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Age of Darkness: Final Stand News

Factions are Coming!

In this upcoming update, we are separating our three heroes – Edwin, Vizargo and Aelis – into three distinct factions – The Order, The Volatists and The Rebellion respectively. We’re creating these factional divisions both to serve some very exciting future content (which, as much as we want to, we can’t talk about quite yet!) and to create much more replayability in Survival. Each faction’s strengths and eventual weaknesses will mean that playing the Order and struggling through those early Death Nights will be a very different experience to playing the Volatists and gaining as much ground as fast as you can to fuel you later when you really need it.

Let’s go over what this update is bringing for each of the three factions, as well as what their identities are and what kind of changes you can expect longer-term.


The Order, the faction to which Edwin Everard belongs, is ancient. They’ve learned through experience that one way to conquer is simply to outlast. This manifests through where they gain the majority of their benefits:
  • Siege units train faster
  • Siege units cost less
  • Siege units deal more damage.


To get them to the late-game in good health, ALL of their emboldened units get:
  • More health
  • More health regeneration

Their starting lineup becomes a well-rounded pair of archers, pikemen and soldiers.

What you WON’T see in this update are some of the economic requirements and benefits. Those are still being tested and implemented, but will broadly feature:
  • Higher unit costs than other factions
  • Slower early economic development
  • Better defensive structures
  • Much higher power cap
  • Less reliance on expansion

Aelis Syren is the leader of the Rebellion, a group of underdogs facing overwhelming odds. To survive, they must be mobile and tactical. To that end, Rebellion Archers and Arbalests get:
  • More damage
  • More movement speed
  • More range
  • Lower upkeep.


To ensure they can press the advantage, ALL emboldened Rebellion units get:
  • More movement speed
  • More damage
  • More health regeneration (but not as much as the Order)

In this update, they’ll also start with an additional archer. In future updates, you’ll see changes to the economic and infrastructure side. Broadly speaking, the Rebellion will:
  • Be more reliant on expanding their base
  • Require more houses
  • Get greater benefits for exploration
  • Get better use of the Trade Bazaar
  • Have some of the most tactically versatile units

The Volatists, led by Vizargo Oriah, are all about aggression and rapid expansion. Their melee units get:
  • More attack speed
  • More movement speed
  • Lower upkeep
  • Lower training time


Though the Volatists are human, they don’t let fear control them – they embrace it. Horrified units get:
  • Much more damage
  • Less movement speed penalty.

Their two starting archers are being swapped out for three pikemen. With these troops and the benefits they receive, you’ll be surprised just how fast you can tear across the map in those first few nights.



In a future update the Volatists will:
  • Become reliant on Dark Essence for the core of their economy
  • Favour unit quantity over quality
  • Treat units as disposable.
  • Have greater access to Dark Essence and units, structures and mechanics that require it


While this next update makes the game easier across the board, you should enjoy it while you can. We have a lot of changes coming for these factions that we couldn’t quite get in. This is just a taste of what’s to come.

Also a reminder this patch will be incompatible with previous saves. So if you have any games you want to complete make sure to do so before the patch comes out in the next few days!

In the meantime, we really hope you enjoy experimenting with new builds and unit setups. Keep your eyes on the horizon, though… the Darkness encroaches.

[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

Let's talk about Arbalests



Arbalests were the centerpiece of many Player compositions prior to their change. One of the main metas for the game, on any difficulty, was doing an Arbalest build to make it through more difficult Death Nights and the Last Stand. So when we nerfed Arbalests, we buffed other units as well (Soldier, Pikeman, Sentinel etc.) to compensate and help create different compositions Players felt like they could use to win. There should be multiple paths to winning rather than one dominant one that undermines a lot of what the other content has to offer.

The other reason for their change was that they were the best for defense and exploration. They were used to take down special units and clear the map when exploring making them far too flexible over other units. Economically, the Arbalests were cheaper than the siege units with higher range and base single-target damage making them far more viable than late-game units. This meant that you could easily kill enemies cheaply while mostly being safely out of range. This was a balance problem we felt we really needed to address as we wanted to make sure no single unit made you feel like victory was assured. As a result, we wanted to dial back a bit on their mobility during exploration and keep them as a special unit killer, making them highly effective against the higher tier enemies when defending.

To help reinforce their nature as special unit killers, we gave them a damage buff against certain special nightmare units (Spitters, Wraiths and Crushers fall into this category currently). Previously we had the Arbalests base damage at 50 and after the nerf, this was cut down to 25. However, they deal double damage against special nightmare units, bringing them back up to 50 again. This makes them extra effective when defending against these types of units but not so great when fighting hordes of other smaller nightmares as that is a purpose saved for other units like the Flamer or Impaler. This helped curtail the exploration abilities of the Arbalest and create more risk if you do choose to go down that path.




