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 – Roadmap Reveal & Multiplayer Update



Protectors of the Light,

Firstly, the team would like to extend a massive thank you to all of our players for your patience over the past few months. We’ve been hard at work on the development of Age of Darkness: Final Stand, including new single player content, and our long awaited Multiplayer update.

Today, we are excited to share the future Roadmap for Age of Darkness: Final Stand, and reveal the final stages of our journey through Early Access and our path to Multiplayer and our full 1.0 release.



Over the coming months, we will be releasing three new content updates, with a core focus on addressing known issues and bugs, and bringing new single player, Survival focussed content to the world of Erodar. These will include upcoming balance changes, introducing the Order Knight to Survival mode, and new Blessings, Hardships, and Malices.

Our first new update - Seeds of Darkness - will be released next week (Tuesday 7 May, 10am AEST | Monday 6 May, 5pm PDT | Tuesday 7 May, 2am CEST) click here for your local time zone, featuring Map Seeds, Achievements, World Map updates, animation updates, and new accessibility options for our players, alongside several bug fixes and balance changes. We’ll be sharing the full release notes next week, and kicking off a new era of Community Challenges around the new custom Map Seeds! We can’t wait to hear your feedback!

MULTIPLAYER





We have remained committed to delivering on our vision for Age of Darkness: Final Stand - a vision that has always included a co-op Survival mode. We’re pleased to say that development is progressing well - and while this has been a humbling and challenging experience along the way - we’re massively excited to share that Multiplayer is currently planned to launch, alongside our full 1.0 release, this coming Winter (or Summer, if you’re from the Southern Hemisphere like us).



Early Multiplayer Gameplay | Development In-Progress

We understand that you, our players, and our valued Age of Darkness: Final Stand community will be key to helping steer us through this process. With that in mind, our goal is to share the first Multiplayer Beta this Fall.

We’ll aim to share exact dates for both our Multiplayer Beta, and the end of Early Access as we get closer to both launches.

We are incredibly excited for the future of Age of Darkness: Final Stand, and looking forward to sharing more updates around our Multiplayer development, and road to 1.0 in the coming weeks and months. Importantly, we’re excited to continue on this new chapter of our development journey with you - our players.


Till next time Protectors of the Light…

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel
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

A New Chapter for Age of Darkness: Final Stand



Protectors of the Light,

First and foremost, we’d like to thank our community for your patience, and apologize for the relative silence over the last few months. While development on Age of Darkness: Final Stand has continued, there have been some major changes on our side which we have been working through to get communications with you - our players - back on track!

On that note, we have some exciting news to share with you regarding our next chapter, and the future of Age of Darkness: Final Stand.

After initiating discussions with Team17 earlier this year, we have reacquired the full publishing rights for Age of Darkness: Final Stand. This will allow us to steer all future development for the game, and to keep the dialogue open directly with our players. It has also meant we’ve needed to bring additional internal community teams across the game, which has taken some time. You may have already seen some new faces in Discord. We want our community to know that we’re here, we’re listening, and we are committed to ensuring regular communication with you moving forward.

We are excited to realize our vision for Age of Darkness: Final Stand, and have some additional updates to share later this week around our future content roadmap, multiplayer development, and our path to 1.0 and the end of Early Access. The first of these updates - ‘Seeds of Darkness’ - will be coming next week, and we can’t wait to share more details around this with you soon, and to continue on this new chapter together with you, our valued community.

We will also be hosting a live Q&A with the development team in Discord later this week to discuss the new roadmap, multiplayer, and everything Age of Darkness: Final Stand. Stay tuned for more details on this!

We want to express our gratitude to Team17 for their support throughout the development process. Their partnership was invaluable in helping us bring Age of Darkness: Final Stand into Early Access, and we are truly thankful for the opportunity to have worked with them.

Stay tuned for more updates, and thank you for your continued support!

Sincerely,
The Age of Darkness: Final Stand Team

Age of Darkness: Final Stand – Update v0.11.4



Protectors of the Light,

Following the launch of Exile’s Return last month, our latest patch addresses several performance and technical issues that have impacted some players.

Thank you to our passionate community for all of the reports and feedback we have received. This is truly invaluable in helping us to continue to improve the Age of Darkness: Final Stand experience for all of our players.

As always please continue to report bugs or issues to our Player Support channel on our Discord, as we’re constantly monitoring these channels.

Check out the full patch notes below:

Release Notes



Crashes


  • Fixed a crash related to pathfinding that could occur across the Campaign Missions.
  • Fixed a crash in Mission 10 related to placing buildings within a units path.
  • Fixed a crash that could occur when exiting the World Map in Campaign.

Performance Improvements


  • Improved the performance during Survival Death Night Crystal explosion.
  • Improved the performance during the Final Stand Cutscene moment.
  • Improved the performance when loading the game for the first time.

Fixes & Changes


    SURVIVAL AND CAMPAIGN
  • Fixed an issue where F1 could select Garrisoned Units
  • Fixed an issue where in certain situations the player can instantly transport Garrisoned ranged units from one tower to another tower in the map.
  • Fixed an issue when about to cast a Heros ability you could click on buildings to cancel, leaving the spell indicator on.
  • Fixed an issue where fire damage over time did not go through Armour and was reduced by 70%.
  • Fixed an issue where Targetting Closest within the Target Prioritization system was not working as intended.
  • Fixed an issue where when Alt-tabbing during gameplay could result in the Alt key from locking. Causing unit selection, move commands and many minor issues to behave unexpectedly.

    CAMPAIGN
  • Fixed an issue in the World Map where the Music would play inconsistently

    Mission 4
  • Fixed an issue where the opening cutscene was de-synced causing stuttering and poor quality.
  • Fixed an issue where players had to skip a cutscene in order to progress.

    Mission 7
  • Fixed an issue where an enemy Tower could attack units further than the Tower’s attack range.
  • Fixed an issue where the final cutscene SFX was not playing as intended.

    Mission 8
  • Fixed an issue where with pathfinding that caused Nightmares to not put pressure from the left side of the map.
  • Fixed an issue where Nightmares would get stuck within Trade Bazaars across the map.
  • Fixed an issue where collision was missing near the ‘Slay the Commander’ objective.

    Mission 10
  • Fixed an issue where the Crusher’s Roar VFX momentarily appeared in the incorrect direction.
  • Fixed an issue with volume balancing across the Mission.

Known Issues


  • Using old saves in the new update will cause various unintended gameplay behaviour.
  • Observed an issue where some player may lose their campaign progression.
  • In a rare occasion Heroes may auto-attack with a fire FX.
  • Pressing ‘-’ will display a ping mouse cursor and requires a second press to de-activate.
  • Enemy units in campaign won’t agro onto attacking Ballista or Below Towers.
  • In survival Death Night music may not always play.
  • Have observed performance hitches in Mission 6 when a Hero’s ability is cast for the first time.
  • In survival collision is missing on the Dark Crystals.
  • Throughout Campaign, save/loading can cause objective makers to behave unintentionally.
  • Some UI Prompts remain untranslated across all languages.
  • Impaler projectiles don’t shred the Armour off enemy buildings across Campaign.
  • Building a Lumber Yard won’t highlight trees within its radius.
  • In some cases Heroes and Units can get stuck on terrain set dressing during Campaign Missions.
  • Merek’s Halberd Hurricane can miss in some cases when used in a group of Nightmares.
  • Buildings may display construction VFX when the camera focuses on them while navigating throughout the map.
  • Player can see all objective locations early on the Mini-Map in Mission 9.
  • Player may be able to incorrectly path through the enemy’s gates in Campaign.
  • Minimap objective pings in Campaign are not always persisting in some Missions.
  • In some missions background music may not play correctly or at all.
  • Character Models can stand and clip with the Character Pedestal on the World Map.
  • In Mission 5 the player will see incorrect Objective Information on the Mission Success screen.
  • Dialogue Barks may be playing multiple times within Campaign Missions.
  • Save Loading throughout the campaign may cause issues with Progression triggers for that mission.
  • There are some issues with Cutscenes missing characters during Mission 9.
  • Cutscenes may play twice when skipped in certain situations.
  • In some cases Units will get stuck running on the spot when trying to reach unreachable terrain.
  • Cinematic Subtitle Timing is not matching to Cinematic Audio for Dunstock, Storm Eye and the Final Cinematic.
  • Player can see objective locations early on the Mini-Map in Mission 9.
  • In some cases the player will see missing Audio across cutscenes throughout the Campaign.


