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Age of Darkness: Final Stand News

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/

Age of Darkness: Final Stand - Patch v0.1.3



Dear Protectors of the Light,

Not only are we providing you with one update this week, but we’ve got another hotfix update primed and ready!

It’s been great seeing such positive feedback from our v0.1.2 Patch, but we’ve got another update ready that addresses some bugs and crashes we’ve been monitoring for a while now.

We’ve got a full schedule of bug fixes and content coming out so keep your eyes peeled for more updates on what’s to come 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]
  • Archers will now better re-target enemies if their initial target is killed by another player unit.

[h3]Fixes[/h3]
  • Fixed an issue where all player housing buildings could be affected by the Storehouse and provided increased gold payout.
  • Fixed a typo in the Audio Settings, changed “Cinematic Volume” to “Dialogue Volume”.
  • Fixed an issue where certain analytics events wouldn’t fire correctly for players who have opted into gameplay analytics.

[h3]Crashes[/h3]
  • Fixed an issue where fire particle effects would in certain circumstances cause the game to crash.
  • 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…

[h2]AoD Social Links:[/h2]

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/

Age of Darkness: Final Stand - Patch v0.1.2



Dear Protectors of the Light,

It’s been over a week since we launched Age of Darkness: Final Stand into early access! It’s flown by for us as we’ve tried to keep up with all your wonderful messages, feedback and reviews and take them all into consideration for the future.

A massive thanks for everyone in the community that has reported bugs and crashes you’ve come across while playing. It helps our team hugely to be able to find and fix them all the faster for the whole community.

For this update, we’ve included fixes for several types of crashes, corrections to UI and widely reported bugs such as units getting stuck at the edge of the map. While we’ve also included several quality of life improvements, such as automatically assigning villagers to a new resource building (such as when upgrading a Farm to a Refined Farm) if you have the villagers available.

Over the past week, members of our community have also raised concerns around data collection that occurs in AoD: Final Stand. We’ve added in the ability for players to be able to Opt-In or Opt-Out from their data being collected by us.

See the full patch list below, of everything that has been fixed or changed in this patch:

[h2]Release Notes[/h2]

[h3]Improvements[/h3]

  • The max number of villagers will now always be assigned to a resource building, when building one or upgrading one (for example, Farms to Refined Farms), if you have the villagers available.
  • Added a new symbol which appears over a resource building, when there are no villagers assigned to it.
  • Added a new symbol which appears over a resource building, when there are less villagers working on it than the max it can have.
  • Walls UI will now show the correct health when compared to the building tooltip.
  • Several UI errors in the settings menu have been corrected.
  • Incorrect building labels and repeated words in the Welcome, Storehouse and Training Hall tutorial messages have been corrected.
  • Spelling error in the Arbalest UI description and in feedback forms corrected.
  • Hazy Skies Hardship description updated to include mention of 50% reduction to ‘Range’ along with ‘Vision’, to accurately communicate its full effects.


[h3]Fixes[/h3]

  • Player units will no longer get stuck near the edge of the map. We’ve addressed several fixes here with additional work on this to be done in coming updates.
  • Players now have the ability to Opt-In or Opt-Out from data collection in-game.
  • A message will either appear when starting the game for the first time, asking if you want to Opt-In or Opt-Out from data collection or it can be accessed via the in-game Settings underneath the “Gameplay Settings” option.
  • Fixed bug where Defeat/Victory screens would sometimes not show the Difficulty Setting/Mode.
  • The purple Horrified effect will no longer stay above units, after they have lost the horrified status.
  • Fixed bug where the sound effects would sometimes not play when Edwin’s Enflame ability was activated.
  • Fixed bug where the sound effects would sometimes not play when pausing the game with Spacebar.
  • Game will now always be paused when accessing the Settings menu.



[h3]Crashes[/h3]

  • Fixed crashes related to the Resource UI when upgrading and keybinding certain buildings.
  • Fixed a crash resulting from a specific audio component.


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 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/