1. Age of Fear 2: The Chaos Lord GOLD
  2. News

Age of Fear 2: The Chaos Lord GOLD News

LIGHT SOURCES AND BLACK FRIDAY SALES!!

Hi everyone! Recently we have been focused on improving stealth mechanics and also adding better support for items in our series.

First of all, some of you have played games with items enabled on all units and you might have noticed additional attributes like Armour Proficiency, Mage Master, etc. added to those units. That should help with better immersion and make your allies more interesting to equip.

Secondly, we have introduced the Light Sources trait on some units and static objects. Night battles have now a few fire stands placed which makes sneaking around much more difficult.

Thirdly, the Forest faction has a new unit - Dryad Blade Dancer which is a low health melee unit, but with powerful attacks and Projectiles Reflection. The skill is still a bit experimental, but it adds another decision layer - will you take a risk of an arrow being reflected onto your archers?

As usual - all feedback and bug reports are welcome!
Enjoy your weekend and Black Friday sales!

Take care,
Les & AOF Team

BERSERKER'S RAGE

Hi all, today we released yet another patch with a few new features and several bug fixes. Meanwhile we continue to work on the next game in the series (we aim to release in 2023). Please keep watching our page for the new trailer (soon!).

CHANGES:
  • Natural Wisdom also gives +1 base HP when morphed (Cave Bear, Dire Bear, etc.)
  • Divine Intervention is a new skill for Paladins and Inquisitors and gives them extra chance to auto-resurrect after battle
  • A number of helmets and armors were made unavailable to spellcasters (also description was altered)
  • Berserker's Rage is a boost for melee units (with Berserker attribute) which lasts while unit is in melee
  • Bugfix for multiple attacks (in melee) - sometimes the range of consecutive attacks is reduced. We fixed it to be the same value.
  • Multiple text edits (thanks to BobbisandLouis)


Take care
,Les & AOF Team

STEAM DECK (ALMOST)!!

Hi all, recently we have been working on making our games launch on Steam Deck and we have first results:

(the photo is courtesy of Micah - thank you very much for all your help!)


It required re-implementing substantial portion of our graphics rendering engine and we still have a few edges to smooth out. Aside from that, Steam Deck is quite flexible in terms of controls and our game can use both touchpads as well as the main touchscreen.

For the brave souls that want to try it on Steam Deck:

  • we have tested it on Proton Experimental as of 2022/08/19 (not Proton default!)
  • go into Compatibility mode and set it to Steam Linux Runtime


As usual - any feedback is welcome!

Take care,
Les & AOF Team

BUG FIXES AND HOLY PROTECTION!!

Hi all, this patch is full of bug fixes and tunings. We are slowly refactoring our code for the new Java 17 and the overall performance should be better.

Change log:

  • Traps (as well as a few other special objects, e.g. cauldron, barricade, explosive barrel, etc.) can be placed without using turn. We are still tuning AI for this logic update.

  • Slippery is less potent (10% slip chance and 30% chance of pushing away in melee).

  • We track a few last triggered Global Events and make sure the same ones won't be triggered.

  • AI moving invisible units is much faster (previously animation time was the same as normal move).

  • Holy Protection attribute for Inquisitors and Valkyries. This attribute makes units immune for Necromancy and Death spells.

  • Units with Hit and Run aren't able to attack again after retreat.

  • Poisoned invisible units won't be revealed (till they die).



As usual, all feedback is welcome!

Take care,
Les & AOF Team

BUILDINGS AND TAUNTS!!

Hi all, I hope you are well in the current heatwave. Don't forget to drink a lot of water!

In this patch we are releasing quite a few new features (list below). The most noticeable are changes to Sea People and their base - we are introducing the new mode where you need to purchase buildings in order to unlock advanced unit types. We balanced that with adding more resources and gold to the campaign.

  • Further optimisations for AI processing speed - we took advantage of several Java 17 features and managed to speed up some AI routines. This is still work in progress, but I hope the effects are noticeable already.

  • The above changes to the Sea People base where advanced units must be unlocked by buildings.

  • 'Taunt' skill for Sea Divers, which makes AI focus attacks on a poor chap. It opens quite interesting tactical possibilities.

  • New trait 'Wanted' which units can earn after scoring 25+ kills. Similar to 'Taunt', it makes AI to focus attacks on that unit.

  • In the shop units' list, units can now be inserted between other units. Hover your mouse in a small space between units, then confirm with a right click.

  • New trait 'Dragon' for well... dragons ^^ It makes Dragons resistant to a number of tactics and hopefully will eliminate cheesing those mini-boss fights.

  • New spell 'Force Push' for mages. Who doesn't want to be a Jedi?

  • Detector is a passive detection mechanism for Totems and Evil Eyes, and also heroes (via All-Seeing Eye amulet). It completes the existing detection skills like Clairvoyance, Scan (Sensors), Dark Vision and Sharp Eyes.

  • Regrowth costs 100exp per use (exception: Mandrake Root).


As usual, any feedback and bug reports are very welcome!

Take care,
Les & AOF Team