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 ‘player-support’ channel or using the in-game bug reporting tool.

Till next time Protectors of the Light…

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel
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

Age of Darkness: Final Stand – Exile’s Return – Out Now!



Protectors of the Light,

Following a successful Beta period, Exile’s Return is now available for all Age of Darkness: Final Stand owners.

https://youtu.be/6NdCbbWQW8c

Get Ready!

Exile’s Return includes:


  • Act III of the Campaign, encompassing the final three missions, a unique boss fight and a new cinematic
  • A new Survival hero, Aurelia
  • Various updates and fixes including:
    • Formations
    • Performance and Pathfinding improvements
    • Spanish localization
    • 3D Hero Select Screens


Thank You

On behalf of the entire Age of Darkness: Final Stand, we’d like to thank all of our players who took part in the Exile’s Return Beta. Your feedback through this period has been invaluable in helping us to deliver the polish and quality experience that our players expect. We’re excited for all of our players to experience the Campaign finale - and can’t wait to hear your stories!

You can find the full patch notes for the Exile’s Return update here

As always, we’d love to hear all of your feedback around the Exile’s Return update. Please continue to share your thoughts with us, and report any issues you might encounter in the player support channel on our Discord, as we’re constantly monitoring those channels.

Till next time Protectors of the Light…

---

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel
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

Age of Darkness: Final Stand – Exile’s Return - Patch Notes


The Exiles Return update features several major content updates, gameplay improvement, and bug fixes.

Features


  • Act III of the Campaign
  • A new Survival hero, Aurelia
  • Various updates and fixes including:
    • Formations
    • Performance and Pathfinding improvements
    • Spanish localization
    • 3D Hero Select Screens

Balance Changes


    Merek
  • Increased Merek’s Armour per level from 51/60/64/74/85/97/105/115/125/140 to 51/64/77/90/103/118/133/154/175/200.
  • Increased the shred damage to Merek’s Halberd Hurricane ability from 2/3/4/5/6/6/7 to 3/4/5/6/7/7/8.

    Aelis
  • Increased Aelis’ Health per level from 90/140/190/240/300/410/520/600/720/850 to 110/160/210/270/240/450/560/660/780/910.
  • Reduced the max Health sap of Aelis’ Queen’s Rage ability from 30% to 15%.

    Units
  • Increased the Pikeman’s engagement range from 0.7 to 1.3.
  • Increased the Pikeman’s damage from 10 to 13.
  • Increased the Pikeman’s knockback from 0.025 to 0.35.
  • Reduced the Pikeman’s production cost from 200 Gold to 175.
  • Removed the Pikeman’s production cost from 5 Stone to 0.
  • Increased the Pikeman’s health from 75 to 90.
  • Removed the Flamer’s knockback from 0.2 to 0.
  • Increased the Harbinger’s ability buff duration from 10 seconds to 25.
  • Reduced the Harbinger’s attack time from 3.5 to 2.75 (+27%).
  • Reduced the Harbinger’s production cost of Dark Essence from 2 to 1.
  • Reduced the Harbinger’s production cost of Gold from 600 to 450.
  • Increased the Harbinger’s shred damage from 0 to 2.
  • Increased the Arbalest’s movement speed from 1.1 to 1.2.
  • Increased the Sentinel’s movement speed from 1.1 to 1.2.
  • Increased the Lightbearer’s heal range from 6 to 8.
  • Increased the Lightbearer’s number of units healed from 4 to 12.
  • Increased the Lightbearer’s attack range from 0.75 to 1.25.

    Buildings
  • Reduced the Bellows Tower construction cost from 25 Iron to 22.
  • Reduced the Bellows Tower construction cost from 50 Stone to 45.
  • Reduced the Grand Ballista research cost from 3000 Gold to 2000.
  • Reduced the Grand Ballista construction cost for both Iron and Stone from 75 to 60.
  • Increased the Trade Bazaar’s Max Storage capacity of Wood from 400 to 600.
  • Increased the Trade Bazaar’s Max Storage capacity of Stone from 300 to 400.
  • Increased the Trade Bazaar’s Max Storage capacity of Iron from 200 to 300.
  • Reduced the Trade Bazaar’s gathering speed of Wood from 180 seconds to 160.
  • Reduced the Trade Bazaar’s gathering speed of Stone from 270 seconds to 220.
  • Reduced the Trade Bazaar’s gathering speed of Iron from 360 seconds to 300.
  • Increased the Trade Bazaar’s sell price of Wood from 1 Gold to 2 per unit.
  • Increased the Trade Bazaar’s sell price of Stone from 2.5 Gold to 4.5 per unit.
  • Increased the Trade Bazaar’s sell price of Iron from 4 Gold to 10 per unit.

    Malices
  • Reduced Economy Drought’s negative effect from 30% to 15%.
  • Reduced Hazy Skies’ negative effect from 25% to 15%.

Additional Changes


  • Added additional tutorial pop-ups.
  • Added the ability to ctrl click units to deselect them.
  • Pathfinding and Map Tile refactors for more reliable long distance pathfinding.
  • Garrisoning refactors on how we handle units entering / exiting towers.
  • Added Spanish European language localization.
  • Added Spanish Latin American language localization.
  • Gameplay battle audio has been refactored and better optimised for more overall clarity.
  • Objective UI pings have been given better spatial positioning relative to their visuals.

Crashes


  • Fixed a crash related to units moving to an invalid tile.
  • Fixed a crash that could occur when the Mini-Map refreshed.
  • Fixed a crash that could occur when the game is changing the mouse cursor state.
  • Fixed a crash that could occur during the first Death Night in the Survival gamemode.
  • Fixed some crash outliers in the pathfinding code and now gracefully handle errors.
  • Fixed multiple crashes by refactoring functions surrounding units exiting some buildings for consistency and reliability.
  • Fixed some issues with accessing data for abilities for heroes and agents.
  • Fixed a crash occurring when transitioning from the World Map to the Main Menu.
  • Fixed a crash that could occur when pressing ‘T’ multiple times on the loading screen.
  • Fixed a crash that appeared when alt-tabbing while drivers were being overloaded.
  • Fixed a crash that resulted from killing an Elite Nightmare in Campaign.
  • Fixed a crash in Mission 4 that occurred if Edwin died during ‘The Light in the Dark ll’ objective.
  • Fixed a crash in Mission 4 when loading a manual save created after completing the 'Rebellion Blockade' objective.
  • Fixed a crash in Mission 4 that could occur when defending against Nightmares within the Rebellion Outpost.
  • Fixed a crash that could occur when loading into Mission 5.
  • Fixed a crash that could occur in Mission 7 if Vizargo entered a Cutscene in Serenity mode.

Performance Improvements


  • Moved a number of VFX from CPU to GPU simulation.
  • Improved client launch loading time.
  • Reduced VFX Draw Calls and Overdraws across Entities, Agents and Buildings.
  • Improved UI Invalidation and Texture Caching to prevent unneeded Layout calculations.
  • Refactored our Cutscene Action system on how we cache Cutscene Actions.
  • A number of core data oriented systems have been optimised.
  • Improved Gate performance by maintaining more state over time.
  • Minimap now remembers more state and refreshes the landscape only when required.
  • Reduced calls to our Campaign Trigger system.
  • Reduced the number of Entities ticking per frame, including additional culling.
  • Building animations culled by the player camera frustum.
  • Reduce texture sizes for less memory usage.
  • Fixed an issue where FPS would drop to single digits when using Ignite on a large group of Walls.
  • Reduce time Loading the game from steam.

Where possible please ensure all drivers are updated to ensure the best and smoothest performance.

