Hey, this is just a quick heads up on why you're getting an update for your game!
We've gone ahead and decided to push out this bugfixes early since they are minor fixes and can be done without worrying about client/server compatibility. Since this is only a minor patch, updating is not required and you'll still be able to play on previous patch servers and vice versa! Most of these fixes are on the new Ruins map in the game, patching a few more bugs found in the arenas! You can see a list of fixes below.
If you ever come across any more bugs or glitches, report them on the forums and we'll work on stomping them out of Archeblade! ~ːelrathː
Fixed some bugs with heroes being instakilled when using abilities in arenas (Elika, Gaspar, Renny)
Fixed a bug with arenas not closing properly
Fixed an issue with taunt priority not actually being the lowest
Fixed an issue where knockup could be canceled in bizarre circumstances
Hello again fellow Archebladers! It's now time for the first update of this year! Update 1.0.5 brings with it some much needed bugfixes, as well as the first balance changes to the game in almost 4 years!
Code wise the game should be much more stable now as we have managed to squash several new and old bugs from the code! Hopefully this means everyone will have a smoother experience playing the game (Yes we know about the lag and desync and are working to improve that as best we can!). In terms of balance, we've taken community feedback and input into our first round of character changes. The characters we focused on in this update are Ridika, Cezanne, Gaspar, and Dic. Hopefully you all will find these balance changes to be a step in the right direction, and even if not, be sure to let us know your thoughts on the forums!
As always more updates are on the way, as we move into creating more content for Archeblade as well as continue to work on improving and optimizing servers for the game! If you happen to come across any bugs in this patch, please report them on the forums and we'll be sure to push out hotfixes as fast as possible! That's about everything to say for now, enjoy the game! ~ːelrathː
Fixed a bug which instantly killed Cezanne when using shift, or Renny when using Q
Ruins BGM is now properly affected by the "music" slider
Fixed Altar of War crash
Fixed collision detection in several maps
Fixed taunts not being properly canceled when performing another animation
One taunt can now cancel another (e.g. Canceling F1 with F2)
Fixed freezing upon respawn if you died while blocking
HP changed from 1950 to 1450
AP changed from 1300 to 1150
Reduced altR damage from ~695 to ~570
Reduced RR damage from ~335 to ~290
Reduced RaltR damage from ~615 to ~480
Changed altRaltR During the use of RR, only one R may use super armor. If the first R uses the super armor, even if used in rage mode, the second R will not use super armor. If the first R does not use super armor, then the second one will. altRaltR will still move and deal increased damage, but will lack super armor and cost only 20SP instead of 30SP.
Mines now cost 2RP to place
Fixed the duration of LLR's hitbox to better match the animation
JaltR now costs 20SP instead of 15
Totems now have 6000HP
Reworked how totems function Totems now have a decaying lifespan instead of a set duration. Every second, the totem will lose 50HP (1/120th of its max HP). Undamaged, a totem will last for 2 minutes. Damage done will reduce the lifespan of the totem.
Reduced the fire delay on R by 15%
Damage done by Drain Life Aura (F ability) no longer restores RP
Adjusted the hitboxes of shiftR so that it hits more consistently in desync
Damage dealt by shiftAltR has been reduced to 370 from 540
The hitbox of RR has been matched to the lasers from the animation. Now slopes downwards and has a range of 1350 instead of 1000
Adjusted the hitboxes of LLR so it hits more consistently in desync
Fixed the hitbox duration of LLL to better match the animation
Removed infinite juggles from: Gaspar, RennyF, RennyG, Dic, Valle
Hey everyone! It’s been a while since the last update, but I'm happy to say that another one is on the way! This next update will bring with it a lot of bug fixes as well as some new content in the game. All of the maps have been touched up in order to remove holes, as well as add some new atmosphere to the game. This includes new ambient sounds, as well as a new soundtrack coming to the game!
What is going to be most exciting is that this update will be the first round of balance changes we're making to the game! The changes aren't anything crazy, we want to start off slow and test the waters of balancing Archeblade, but hopefully they should bring some immediate changes to the balance in game. We're always looking for your feedback and suggestions on the game, so if you have any ideas about balance, please discuss it with us and the community either on the forums or the (un)official discord!
Archeblade now has an (un)official Discord server! A lot of the community is fond of communicating through the discord platform, so the dev team has set up a Discord!
This discord is your best source for staying up-to-date with the current development of the game!
You can talk about the game, get sneak peaks on what’s coming, and stay up to date with Archeblade’s development! On the discord, we have several community server hosts, news feeds on current game development, and a great community of people to hang out with. This server is a great place to meet with other Archeblade fans and many other great players of the game!
