You Asked. We're Fixing It: Early Access Bug Fixes and Improvements

About three and a half days after the Early Access launch, ArcheAge Chronicles producer Yongjin Ham steps in front of the camera to apologize for the progression bugs, walk through the patch arriving this weekend and preview the improvements that follow right after it. He also says the post-Early Access roadmap will be shared around next week.
1 Apology and the state of the bugs

Ham opens with a sincere apology for the progression-related bugs, which have occurred "far more often than we anticipated". He explains that several features were being developed right up to launch, and that with so little time to wrap things up, some issues slipped through.
Thanks to the feedback and bug reports you've shared, we are identifying the root causes and applying fixes almost in real time.
The team believes a significant portion of the reported issues is now largely resolved. Rather than patching indefinitely, it decided to bundle the current fixes into one build and roll out this patch first. Depending on the conditions under which an issue occurs, some may still recur, so he asks players to keep sending feedback and reports. The team will keep working day and night, weekends included.
2 Convenience and UI: Storage and chat

The update focuses on everyday friction and on issues that were blocking progression. Among the key points:
- Storage: the weight limit is raised fivefold, from 200 to 1,000. Storage furniture and account-wide Storage are in development, but since many players found Storage too inconvenient, the limit is raised first.
- Chat: many players were seeing too many unwanted messages, so with this update Compact Chat can be turned on or off and you can choose which channels are displayed.
- Blocking players: a feature to block specific players is still in development (Ham returns to it later in the video).
3 Quests and interaction

A bug is fixed where the F key stopped working after finishing a conversation with an NPC, leaving players unable to interact with anything. The tutorial getting stuck after relogging and some quests that could not be accepted are also being fixed.
At the Cliffs of Madness, Kevin is added at the entrance so you can keep progressing the quest even if your party disbands. Ham adds that many other issues affecting quest progression have been addressed.
4 Channels and progression blockers

The team is focusing on cases where a player enters a channel and cannot leave it normally, or where progression gets stuck. Examples given:
- Being unable to get out after entering the Slin subjugation at Stardrift Hill abnormally.
- Being unable to leave the channel after reviving in Serpens' Domain.
- Being unable to leave the Malchuk channel.
Also, even after a channel's objective has been completed, it will now stay open instead of closing immediately when the party leader leaves. The team will keep monitoring channel-related issues to minimize disruptions to gameplay.
5 Party play and dungeons

When dying in a dungeon, it was possible to press the wrong revive option and end up outside the dungeon unintentionally, which could affect the whole party. To fix this, the revive options are now "Revive Nearby" and "Exit", each clearly distinguished.
Also being fixed: party channel invites that were declined automatically, and cases where an invite was accepted but the player could not move to the channel.
6 Character progression and lost resources

When using Recommended Traits, in some cases Trait points went into weapon trees that have not been released yet. Those points will be reclaimed and refunded when players log in.
A fix is also coming for Trade Goods that could be lost when a zone transfer failed. Ham stresses that the team takes these issues seriously because they affect progress and resources earned through play. Various other friction points in combat, movement and the world are also being fixed.
7 Sound and cutscenes

Sound and presentation keep getting polished. Other players' Trade Wagons were far too loud even from a distance, and this update fixes that. In-game dialogue volume and left/right balance are being adjusted, and characters floating in the air or sinking into terrain during cutscenes are being fixed.
8 Improvements coming right after this update

Ham gives a quick overview of what is being prepared to follow right after this update, separate from it:
- Movement keys can now be rebound.
- The auto-replenishment feature is being improved based on feedback.
- A feature is in preparation to mark favorite friends in the friend or guild list and move to the same channel as them.
- The much-requested ability to block specific accounts or characters is already developed and will roll out right after this update.
- More variety is planned for the combat lines of some boss monsters.
These items will roll out in sequence, and the team will announce the exact schedule as soon as it is confirmed.
9 Roadmap and closing message