Fixes & Changes


    SURVIVAL
  • Fixed an issue where Catapults could move in Siege Mode.
  • Fixed an issue where the Veil did not render when panning over the Crystal during a Death Night.
  • Fixed an issue where Watch Towers did not show correct Death Night paths during the Final Stand.
  • Fixed an issue where the vision and ranged defensive building's UI replaced resources buildings with a solid shadow UI.
  • Fixed an issue where Elite Nightmares could change if the game was reloaded before discovery.
  • Fixed an issue where playing your first game the 'Welcome' popup did not appear.
  • Fixed an issue when discovering the Crystal the notification would infinitely pulsate if the game was paused.
  • Fixed the cogwheel icon failing to grey out while having insufficient resources for multiple structures in the 'Wood workshop'.
  • Fixed an issue where the Hero Ability UI would disappear if a Hero was selected while receiving a “Research Complete” notification.
  • Fixed an issue where map generated Nightmare cracks were overlapping on top of each other.
  • Fixed an issue during the Final Stand, Crystals could take damage and be destroyed a second time.
  • Fixed an issue where hovering over a destroyed crystal showed a full health bar.
  • Fixed an issue where the Final Stand UI did not display.
  • Fixed an issue where a survival game could start with no SFX.
  • Fixed an issue with the Cattails and Water Reeds size and wind movement.
  • Fixed an issue where Nightmares could get stuck pathfinding on Points of Interests during Death Nights.
  • Fixed an issue where large siege units had poor pathfinding around corners of terrain and buildings.
  • Fixed an issue where Nightmares could spawn insight the light of your base post Death Night completion.

    SURVIVAL AND CAMPAIGN
  • Fixed an issue where rick-clicking to move would sometimes use an old input location.
  • Fixed an issue where Hero abilities would trigger in a different location to the spell indicator.
  • Fixed an issue where activating Violent Volley on top of set dressing did not damage enemies.
  • Fixed an issue where Units would play their Walk animation in-between attacks.
  • Fixed an issue where the Fire Tower required the Braced Tower to be researched beforehand.
  • Fixed an issue where no farm tiles were displayed in builder mode.
  • Fixed an issue where Aelis did not use or trigger her idle Attack animation.
  • Fixed an issue where Harbingers would leave Axemen on 0 HP without killing them.
  • Fixed an issue where Elite nightmares had incorrect damage displayed and applied.
  • Fixed an issue where selected units will not finish their moving path when using move queue hotkeys.
  • Fixed an issue where Aelis' Queen's Rage would linger on units after being killed.
  • Fixed an issue where Cyrus displayed as having 1 armour above his health bar.
  • Fixed an issue where the Burster UI rings were displayed at a smaller size then the blast radius.
  • Fixed an issue where Edwin's enlighten perk displayed as a 0% gain.
  • Fixed an issue where the Armour icon displayed incorrectly when generation from depletion to full.
  • Fixed an issue where Cyrus’ Caltrops FX would disappear early.
  • Fixed an issue where resource Veins would spawn too close to each other.
  • Fixed an issue where a building training units sold wouldn’t give the population back.
  • Fixed an issue where the selector did not appear on shift selected buildings.
  • Fixed an issue where a tutorial pop-up would overwrite the currently opened UI.
  • Fixed an issue where rally points would not render if the building wasn’t in frame.
  • Fixed an issue where Edwin’s Flame Shield dealt no damage.
  • Fixed an issue where Merek’s Crushing Weight ability can be cut off by an Auto Attack in some cases.
  • Fixed an issue where SFX continued to play when the game was paused.
  • Fixed an issue where the pause menu SFX was audible when transitioning from loading to gameplay.
  • Fixed an issue where Hero ability UI HUD elements disappeared after any research completed.
  • Fixed an issue where Vizargo's Serenity ability's attack SFX persisted after the ability ended.
  • Fixed an issue across all campaign missions where Rebellion banners changed to The Order banners after a load/save.
  • Fixed an issue where during mass building upgrades the SFX multiplied.
  • Fixed an issue where Nightmares could lock in animation state while moving.
  • Fixed an issue where double clickin on buildings would not display the selection on all selected buildings.
  • Fixed an issue where when building in the radius of a Food Hut, Farm or Refined Farm, the reduced farm yield was incorrectly calculated.
  • Fixed an issue for Lightbearers where the flame bloom was too bright.
  • Fixed an issue where Spitters did not deal damage to buildings.
  • Fixed an issue where Merek's Jump Smash didn’t land consistently to the location.
  • Fixed an issue where Nightmare and Unit animations would lock when disengaging from combat and returning to their original position.

    CAMPAIGN
  • Fixed an issue where the 'Return to Game' button fails to function after quickly clicking the 'Load' button twice.
  • Fixed an issue where gameplay would not pause during cutscenes.
  • Fixed an issue where certain entities were grey.
  • Fixed an issue where the skip cutscene UI element was displayed in World Map.
  • Fixed an issue where the Camera did not display the Campaign Map correctly.
  • Fixed an issue where a random faction style will be chosen for the HUD and UI styling.
  • Fixed an issue where the Cutscene transition to gameplay lost focus on the characters after resuming.
  • Fixed an issue where the time of day notifications appeared in Cutscenes.
  • Fixed an issue when pressing the spacebar to pause the game would not pause dialogue audio.
  • Fixed an issue where the highlight on Main Menu would stop working after coming back from Campaign Menu.
  • Fixed an issue where the Campaign ‘Upgrade Keep' UI was visible when in its disabled state.
  • Fixed an issue where the Alderin units did not receive the Horrify stats upon becoming Horrified.
  • Fixed an issue where after being defeated the camera moved to the corner of the map.
  • Fixed an issue when playing a mission after already completing it would replay the map animation.
  • Fixed an issue when selecting a mission and spamming continue the camera would reset.
  • Fixed an issue where some areas on the World Map were linked incorrectly.
  • Fixed an issue in the World Map where lines appeared in map sky.
  • Fixed an issue where after destroying enemy buildings the same tile space did not yield any Food.
  • Fixed an issue where the Building plan circle range indicators displayed after the building plan has been closed.
  • Fixed situations where the main menu music could play over the top of cinematics.
  • Fixed issues related to attack pathfinding against buildings.
  • Fixed a problem where pressing the spacebar during a loading screen would load the player into a black screen.
  • Fixed an issue in the World Map where Aurelia’s Staff was missing its flame.
  • Fixed an issue where if a Lightbearer died within a Death Night Veil fog, it would remove it.
  • Fixed an issue where Ballista Towers did not deal damage to buildings.

    Prologue Mission
  • Fixed an issue where using "F1" or "F2" would select units you don’t control.
  • Fixed an issue where buildings existed in the FOW that shouldn't be there.
  • Fixed an issue where the Dunstock Cinematic played even if the player failed the Prologue Mission and selected ‘Return to Map’.
  • Fixed an issue where Merek faced the wrong direction in the Cutscene after completing the 'Lingering Remnants' objective.
  • Fixed an issue where Edwin and Vizargo could be moved outside the bounds area during the 'Lingering Remnants' objective.
  • Fixed an issue where Crawlers were visible in the final Cutscene.
  • Fixed an issue with Hero pathfinding in the first Cutscene.

    Mission 1
  • Fixed an issue where a Militiaman fails to appear in the cage after loading a save.
  • Fixed an issue where units had inconsistent pathfinding when moving around wooden fences.
  • Fixed an issue where Edwin and Aurelia would walk through a closed Gate in the final Cutscene.
  • Fixed an issue where objective markers remained on the Minimap after completion.

