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Age of Darkness: Final Stand News

The Fishing Port & Trade Bazaar

Dear Protectors of the Light,

Now that next week’s update moves ever closer, it’s time for our second of three blogs going over its major changes and additions! This time we’re talking buildings and how they help keep your people fed and your vault full of gold.

Let’s dive right in…

Fishing Port


Every good game has Fishing in it these days and Age of Darkness: Final Stand is no different! Get a look at the Fishing Port and find out just how much you want it…

[h3]Fish[/h3]
The Fishing Port is a brand-new food gathering building that lets you make good use of the lakes and rivers around your settlement to provide your people with some much-needed Omega 3.

It acts the same as any other resource gathering building in that depending on your placement, you’ll receive a rating of “low”, “decent”, or “bountiful” which dictates how much food your fishermen can haul from the briny deep.

[h3]Gold[/h3]
It’s not just fish that lie in wait in the depths, there’s treasure in those waters too!

Over time, your Fishing Port will spawn nets in the waters surrounding it, and if you’re quick enough you’ll be able to click on them to receive a nice little cash pay-out. Invaluable when you need that little extra push to afford just one more crucial Ballista.

Trade Bazaar


What’s the one building you’ve all been clamouring for since our release? That’s right, the Trade Bazaar! Please hold your applause until the end…
The Trade Bazaar acts as a market for you to generate additional resources, and then gives you the opportunity to buy and sell Wood, Stone and Iron.

With the Trade Bazaar, you can request resources, with each one coming in at a different rate. When they arrive, you can then choose to buy and add them to your own inventory or sell them for a quick profit.

The Bazaar has a cap on how many of each resource can be accrued at one time. Once this cap has been reached, the excess will start to be sold off automatically, generating Gold for you instead.
On top of all that other good stuff, if you place a Training Hall nearby, all troops trained there will be ready 10% faster than usual!



Ready for more?

Once again that’s where we’ll leave you. But do come back on Monday for the really exciting stuff… Quality of life and balance changes! See you then.

Aelis Syren, The Queen of Nothing

Dear protectors of the light,

With our first major update coming next week, we thought you might want to know what’s coming with it, so this is the first of three blogs we’ve written to let you know exactly what to expect when you get your hands on our latest update!

Now, let me introduce you to Aelis Syren, The Queen of Nothing…



Who is she?


Aelis was the prodigal daughter of the late Syren Monarchy. As the youngest of her siblings, Aelis was never intended for the throne, instead choosing to train with the Royal Guard under Knight Everard at a young age.

Before she had a chance to flourish, The Alderin Empire took advantage of the chaos of the Nightmare threat and slaughtered her family, usurping the throne from her father. With the help of allies of her family, Aelis fled the kingdom and blended into the ranks of the common rebellion militia whilst keeping her identity hidden.

With her unique experiences and extensive military knowledge, she quickly rose through the ranks where she eventually assembled her own small army. Borne through her newfound confidence and comrades, Aelis was revealed as the daughter of the now destroyed monarchy and was thus named "The Queen of Nothing".

With vengeance in her heart, Aelis turned her sights to the place which she once came. Viewing the constant struggle for power, she saw the perfect opportunity to return, with the rebellion militia at her side she patiently waits for the moment to swoop in and stake her claim for the kingdom…

Abilites


[h3]Queen’s Rage[/h3]
Using the Queen’s Rage ability - Aelis casts an Area of Effect buff to units granting them with increased attack speed, at the cost of their health. Additionally, any unit that is killed whilst under this effect will restore a small percent of Aelis’ health.



[h3]Loyal Command[/h3]
Aelis can summon 1 guard at a time, up to 2 Loyal Guards. As she levels up the limit of guards increases to a maximum of 5. These Guards will rally around Aelis, protecting her in formation and move to her position should she stray out of their line of sight.

[h3]Eradicate[/h3]
Utilising the Eradicate ability, Aelis will instantly summon the max number of guards she can, gaining an extra 30% melee damage, an extra 30% attack range, an increase to movement speed and add an extra 25% stun chance for both Aelis and her Loyal Guard’s attacks.

Timing the use of this ability at the right moment may mean the difference between life or death during a Death Night.




What’s next?


