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Age of Darkness: Final Stand News

Age of Darkness: Final Stand – v0.12.2 Update – Out Now!



Protectors of the Light,

We’re happy to share the latest update to Age of Darkness: Final Stand - Malice Mayhem!

The “Malice Mayhem” update introduces a range of new Blessings, Hardships and Malices to alter your next battle, providing new strategic pathways or create obstacles to overcome in your quest for survival.

To help any new players entering the Veil for the first time - Blessings, Hardships and Malices can play a big part when coming up against a tidal wave of Nightmares. So how do they work, and what is new in v0.12.2?

[h2] Blessings [/h2]
Blessing are an upgrade acquired after surviving a Death Night. Choose 1 of 3 random Blessings to support your run, feeding into your strategy and gaining a new advantage. They can range from improving construction and increasing XP gained by Heroes, to buffs for units holding the line against the hordes of Nightmares. Blessings are cumulative and can be stacked, so don’t worry about losing a blessing when selecting a new one.

New Blessings:
  • Blood of my Enemy - When an enemy is slain, gain a chance to spawn burst of Healing. Provides a great synergy with melee only, supporting replayability if players want to invest more in army instead of buildings.
  • Change of Heart - Buildings destroyed by Nightmares have a chance to turn nearby Nightmares into allies for a short period of time. It is also an opportunity to use Crushers against themselves - we have taken advantage of the tech from controllable Nightmares during Mission 08 in the Campaign, and brought that into Survival Mode.
  • Way of the Blade - Melee units gain Damage, Shred, Armour and HP, however their production cost is increased. An awesome way to provide player an opportunities to strength their melee strategy.

New Blessing available in v0.12.2


[h2] Hardships [/h2]
Hardships are a difficulty modifier, providing custom options at the start of Survival to make a game more challenging and unique. These Hardships can range from never gaining a Blessing after surviving a Death Night, to losing the game the moment your Hero is killed. Additionally, each Hardship will increase your final score when completing a game of Survival.

New Hardships:
  • Grim Command - Based on the Death Night and your level of difficulty, you may encounter one or more Elite Nightmares during your defence.
  • Veil Bond - Acquire a second Hero from the same faction and enjoy using the abilities of both Faction Heroes! This can cause your late game to become weaker and increase the level of difficulty when paired with the hardship of keeping your Hero alive. Also in Multiplayer once released, if both players have both of their Faction Heroes there could be 4 Heroes on the map at any given point.
  • Permanent Empire - No longer having the ability to sell your building could add some friction when building out your base, causing a higher sense of agency and future planning when decision making on base expansion.

The Hardship “Grim Comman” can cause Elite Nightmares to join the fight


[h2] Malices [/h2]
Malices add some unpredictability to the start of each death night, providing a negative effect forcing you to adapt and react to challenges. Their purpose is to improve the attacking Nightmare hordes and disadvantage the player during these events. Each affects the game in different ways, whether in granting Nightmares damage upgrades against buildings, crippling resource income, or gradually removing the XP progress for player units. Defeating a Death Night will normally remove a Malice.

New Malices:
  • Necro Nightmare - Slain units within your army have a chance to turn against you by coming back to life temporarily.
  • Fear Burns - Horror is now more... horrifying! Units will lose health over time when they are Horrified, adding an interesting layer of complexity and difficulty when horrified.
  • They are Many - Villager-occupied buildings have a chance to spawn nightmares when they’re destroyed, elevating the pressure of leaving Farms & Resource Gathering building alone as it may cause additional pester waves.
New Hardship “Veil Bond” - Players can acquire a second Hero from the same faction

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[h3]Known Issues[/h3]
  • There is a known issue that could occur when alt-tabbing, the Alt key can lock causing unexpected behaviour which requires pressing the Alt key a second time to return to original state.
  • There is a known issue where during a Death Night if Nightmares encounter a blockade over a period of time Nightmare stacking could occur.
  • Observed an issue where during a Death Night where Nightmares are stacked, Target Priority may lose functionality.
  • Observed an issue where Aurelia’s Crimson Lightning has performance issues when cast in a high-density enemy area.
  • Observed issues with our pathfinding system on local unit avoidance and fog avoidance.
  • There is a known issue that could occur when alt tabbing the alt can can simulate being held down. To remove this bug simply press alt when resuming gameplay.
  • Observed an issue where the Final Fight in Mission 10 music loop stops playing.
  • Observe issues with the Catapult and Spitter landing VFX not aligned to the Z axis.
  • There is a known issue with the ability system where on a low occurrence triggered Hero abilities may go on cooldown without casting.
  • There is a known issue that could occur when casting a spell ability it may not go where the desired location was cast.

