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

HELLISH ASSAULT!!

Hi all, over the last few weeks we were working mostly on the new game in our series, but we also added a few new spells, patched bugs and tuned the game a bit:

  • Hellish Assault for Succubus and Demon Mistress! This is a bit experimental feature in which we allow demonic battlemages to quickly traverse the battlefield with a huge blast. Let's see how it plays out!

  • Sea People were tuned a bit, i.e. Giant Eels becoming more resistant to damage and Sea Harpooners having overhaul as poison-based artillery.

  • As usual a few bugs were spotted by players and ironed out, e.g. Wargs Howl was occuring in early campaigns, units movement as sometimes stuck near own invisible units, etc.


Also, with the X-Mas coming, I would like to wish you all the best!
Hopefully you will visit us for the New Year wishes too.

Take care,
Les & AOF Team

NEW HEROES, TEAM SIZE AND RE-BALANCING!!

Hi all, we finally found the courage to sort out Team Size. It was a common complaint that the size of the army in battles is not consistent and not communicated clearly. You were 100% right - it was just a lot of changes and it took us a while.

  • New heroes are available in Open World campaigns. We also introduced an experimental single-hero build (without an army).

  • Team Size is consistent through campaign and Open World battles. Team Size is displayed in every shop. Base Team Size can be also set from Experimental options.

  • Auto-balancing units' attributes for AI - till now, units were manually balanced so their upgrades match game progress. However, with 200+ active units it became troublesome and, therefore, we implemented an automated way to price those attributes.

  • Invisible units would block the movement if your ally passed through them. This is another change in mechanics to accommodate incoming Ratmen faction which will be based on stealth.

  • Repair skill can also target dead Constructs. This is to better integrate Dwarves and their Constructs.

  • New end level in Undead campaign more aligned to story in which Undead were originally controlled by Demons before Krill 'liberated' them.


Take care,
Les & AOF Team

BURROWING AND STEALTH!!

HI all, I thought I would share an interesting feature we came up with (and finished implementing this week) - burrowing. This mechanic is part of a wider rehaul of invisibility and stealth we are currently working for. It allows for units to hide on the path of enemies, wait till they pass and backstab them from behind. Only for Ratmen ^^



Take care,
Les & AOF Team

INVISIBILITY AND DISEASE CHANGES!!

Hi all, over the last few weeks we have been working on a few unique mechanics for the Ratmen faction. However, we also re-factored a few of existing systems which apply to all existing factions:

  • Invisible units' attacks automatically become backstabs and have attack / damage bonuses to the first strike.

  • Disease has a small chance to spread to any nearby unit (allies and enemies alike). Also, Disease reduces maximum hit points by one.

  • We have added a number of traps, e.g. Bone Trap for Necromancers, and we are still working on back-porting traps mechanics to all other factions.


Take care,
Les & AOF Team

FAN FAVOURITE VOTE!!

Hi all, just a heads up, the Game Development World Championship 2021 started this week and our recent game in the series was selected for the Fan Favourite's Game category!!

I would ask you to go to GDWC page and hit that Vote button:
https://thegdwc.com



Take care,
Les & AOF