That’s all you get for today but join us again on Saturday for a little peek into the new buildings that are on the way. Don’t go fishing for clues, it’d be bazaar if we told you too much now…

Age of Darkness: Final Stand - Patch v0.1.5



Dear Protectors of the Light,

We've prioritised bug fixes and stability along with a few gameplay improvements with this update, all in preparation for our first major Content Update - v0.2.0 - which is coming very soon. As we're constantly iterating and looking to deliver the best experience for our players we know that this v0.1.5 Update will address some of your concerns and smooth out the gameplay experience even further.

As the v0.2.0 Update will be our largest update to-date this may mean that some of your current save data may not be compatible post-update, while we're always doing our best to reduce this from occurring - we'll be sure to give you plenty of notice before the update goes live to finish up your Survival Matches!

So keep your eyes peeled on our Discord and Socials!

As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.

Check out the full patch notes below:

[h2]Release Notes[/h2]

[h3]Improvements[/h3]
  • Crushers now have selection priority to make them easier to target in large swarms.
  • Rally points cannot be set to the tower that the units occupy to ensure they can be ejected.
  • The game will now pause if focus is lost.

[h3]Fixes[/h3]
  • Fixed an issue where the Death Night Momentum doesn't show all of the active fissures.
  • Fixed an issue where the Death Night would end while enemy swarms are still attacking.
  • Fixed an issue where the House Gold Income and Population count would show the incorrect amount of earnings on the Build Menu.
  • Fixed an issue where the Ballista Tower stats differed in the Build Menu from the stats on the Unit.
  • Fixed an issue where the Ballista's would not target enemy units at the edge of their Vision Radius.
  • Fixed an issue where stunned units were no longer stunned after saving and reloading the game.
  • Fixed an issue where Edwin would not fully heal when levelled up.
  • Fixed an issue where when loading in a save on the Final Death Night the countdown and day counter would disappear.
  • Fixed an issue where Horrified Units would gain additional damage and move speed after removing the horror status effect.
  • Fixed an issue where Edwin’s Enflame ability would not causing damage to enemy units.
  • Fixed an issue where the Countdown Timer would not start leading to a Death Night.
  • Fixed an issue where the text hover box for the Skill Tree would appear in the wrong position.
  • Fixed an issue where Horrirfied Units would have the incorrect amount of damage applied to them.


Where possible please ensure all drivers are updated to ensure the best and smoothest performance.

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We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Till next time Protectors of the Light…
AoD Social Links:

AoD Discord - Join our official Discord server AoD Website - Official Website & Blog Twitter - Follow us at AOD_FinalStand Facebook - Like Our Facebook Page Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Speaking of which, you can also chat with our team and ask them questions on our official Discord server here!

Age of Darkness: Final Stand

Patch 0.1.5 Is Coming Tomorrow!



Protectors of the light,

With our first big update coming later this month, we’ve been hard at work adding new buildings, a new Hero, and more. Before that though there were a few improvements we wanted to make so we’ll be releasing an update tomorrow with some small, but very important changes. Get a look at what’s included:

[h2]Rally Point Fixes[/h2]
We noticed with our first implementation of rally points that it was difficult to quickly read the path units would take if the player had a full map or was in the height of a Death Night. To remedy this, we've introduced bold ribbons to highlight the path your troops will take when exiting buildings.

[h2]Targeting Improvements[/h2]
We had initially noticed several issues related to some of our targeting code, particularly around towers and enemies. In spite of all you talented folks beating Nightmare with ease, you’ll find that your Towers will now correctly target enemies along the edge of their vision radius.

Alongside that, enemies will now correctly attack and target your forces without getting stuck as often.

[h2]Animation Improvements[/h2]
This animation pass was to give a bit more life and lustre to our units. We wanted to accentuate the more impactful elements and highlight the appeal of our units from a top down, zoomed out camera, and crowded gameplay context.

Every unit has had a clean-up pass improving their animations overall and adding more movement. We’ve also adjusted attack and impact timing, cleaned up the cycles, and added alternative idle animations, attacks, and deaths to break up any repetitive motions.

We also added Elite Nightmare animation variants, giving them a slow, heavy and colossal feel to their movements and attacks. The intention was to make the Elite enemies feel much more powerful than their base units and make them more unique and intimidating.