    Mission 2
  • Fixed an issue where an Iron Talon dialogue line repeated twice.
  • Fixed an issue where the Food Hut objective counter was broken.
  • Fixed an issue where the game got stuck on loading an auto-save after failing on objective: ‘Time Until Debris is Cleared’.
  • Fixed an issue where incorrect VO played when claiming the Norfolk Pikemen.
  • Fixed an issue during the 'Build a Training Hall' objective, it failed to complete when the Training Hall was built before the objective.
  • Fixed an issue where a Gate would not open blocking the player from completing the mission.
  • Fixed an issue where attacking specific buildings and units broke pathfinding.
  • Fixed an issue where the Training Hall objective markers did not display.
  • Fixed an issue where optional objective markers would display as main objective markers.
  • Fixed an issue where reloading a specific Checkpoint caused buildings to not render and player control groups to reset.
  • Fixed an issue where the incorrect portrait would display during a Pikemen’s dialogue.

    Mission 3
  • Fixed an issue where exploring the south-east during objective: ‘Treading the Raven’s Soil’ autocomplete.
  • Fixed an issue when right clicking on the gates would make the unit's animation stutter.
  • Fixed an issue where the barrel positions on the Keep were incorrect.
  • Fixed an issue where the Nightmare wave minimap skull icon disappeared too soon.
  • Fixed an issue where the scouting marks from "Treading the Raven's Soil I" are still displayed on the minimap after the objective is completed.
  • Fixed an issue where objective "The Locals I: Reach the Norfolk Village" completed by itself.
  • Fixed an issue where Edwin and Theda would have their VO overlap in Cutscenes.
  • Fixed an issue where the ally Storehouse became controllable before the Iron Talon Tower was destroyed.
  • Fixed an issue where Norfolk villages had buildings that you owned in them.
  • Fixed an issue where some Iron Talon Soldier’s failed to pathfind correctly during the ‘Circling Vultures’ objective.
  • Fixed an issue where freeze spikes were observed each time a Nightmare wave spawned.
  • Fixed an issue where the second last Nightmare wave would get stuck on terrain.
  • Fixed an issue in the Norfolk village to the west where fire VFX would trigger on the Wooden Workshop.

    Mission 4
  • Fixed an issue where Theobold remained on the players team after choosing the Rebels side after the Cornered Rats Cutscene.
  • Fixed an issue where the last cutscene on the Order Stronghold still had the Keep's Narrator talking.
  • Fixed an issue where the 'Defence is under attack' or 'Unit killed' prompt displayed in the unexplored area after completing 'Reach the Rebellion Quarry' objective.
  • Fixed an issue where a minimap marker appeared near the ‘Enforcer Ova’ cage after choosing the Order narrative.
  • Fixed an issue where Walls were missing from Order Stronghold during Cutscene.
  • Fixed an issue where after selecting the ‘Rebellion Quarry’ option at the ‘Crossroad’ objective there are two soldier units that don’t become controllable.
  • Fixed an issue where there was an extra voice line during the first Cutscene.
  • Fixed an issue where the Crystal breaking SFX did not play in the opening Cutscene.
  • Fixed an issue where collision was missing on a gateway when choosing to side with the Rebellion at the Crossroads.
  • Fixed an issue where the health bar of enemies failed to display after choosing any choice from 'Cornered Rats'.
  • Fixed an issue where Soldiers and Sentinels had zero vision after being captured.
  • Fixed an issue where the Triage Tent at the Rebel’s Quarry remained assigned to a neutral faction and did not resurrect units.
  • Fixed an issue where ‘Light in the Dark 2’ the Triage Tents were not targetable by Nightmares.
  • Fixed an issue where an Arbalest from ‘Lone Survivor’ choice did not clear FOW.
  • Fixed an issue where Alderin units in the Order Stronghold appeared stuck and did not move towards Nightmares.
  • Fixed an issue where the Sole Survivor Cutscene had incorrect UI Portraits.
  • Fixed an issue where there was a missing collision from the side of the cage attached to a wall within the Order Stronghold.
  • Fixed an issue where in the second Cutscene an Alderin Enforcer was freed from Jail without context.
  • Fixed an issue where the attack animation of the enemies can be seen through the FOW.
  • Fixed an issue when protecting Aurelia did not tick as complete on the Mission Success screen.
  • Fixed an issue where some VO across cutscenes had no audio.
  • Fixed an issue where Aurelia and Edwin were missing dialogue lines during the 'Reach the Nightmare Source' objective.
  • Fixed an issue where there were missing audio barks just before entering the Nightmare wave during the objective 'The Light in the Dark II’.
  • Fixed an issue where Aurelia slid into position during a cutscene when she should have been walking.
  • Fixed a sequence issue where, in the middle of the 'Cornered Rats' Cutscene, players came back out to make a choice and then returned to the Cutscene.
  • Fixed an issue where Nightmares stuttered in place until the player was within their aggro radius.
  • Fixed a visual problem in the Rebellion Narrative cutscene in Mission 4, where the 'Below Tower' cutscene looked incomplete.
  • Fixed an issue where Alderin units moved and pushed 'Edwin' during the 'Mediate' choice Cutscene.
  • Fixed an issue where the game would get stuck when loading a manual save after the ‘Rebellion Blockade’ completion cutscene.
  • Fixed an issue where the Solider’s “By the light we must retreat” dialogue line had no audio.
  • Fixed an issue where completing the mission would fade to black and not continue to the Mission Success screen.
  • Fixed an issue where Edwin’s pathfinding during cutscene was rigid.
  • Fixed an issue where Edwin would face the wrong direction in multiple Cutscenes.
  • Fixed an issue where the player would not gain Norfolk survivor reinforcements.
  • Fixed an issue where collision was observed missing from the Dark Crystal asset.
  • Fixed an issue where the first Nightmare wave did not spawn when reaching the Crossroads.
  • Fixed an issue where an Enforcer had missing audio barks.
  • Fixed an issue where Nightmare waves failed to spawn during the ‘Sancturary in the Quarry’ objective if ther player had previously skipped Cutscenes.
  • Fixed an issue where during the Cornered like rats encounter a missing string table entry could popup.

    Mission 5
  • Fixed an issue where a player was able to place an Iron Quarry where no Iron was available.
  • Fixed an issue where the game got stuck on loading a manual save after saving the game at the end of the first Cutscene.
  • Fixed an issue where the Nightmare Breach VFX were visible through the FoW.
  • Fixed an issue where a negative value was displayed for the ‘Food Ration’ in the ‘Economy Panel’ at the start of the mission.
  • Fixed an issue where the Mission Success screen displayed incorrect information.
  • Fixed an issue where Norfolk Villagers would face the wrong direction within Cutscenes.
  • Fixed an issue where the player could not place a Quarry ontop of a Gold resource vein.
  • Fixed an issue where the Nightmare waves at spawn had rigid pathfinding and targeting.
  • Fixed an issue where objective markers failed to appear on the mini-map during the mission.
  • Fixed an issue where resource Chests failed to appear inside the Point of Interests.
  • Fixed an issue where an Order Soldier was speaking but not present within a Cutscene.
  • Fixed an issue where enemy archers failed to eject out of destroyed Towers.

    Mission 6
  • Fixed an issue where Volatists would spawn from a destroyed Weaver Gate.
  • Fixed an issue where Cyrus’ character mesh was hidden when unconscious on the ground.
  • Fixed an issue where the game got stuck when the 'Find Cyrus' cutscene ended and enemies that were present behind the wall were eliminated before completing the objective.
  • Fixed an issue where Aurelia and Vizargo appeared to walk in opposite directions during a Cutscene before destroying the final Weaver Gate.
  • Fixed an issue where some prison cells to be opened did not have markers or levers.
  • Fixed an issue where Order banners would display as Rebellion banners on Towers after save loading the mission.
  • Fixed an issue where skipping cutscenes in Mission 6 could result in dialogue lines repeating after the cutscene.
  • Fixed an issue where unconscious Cyrus was incorrectly displayed as level 1.
  • Fixed an issue where Vizargo and Aurelia where clipping in one another during a Cutscene.
  • Fixed an issue where Edwin was no longer controllable after a Cutscene was skipped.
  • Fixed an issue where revealed FOW did not dissipate.
  • Fixed an issue where the collision on some entities lost its collision.

