Age of Darkness: Final Stand | The Veil's Claw Update Trailer
To aid in your fight, we bring you our newest Hero Vizargo, The Consumed Hand. On his path to power, Vizargo has been enticed by The Veil and given into temptation by consuming Dark Essence.
The Veil's Claw update is coming soon!
See the teaser trailer here [previewyoutube="HQq5VFlfJJE;full"] Find out more information about Age Of Darkness on our Steam Store page here.
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.
Age of Darkness: Final Stand - Patch Update v0.5.1
Dear Protectors of the Light,
While we work towards our incredibly exciting Content Update coming at the end of the month, we bring you another Patch Update to help keep the Darkness from creeping in.
With the release of the Refined Lumber Yard last month, we have improved the way the Lumber Yard upgrades, so now when upgrading you will be prevented from doing so if it intersects with a Refined Lumber Yard. Along with this we have added all new Units and buildings to the Hot-Key Overrides section so you are able to change the Key Remapping.
We know how much you have loved the Pikeman, but perhaps you don’t want them crying out every time you interact with them, so we have reduced the amount of Audio Bark Lines when commanding your Unit.
As always we aim to eliminate as many bugs as possible, with the most notable being Edwin’s Crackfire not damaging enemies at full range and a fix for our faithful Heroes getting stuck. We have made multiple fixes and improvements to address the readability of Units and UI, as well as Buildings displaying the correct UI and ensuring using the arrows to scroll between buildings will scroll through the same type.
Until next time, start collecting all the Dark Essence you can, fortify your defenses and keep your eye open for teasers around our next Update…
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:
Release Notes
Improvements
The Hot Key Action Button has been brightened to increase readability.
Golden Cogs are now disabled and grayed out on Actions that are not currently achievable.
Edwin’s passive ability “Enlighten” is more visible on friendly Units.
New Units and Buildings have now been added to the Hot-Key Overrides section in Key Remapping.
Lowered the Gold upkeep of Fishing Ports.
When upgrading the Lumberyard it will now detect if it is going to intersect with a Refined Lumberyard and prevent you from doing so.
Crashes
Fixed a crash that could occur when rapidly upgrading the Keep.
Fixed a crash that could occur when spamming Crackfire.
Fixed a crash when moving a Catapult and changing another Catapult to Siege Mode at the same time.
Fixes & Changes
Fixed an issue where Edwin’s Crackfire attack would not correctly deal damage to Enemies at full-range.
Fixed an issue where using Edwin’s Crackfire ability would cause him to become stuck.
Fixed an issue where using Aelis’ Queens Rage ability would cause her to become stuck.
Fixed an issue where certain Hero VFX would not display correctly.
Implemented another fix preventing units from getting stuck towards the edge of the Map.
Fixed an issue where the Storehouse would display the wrong UI when placed near a Refined Lumberyard.
Fixed an issue where the Storehouse would not always increase the amount of wood gathered when placed by a Refined Lumberyard.
Fixed an issue on Final Night where the remaining enemies left are replaced with a countdown timer.
Fixed an issue where the Death Fog would not deal the correct amount of damage to player units.
Fixed an issue where the Left / Right arrows on the Building UI would not move between the same building types.
Fixed an issue where the Gold Earnings are not being displayed correctly in the Hover UI for every type of earning.
Fixed an issue where the Skill Tree would not accurately display the right number of purchasable skills.
Fixed an issue where the player could repair buildings while having the Rusty Tools hardship enabled.
Fixed an issue where the Catapults would not exit Siege Mode correctly.
Fixed an issue where player units could path around walls on the edge of the map.
Fixed an issue where the Dangerously Familiar Hardship had the wrong description.
Fixed an issue where the player could not hear Death Night music on Death Night 1.
Reduced the frequency of audio barks of Pikemen.
Fixed various Localisation Issues related to text wrapping and untranslated text.
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…
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.
Age of Darkness: Final Stand - Content Update v0.5.0
Dear Protectors of the Light,
With a new Update, comes a new Player Unit. Introducing the Pikeman, a brand new Melee unit who can pierce up to THREE enemies in front of them. So it’s time to sharpen your weapons and wits and impale as many Nightmares as you can!
We know your Villagers have been under pressure to stockpile as much wood as they can with the limited resources available, to help them out we now have the Refined Lumber Yard. This new upgrade will provide you with extra Resources and an added Construction Speed Buff for surrounding buildings.
Naturally we had to add in something for those who want an extra challenge, included in this Update are TWO new Hardships! Time Waits for No One punishes the player by removing the ability to pause the game in any way and Mortal Coil causes you to suffer an immediate defeat if your Hero dies.