What does nerfing their movement speed allow us to do with our units and nightmares going forward?
By nerfing the movement speed, it puts the Arbalest in more of a defensive position and gives them a stronger purpose as a special unit killer. This opens up room for other units to shine as exploration units rather than the Arbalest who excels more in defending against deadly death nights. It also ensures the Arbalest has a clearer role going forward.

It also helps give a bit more purpose to our nightmares by deciding what certain nightmares are weak to. We explored this first with our Bursters, where fire was their kryptonite, and would slow them down to a crawl while also taking additional damage. Now Arbalests, with the damage, buff deal higher damage to special nightmare units too. As we bring in new nightmare units, it will be a lot easier to define what it is strong against and what it is weak against.




What do we want for unit compositions going forward?
We want unit compositions to have proper intent and when you build one, it serves a purpose. So there will be units that have a high movement speed, regen Hp quickly and when put together, help to form a bio-ball that’s great for exploration but weak when overwhelmed by many nightmares at once. The same is true for defensive bio-balls where the Player can create compositions of units that have high damage and health but move slowly, keeping them more effective at defending against Death Nights and pester waves.

With these exploration and defensive compositions, there are many units that will fit into them and we have other units planned to fit within those paradigms as well, opening up many flexible options for how a Player would like to create their armies for different situations.




We hope that provides some more clarity on why changes were made. We're definitely going to keep an eye on the balance of the game to make sure AoD continues to be difficult but fair.

Let us know what you think and what else you'd like to hear us talk about.

[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 - Hot-Fix Patch v0.6.1



Dear Protectors of the Light,

Thank you all for your continued support and we hope you’ve enjoyed playing Vizargo this past week. Alongside all your feedback, messages and reviews we’ve identified several issues that we’ve decided to fix immediately.

This hot-fix is only addressing issues we’ve seen appear since the launch of the last Content Update with Vizargo and general gameplay being the focus here. We’ll be back later this month with more Content for you. Keep your claws at the ready for it!

Check out the full patch notes below:

[h2]Release Notes[/h2]

[h3]Fixes & Changes[/h3]
  • Fixed an issue where Vizargo’s Veiled Coil ability does not appear to be healing correctly. The ability description has been updated to reflect that it “restores his health by up to 5%” not a guaranteed 5%.
  • Fixed an issue where the player cannot correctly animation cancel with Vizargo.
  • Fixed an issue where Nightmares would not respawn after a Death Night in unlit areas.


[h3]Known Issues[/h3]
  • Vizargo’s Veiled Coil ability will have some incorrect translations in all other languages aside from English. This will be updated in our next Content Update.


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…

[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 v0.6.0



Dear Protectors of the Light,

The fight against The Veil continues, but along the way the evil has corrupted our most brave and loyal. To aid in your fight, we bring you our newest Hero Vizargo, The Consumed Hand.
On his path to power, Vizargo has been enticed by The Veil and given into temptation by consuming Dark Essence.

Although he may look wicked, he is not irredeemable, the corruption of the Dark Essence has only partially taken over his body which is what grants him with abilities to fight against the Nightmares that no other Hero has.

See the Hero Spotlight trailer for Vizargo here. [previewyoutube][/previewyoutube]
To aid your Units and help them fight alongside your new Hero, you now have a brand new Military Building, the Triage Tent. This Building provides you a chance to revive Units who die within its Radius. Additionally it increases their healing rate while within the Radius, helping you to send them back into the heart of the battle faster. As well as this, if your Hero dies within the Rescue Radius, it will respawn back at the Triage Tent where they died.

In the spirit of keeping you on your toes, we have made some improvements and balancing changes to Arbalests. Their health and damage has been lowered slightly, however they have now been given a unique perk. The Powerful perk increases damage against Crushers, Spitters and Wraiths. Heroes and Impalers have also been granted the Powerful perk to improve their capabilities against their most deadly of foes.

The time is now, Vizargo calls your name and beckons you to his side. Lead your fearless new Hero into the Darkness and clear your lands of the pestilence that plagues it…

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 Hero: Vizargo, The Consumed Hand.
  • New Building: Triage Tent
  • New Resources & Villagers Panel.
  • New Enemy Damage Multipliers for Heroes.
  • New Enemy Damage Multipliers for Arbalests.
  • New Enemy Damage Multipliers for Impalers.
  • Localisation for New Features.