    Mission 7
  • Fixed an issue where the old Campaign Select Menu displayed once the player had loaded an autosave.
  • Fixed an issue where Projectiles did not render correctly.
  • Fixed an issue where the Health bar of Theda and her units appeared in green instead of blue.
  • Fixed an issue where Aurelia and Vizargo's levels could incorrectly reset to 1.
  • Fixed an issue where no destroyed buildings were visible whereas the fire FX for them were.
  • Fixed an issue where Merek’s Crushing Weight ground telegraph wasn’t always visible.
  • Fixed an issue where objectives markers for Training Halls and Siege Factories did not disappear after completing the objective.
  • Fixed an issue where objective markers for Weavers did not appear.
  • Fixed an issue where Merek was seen idling in the woods to the east.
  • Fixed an issue where Aurelia was seen idling in the woods to the east.
  • Fixed an issue where Elite Nightmares failed to pursue the player after engaging combat.
  • Fixed an issue where Vizargo is facing the incorrect direction during a Cutscene.
  • Fixed an issue where the Ignite research was not unlocked from the start of the Mission.
  • Fixed an issue where Aurelia could be killed instead of retreating when encountering her throughout the mission.

Known Issues


  • Using old saves in the new update will cause various unintended gameplay behaviour.
  • Observed an issue where some player may lose their campaign progression.
  • In Mission 4 the Rebellion Outpost cutscene will hang at the end and will require the player to hold esc to skip.
  • Have observed issues with target priority losing functionality and not working as intended.
  • Load times have increased, we are looking into reducing this.
  • Have observed issues with ranged unit garrisoning within Towers.
  • In certain situations the player can instantly transport Garrisoned ranged units from one tower to another tower in the map.
  • In a rare occasion Heroes may auto-attack with a fire FX.
  • Alt-tabbing during gameplay may cause alt functionality to lock and will require another press to unlock.
  • Survival Death Night Crystal Cutscene pan over moments have performance issues.
  • When double clicking on building whilst using a Hero’s ability spell indicator the UI stays on screen.
  • Pressing ‘-’ will display a ping mouse cursor and requires a second press to de-activate.
  • Enemy units in campaign won’t agro onto attacking Ballista or Below Towers.
  • In survival Death Night music may not always play.
  • Have observed performance hitches in Mission 6 when a Hero’s ability is cast for the first time.
  • In survival collision is missing on the Dark Crystals.
  • Throughout Campaign, save/loading can cause objective makers to behave unintentionally.
  • In survival performance drops when camera displays death night crystal exploding.
  • In survival performance drops when camera displays Final stand UI pop-up.
  • Some UI Prompts remain untranslated across all languages.
  • Building a Lumber Yard won’t highlight trees within its radius.
  • In some cases Heroes and Units can get stuck on terrain set dressing during Campaign Missions.
  • Merek’s Halberd Hurricane can miss in some cases when used in a group of Nightmares.
  • Buildings may display construction VFX when the camera focuses on them while navigating throughout the map.
  • Player can mouse over and see the enemy building yield and attack radius’ in Fog of War.
  • Player can see all objective locations early on the Mini-Map in Mission 9.
  • Player may be able to incorrectly path through the enemy’s gates in Campaign.
  • Minimap objective pings in Campaign are not always persisting in some Missions.
  • In some missions background music may not play correctly or at all.
  • Character Models can stand and clip with the Character Pedestal on the World Map.
  • In Mission 5 the player will see incorrect Objective Information on the Mission Success screen.
  • Dialogue Barks may be playing multiple times within Campaign Missions, specifically in Missions 9.
  • Save Loading throughout the campaign may cause issues with Progression triggers for that mission.
  • In some cases in Mission 10 the player may have Death Night fog appear in their base when it shouldn’t.
  • In Mission 10 there is some delay between abilities being telegraphed and cast in the final fight.
  • There are some issues with Cutscenes missing characters during Mission 9.
  • Cutscenes may play twice when skipped in certain situations.
  • In some cases Units will get stuck running on the spot when trying to reach unreachable terrain.
  • Cinematic Subtitle Timing is not matching to Cinematic Audio for Dunstock, Storm Eye and the Final Cinematic.
  • Player can see objective locations early on the Mini-Map in Mission 9.
  • Dialogue Barks may repeat within Campaign Missions, specifically in Missions 9.
  • In some cases the player will see missing Audio across cutscenes throughout the Campaign.
  • In some cases Units given to the player during Campaign may not be marked as controllable after their corresponding cutscene trigger.

To avoid spoilers, please find the Beta changes pinned in the comment section below.

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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 ‘player-support’ channel or using the in-game bug reporting tool.

Till next time Protectors of the Light…

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
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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

Age of Darkness: Final Stand – v0.11.2 Beta Update – Out Now!



Protectors of the Light,

Thank you all for sharing your insights and feedback on the Beta build over the past few weeks - and a special shoutout to our Discord community for the extra information you’ve provided in some of your feedback.

This feedback has been indispensable to our development team, and has already helped us to identify various improvements that will help us to deliver the best possible experience for our players at the full launch of Exile’s Return.

Today’s Beta branch update (version 0.11.2) addresses several known issues, in addition to addressing much of the feedback that we have received from our community over the past two weeks.

Survival Balance Changes



Alongside campaign updates, we’ve also noted community feedback around Survival balancing. Our latest Beta branch update brings several balance changes to Survival mode. We’d love for Survival fans to check out the latest changes now live on the Beta branch, and as always, welcome all of your thoughts and feedback on these.

A full changelist for Beta branch 0.11.2 has been included below.

Our team is committed to ensuring that the full launch of Exile’s Return meets the standards our players expect, and we will continue to use this Beta period to address additional stability, performance and other balance improvements.

To our community, our team will be taking a short break over the Holiday period, and will be back in early January. We look forward to sharing release details for the full launch of Exile’s Return early next year.

Thank you for your patience and your continued support.

The Age of Darkness: Final Stand Team

HOW TO ACCESS THE BETA



In order to access the Beta branch, please ensure you have Age of Darkness: Final Stand installed and updated on Steam. Select Properties, then Betas and select the following branch from the dropdown:

v0.11.0_opt_in

Please note that save files will not carry over to the live version of the game.

BETA PATCH RELEASE NOTES



Community Raised Issues Fixed



  • Fixed an issue where in some cases Units fail to align in Formation when ordered to do so within close range of the Unit Group’s starting location.
  • Fixed an issue when selecting enemy or neutral units they will have Formations Options enabled by default.
  • Fixed an issue where buildings will sometimes fail to select all when double clicking to select all of a single-type of building.
  • Fixed an issue when ejecting ranged units from Towers they may get stuck.
  • Fixed an issue where Aurelia’s Flail Whip will grant Dark Essence correctly after the first time.
  • Fixed an issue where Hero VFX may persist on screen in some cases or be different colours in others. This is noticeable with Edwin’s Enflame, Aelis’ Royal Decree and Cyrus’ Caltrops.
  • Fixed an issue where Cyrus’ Ability SFX can be heard across the map during Mission 10.
  • Fixed an issue where In some cases Cyrus can appear at Level 1 in some cases.
  • Fixed an issue where Minimap Objective Pings in Campaign are not always persistent in some missions.
  • Fixed an issue where in some cases Rally Points from Training Halls and Towers may not update in world space if clicked within close succession of one another.
  • Fixed an issue where Walls can be placed in between tiles when click dragging to place.
  • Fixed an issue where in some cases Siege Units will not target and attack enemies despite being within range.
  • Fixed an issue where certain objective conditions will not be marked as complete on the Mission Success screen.
  • Fixed an issue where several Cutscenes are missing Cutscene Actors.
  • Fixed an issue where in Mission 7, Vizargo and Aurelia’s level may be set to Level 1.
  • Fixed an issue where Units wouldn’t attack when commanded.
  • Fixed an issue in Mission 7 where a Sentinel would break their pathfinding trying to find a target.
  • Fixed an issue in Mission 10 where Aurelia was in the corner of the map.
  • Fixed an issue in Mission 9 where Archers were firing from 0,0,0 coordinates in the map.
  • Fixed an issue in Mission 10 where entities around a Tower would cause attack pathfinding issues.
  • Fixed an issue where Catapults could move in siege mode.
  • Fixed an issue where Nightmares would get stuck on Points of Interests during Death Nights in Survival.
  • Fixed an issue in Mission 4 where collison was missing on the Dark Crystal during the ‘Protect Aurelia’ objective.
  • Fixed an issue in Mission 5 where you could not place a Quarry on certain Gold Veins.
  • Fixed an issue in Mission 10 where you could save/load during the final fight.
  • Fixed an issue in Mission 10 where after save/load you could build on non-buildable zones.