Change your tactics, increase your defenses and resources, but don’t get too overconfident and launch into battle unprepared, because it could lead to your impending doom.
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.
See the new trailer for the Pikeman unit here [previewyoutube="KvYyL71cIr4;full"] Check out the full patch notes below:
Release Notes
Improvements
New Player Unit: The Pikeman
New Building: The Refined Lumberyard
New Hardships: Mortal Coil & Time Waits for No One.
Localisation for New Features.
Additional Changes
Added additional support for the Hardship Menu to disable certain hardships when others are active and selected.
Added support for new Catapult FX on impact of projectiles.
Adjusted the Training Hall to display the icon of the unit currently being trained.
Adjusted Edwin’s Passive Ability to give other units a chance to avoid Horror upon Edwin reaching Level 6.
Added support for if all units in a group selection have a shared ability it should display and be activatable.
Increased the point modifier of the “Blessed We Are Not” Malice from 0.1 to 0.2.
Additional Localisation added for areas previously missing Localisation. E.g. Hotkey Overrides, Hero Revive, Blessing & Malice descriptions.
Added additional Credits for PlaySide, Team17 and VO Talent.
Added analytics support for The Pikeman and The Refined Lumberyard.
Crashes
Fixed a crash that could occur when closing and re-opening the game too quickly.
Fixed a crash that could occur when ordering Aelis to move during Death Nights.
Fixed a crash that could occur when too many movement queues are scheduled. [8] Fixed a crash when swapping between Siege and Mobile mode with the Siege Catapult.
Fixes & Changes
Fixed an issue where enemies would not attack the player if a wall was built between them and an Archer Tower.
Fixed an issue where the Fire Sconce & Fire Tower could display Targeting Priority.
Fixed an issue where Archers and Arbalests would not scale correctly when Emboldened or when affected by the Fury Skills.
Fixed an issue where the player could animation cancel with the Siege Catapult.
Fixed an issue where the minimap could be fully displayed when spawning into the game.
Fixed an issue where the Crystal Alert would display in the wrong place on the enlarged Minimap.
Fixed an issue where Aelis’ Royal Guards would have incorrect animations.
Fixed an issue where the radius of Food Huts would appear larger than normal when trying to place a Farm.
Fixed an issue where the Siege Factory could display the Impaler as a white cube.
Fixed an issue where selecting a difficulty and then swapping to Custom Difficulty selection could disable pausing.
Fixed an issue where Archers, Arbalests and Siege Weapons could attack enemies hidden by Darkness.
Fixed an issue where Arbalests would respond to orders incorrectly.
Fixed an issue where the Terminal Darkness Malice would cause Emboldened Units to lose their “Emboldened” Status.
Fixed an issue where Bursters could move forward when exploding.
Fixed and added analytics support for: The Catapult, The Pikeman and The Refined Lumberyard.
Various Localisation fixes all languages affecting Text Wrapping.
Known Issues
A fix for these issues will come in the following Patch Update.
Veil Fog is damaging Units at a slower rate than it should.
Pikeman VO plays after every command.
Bonus AOE Skill Tree for Siege Weapons does not always apply for Catapults.
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.
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.
We hear your calls for more options and units to aid in your fight against the darkness. We bring to you our overly ambitious and enthusiastic Pikeman who are itching to go to war against the Nightmares and show off their skills.
early concept art
Although they may not move as quickly or have as much health as their Soldier squad members, they have the reach that the Soldiers do not. They can often be overconfident due to their Attack Speed and Damage being almost as good as Aelis’ trusty Loyal Guards, which can lead to them making irrational decisions and getting killed on the battlefield.
However, when expertly used they can strike safely at enemies dealing Piercing Damage to up to 3 Enemies in front of them!
So run to your Training Halls and Research these bad boys, because it’s time to start skewering some Nightmares.
As usual we’ll release the full patch notes alongside the update in the coming days. Until next time!
Save 25% on Age Of Darkness: Final Stand during the Steam Weeklong Deal!
Greetings Protectors of the Light…
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Now is the ultimate time for you to dive in, defend humanity, and experience Age Of Darkness: Final Stand for yourself!
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.
Age of Darkness: Final Stand - Content Update v0.4.1
Dear Protectors of the Light,
We loved seeing how excited you all were to start obliterating those pesky nightmares with the new Siege Catapult Unit in our last Content Update.
With that, for this Patch update we focused on Quality of Life improvements for the Siege Catapult so the experience continues to get better and better. We have added extra Visuals around the Unit to clearly depict the min and max projectile range, along with some updated animations to make it behave in a more realistic manner.
