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

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

JAVA 17 AND MORE!!

Hello all, I hope you are having a good time. Recently we have been frequently patching all games in the series and it's a good moment to list all changes. Those are substantial chances, therefore please keep reading.

  • We upgraded to the more recent Java 17 (previously we embedded Java 10 with our games). That gave us access to many new features and optimisations. In our tests, the game engine is working around 40% faster.

  • Complete attack types are displayed in the lower part of the screen. Our items system often results in layered effects for an attack, for example, a strike could be Fire- and Cold-based (at the same time), could be causing a Stun and also reducing Defence. With this version we display all effects a given attack has.

  • Open World battles feature a Retreat option where you can abandon battle for a small gold penalty. This feature was requested quite long ago, but we finally got to it.

  • Fog and Slippery are new battle conditions to be found in Swamps and Winter levels respectively. Fog is reducing the range of projectile-based attacks and spells, Slippery occasionally causes units to slip and lose an action.

  • Disease was refactored significantly and now infected units will happily spread it around. This is a part of tactics coming in new games in the series.

  • Polymorph spells and skills are also moving effects to and from morphed units. For example, poisoned Dryad changing into Bear will carry over the poisoned status.

  • Lamp of Blood (in Krill) campaign is working as a pre-battle action (to be used during Deploy Turn). We hope to add more skills like that which allow players to modify the battlefield before battle.

  • A few new detector-like skills were added, for example Scan for Guardians. The AI is also more efficient with the use of Invisibility.

  • Angela received a secret (and very powerful!) weapon. It's hidden in her campaign - who will find it first?


As always, any feedback is welcome!
If there are bugs or issues (especially after Java update), please post them on forums in the bugs-section.

Take care,
Les

PUSHING UNITS AND AI HEROES!!

Hi all! Over the last few weeks we have deployed a few new features and other patches, and it's time now to produce a meaningful change log (I am sorry for not being up-to-date with those!).

  • Pushing units around it the major mechanics we introduced about two weeks ago. Many explosive spells will now move units a bit, just enough to make space for your units to squeeze between and reach those vulnerable shooters and mages. Several units also received Pushing attacks due to their size, e.g. Ogres, Troll Throwers, etc. A few existing skills like Shield Bash or Power Attack are also moving enemy units upon hit.

  • Knights have now a more effective Greater Charge upgrade where their charges cause more damage (and obviously push enemy units out of the way!). The Charge ability can be disabled for one turn, for example when you want to engage a spellcaster in melee (and block him from using spells).

  • We have introduced enemy heroes as mini-bosses in campaigns and random battles. So far a few enemy units were considered special thorough campaigns, but those were just like ordinary units with names (and more chatty!). We have upgraded those to hero status (which gives them a few extra Hit Points and several resistances) to give that extra challenge to players.

  • A dozen new resource items were added, e.g. Fire Opal, Black Gold, Moonstone, etc.


We are also working on several other features, mostly related to Ratmen faction and stealth mechanics; however, those will be available in our new game in the series first.

As usual - please let us know if you spot any bugs. Also, any feedback is welcome!

Take care, Les