Hello fellow Archebladers! It’s been almost a month since the last update to the game, while I’m sure you’re all pretty accustomed to waiting a long time for updates, we thought it would be a good idea to wait a bit less than 3 years to release the next one ːrenoahː
This update brings with it some much needed bugs fixes, better game performance, and some new content for you all to play around with. Also, by popular demand, the Archeblade Server Launch is now back and capable of launching all the new maps in the game! If you’re interested in some more detailed patch notes, you can find those below.
More updates are on their way, now that the team has gotten settled into the swing of things, expect much more content to be coming in the future! As always, you can check out the unofficial discord to connect with other Archeblade players as well as stay on top of current AB development! That’s all we have for now, thanks for your support and keep loving Archeblade! ~ːelrathː
Patch Notes V1.0.4.0027
Maps New Content
Added new map: Nagas Pit Occupy style
Added a new ‘survival’ feature to single-player training room
Online and Offline training rooms are now separate maps
Summer Island Players can no longer hide under the bridge wrapping around the side Fixed some collision where players could leave the battlegrounds
Nagas Pit The pillars in the mid level now have collision
Steam Canal Fixed a hole in the train tunnel that Dic and Gaspar could get into
Undersiege / Night Undersiege Fixed a hole in the spawn house
Altar of War Elrath can no longer get out through the roof of the spawn rooms Fixed collision of the chains so players can no longer stand on them
Gameplay New Content
New ‘Arena Match’ game type used by all ‘AM_’ map types, currently used by the Ruins map Players can only gain score through defeating each other in a ffa arena. Every kill give the winner of that arena 1 point, only the winner gets the points for the arena however.
Taunts can no longer be canceled by movement input or fire input They can still be canceled by rage moves, movement abilities, jumping, guarding, or other taunts
Ridika’s ascent movement ability now lasts .1 second after shift is released The ability will still stop regardless if stamina runs out or she reaches maximum ascent time
Fixed an error with gearup rendering the preview pawn during an incorrect tick group
Fixed an issue where double pressing 5 would reveal and invisible enemy
Camera can no longer be zoomed with scroll wheel
Animation hacks have been patched out of the game
Patched a cheat which allowed players to move and attack while guarding
Fixed a bug where the timer UI displayed match time seconds incorrectly
Hey! I'm sure a lot of you have noticed the update that recently came out and are a bit confused, so I'd just like to clear some things up.
Codebrush, unfortunately, is no longer able to continue development of the game. For the time being, a community sourced dev team has been created to continue the development of Archeblade. With the current issue of new players being unable to join, the dev team decided it would be best to push out an update fixing this issue as well as include some minor bugfixes and new content. The team hopes to continue development of Archeblade as a community project, and add new content and balance fixes to a game that has not been updated in over 3 years!
Yes, this does mean more updates are to come. The first few updates will only be minor changes, as it is important to make sure the team is assembled and capable. We'll try to keep the community updated as much as possible about current development and upcoming changes, as well as listening to your feedback and suggestions.
That's about all the info I have for now, but I hope everyone is excited and willing to stick around as we begin development for Archeblade again! We all believe Archeblade was an amazing game, and we hope to see it become an even more amazing game in the future!
Once again, thanks for all your support, and thanks to the entire codebrush team for making this game exist! ːelrathː
This is Jin. I apologize for being so quiet in recent months, and for this sudden announcement.
It’s been about three months since our announcement of the stoppage of the development of ArcheBlade. During those three months, we sold off pretty much all the stuff in the office, canceled some service contracts, and finally moved out of our old office. After a couple of weeks without any direction, my life as a game developer seemed to be no more, and days passed by meaninglessly.
But one day I came to realize that making games was all I wanted to do, and pretty much only thing I knew how to do. I contacted my old pals from Codebrush Games, and persuaded them to come aboard one more time. Luckily, six of them were generous enough to accept my offer.
Not long after that, we started a team named “Fakedice”.
For about two months of time period, we fully dedicated our lives to working on a new game. We’re currently at a very early stage of development, and we felt that we have a responsibility to share the news with you guys.
The game’s called DICETINY, and here it is.
DICETINY is a digital board game mixed with RPG and CCG where you use the dice and the card deck to save the world from evil monsters.
You may be wondering, why board game all of sudden? Why something so different from ArcheBlade?
Well, just as ArcheBlade started from a simple idea suggested by one of our staff, DICETINY was also no exception. After numerous brainstorming and actual testing on a physical table board, we decided that it was the most fun one out of all the ideas that were suggested, and decided that the scope of the game was something we could give a shot at considering the small size of the team.