You will notice on the Custom Hardship screen, the UI has been updated and is now Dynamic. If you hover over any of the Hardship icons, the description of it will display underneath the bottom row of icons. We have left plenty of space there to add in extra Hardships in the future!
Along with the improvement changes, we have put effort into squashing as many bugs as possible for this Update. There are some known issues which we have listed and aim to address in the V0.5.0 Update.
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:
Release Notes
Improvements
New Dynamic UI for Hardship icons on the Custom Difficulty select screen.
Improved the projectile speed for the Siege Catapult.
Buffering for Commands implemented when the Siege Catapult moves from Siege to Mobile mode.
Improved the Siege Catapult reload Animation.
Visual added to show the Range of the Siege Catapult.
Corrected the wording and spelling for the 'Resourceful' Blessing description.
Localisation improvements for non-English languages.
Crashes
Fixed a crash that would occur from using Aelis' Loyal Guards or Eradicate Abilities.
Fixed a crash that would occur when building on top of Units on the edge of the Map.
Fixed a crash that would occur when ejecting Units from Multiple Towers.
Fixed a crash that would occur when two archers are spawned from the same Barracks.
Fixed a crash that would occur when using Shift + Command.
Fixed a crash that would occur when Arbalests attack.
Fixes
Fixed an issue where the Siege Catapults can be moved in Siege mode after auto-attacking enemies.
Fixed an issue where the Siege Catapult could be researched without having the Stone Keep Upgrade.
Fixed an issue where the Siege Catapult Damage values were not updating correctly when changing modes.
Fixed an issue where The Loyal Guards are displayed as Units.
Fixed an issue where the Nightmare Fuel Blessing does not fully heal Horrified Units.
Fixed an issue where the Day Break Blessing does not apply the correct Emboldened percentage buff to Units.
Fixed an issue where the Stalemate timer would not end on the Final Night.
Fixed an issue where Enemies are getting stuck during Death Nights.
Fixed an issue where the Shift-Right Click Move commands were not functioning.
Fixed an issue where Units would not move when commanded.
Fixed an issue where Units were not patrolling when using the patrol Group Commands.
Fixed an issue where using the Map keyboard shortcut whilst in the Pause menu will toggle the map size.
Fixed an issue when using the Next Building buttons, the type of Building that had been selected will change.
Fixed an issue where Target Priority was listed as "Attack Command" under the Hotkey Overrides menu.
Fixed an issue where the text ‘FPS’ would show next to the Frame Rate value in the Max Frame Rate sub-menu.
Fixed an issue where Horrified Units were displaying incorrect debuff Statistic values.
Fixed a UI issue where the Unit Movement Speed Statistics were showing a higher value than what has been applied to the Units.
Fixed an issue where the heading of the Skill in the Skill Tree would split over two lines.
Fixed a UI issue where the Horrified Statistics were not showing the correct value.
Fixed an issue where the Siege Factory research overlaps the UI bounds in non-English Languages.
Fixed an issue where the Rigged Defences description overlaps the UI bounds on the Blessing menu in some non-English languages
Fixed an issue where the Two for One description overlaps the UI bounds on the Blessing menu in some non-English languages.
Known Issues
Using the 1600x1000 window mode resolution and than pressing F11 to Full Screen make the bottom side of the UI inaccessible.
Terminal Darkness Malice is decreasing Emboldening progress on Units that are already Emboldened.
The Last Stand Blessing does not update the Units Statistics UI.
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.
Age of Darkness: Final Stand - Content Update v0.4.0
Dear Protectors of the Light,
Here it is, our first Content Update of the Year! We’re launching full force into the year with the Siege Catapult, a brand new Player Unit. Now you will have an extra layer of defense to stop the Nightmares from taking over your Keep.
Alongside this, we're launching something we know our Community has been asking for for quite some time now, Priority Targeting, now you can assign your Units to attack the Closest, Strongest or Weakest Nightmares.
Don’t worry, we didn’t stop there, included in this Update is a new Mini-Map filtering feature. There are now options to toggle on or off any element of the Mini-Map and also enlarge it so you are able to expertly plan your expansion.
Since we have given you some amazing features to make the battle easier, of course we had to adjust a Hardship as well to keep you on your toes. The Dangerously Familiar Hardship now untethers the Elites from their Point of Interest so they are able to chase you indefinitely around the map, unless you kill them first!
For now, continue to fight off the Darkness and keep your eyes peeled for more information regarding our next Content Update!
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:
Release Notes
Improvements
New Player Unit: Catapult.
New Mini-Map Filtering feature.
New Priority Targeting feature.
Dangerously Familiar Hardship adjustment.
Localisation for New Features.
Crashes
Fixed an issue where the game would crash when swapping from Fullscreen to Windowed mode in certain Resolutions.