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 ‘player-support’ channel or using the in-game bug reporting tool.

Till next time Protectors of the Light…

AoD Social Links: AoD Discord Official Website X/Twitter Facebook Instagram Reddit Community YouTube

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 official Discord server!

Age of Darkness: Final Stand

Age of Darkness: Final Stand – Multiplayer Progress Update

Protectors of the Light,

We've got some exciting updates.

Firstly, we're thrilled to announce that "Malice Mayhem" - the next content update for Age of Darkness: Final Stand will be arriving in August! The update will focus on changes to the way players engage with Blessings, Malices, and Hardships. We’ll be sharing more details on this soon!

We're also ready to share some exciting details on the substantial development progress we’ve made for multiplayer in Age of Darkness: Final Stand. The team have been hard at work since we last checked in, so thought it would be a good time to share how things are going!

[h4]Multiplayer Lobby System[/h4]
We introduced a Steam-integrated lobby system, enabling players to invite friends, join lobbies, and start co-op matches. This includes Steam networking support, friend invites via the Steam Overlay, and a streamlined game start process. Players can now select their characters in the lobby before starting a match, setting the stage for a more engaging multiplayer experience. Additionally, we further refined the lockstep networking system, which ensures synchronized events and simulations for smoother gameplay.



[h4]Stability and Map Generation[/h4]
Stabilizing the game’s core mechanics and map generation was a core focus. The new map generation system utilises pre generated map textures based on seeds that will allow for more efficient map generation when playing multiplayer matches, this further ensures a consistent and crash-free experience. We also integrated pre-generated maps into the multiplayer flow and added support for map seed transmission over the network, ensuring all players start with the same map.

Significant refactoring of the game mode framework has brought us closer to our target architecture, with improved support for multiplayer flow, lockstep synchronization, and simulation initialization events. These changes provide a more robust foundation for future development and enhance the overall stability of the game.



[h4]Features & Enhancements[/h4]
Our efforts also extended to gameplay feature stabilization and enhancements. We worked on shared vision functionality and tested various gameplay mechanics such as nights, triage tents, and keeps. These updates are pivotal in creating a cohesive and enjoyable multiplayer experience, laying the groundwork for future enhancements and more complex gameplay scenarios.

While we’ve encountered a few bugs and issues along the way, these updates are a huge leap towards delivering a fully functional and enjoyable multiplayer experience in Age of Darkness: Final Stand.
Age of Darkness: Final Stand is also now 33% off during the Steam Tower Defense Fest, running until August 5th. Stay tuned for more updates, and get ready to dive into "Malice Mayhem" in August!

Till next time…

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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 or using the in-game bug reporting tool.

AoD Social Links:

AoD Discord - Join our official Discord server AoD Website - Official Website & Blog X/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

Age of Darkness: Final Stand – v0.12.1 Update – Out Now!



Protectors of the Light,

Cloak & Arms - the latest update to Age of Darkness: Final Stand has arrived!

The "Cloak & Arms" Update introduces the Order Knight - a powerful new melee unit, and previously playable only in the campaign - to Survival, offering players a versatile, mid-to-late game siege support unit, and brand new ways to defend their keep from the forces of the Veil.

Additionally, the update brings major balance changes to the Rogue unit to improve overall effectiveness and accessibility, significant buffs to fishing ports to improve food and gold generation, and better customisation options for both Survival and Campaign game modes.

Cloak & Arms aims to to improve Survival gameplay and offer new and unique playstyles for both new and veteran Age of Darkness: Final Stand players.

Key improvements and a list of full patch notes can be found below.

