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Archmage Rises - the play-how-you-want mage simulator - now available on Early Access

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Seems promising.

I hope they're not going to fall for the dating fad though, Sid Meyer's Prates dating level is alright but a RPG dating sim would miss its audience.

In a game called "Archmage Rises", the dating should be for:
- getting someone with a strong bloodline to extract her ancestor's power from her blood
- getting a (un)willing subject for alteration experiments
- getting someone whose soul you can extract for magical artefacts

Unfortunately this is not to be.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/11/3/build-11-is-in-testing-right-now

Build 11 is real, it’s happening, and it is in preview testing with 8 players right now.

I’m on the west coast in Portland with Nic to get Build 11 done. And so far, it’s going well. I have 4 weeks to get the build out so I decided to cut that time in half:

First Half - Get it as playable and ready as I can, and send it out to a few select people (team members and fan small council members) for testing and feedback.

Second Half - Focus on what the play testers think should be done.

I’ve been working on this build for so long and am so close to it that I’ve lost all objectivity. So rather than working on what I think should be done, I’ll work on what the players actually say should be done.

So as I write this people other than me are playing Build 11. I’ll post another video update next week based on what they’ve said.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/11/11/update-82-west-coast-progress-update-part-2

Last weekend I sent out a preview release of Build 11 to the team and small council. They provided a ton of excellent feedback on how the game plays, what is wrong, and what is right. So thanks to those who played it.

The first step was to collate the feedback from the variety of sources: video recordings, steam threads, email comments, people talking directly at me while I’m trying to work (Nic).

I used XMind to group issues by topic and figure out what ones were related. Anything reported by 3 or more people was an instant high priority.

Capture.JPG


The single biggest issue was the save file system didn’t work. I knew that when I shipped it out, but i simply ran out of time and wondered who would notice or care. Apparently everyone. :) So I fixed that first. Then I just started working down the list. Here are some of the changes this week based on feedback and what I was able to do. It’s not everything, some bugs I fixed took 2+ hours to root out.

Progress since last week:
  1. Fixed file save/load - I think it works now, I haven’t tested it much
  2. Fix chat conversation crash
  3. Fixed map icons appearing above the fog of war. It’s been bothering me for months, glad it is finally resolved.
  4. Fixed a number of UI and quality of life issues
  5. Rewrote the encounter menus to solve bugs, confusion, and make them better
  6. Added confirmation dialogs to important things. For instance: attacking someone or stealing from them. Funny we didn’t have any OK/Cancel dialogs until this time.
  7. Fixed sleeping at Inn issue and added ability to sleep at anyone’s house
  8. Added running away from combat IN combat. Previously you could only run away before combat was engaged. Added the use of caltrops item to buff running away. Players will start with caltrops now.
  9. Added non-lair monster camps. These are monsters who don’t grow, or move around. They just sit there causing trouble in a hex until you wipe them out.
  10. Added additional races: wolves, spiders, and undead. The spawn based on the geography
I will be pushing out a new build monday morning to the testing group again, for those who are interested in testing it. I’ll be proceeding with fixing as much as I can before the release on Nov 16
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/11/16/build-11-now-live-sorta

I’m very happy to say my crazy plan of driving 4,000+ kms to live at Nic’s house for a month worked. Build 11 is now available to play for those who want to.

There are still many balancing issues, and a complete lack of tutorial, so I’ve released it for now to the Beta branch of Steam for all the veterans waiting to play it.

Here is How To Get It
steam+example.JPG

  1. In Steam just right-click your Archmage Rises

  2. Select Properties

  3. Choose the Betas tab

  4. Put in the password: “password1234” - (the kind of password only an idiot would have on his luggage)

  5. Click Check Code

  6. Change to the testing - Build 11 Testing branch

  7. Click Close.

  8. It will now download Build 11
Going Forward
It’s been just over 18 months since Build 10. I don’t think I’ll do that again. :) This version is a real solid foundation of the systems needed to fulfill all the features promised for this game. And that is why there hasn’t been much game balancing. Because I just focused on getting the systems working. But a very dedicated small group of testers played 2 previews of this build and gave me feedback and at least 3 of them voted that the latest build was good enough to push out to public. So if you don’t like it, blame them. :)

Now the one thing you don’t do is push out a build and disappear. So that’s what I’m going to do.

Its time for me to return home, which will take four 10 hour days of driving. So I’ll have no time and no internet until Wed Nov 21. That means no hotfixes. Isn’t that great?! You can’t buy support this awesome!

But once I do return to my home office I plan to spend the next 2 weeks fixing bugs, balancing the game, and filling gaps. So use the next few days to try out the build and drop some feedback into this new Steam sub-forum: Build 11 Issues.

Thank You For your Patience
Build 11 took too long to make. Thanks for sticking with the project, I look forward to your help in creating something we all enjoy playing!

Release Notes
  1. The whole game has been changed since build 10. No point in detailing what is different.