Fixed an issue where the game would crash during a Death Night when double clicking a Unit or Building to mass select them.
Fixes
Fixed an issue where Crushers were T-Posing during Death Nights.
Fixed an issue where the Impalers spears would be stuck on screen.
Fixed an issue where assigning multiple Treasuries to a Control Group does not show the visual highlight of surrounding Houses.
Fixed an issue where the Archers animations would play incorrectly when using Shadow Move.
Fixed an issue where the Hero would not respawn on a Load if the respawn timer was active when saving.
Fixed an issue where players could not build Impalers from the Siege Factory.
Fixed an issue where the Upgrade button would remain visible after upgrading to the final Tier of any Building.
Fixed an issue where after a Death Night the Mini-Map notifications would no longer appear.
Fixed an issue where the Feedback screen UI would overlap if UI is set to 125%.
Fixed an issue where the swarm icon on the Mini-Map would remain after a Death Night.
Fixed an issue for the missing UI on the Training Hall Hoverbox.
Various UI fixes to the Map.
Fixed incorrect text on the Available Villagers, Wood Workshop, Refined Workshop and Siege factory Hoverbox’s.
Various Localisation fixes for Treasury, Hints and Blessings.
Known Issues
A fix for these issues will come in the coming Patch Update.
There is a known issue with the Stalemate timer not functioning as intended on the final Death Night. When the Stalemate ends, the Death Fog recedes but the game does not end, the player must find and kill the remaining enemies to end the game.
If loading a save from V0.3.1 and building a Siege Catapult, their statistics will not reflect their correct values and will display as a negative.
If loading a save from V0.3.1 will stop Units and Villagers animating until Units are commanded to move.
If loading a save from V0.3.1 players must right click before selecting their Units.
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:
We hope you like big rocks and big impacts, because the Siege Catapult is finally here! This formidable stone flinging machine is one of the most powerful units that will be available to you. Let’s take a look at this monster, shall we?
Look at the stones on that
The Catapult is a powerful siege unit, with an immensely long range, perfect for making widows of any potential Nightmare wives waiting for their husbands to return from war.
The most notable feature about this relentless rock thrower is that it can switch between siege mode and mobile mode. Mobile mode allows the Siege Catapult to move around freely, whereas Siege mode unleashes its full power, giving it a nice little boost to damage, accuracy, and attack range. While in Siege mode, the Catapult can’t move at all, making it extremely vulnerable to melee attacks.
Oh, and did we mention that it can only attack targets a certain distance away from itself? Keep these things away from direct combat!
Update tomorrow!
As usual we’ll release the full patch notes alongside the update, but that’s it for the big-ticket items this time!. Keep your eyes on our social channels over the coming weeks and you might just get a peek at what we’re planning next…
Target prioritisation, mini-map changes, and more!
Dear protectors of the light,
Good news: there’s a brand-new update coming in just two short days, on the 27th of January! Even better news: we’ve made tons of changes that will hopefully make your Nightmare obliteration that much more fun!
So without further ado, let’s talk about item number one on our list, target prioritisation.
Fire at will! Which one’s Will?
You’ve all asked for it, (over and over again) and we shall provide! From the moment this update goes live, you’ll be able to tell your units to prioritise weaker, stronger, or closer enemies depending on what you want to accomplish.
Each unit can have its own priorities, so if you want your melee troops attacking the closest enemies while your ranged units lay down the finishing blow on those close to death, you can!
Mini-map or maxi-map?
We’ve made some more small changes to the mini-map to hopefully make things a little clearer for all you map-watchers out there.
You’ll notice that when you first load up the update there will be five new buttons around your mini-map.
Here’s what they do:
Spyglass - Enlarges the map for a closer look at that sweet, sweet cartography.
Exclamation mark - Toggles all icons on/off.
Coins - Toggles Point of Interest and Resource Vein icons on/off
Helmet - Toggles player buildings and units on/off
Skull - Toggles enemy units and crystals on/off
All of these new buttons will be visible on both the enlarged, and regular sized versions of the mini-map.
It Follows
Naturally we couldn’t make it too easy for you to defend your land, because where's the fun in that, so we’ve made some Hardship changes to increase your suffering.
Dangerously Familiar will now no longer limit a range at which Elite Units can follow you. As they are now untethered from their Points of Interest, once they have been provoked, they will chase you indefinitely, so it’s kill or be killed before they wreak havoc and destroy your Keep!
We have a few more Hardships planned for updates soon that will ensure you’re carefully managing your Hero’s health bar and maximising your time in-game.
See you tomorrow!
That’s all we’ve got for you today folks. Come back tomorrow for another blog detailing a new unit that’ll really roll your stones!