[h2] ORDER KNIGHT [/h2]
Cloaks & Arms will introduce the Order Knight to Survival for The Order. Our intent with these guys was to create an offensive, late-game melee unit. Whilst not as tanky as the Sentinel, Order Knights have that sweet, sweet damage that their defensive cousins lack. We wanted to bring in a unit that could change up how players would approach dealing with nightmares and late-game waves, and create interesting choices between investing in high-tier static defences or a moderately mobile army of deadly knights, ready to cut their enemies down to size. Our hope is that players will use this unit to find new and exciting ways to tackle late-game Death Nights.



[h2] ROGUE UPDATE [/h2]
We've been aware of the Rogue sitting in a strange spot in the Rebellion roster for a while. They had high damage but were very fragile, resulting in players generally avoiding them in favour of Hunters or Pikeman. We've looked to increase the Rogue's health, to allow them that greater staying power they sorely lacked. Changes to their recruitment costs and requirements have also meant that players are now able to access more rogues earlier and in greater numbers.



As a result, their damage has been decreased, however we feel that this has been balanced out by the increase in health and the sheer amount of Rogues that can be brought to the fore now. These changes can lead players to create interesting mid-game builds and new synergies between Rebellion units and their heroes.



[h2] FISHING PORTS [/h2]
Fishing Ports are receiving some general buffs to their function, as we found that they were under-performing. They sat in a weird zone of back-up gold generation and mediocre food supplier. We've endeavoured to resolve this through several ways: increasing the radius of the port's food gathering range to encompass a larger area, increasing the amount of food gained per tile within that range (allowing them to rival farms in terms of gains), increasing the amount of gold received in each Crate, and upping the total building cap from 4 to 5. Combined, this takes some pressure off having to manage farm placement and allows for greater focus on defences, industry or expansion.



[h2] SPLIT STATS [/h2]
Previously, unit stats were shared across game modes. We have now split stat customizability across game modes, making adjustments that impact Survival only without affecting the pacing of Campaign. This change also supports our ongoing multiplayer tuning and balancing efforts.

Check out the full patch notes below:


[h2]Release Notes[/h2]

[h3]Features & Changes[/h3]
  • Added split constants across game modes. Allowing differences in Stats across Units, Heroes, Buildings etc across Campaign and Survival with Multiplayer in the future.
  • Added the Order Knight to The Order Faction in Survival with the Refined Workshop build requirement.
  • Removed Emboldening from the Volatist Faction in Survival.
  • Named Map Seeds are now displayed as the name entered in the in-game menu and end of round victory screen.

[h3]Balance Changes[/h3]

Heroes
  • Increased Cyrus’ Violent Volley Unlockable Level from 5 to 6.
  • Increased Cyrus’ Base Veteran Experience Level Requirements from 476/1097/2308/3988/5563/7412/9795/12541/16573 to 476/1097/2308/3988/5563/8153/10775/13795/18230.
  • Increased Merek’s Base Veteran Experience Level Requirements from 498/1272/2510/4765/7005/9605/12961/16911/22800 to 450/1145/2259/4287/7005/9605/12961/16911/22800.

With Hero experience, note that Veteran is our base metric and with each higher or lower difficulty adjusted by 20%.
  • Forgiving is 40% less.
  • Easy is 20% less.
  • Horrific is 20% more.
  • Nightmare is 40% more.
Rogue
  • Reduced the Rogue’s Production Food Cost from 1 to 0.
  • Reduced the Rogue’s Production Gold Cost from 325 to 230.
  • Reduced the Rogue’s Production Stone Cost from 10 to 2.
  • Reduced the Rogue’s Production Wood Cost from 15 to 13.
  • Increased the Rogue’s Health from 70 to 120.
  • Increased the Rogue’s Movement Speed from 1.4 to 1.5.
  • Reduced the Rogue’s Shred Damage from 10 to 5.
  • Reduced the Rogue’s Kill Gold Steal from 5 to 3.
  • Reduced the Rogue’s Production Build Time from 30 seconds to 20.
  • Reduced the Rogue’s Production Cost from 1 to 0.
Other Units
  • Increased the Soldier’s Health from 125 to 150.
  • Increased the Pikemen’s Production Gold Cost from 175 to 200.
  • Reduced the Sentinel’s Research Cost from 850 Gold to 500.
Buildings
  • Increased the Gate’s Health from 500/1500/3000 to 750/1500/4500.
  • Increased the Grand Ballista Tower’s Shred Damage from 30 to 45.
  • Increased the Grand Bellow Tower’s Damage Over Time from 4 to 6.
  • Increased the Grand Ballista Tower’s Shred Damage from 30 to 45.
  • Increased the Grand Ballista Tower’s Armour from 35 to 50.
  • Increased the Fishing Port’s Fishing Net Gold Earned from 100 to 150.
  • Increased the Fishing Port’s Food Yield from 0.25 per Tile to 0.35.
  • Increased the Fishing Port’s Max Build Count from 4 to 5.