[h3]Additional Changes[/h3]
  • Stun Durations are now Individual rather than Global.
  • Enemies who are Stunned stop attacking for the duration of the Stun debuff.
  • Increased Pikeman Health.
  • Increased Pikeman Cost.
  • Pikeman no longer needs to be researched.
  • Increased Arbalest Cost.
  • Lowered Arbalest Damage.
  • Lowered Arbalest Health.
  • Lowered Arbalest Movement Speed.
  • Increased Flamer Movement Speed
  • Flamer no longer needs to be researched.
  • Lowered Grand Bellows Damage.
  • Lowered Upkeep on Fishing Port.
  • Added Pikeman to the pool of Units that can spawn from Points of Interest.
  • Triage Tent has been added to the Hotkey Overrides Menu.
  • Added the functionality to Keybind ‘Select All Catapults’ and ‘Select All Pikeman’ under the Units Count Menu .
  • The 'Hotkey Overrides' Ability subsection now dynamically updates for each Hero.
  • Updated the Charge Skill description to more accurately reflect the Skill.
  • Updated the Hold Command description to more accurately reflect the Command.
  • Updated VFX for Points of Interest.
  • Added Vizargo Voice actor and 1518 Studios to Credits.


[h3]Crashes[/h3]
  • Fixed a crash that would occur when inputs were pressed during the loading screen.


[h3]Fixes & Changes[/h3]
  • Fixed an issue where the Player could not sell Buildings when Shift Selecting multiple Buildings of different types.
  • Fixed an issue where Buildings could be repaired using the Repair All Hotkey with Rusty Tools applied.
  • Fixed an issue where the Ballista Tower would fire projectiles while upgrading to the Grand Ballista Tower.
  • Fixed an issue where Enemies were not being stunned by Sentinels on the first hit.
  • Fixed an issue where Catapults would overshoot their target.
  • Fixed an issue where Impalers would do the incorrect amount of Damage to Spitters when Horrified.
  • Fixed an issue where Nightmares are not being aggroed when shot by Towers.
  • Fixed an issue where Dark Essence does not drop from Elite enemies if a Ballista Tower lands the final shot.
  • Fixed an issue where the Hero Select button would overlap with the Hero Description text box if the Ui Scaling is Set to 125%.
  • Fixed an issue where Buildings only show construction progress when filled with Villagers.
  • Fixed an issue where Units do not have flavour text after selecting a Training Hall that is training Unit.
  • Fixed an issue where the Skill Tree notifier would display the incorrect number of Upgrades available.
  • Fixed an issue where the Cursor is not always changing to a Sword when hovering over Enemies close to the edge Vision.
  • Fixed an issue where the resources panel would appear above Houses while building.
  • Fixed an issue where Crawlers could stack on top of each other.
  • Fixed an issue where the Units mesh would overlap.
  • Fixed an issue with the Archers animation when switching between Idle State and Running.
  • Fixed an issue with Edwin’s Animation when switching between Idle State and Attack.
  • Fixed an issue where Crushers could get stuck in between two Animation loops when chasing a Flamer.
  • Fixed an issue where no Death Night music would play when loading into a Save from the previous Version.
  • Fixed an issue where no music would play on Death Night 1.
  • Fixed an issue where the Gatherers text in the Resource Hoverbox was not localised for non-English languages.
  • Fixed an issue where the Tax Earnings text in the Gold Income Hoverbox is cut-off in Russian
  • Fixed an issue where the Dangerously Familiar Hardship description was not localised in non-English languages.
  • Fixed an issue where Autosaves text in the Load Save menu overlaps in French.
  • Fixed an issue where the Return to Menu button from Credits was not localised in non-English languages.
  • Fixed an issue where the Credits title was not localised in multiple non-English languages.
  • Fixed an issue where the Navigate Back button is not localised in multiple non-English languages.
  • Fixed an issue where the Revive button and description are not localised in non-English languages.


[h3]Known Issues[/h3]
A fix for these issues will come in the following Patch Update.
  • Some Save Files from the previous version may not be compatible. When loading in a Save from the previous version, Units you have not researched in the Training Hall may disappear and cannot be Researched or Trained.


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!

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

Age of Darkness: Final Stand | The Veil's Claw Update Trailer

To aid in your fight, we bring you our newest Hero Vizargo, The Consumed Hand.
On his path to power, Vizargo has been enticed by The Veil and given into temptation by consuming Dark Essence.

The Veil's Claw update is coming soon!

See the teaser trailer here [previewyoutube][/previewyoutube]
Find out more information about Age Of Darkness on our Steam Store page here.

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

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!