I really hope it piques your interest and that you will like this game. We’re planning to launch a Kickstarter campaign on October 8 2014. Your help will help us tremendously to develop the game as our financial resources are still very much limited, and the project is self-funded by the team, which means no paychecks.
I also want to tell you that I’m very aware that many of you have many requests in regard to ArcheBlade. But with more than half of our former members no longer with us, our hands are tied and the future of ArcheBlade is still very much unclear. And some of you may be upset that we're moving on to a new project, and we totally understand you, but we believe that this is our best option for the future of our team, and maybe even for ArcheBlade. (One thing I can tell you is that we’re continually looking for any way to revive the game, and hope we can someday become successful enough to make a comeback.)
That's why we're asking for your help to support us with our Kickstarter campaign.
So I hope that this announcement clarifies our current status, and I want to finish off by saying, thank you for staying with ArcheBlade. I hope we can open a new chapter through this new project and you will be part of it.
Edit: We've pushed back our Kickstarter campaign to October 8, 2014.
Here are the details of our latest patch, which is probably going to be our last.
Patch Note 126.96.36.199 - The player number requirement for each team is adjusted to 1. - All items now have Meceta price. - Removed stats from all gears. (Weapons, Armor, Accessories) - Unlocked all content for the players who own any DLC. (Early Access Basic/Premium/Starter Pack) - Current DLC “Starter Pack” is changed to “All Access” pack which unlocks all content available.
Also please read the followings if you have spent more than $20 (or $19.99) in the game. We will send you additional key for every extra $20 you spent on the game. So for example, if you have spent $40, you will get one more all access key, and if you have spent $60, you will get two more keys in addition to the key you already received.
Ex.) Total Amount Spent $25 -> You get 1 key in total (Already sent) Total Amount Spent $40 -> You get 2 keys in total (Will send one more key.) Total Amount Spent $60 -> You get 3 keys in total (Will send two more keys.)
It maybe annoying to send email again but it would be great if you could send us an email detailing the total amount you’ve spent. (You can send us all purchase confirmation numbers or a screenshot of your steam/game transaction of your account showing your steam account ID.)
Lastly to Indiegogo contributors who can claim Indiegogo Exclusive Skin and Artbook (Double Kill or higher), we are aware of your frustration about the fact that Indiegogo exclusive skin was given to non-Indiegogo contributors, and the reason we had to do this was because of the way our coding was written. The permanent key unlocks all content available instead of unlocking particular items, and since we had to let our programmers go, we are unable to change this at the moment. We apologize for this.
What we’re going to do is send you the following items. 1. Image assets from our art team. (It maybe work-in-progress artworks, concept arts, and so on) 2. MP3 file of the title music of ArcheBlade. (This one)
We will share those files on Goolge Drive by giving access to the email you used when you made donation on Indiegogo. We will upload the files before May 30th. (Will send you a separate email once they're up.)
Thank you for your time, and take care. Codebrush Games
I’m sure many of you guys are still saddened by our recent announcement. We have read your comments after the announcement, and your supportive words really warmed our heart. Thank you again for your support.
As promised, today we’re going to share with you our plan on how we’re going to compensate your investment and what kind of changes we’re going to make in what will likely be our last patch. It would be great if you could take your time to read the followings.
1. To all of you who invested at least $20 purchasing items in-game. (Not DLC)
We will send you a key that unlocks every in-game content available. Please send ALL Purchase Confirmation Emails (preferably in a single email) OR send ALL Purchase Confirmation Numbers you received from Steam to:
However, if you have bought either one of the following DLCs,
- Early Access Starter Pack (Unlocks all characters and recolors) - Early Access Basic Pack (Unlocks all characters) - Early Access Premium Pack (Unlocks all characters & premium skins) - Starter Pack (One with Valle Wings)
You don’t have to take any action. We will unlock every in-game content available for you later through a patch.
For those of you whose purchase amount exceeds $20 ($30, $100, $200 or even more for example), you will first get the key above, but we’re still unsure what kind of additional compensation will be suitable for you. This also includes Indiegogo contributors.
It would be great if you could let us know your thoughts by sending us an email or leaving a comment below. We will have to make a decision and select one of your ideas that are doable for us.
2. The following changes will be made in our next patch.
a) Items are currently divided into two tiers. We will make them equal so that they all have same tier stats. b) All items will be purchasable with Meceta (including Costumes), however we will keep their GEM prices to respect the users who purchased GEMs. c) We will take away stats from “Accesssories” making them cosmetic-only.
Thank you for your time, and see you again soon in our next announcement. Codebrush Games