  2. There is a Mac Build 11 but I don’t have my Mac with me so I haven’t tested it at all.

  3. Mage Tower screen has poor performance
 

Unentokku

Novice
Joined
Oct 31, 2018
Messages
1
Seems promising.

I hope they're not going to fall for the dating fad though, Sid Meyer's Prates dating level is alright but a RPG dating sim would miss its audience.

In a game called "Archmage Rises", the dating should be for:
- getting someone with a strong bloodline to extract her ancestor's power from her blood
- getting a (un)willing subject for alteration experiments
- getting someone whose soul you can extract for magical artefacts

Unfortunately this is not to be.
Someone has clearly read Warlock of the Magus World.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/11/30/build-111-update

Lots of bug fixes to Build 11 made this week and now live on the BETA testing branch with password “password1234”. Need more explanation? Read this.

Major Issues:
  • Fixed myriad of problems with Mac version

  • Fixed problem in loading save games. When an NPC created Leather Armor it prevented reading of the save file

  • Fixed tower not saving. Technically it did save, it just would never allow you to visit it again.

  • Fixed infinite quest turn in - was crapping out trying to remove dungeon icon when there wasn't one, allowing you to turn in infinitely

  • Fixed a bug looking up memories in NPC brain leading to all kinds of problems like continual questions, borrow, etc.

  • Fixed magic missile only casting 1 missile, added back in Resetting of the casts

  • Added unified inventory handling from the tower. A person reported a bug they had stone in their Ox but couldn’t build walls. Now the game looks at all your inventories: Personal, animals, then tower (if you are close to the tower). It pulls from those inventory in that order and places items in that order

  • The Talk Menu was getting really long, so moved 5 commands to a Request submenu

  • Added a new Request: asking to stay for a meal of a friend

  • Added begging for food when you are starving (persuasion skill check required)

  • Capturing a monster now counts as killing it for quest completion

  • If a goblin cutter is the only monster in combat, it doesn't run away (this was preventing quest completion)
Minor Issues:
  • Fixed title screen dialog messages and buttons missing fonts (remember not to clean up fonts right before a release!)

  • Fixed bugs and floating point nonsense in borrowing money from NPC

  • Fixed everyone starting as miserable

  • Randomized ages of people upon creation (placeholder until simulator runs faster)

  • Made sure can't interrogate a prisoner that doesn't have a lair to go back to

  • Fixed tower room descriptions, removed xml tags

  • Defined only certain buildings have beds, so you can only ask to sleep over in places like a home not the marketplace

  • Removed enemy chatter from log - monster talking isn't work anyway so no point in filling up the game log

  • Removed debugging town .txt files from writing to your folder
Quality of Life Issues:
  • Added passing of hour with + and passing of day with 1 (I'm used to doing it this way)
Question:
How do you think the tower/town should work? Post your answer here.

Do you think Build 11.1 is ready for the public?

Please post any Bugs/issues in the Bugs Subforum.
 

Skdursh

Savant
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Nov 27, 2018
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Slavlandia
I looked up this game on Steam and it looks really underwhelming at a first glance, like a low-budget mobile game. Is there something under the hood that makes it actually worth playing? I'm okay with bad graphics/design if the gameplay is there, but yeah at first glance this is looking like a hard-pass. I don't really want to sift through all those dev videos and patch notes to find out what the game has to offer, so is anyone able to offer a concise description?
 

adrix89

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Dec 27, 2014
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Why are there so many of my country here?
I am not up to date on the current releases.
But the best description would be its like Battle Brothers but without the good tactical combat.
You also have some Spire of Sorcery style mage towers that I think its in this release, at least a skeleton version of it.
There is some boring NPC simulation.
There is also supposedly a fully simulated economy, but don't expect much Patrician level gameplay yet.
It's pretty much a WIP prototype, and I don't expect that to change very soon.

The fundamental problem is there is no clear roadmap towards getting some actual concrete gameplay that people can do a playthrough with.
They should have focused on one aspect of gameplay, like trade, combat or management and make that have working gameplay.

Star Trader Frontiers has a similar design philosophy, it's not that much of a sandbox simulation which is a fatal flaw in the long run but it is playable with actual gameplay behind it fi you want to see what you can expect in the future(if it doesn't go vaporware).
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/12/8/build-112-update

This has been another week of fixing bugs and minor improvements. Of the, so far, 24 reported issues, 3 remain.

11.2 Release Notes:
  • Added background autosaving when entering a town

  • Fixed teleportation after following goblins (cleaning up RunOnCompletion)

  • Fixed run away from chieftain counting as success

  • Fixed running from combat not using up AP

  • Greatly improved the "Tell me about your day" screen. It now zooms in and scrolls correctly to show everything that has happened to an NPC

  • Added game options, redid the game option menu

  • Fixed rope & flatbread icons

  • Changed NPC hunger to only show if they are hungry

  • Fixed missing images from book studying

  • Fixed certain book drops not working
Do you think this is a good release candidate for the broader group of pre-alpha players?
 