Balance Changes



From some small QoL improvements to unit balancing, we hope these changes grant a general reduction in frustration, and help solidify the roles of the Pikemen, Flamer and Harbinger units.

We will continue to monitor the effects of these changes along the road to 1.0!


    Aurelia
  • Reduced Aurelia’s Crimson Lightning cooldown per level from 90/79/70/62/55/50 seconds to 63/55/49/42/39/35.
  • Added shred damage to Aurelia’s Crimson Lighting per level from 0 shred damage to 5/10/15/20/25/30.
  • Increased the health of Aurelia's Midnight Bloom ability from 100/120/140/160/180/200/220/250 to 100/150/180/230/260/310/340/400.

    Units
  • Increased the Pikeman’s engagement range from 0.7 to 1.3.
  • Increased the Pikeman’s damage from 10 to 13.
  • Increased the Pikeman’s knockback from 0.025 to 0.35.
  • Reduced the Pikeman’s production cost from 200 Gold to 175.
  • Removed the Pikeman’s production cost from 5 Stone to 0.
  • Increased the Pikeman’s health from 75 to 90.
  • Removed the Flamer’s knockback from 0.2 to 0.
  • Increased the Harbinger’s ability buff duration from 10 seconds to 25.
  • Reduced the Harbinger’s attack time from 3.5 to 2.75 (+27%).
  • Removed the Harbinger’s production cost of Dark Essence from 2 to 0.
  • Increased the Harbinger’s shred damage from 0 to 2.
  • Increased the Arbalest’s movement speed from 1.1 to 1.2.
  • Increased the Sentinel’s movement speed from 1.1 to 1.2.
  • Increased the Lightbearer’s heal range from 6 to 8.
  • Increased the Lightbearer’s number of units healed from 4 to 12.
  • Increased the Lightbearer’s attack range from 0.75 to 1.25.

    Buildings
  • Reduced the Bellows Tower construction cost from 25 Iron to 22.
  • Reduced the Bellows Tower construction cost from 50 Stone to 45.
  • Reduced the Grand Ballista research cost from 3000 Gold to 2000.
  • Reduced the Grand Ballista construction cost for both Iron and Stone from 75 to 60.
  • Increased the Trade Bazaar’s Max Storage capacity of Wood from 400 to 520.
  • Increased the Trade Bazaar’s Max Storage capacity of Stone from 300 to 400.
  • Increased the Trade Bazaar’s Max Storage capacity of Iron from 200 to 260.
  • Reduced the Trade Bazaar’s gathering speed of Wood from 180 seconds to 120.
  • Reduced the Trade Bazaar’s gathering speed of Stone from 270 seconds to 180.
  • Reduced the Trade Bazaar’s gathering speed of Iron from 360 seconds to 270.
  • Increased the Trade Bazaar’s sell price of Wood from 1 Gold to 4 per unit.
  • Increased the Trade Bazaar’s sell price of Stone from 2.5 Gold to 10 per unit.
  • Increased the Trade Bazaar’s sell price of Iron from 4 Gold to 20 per unit.

    Other
  • Reduced Economy Drought’s negative effect from 30% to 15%.
  • Reduced Hazy Skies’ negative effect from 25% to 15%.
  • Increased the Formation’s Dead Zone Range from 0.5 to 1.2.


Audio Changes



  • Unit attack SFX and vocalisations have had their timings tightened up.
  • Gameplay battle audio has been refactored and better optimised for more overall clarity.
  • Theda now has attack sfx that better suit her weapon and combat expertise.
  • Young Edwin, Vizargo and Merek have had their attack SFX and exertions reshaped and balanced.
  • Aurelia's ability SFX has been tightened up.
  • Objective UI pings have been given better spatial positioning relative to their visuals.


Performance Improvements



  • Addressed Cutscene flow throughout Act 3 to resolve performance issues when entering and exiting cutscenes.


Crashes



  • Fixed a crash that could occur during the “For Erodar!” objective in Mission 10.
  • Fixed a crash that could occur when attacking enemy Towers in Mission 10.
  • Fixed a crash related to units moving to an invalid tile.
  • Fixed a crash that could occur when the Mini-Map refreshed.
  • Fixed a crash related to Unit Formation States.
  • Fixed a crash that could occur when the game is changing the mouse cursor state.
  • Fixed a crash when skipping Cutscenes in Mission 9.
  • Fixed a crash related to pathfinding in Mission 8.
  • Fixed a crash when the countdown during the ‘For Erodar!’ objective depleted.
  • Fixed a crash that could occur when exiting to the Main Menu from within a Cutscene in Mission 10.
  • Fixed a crash that could occur during the first Death Night in the Survival gamemode.
  • Fixed a crash that could occur on the Mission Success screen in Mission 8.
  • Fixed a crash that could occur in Mission 10 when receiving reinforcement units.
  • Fixed a crash that could occur with how we were accessing data.
  • Fixed some crash outliers in the pathfinding code and now gracefully handle errors.
  • Fixed some crash errors with handling tiles.
  • Fixed multiple crashes by refactoring functions surrounding units exiting some buildings for consistency and reliability.
  • Added defensive code and data checking for areas in the campaign triggers system.
  • Fixed some issues with accessing data for abilities for heroes and agents.
  • Fixed a crash in Mission 4 that occurred if Edwin died during ‘The Light in the Dark ll’ objective.
  • Fixed a crash in Mission 10 caused by attacking enemy buildings with Ballista Towers.
  • Fixed a crash that could occur in Mission 7 if Vizargo entered a Cutscene in Serenity mode.


Fixes & Changes




    SURVIVAL
  • Fixed an issue where the Hero Ability UI would disappear if a Hero was selected while receiving a “Research Complete” notification.
  • Fixed an issue where the Volatist keep's smoke VFX was off-centre on the keep.
  • Fixed an issue where map generated Nightmare cracks were overlapping on top of each other.
  • Fixed an issue during the Final Stand, Crystals near Nightmares could take damage and be destroyed again.
  • Fixed an issue where hovering over a destroyed crystal showed a full health bar.
  • Fixed an issue where the Final Stand UI did not display.

    SURVIVAL AND CAMPAIGN
  • Fixed an issue where Merek’s Crushing Weight ability can be cut off by an Auto Attack in some cases.
  • Fixed an issue where Aurelia's ability audio levels were unbalanced.
  • Fixed an issue that allowed players to build walls on half tiles.
  • Fixed an issue that prevented players from gaining resources on the map's edge.
  • Fixed an issue where the Soldier’s voice lines had no delay between movement commands.
  • Fixed an issue where the Cultist’s voice lines had no delay between movement commands.
  • Fixed an issue where the Order Knight’s exertions were not triggering as intended.
  • Fixed an issue where SFX continued to play when the game was paused.
  • Fixed an issue where the pause menu SFX was audible when transitioning from loading to gameplay.
  • Fixed an issue where VFX would become static on the edges of the player's screen view.
  • Fixed an issue where Hero ability UI HUD elements disappeared after any research completed.
  • Fixed an issue where Vizargo's Serenity ability's attack SFX persisted after the ability ended.
  • Fixed an issue where units failed to align in formation when the formation command was used at close range of the unit's location.
  • Fixed an issue with Aurelia's Midnight Bloom Crystal creating a "Unit Killed" notification.
  • Fixed an issue across all campaign missions where Rebellion banners changed to The Order banners after a load/save.
  • Fixed an issue where the Spitter’s fire/spit effects had low SFX.
  • Fixed an issue where placing farms on the map edge would yield 0 food.