[h3]Fixes[/h3]
  • Fixed a crash that could occur when move or formation commanding off the map’s edge.
  • Fixed a crash that could occur when attacking a Dark Crystal prior to Triggering.
  • Fixed a crash that could occur after completing the Final Stand with Malice Mayhem enabled.
  • Fixed an issue where the custom Map Seed entered did not match the in-game Menu Seed nor the end of round victory screen Map Seed.


[h3]Known Issues[/h3]
  • There is a known issue that could occur when alt-tabbing, the Alt key can lock causing unexpected behaviour which requires pressing the Alt key a second time to return to original state.
  • There is a known issue where during a Death Night if Nightmares encounter a blockade over a period of time Nightmare stacking could occur.
  • Observed an issue where during a Death Night where Nightmares are stacked, Target Priority may lose functionality.
  • Observed an issue where Aurelia’s Crimson Lightning has performance issues when cast in a high-density enemy area.
  • Observed issues with our pathfinding system on local unit avoidance and fog avoidance.
  • There is a known issue that could occur when alt tabbing the alt can can simulate being held down. To remove this bug simply press alt when resuming gameplay.
  • Observed an issue where the Final Fight in Mission 10 music loop stops playing.
  • Observe issues with the Catapult and Spitter landing VFX not aligned to the Z axis.
  • There is a known issue with the ability system where on a low occurrence triggered Hero abilities may go on cooldown without casting.
  • There is a known issue that could occur when casting a spell ability it may not go where the desired location was cast.


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 ‘player-support’ 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

Age of Darkness: Final Stand – Multiplayer Progress Update



Protectors of the Light,

Our team is hard at work on multiplayer, and we want to keep the AoD community in the loop as we make progress. Throughout the year, we'll be sharing regular updates to give you a peek behind the scenes as we head towards the big 1.0 release.

But first, some exciting news! Our next update, v0.12.1 Cloak & Arms, is dropping on July 9th, 2024. This update will introduce the Order Knight and bring several balance changes. We'll share the full details and patch notes when it's live.

[h4]Multiplayer Update[/h4]
The multiplayer team has made huge strides in improving the determinism of the Age of Darkness code base. This means that every code path returns the same result regardless of hardware or play through time. This is vital for the type of networking we have selected. Right now, about 85% of the code base is deterministic, and is tested and proved constantly with tests such as:
  • Starting Multiplayer Sessions - Create/Destroy
  • System/Table Checksums
  • Map Generation Tests
  • Ability Firing
  • Pathfinding
And many more...

These tests help us ensure everything runs smoothly, paving the way for an awesome multiplayer experience.

[h4]Map Generation[/h4]
We've updated the Map Generation code to make sure map creation in multiplayer is consistent on both the client and host machines. This way, all resources, water, trees etc will be identical for both players for a consistent and synchronous co-op experience.

[h4]Multiplayer UI and Lobby[/h4]
We're also working on the lobby and invite systems. Some key features include:
  • Sending invites through the Steam Overlay (in-game invites)
  • Receiving invites from the Steam Overlay
  • Asynchronous character selection
  • Match start once both players are ready
These enhancements are crucial for delivering a solid multiplayer experience in Age Of Darkness.

Till next time, Protectors of the Light…

---

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 or using the in-game bug reporting tool.

AoD Discord - Join our official Discord server AoD Website - Official Website & Blog X/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

Grim survival RTS drops huge update along with pre launch roadmap

When night falls bringing with it a thousand teeming monsters, chattering and clicking as they try to tear down your walls, you'll be glad you brought a friend. In Age of Darkness: Final Stand, that'll become a reality as developer PlaySide will be adding multiplayer co-op to the tough-as-nails survival RTS. That's landed alongside a brand new update as well as a roadmap showing what's coming over the next few months, making it a very busy time indeed for the game.


Read the rest of the story...


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