sorry.
- No game balancing changes (other than the curve mentioned above), so prices, treasures, etc. are just as good/bad as before.
Mac
- Hit detection on map cells is still off in 16:10 resolutions. Sorry, will fix soon.
- Dungeon navigation sometimes unseeable still not fixed, artist hasn't got to it yet.