    CAMPAIGN
  • Removed building complete FX from Cutscenes.
  • Fixed an issue in Campaign where all ranged units did not play their Firing SFX.
  • Fixed a problem where pressing the spacebar during a loading screen would load the player into a black screen.
  • Fixed an issue where Flamers continued to deal fire damage to enemy units while the game was paused.
  • Fixed an issue where Cutscene Actors could slide into place rather than animate.
  • Fixed an issue when loading a mission, alert and objective SFX would desync from visual indicators.

    Prologue Mission
  • Fixed an issue where Merek faced the wrong direction in the Cutscene after completing the 'Lingering Remnants' objective.
  • Fixed an issue where Edwin and Vizargo could be moved outside the bounds area during the 'Lingering Remnants' objective.
  • Fixed an issue where Crawlers were visible in the final Cutscene.
  • Fixed an issue where Merek faced the wrong direction in the final Cutscene.
  • Fixed a visual bug in the prologue where Hector did not have a flame in his staff throughout gameplay and Cutscenes.
  • Fixed an issue with Hero pathfinding in the first Cutscene.

    Mission 1
  • Fixed an issue where Edwin and Aurelia would walk through a closed Gate in the final Cutscene.
  • Fixed an issue where objective markers remained on the Minimap after completion.

    Mission 2
  • Fixed an issue where a Gate may not open blocking the player from completing the mission.
  • Fixed an issue where robo VO still played when obtaining Norfolk Pikemen.
  • Fixed an issue where attacking specific buildings units broke pathfinding.

    Mission 3
  • Fixed an issue where Edwin and Theda would have their VO overlap in Cutscenes.
  • Fixed an issue where the ally Storehouse became controllable before the Iron Talon Tower was destroyed.
  • Fixed an issue where Norfolk villages had buildings that you owned in them.
  • Fixed an issue where some Iron Talon Soldier’s failed to pathfind correctly during the ‘Circling Vultures’ objective.
  • Fixed an issue where freeze spikes were observed each time a Nightmare wave spawned.

    Mission 4
  • Fixed an issue where some VO across cutscenes had no audio.
  • Fixed an issue where Aurelia and Edwin were missing dialogue lines during the 'Reach the Nightmare Source' objective.
  • Fixed an issue where there were missing audio barks just before entering the Nightmare wave during the objective 'The Light in the Dark II’.
  • Fixed an issue where Aurelia slid into position during a cutscene when she should have been walking.
  • Fixed the overwhelming Nightmare ambient audio across the map.
  • Fixed a sequence issue where, in the middle of the 'Cornered Rats' Cutscene, players came back out to make a choice and then returned to the Cutscene.
  • Fixed an issue where Nightmares stuttered in place until the player was within their aggro radius.
  • Fixed an issue regarding the Quarry Defense objective, where Nightmares sat at spawners for a while before attacking.
  • Fixed a visual problem in the Rebellion Narrative cutscene in Mission 4, where the 'Below Tower' cutscene looked incomplete.
  • Fixed an issue where Alderin units moved and pushed 'Edwin' during the 'Mediate' choice Cutscene.
  • Fixed an issue where the game would get stuck when loading a manual save after the ‘Rebellion Blockade’ completion cutscene.
  • Fixed an issue where the Solider’s “By the light we must retreat” dialogue line had no audio.
  • Fixed an issue where completing the mission would fade to black and not continue to the Mission Success screen.

    Mission 5
  • Fixed an issue where the Mission Success screen displayed incorrect information.

    Mission 6
  • Fixed an issue where Order banners would display as Rebellion banners on Towers after save loading the mission.
  • Fixed an issue where skipping cutscenes in Mission 6 could result in dialogue lines repeating after the cutscene.
  • Fixed an issue where unconscious Cyrus was incorrectly displayed as level 1.
  • Fixed an issue where Fire FX appeared static when too close to the camera.

    Mission 7
  • Fixed an issue where Aurelia and Vizargo's levels were incorrectly reset to 1.
  • Fixed an issue where no destroyed buildings were visible whereas the fire FX for them were.
  • Fixed an issue where Merek’s Crushing Weight ground telegraph wasn’t always visible.

    Mission 8
  • Fixed an issue where the Catapults' impact VFX caused different effects when hitting different terrain surfaces.
  • Fixed an issue where Alderin Arbalests were not attackable.
  • Fixed an issue related to load/save, where massive purple UI FX were appearing across the map.
  • Fixed an issue where Vizargos VO line may stutter.
  • Fixed an issue where archer towers are observed vacant at the ‘Nightmare Deterrent’ objective location
  • Fixed an issue where Vizargo and Aurelia fail to appear during the intro cutscene.

    Mission 9
  • Fixed an issue where barks were being repeated after the 4th Cutscene.
  • Fixed a problem where skipping a Cutscene resulted in the bark appearing twice over the player's UI.
  • Fixed an issue where the final Cutscene was missing a Gate asset.
  • Fixed an issue where an enemy Archer was shooting from the 0.0.0 coordinates across the map.
  • Fixed an issue where, at the end of the final Cutscene, Aurelia yelling VO was occurring.
  • Fixed an issue during the cutscene with Vizargo and Aurelia, where Aurelia was too close to Vizargo, causing their models to jitter.
  • Fixed a mismatch between the 'Rebellion Soldier' VO and the subtitles during the Cutscene played during the 'Find the Barrier’s Source of Power' objective.
  • Fixed an issue where the Elosa's sacrifice failed to heal Hector's barrier after giving damage to the keep located at the left side of the map.
  • Fixed an issue where Queen’s Rage VFX and Shield VFX appear in Cutscenes.
  • Fixed an issue with Edwins pathfinding when moving towards ‘Meet with Hector to Discuss Vizargo’s Return’ objective.
  • Fixed an issue where an enemy Tower had no garrisoned units and was empty.

    Mission 10
  • Fixed an issue where Nightmares could get stuck on Fissures.
  • Fixed an issue where Vizargo and Aurelia would display two health bars.
  • Fixed an issue where some Food Huts and Farms would not always correctly grant food to the player.
  • Fixed an issue where the player could not always build on the same tile after a building was destroyed.
  • Fixed an issue where the Fissures were visible off the map edge.
  • Fixed an issue where the’ 'Red Veil’ VFX was missing during the ‘The Veil Lord’ objective.
  • Fixed an issue in the final fight where damage over time abilities continued to damage units when the game was paused.
  • Fixed an issue where certain objectives failed on the mission success screen.
  • Fixed an issue where Cyrus's keep would disappear after Death Night 2.
  • Fixed an issue where the player could trigger the final fight early.
  • Fixed an issue where fog would turn off.
  • Fixed an issue where Vizargo's entrance only opened if the weaver gates were destroyed.
  • Fixed an issue where Edwin's model was observed missing during cutscenes.
  • Fixed an issue where the VFX within Fissures was observed missing during the ‘Hold back the Nightmares III’ objective.
  • Fixed an issue where Death Night 1 was missing Broken Wall art assets.
  • Fixed an issue where Death Night 2 breach VFX was not displaying on the top spawner.
  • Fixed an issue where final enemy ability SFX would loop during the final Cutscene.
  • Fixed an issue where Fissures disabled after a save/load.
  • Fixed an issue where save/loading resulted in a missing statue entity during a Dynamic Cutscene moment.
  • Fixed an issue where Catapults weren't attacking enemies in range even when ready to fire.
  • Fixed an issue where you could save during the final fight.
  • Fixed an issue where save/loading before Death Night 1 caused Nightmares to break pathing later in the Mission.
  • Fixed an issue where Cyrus's caltrops ticking damage FX were blue.
  • Fixed an issue where Vizargo was unattackable during the ‘Avatar of the Veil II’ objective.
  • Fixed an issue where save/loading made all of the final arena buildable terrain.
  • Fixed an issue where floating rocks appeared after the Fissure exposure.
  • Fixed an issue that caused fire FX in Cutscenes to flicker.
  • Fixed an issue where there was a damage delay compared to VFX impact during the final fight.
  • Fixed an issue where the "Biding His Time" texture and subtitles were missing.
  • Fixed an issue with enemy abilities appearing in cutscenes.
  • Fixed an issue where some of the 'Hunter' units failed to clear FOW after converting to the players team.
  • Fixed an issue where Veil Fog can appear during the final few cutscenes
  • Fixed an issue where the final fight arena has no height fog
  • Fixed an issue where Vizargo’s animation would lock after teleporting.
  • Fixed an issue where Fissure would not render inside cutscenes.
  • Fixed multiple issues with set-dressing having no collision turned on throughout the map.
  • Fixed an issue where neutral units did not convert to the players control.
  • Fixed an issue where the auto-save before the final fight would lock the player from continuing gameplay.
  • Fixed an issue where the final Cinematic played regardless of win condition if the player had previously beat Mission 10.