Vulpes

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Oct 12, 2018
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Fourth Rome
I am still not sure what kind of game this is. Is it a roguelike in the vain of UnReal World and Cataclysm Dark Days Ahead? Or is it more of a sandbox game like Dwarf Fortress and Rimworld? And where does it rank on the autism scale? Is it below Aurora 4x?
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/12/13/build-113-update

Well this is it! Build 11 is going live to everyone on Steam. I delayed until the last possible moment in 2018 to do it. I am now going away for Christmas and providing no support until I return Jan 5. Maybe one day i’ll become a good, reliable, professional developer. :)

Super Secret Insiders-only 2018 VIP Feedback Survey
When I return in January the first update will be a “State of the Union” address with a road map of where this game is going. To do that, I would like to hear from you, anonymously, at this super secret insiders-only 2018 VIP Feedback Survey. The results of which I will share in the update. Thank you for your interest and support of this project!



11.3 Release Notes
  • Updated existing tutorials and added 50% more to cover new features and concepts. I'd like to know if there is anything else you think needs to be explained.

  • Added NPC detection of you dropping stuff in his home

  • Fixed delivery/insult quest descriptions to be more detailed on who you have to find

  • Fixed entering a town sometimes not working and having to pay double entrance fees

  • Fixed "I have to go" message from the last NPC you spoke with when standing at someone elses home

  • Fixed multiple quests from the same person for the same monster and quest icons piling up

  • Maybe i fixed the menu weirdness. There was some old menu code that was still being called and broadcasting messages. Took it out. Everything still seems to work. Either I fixed the menu weirdness or I made it worse, but it certainly isn't the same!

  • Monster camps can no longer spawn on lairs, solving lots of quest confusion

  • If a soldier fights and kills a monster she doesn't then go and make a quest for it (there was nothing for you to fight so impossible to turn in)

  • Fixed ability to complete quests that aren't finished or to the wrong person

  • Fixed quest icons, they now appear above black indicating where you should go

  • Fixed quest icons not disappearing once the quest was completed

  • Fixed but removed Invite to Activity, needs more testing as it affects the simulator a lot to have you ripping townsfolk out of their jobs and homes

  • Mostly fixed the missing person quest. If it spawns, you should be able to accept it and maybe even complete it. Missing person quests are the best example of the simulator at work because so many things have to happen to have it occur and to resolve it. That said, I haven't done sufficient testing on it so it may still be broken in some cases.

  • Added showing of inventory tab if there is something on the ground

  • Rewrote resources (trees, plants, fish) to have their own hidden inventories. This solved problems. Probably introduced some too.

  • Stopped harvesting resources from showing up in fishing list

  • Fixed fishing failure error

  • Moved NPC's seeing each other from daily to weekly

  • Fixed NPC's details not refreshing every time you do something with them

  • Fixed AI stuck on map: turns out they were hurt and never seeking medical attention, just lying in a pool of their own blood waiting for a good Samaritan

  • Fixed dead person haunting his home by still showing up and eating meals

  • Fixed spouses from seeing their dead loved one's ghost and then auto-completing the missing person quest
Oh, and the reported NPC text was from RobotMinion and read:

“I don’t recall the time, afternoon maybe and I was on my way to my Market among the dunes. I went to relieve myself at something moving and spotted a skeleton! I was afraid they’d haul me back to their lair! ...
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2019/1/12/2019-annual-report

This is a special update on the current state of Archmage Rises for fans, stakeholders, and anyone interested in the realities of Indie Game Dev. We review the total effort (work hours) to date and financials that got us to this stage, a detailed analysis of 2017 and 2018, results from the year-end survey, and then the next steps on how to finish the game, and the steps we’ll go through to final release. Oh, and we reveal the winner of the “Most Handsome” contest!

I hope you enjoy the transparency. I’m happy to clarify anything or answer questions.
 

Nutria

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Strap Yourselves In
I just want to know if Erdogan is going to fund the development of this in perpetuity like he does with Mount & Blade.
 

Haba

Harbinger of Decline
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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
- Mid. 2018 dividends from his software company stopped coming in

- They sold their expensive house, but the guy who they sold to didn't pay in full and hasn't been making payments in 6 months

- $300k spent (and that does not include Thomas' hours) so far and $11k revenue from preorders

corpwhored.jpg


Next up in Thomas Henshell's "Bankruptcy Rises" ...

I have to raise my hat to the project, it certainly has not been easy. Hope they'll be able to pull it off in the end. I really was expecting more of a following behind it already.
 
Last edited:

HoboForEternity

LIBERAL PROPAGANDIST
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liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
but tbh, it would had been wiser if they announced a hiatus when their main of funding stopped. he could have worked out their main income, rather than throw it all on an uncertain project, which honestly, a very niche genre of game. i am betting giving out refunds to the preorders are cheaper than throwing your chips at a rigged game.

but yeah, what happens happens, i wish them well in the end, hope any financial damages could be repaired regardless of how the game goes
 

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