Age of Darkness: Final Stand cover
Age of Darkness: Final Stand screenshot
Genre: Real Time Strategy (RTS), Strategy

Age of Darkness: Final Stand

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.

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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, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Till next time Protectors of the Light…
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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

Introducing the Siege Catapult

Dear Protectors of the Light,

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!