Ham explains that the team had also planned to share the post-Early Access update roadmap, but because of the unexpected volume of progression bugs and critical issues, resolving them is now the top priority. At the same time, work on adding the third weapon and lifting gender locks is progressing as planned. The roadmap is expected around next week, once this week's urgent matters are reasonably under control.
Your feedback has been an incredible help. It is the reason we've been able to fix so many bugs in such a short period of time.
The team will focus on polishing, balancing and bug fixing while preparing future updates and the roadmap. Ham closes by asking for patience, thanking players for their support and saying: "See you back in Auroria."
See you back in Auroria.
Full transcript
Full text of what is said in the video (original English, from the video's captions, lightly cleaned of repeated lines). Proper names of the game are kept as spoken.
[0:04]Hello, Pioneers. I'm Yongjin Ham, Producer of ArcheAge Chronicles. It has been about three and a half days since we launched Early Access. It has been a truly hectic time for all of us.
[0:22]Above all, I want to sincerely apologize for the progression-related bugs, which have occurred far more often than we anticipated. We were developing several features right up to the Early Access launch, and with such a short window to wrap things up, some issues unfortunately slipped through.
[0:46]Thanks to the feedback and bug reports you've shared, we are identifying the root causes and applying fixes almost in real time. We believe a significant portion of the reported issues has now been largely resolved. Rather than continuing to patch indefinitely, we decided to bundle our current fixes into a build and roll out this patch first.
[1:06]However, depending on the conditions under which the issue occurs, some of these issues may recur. We are continuously tracking and addressing them, so please keep your feedback and reports coming. We will do everything we can to improve the game.
[1:24]Once again, we sincerely apologize for the inconvenience this has caused. Our team will continue to work around the clock, day and night, including weekends, to resolve these matters as swiftly as possible.
[1:37]Today, I took a brief break from development to step in front of the camera and walk you through what we have addressed so far.
[1:46]This update focuses on the friction you have experienced while playing and on the issues that were blocking progression. As you can see on screen, we have fixed quite a few things. Let me go over some of the key ones.
[2:07]First, we are increasing the Storage weight limit fivefold, from 200 to 1,000. We are also developing storage furniture and account-wide Storage. But many of you told us Storage is too inconvenient to use right now, so we decided to raise the weight limit first.
[2:38]Next, chat. Many of you said you are seeing too many chat messages you do not want. We are prioritizing this as well. With this update, you can turn Compact Chat on or off and choose which channels you want to display. A feature to block specific players is also in development. I will come back to that in the next section in a moment.
[3:17]In particular, there was an issue where the F key stopped working after finishing a conversation with an NPC, so you could no longer interact with anything. We are also fixing the tutorial getting stuck after relogging, and some quests that could not be accepted.
[3:47]At the Cliffs of Madness, we are adding Kevin at the entrance so you can keep progressing the quest even if your party disbands. We have also addressed many of the issues affecting quest progression.
[4:04]We are also focusing on cases where you enter a channel and cannot leave it normally, or where progression gets stuck. For example, we are fixing an issue where you could not get out after entering the Slin subjugation at Stardrift Hill abnormally, and an issue where you could not leave the channel after reviving in Serpens' Domain. We are also fixing the issue where you could not leave the Malchuk channel.
[4:42]And even after the objective in a channel has been completed, it will now stay open instead of closing immediately when the party leader leaves. We will continue to monitor and address channel-related issues to minimize disruptions to gameplay.
[5:01]Next, party play. When you died in a dungeon, it was possible to press the wrong revive option and end up outside the dungeon unintentionally. And that could affect the whole party you were playing with. To fix this, we changed the revive options to 'Revive Nearby' and 'Exit', so each one is clearly distinguished.
[5:27]We are also fixing issues where party channel invites were declined automatically, or where you accepted an invite but could not move to the channel.
[5:35]We are fixing character progression issues as well. When using Recommended Traits, there were cases where Trait points went into weapon trees that have not been released yet. Those points will now be reclaimed and refunded to you when you log in.
[5:52]We are also fixing an issue where Trade Goods could be lost when a zone transfer failed. We take these issues seriously, as they can affect the progress and resources you have earned through gameplay. Beyond that, we are fixing various friction points found across combat, movement, and the world.
[6:13]We are continuing to polish sound and presentation as well. There was an issue where other players' Trade Wagons were far too loud even from a distance. This update fixes that. We are also adjusting in-game dialogue volume and left/right balance, and fixing characters floating in the air or sinking into terrain during cutscenes.
[6:35]We are also preparing improvements that will follow right after this update. Let me give you a quick overview.
[6:46]We have made it possible to rebind movement keys, and we are also improving the auto-replenishment feature based on your feedback.
[6:58]In addition, we are preparing a feature that lets you mark favorite friends in your friend or guild list and move to the same channel as them.
[7:05]The ability to block specific accounts or characters, which many of you requested, is already developed. It is not part of this update, but we are preparing to roll it out right after. And we plan to add more variety to the combat lines of some boss monsters. These items are separate from this update and will roll out in sequence right after it. We will let you know the exact schedule as soon as it is confirmed.
[7:27]Beyond what I've shared today, we have more in the pipeline. We initially planned to share our post-Early Access update roadmap as well. However, due to an unexpected volume of progression bugs and critical issues, resolving them is our top priority right now.
[7:46]At the same time, work on adding the third weapon and lifting gender locks is progressing as planned. We expect to share the roadmap around next week, once this week's urgent matters are reasonably under control. Everything else is moving forward without a hitch.
[8:06]Please continue to play and keep the feedback coming. We will focus on polishing, balancing, and bug fixing to improve overall quality, while simultaneously preparing future updates and the roadmap.
[8:23]Once again, we are deeply sorry for the inconvenience. We ask for your patience as we do our absolute best, and we hope you continue to enjoy the game and share your thoughts with us.
[8:35]Your feedback has been an incredible help. It is the reason we've been able to fix so many bugs in such a short period of time. We truly appreciate it. True to the spirit of Early Access, we will work harder to respond... [the sentence is cut off in the captions].
[8:53]Thank you once again for all your support and encouragement. See you back in Auroria.