[h2]General Bug Fixes[/h2]
We’ve also been hard at work on several fixes within the game!

We heard the feedback from Discord that Houses were incorrectly displaying the amount of villagers and gold earned per house. Along with our hero, Edwin not correctly applying fire damage and healing correctly when he levelled up.

Additionally we’ve seen some issues recently coming through in regards to Death Nights finishing too early in some cases while enemies were still on screen, which we’ve put a fix in for now.

[h2]What’s next?[/h2]
Hopefully that’ll keep you from succumbing to the darkness for a little while longer, but keep your eyes peeled in the coming weeks for news about our first major content update and someone who inspires absolute loyalty from her followers…

Until next time, keep your lights on and your swords sharp.

Age of Darkness: Final Stand - Patch v0.1.4



Dear Protectors of the Light,

As we previously outlined in our Steam Forum post, our design team has been analysing how you’re all playing and have come up with a few adjustments to the game. While it’s been fantastic to watch how you all strategise and play the game we’ve noticed some issues we’re not completely happy with.

We’ve prioritised for this build some significant balance changes and revamps of how existing skills work, while still fixing up a bug or two. While we’ve still got a full schedule of content and additional bug fixes incoming, keep your eyes peeled for more updates soon.

As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.

Check out the full patch notes below:

[h2]Release Notes[/h2]

[h3]Improvements[/h3]
  • Replaced the Wolf Blade Skill with the new skill “Reflect”, which now no longer heals units on kills but instead reflects some damage back to Melee attackers.
  • Adjusted the Stability Health Skill path of Melee units, it now provides a permanent health boost to units per tier.
  • Adjusted the Eyesight Skill Path for Ranged units, units will now get an increase of both vision and attack range.
  • The Fire Arrows Skill now provides a chance for struck enemies to inflict Fire on nearby enemies as well.
  • Buffed the Shadow Move ability for Ranged units, so that it now deals double damage and exits stealth when attacking an enemy with the ability active.
  • Increased Cooldown for Shadow Move from 60 to 90 seconds.
  • Decreased the Economy Drought Malice Percentage from 50% to 30%.
  • Increased the Parasite Malice Percentage from 10% to 30%.
  • Decreased the amount of Days leading up to Death Night 4 and Death Night 5.
  • Slightly increased the amount of time during each Night.
  • Decreased the amount of time in the countdown to the Final Stand Death Night from 16 to 10 minutes.
  • Added an additional Wood Cost to Fire Sconce’s and Fire Towers.
  • Increased the amount of Stone throughout the distant parts of the map.
  • Increased Elite Enemy damage values and HP regen rates.
  • Increased the amount of XP the Hero gains when killing an Elite.
  • Increased the percentage of special enemies that spawn throughout the far reaches of the map.
  • Increased the overall damage of Fire Walls.
  • Increased the Food Gather Range of Farms and Refined Farms by 30%
  • Decreased the Food Gather Rate of Farms and Refined Farms by 20%
  • Significantly increased the Villagers and Gold gained from the House. (Tier 3 Dwelling)
  • Increased the vision ranges, movement speed and aggressiveness of enemies spread throughout the far reaches of the map.
  • Slightly increased the damage of the Crusher Nightmare against Human units

Some of these changes may not come into effect until you start a new Survival Game.

[h3]Fixes[/h3]
  • Fixed an issue where the Victory Screen said “Afflictions” instead of “Malices”.
  • Fixed an issue where the Budget Carpenter’s Blessing wouldn’t apply to Building Upgrades.
  • Fixed an issue where Arbalests could not use “Shadow Move”.
  • Fixed a typo with the Eyesight Skill Tree.
  • Fixed an issue where multi-selecting units wouldn’t respect unique cooldown timers
  • Fixed a typo related to the “Hero Levelled Up” message.
  • Fixed an issue Emboldened Sentinels were showing less damage output than non-Emboldened Sentinels.
  • Fixed an issue where units could get stuck on the edge of the map… again!

Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
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We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.

Till next time Protectors of the Light…

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AoD Social Links:

AoD Discord - Join our official Discord server AoD Website - Official Website & Blog Twitter - Follow us at AOD_FinalStand Facebook - Like Our Facebook Page Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel


Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view here. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.

Speaking of which, you can also chat with our team and ask them questions on our official Discord server here!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand/