1. Age of Darkness: Final Stand
  2. News

Age of Darkness: Final Stand News

Save 25% on Age Of Darkness: Final Stand during the Steam Summer Sale!



Greetings Protectors of the Light…

We've checked the Keep and found Age Of Darkness: Final Stand is currently 25% during a Steam Summer Sale!

Now is the ultimate time for you to dive in, defend humanity, and experience Age Of Darkness: Final Stand for yourself!

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

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!

v0.7.0 Check In

Protectors of the Light,

Since the release of v0.7.0 you’ve noted some changes to Age of Darkness that weren’t listed in the patch notes. Thank you for your reports both on Steam and in our Discord server, and a special thanks to Catbert7 for their comprehensive post on the forums. You can find our full list of changes below.

We mentioned in our v0.7.0 Content Update that we’d added in Multiplayer code that may cause some issues. While it’s all under one game, we’re working on 3 different game modes at once - Survival, Multiplayer and Campaign - and in some cases we’ll want to have the values differ across these modes (although not always). When compiling our release build for v0.7.0, it appears we ran into some merge issues. These changed values have come through from testing other game modes and previous balance data.
After looking into other changes raised by the community, for example movespeed showing as 1.6 instead of 1.7, we’ve noted a UI display issue on our ‘to fix’ list. These values have not changed in the backend, but are currently rounding incorrectly in the UI.

We’ll be releasing a patch soon (not before the coming weekend - you’ve got time to finish your saves!) that will fix a lot of these unexpected changes, as well as adding the Point of Interest update for the Watchtower that we spoke of in the Watchtower blog.

For future releases, we’ll be putting in more checks around our branching and merging system, both manually and automated.

As always, if you come across any bugs or crashes in the future, please continue to 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.

[h3]Unannounced changes that will be reverted:[/h3]
  • Lowered Arbalest Range and Attack Speed
  • Increased Archer Range
  • Increased Sentinel Cost
  • Lowered T2 and T3 Food Generation
  • Lowered Fire Tower Health
  • Lowered Build time on the Training Hall
  • Lowered Grand Bellow Tower Health

[h3]Changes that we’ll be keeping an eye on:[/h3]
  • Increased Fire Sconce Cost
  • Increased Grand Ballista Tower Cost
  • Increased Ballista Tower DPS
  • Increased Attack Range of all Attack Towers


[h3]AoD Social Links:[/h3]

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!

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

Age of Darkness: Final Stand - Content Update v0.7.0



Dear Protectors of the Light,

No longer will you need to fear every Death Night expecting it to be your last, cowering behind your defences and awaiting to see where the Nightmares will come from, only for them to choose the path less travelled and sneak past you to decimate your Keep.

The Light has bestowed upon each Faction the Watchtower building, to ensure you are prepared for each Death Night. This building shows the direction from which the ravenous horde will come from. Within its large radius a path will appear to give you an indication of where to place your defences, there is a limit of 2 structures that can be built, so place them wisely.

With each new and exciting addition to Age of Darkness, previous save files may not always be compatible with each update, with this in mind we have added in Save Game Error Handling. If a save file is not compatible with the latest update, an error message will clearly appear on the file.

We are aware that there may be some bugs hiding in the darkness that we might not have found and fixed. This is because we are preparing for something exciting that you have all been waiting for.. Multiplayer! As we have been hard at work on it, there has been some code added in to support Multiplayer that may cause some unforeseen problems.

While the Nightmare corruption is taking more of a toll on the land, the further out you venture the Veil continues to poison all that is good in the world. Keep your villagers safe and continue to prepare your loyal armed forces for what is to come, may there be many victories on your horizon!

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]
  • New Building: Watchtower
  • New Feature: Visible Land Corruption
  • New Feature: Save Game Error Handling
  • Localisation for New Features


[h3]Additional Changes[/h3]
  • Lightning tutorial panel triggers once the Death Night fog rolls in.
  • Updated Point of Interest art indicative of reward tiers.
  • Updated ‘Attack Speed’ to ‘Attack Time’ on Unit hoverboxes to better reflect the stat.
  • UI added to Training Hall to show it has been boosted by the Trade Bazaar.
  • Updated the Keep description.
  • Triage Tent moved to the ‘Other’ category in the Resources Panel.
  • Autosaves box will automatically be ticked when loading in a save.
  • Added text highlighting to Vizargo and Aelis’ descriptions.
  • UI Improvements on Custom difficulty screen to stop text overlapping in Non-English languages.


[h3]Crashes[/h3]
  • Fixed a crash that would occur when Aelis remains the only one that can be selected with F2.


[h3]Fixes & Changes[/h3]
  • Fixed an issue where Nightmares would not roam during the night.
  • Fixed an issue where players could not animation-cancel Pikemen.
  • Fixed an issue where Queen's Rage can't be cast using the hotkey after loading in a save.
  • Fixed an issue where Units would play the wrong animations after loading in a save.
  • Fixed an issue where the Hero doesn't move after loading in a save after upgrading on Forgiving and Horrific difficulties.
  • Fixed an issue where Units would lose their Faction modifiers after loading in a save.
  • Fixed an issue where Buildings would be built with the wrong banner after loading in a save.
  • Fixed an issue where having all Units in groups except for the Hero, will display the Hero as an enemy when they are selected with F2.
  • Fixed an issue where a Unit could get stuck after being ejected from a tower.
  • Fixed an issue where a Training Hall being constructed would charge gold for a Unit if it’s in a control group with a built Training Hall that is training a Unit.
  • Fixed an issue where moving the camera using the Mini-Map will highlight the Buildings AOE that is behind the Mini-Map.
  • Fixed an issue where a green circle would appear on the Mini-Map after loading in a save file.
  • Fixed an issue where Burster’s VFX trails were observable in unlit areas.
  • Fixed an issue where construction dust VFX would appear around buildings when loading in a save.
  • Fixed an issue where fire VFX would stay on screen after using fire arrows.
  • Fixed an issue where the yellow Rally Point line from Training Hall would appear under the food crops.
  • Fixed an issue where wounded Nightmares would have flickering health bars above them.
  • Fixed an issue where the Building Units icon above the Training Hall stays after all Units have finished training.
  • Fixed an issue where the scroll buttons would disappear if 2 or more Buildings of the same type are in a control group.
  • Fixed an issue where ‘Point of Interest Captured’ text would stay on screen after capturing a POI.
  • Fixed an issue when cancelling a Hero Ability, the action grid slot would stay highlighted.
  • Fixed an issue where stone and iron resources were showing the incorrect value after selling a quarry.
  • Fixed an issue where the incorrect voice line will play on completion of Workshop Research advancements.
  • Fixed an issue where using the hotkey to remove villagers from a selected Resource Building would remove it from a random Building.
  • Fixed an issue where the game would not display on a third monitor.
  • Fixed an issue where the Heroes statistics panel would not scale correctly on a 1280x960 resolution setting.
  • Fixed an issue where 'Nightmare Fuel’ would overlap with the UI on the Blessings pop up in Polish.
  • Fixed an issue where the Crystal Scout Blessing icon overlaps the name in Polish.
  • Fixed an issue where the Motivated Layman Blessing text overlaps the icon in Polish and German.
  • Fixed an issue where ‘Press desired input’ Text is overlapping with the UI in French.
  • Fixed an issue where ‘Select Faction’ on the Hero select screen is not localised in non-English languages.
  • Fixed an issue where the Hardship description would overlap the UI bounds in German.



[h3]Known Issues[/h3]
A fix for these issues will come in a future update.
  • On some occasions the first arrow fired by an archer will appear as a Fire Arrow despite the player not having Fire Arrows unlocked.
  • On some occasions Spitters may not move or respond to player units.
    [
  • } Vizargo’s Veiled Coil ability can sometimes linger on the ground.
  • Aelis’ Queen’s Rage ability can sometimes linger on the ground and on units.
  • Glowing Nightmares can stack on a Death Night.


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

---
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

Map Terrain Update

Protectors of the Light,

As you explore the coming update, you’ll see that the terrain gets more and more grim the farther from the Keep you travel. You may be asking yourself what purpose this serves! Well, for starters, it looks phenomenal. But it also currently delineates where Nightmares get more difficult, Points of Interest get more rewarding, and resources get more abundant. While we’ve always had these different tiers of terrain, it was previously not visible to the player. Now you know exactly when you can expect to start encountering tougher foes and that all-important Iron.



That’s what it does right now, but we are also looking at what it might do in the future. Internally we’re discussing lots of different effects the different terrain types could have on gameplay. Some things may impact the economy (such as less food from farms on poor land) and some things may directly impact how you navigate the terrain (such as areas that deal damage to units that get too close).

Nothing is set in stone yet, and we want to ensure that whatever we add makes mechanical sense within the game as well as within the world of Age of Darkness.

We’re also assessing the feasibility of creating entirely new environments, and different rulesets for those environments (and even for different PARTS of those environments). But all of this is likely to be a ways down the track.

In the meantime, enjoy the sights.





As always, 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.

[h3]AoD Social Links:[/h3]

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!

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

Introducing the Watchtower

Protectors of the Light,

In a recent poll we held on Steam and Discord, we asked players what they feel is the main reason they lose in Survival. More than half of all participants answered that it was the unpredictability of the Death Night’s pathing that ultimately brought their Keep to the ground. Luckily, we’ve had the Watchtower in the works for a little while to help remedy this exact problem!

The Watchtower is a new Light building that, unlike the Fire Sconce and Tower, does not remove Horrify or even provide much vision. What it does instead, is show the exact path the next Death Night will follow in a massive radius around it.



This is an extremely powerful thing to know. If you know exactly where the path is ahead of time, you can focus all your resources on the most efficient chokepoint, negating much of what makes Survival challenging (it is, after all, also a game about exploration as much as it is a game about preparation). So, the Watchtower comes with some caveats:
  • You probably won’t be able to build it before Death Night 1. In this iteration it requires some Iron. In a future update it will likely require a small amount of Dark Essence. Since the first Death Night tends to play out close enough to the keep that the nightmares take extra time to pose a threat (allowing you to be a bit more flexible in your defense placements), we feel this is a fair trade-off for not having the Watchtower available at this point.
  • It won’t display the exact path until the crystal is revealed. This is to ensure there’s still some time pressure around deciding where you need to build.
  • You’ll only see the Death Night’s path highlighted where you have vision. The detection radius of the tower is enormous, but the vision is not, so you’ll have to send some scouts or build some other structures if you want to see the entirety of the path.


Now, this means that when you first build your tower, if it isn’t in the lead up to a Death Night, it may look like it is doing nothing. We’ve got some improvements on this front that will just miss this update, but will be out soon.

The most important of these is the Point of Interest indicator. Once placed, the Watchtower will provide a visual clue indicating the direction of the next-closest Point of Interest relative to the tower’s position. This has no range limit, so if all you care about is tracking down Points of Interest, then one tower will get you there.

Hopefully the Watchtower helps alleviate one of the things you, the players, said was most frustrating, without compromising the difficulty that makes Age of Darkness satisfying to play and progress on.

Stay tuned for v0.7.0 in the coming weeks!



As always, 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.

[h3]AoD Social Links:[/h3]

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!

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