v0.11.2 Known Issues



  • Game can crash if Edwin is defeated in Mission 4 during the “The Light in the Dark II” objective.
  • Using old saves in the new update will cause various unintended gameplay behaviour.
  • In some cases Units will get stuck running on the spot when trying to reach unreachable terrain.
  • Some UI Prompts remain untranslated across all languages.
  • Enemy UI does not update in real-time as the player is attacking them.
  • In certain situations the player can instantly transport Garrisoned ranged units from one tower to another tower in the map.
  • Pressing Space bar on loading screens can freeze the player on the loading screen.
  • Cinematic Subtitle Timing is not matching to Cinematic Audio for Dunstock, Storm Eye and the Final Cinematic.
  • Building a Lumber Yard won’t highlight trees within its radius.
  • In some cases Heroes and Units can get stuck on terrain set dressing during Campaign Missions.
  • We are aware of an issue where Hero abilities sometimes fire in the opposite direction.
  • Aurelia’s Flail Whip is not damaging buildings in Campaign.
  • Merek’s Halberd Hurricane can miss in some cases when used in a group of Nightmares.
  • Burster VFX may persist after dying in Campaign and Survival.
  • Buildings may display construction VFX when the camera focuses on them while navigating throughout the map.
  • Player can see objective locations early on the Mini-Map in Mission 8 and 9.
  • Player may be able to incorrectly path through the enemy’s gates in Campaign.
  • Save / Loading can cause Nightmare Pathfinding to break across the Campaign.
  • In some missions background music may not play correctly or at all.
  • Units may try to pathfind through Units to reach their target.
  • World Map Mission Select is not always playing background music and click SFX.
  • Music may not always play during Death Nights and Survival.
  • Character Models can stand and clip with the Character Pedestal on the World Map.
  • In Mission 5 the player will see incorrect Objective Information on the Mission Success screen.
  • In some cases across Campaign, Nightmares may not advance towards the player.
  • In Mission 6 Edwin can become unresponsive after cutscenes in some cases.
  • In Mission 6 when skipping the intro cutscene player may observe a black screen for a period of time before resuming gameplay.
  • In Mission 7 Volatist Units can continue to spawn from Weavers that are destroyed.
  • Dialogue Barks may repeat within Campaign Missions, specifically in Missions 8 and 9.
  • Save Loading throughout the campaign may cause issues with Progression triggers for that mission.
  • In some combat scenarios in Mission 10 Nightmares may not target the player.
  • We are aware of an issue where during the final fight in Mission 10 the enemy’s health bar can freeze due to them being invulnerable while casting abilities.
  • Cutscenes may play twice when skipped in certain situations.
  • Cutscenes may have to be skipped twice to actually have the player skip the Cutscene.
  • In some cases Cutscenes can reset Fog of War around the Map in Campaign Missions.
  • In some cases Edwin’s Fire VFX and Unit Embolden VFX are appearing in Cutscenes.
  • In some cases the player will see missing Audio across cutscenes throughout the Campaign.
  • If following the Rebel Quarry choice in Mission 4 in some cases Nightmares and Cutscenes may not trigger.
  • In some cases Units given to the player during Campaign may not be marked as controllable after their corresponding cutscene trigger.
  • Nightmares can stutter in place in some cases until the player falls within the Aggro radius during Campaign & Survival.
  • Food Count is not always decreasing when building structures inside the yield radius for Food Huts and Farms.


---

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 ‘player-support’ channel or using the in-game bug reporting tool.

Till next time, Protectors of the Light…

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel
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!
https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand


Exile’s Return Beta branch now live



Protectors of the Light,

Exile’s Return, the next major update for Age of Darkness: Final Stand, is now available in Beta.

This branch includes the entire Campaign – all upcoming Act III content, alongside new Survival features such as the new playable Hero Aurelia, Formations, performance enhancements, an updated Hero Select and faction keeps, as well as Spanish localisation for the game.

As mentioned in our earlier blog post, we have opened access to our Beta to allow us to get new content into your hands now, while helping us to collate feedback and continue to add additional polish to the game.

HOW TO ACCESS THE BETA



In order to access the Beta branch, please ensure you have Age of Darkness: Final Stand installed and updated on Steam. Select Properties, then Betas and select the following branch from the dropdown:

v0.11.0_opt_in

Over the coming weeks, we will be actively updating the Beta branch with additional fixes, and addressing some of the known issues in the current build - detailed below.

Please note that save files will not carry over to the live version of the game.

Should you encounter any bugs or issues, please report them to us using the in-game bug reporting tool (found in both the main menu and Escape menu). Your reports are highly valued in helping us continue to improve the player experience in Age of Darkness: Final Stand.



BETA RELEASE NOTES



Features



  • Act III is now in Beta, containing the finale of the Age of Darkness: Final Stand campaign with three epic Missions, a Campaign Closing Cinematic (Reunion) and a boss fight!
  • New Hero: Aurelia
  • 3D Hero Select for all Heroes
  • New Faction Keeps for Order and Volatist Factions
  • Formations


Additional Changes



  • Added additional tutorial pop-ups
  • Added the ability to shift click units to deselect them
  • Pathfinding and Map Tile refactors for more reliable long distance pathfinding.
  • Garrisoning refactors on how we handle units entering / exiting towers.
  • Added Spanish European language localization
  • Added Spanish Latin American language localization


Crashes



  • Fixed a crash that could occur when loading into Mission 5.
  • Fixed a crash occurring when transitioning from the World Map to the Main Menu.
  • Fixed a crash that appeared when alt-tabbing when drivers were being overloaded.
  • Fixed a crash that resulted from killing an elite in Campaign.


Fixes & Changes



    CAMPAIGN
  • Fixed an issue where the 'Return to Game' button fails to function after quickly clicking the 'Load' button twice.
  • Fixed an issue where the game would run during cutscenes.
  • Fixed an issue where certain entities were grey.
  • Fixed an issue where the ‘Hold Escape To Skip’ button was not localised.
  • Fixed an issue where the skip cutscene UI element was displayed in World Map.
  • Fixed an issue where the Camera did not display the Campaign Map correctly.
  • Fixed an issue where a random faction style will be chosen for the HUD and UI styling.
  • Fixed an issue where the Cutscene transition to gameplay lost focus on the characters after resuming.
  • Fixed an issue where the time of day notifications appeared in Cutscenes.
  • Fixed an issue when pressing the spacebar to pause the game would not pause dialogue audio.
  • Fixed an issue where the highlight on Main Menu would stop working after coming back from Campaign Menu.
  • Fixed an issue where the Campaign ‘Upgrade Keep' UI was visible when in its disabled state.
  • Fixed an issue where the Alderin units did not receive the Horrify stats upon becoming Horrified.
  • Fixed an issue where after being defeated the camera moved to the corner of the map.
  • Fixed an issue when playing a mission after already completing it would replay the map animation.
  • Fixed an issue when selecting a mission and spamming continue the camera would reset.
  • Fixed an issue where some areas on the World Map were linked incorrectly.
  • Fixed an issue in the World Map where strange lines appeared in map sky.
  • Fixed an issue where the Building plan circle range indicators are now removed correctly after the building plan has been closed.
  • Fixed situations where the main menu music could play over the top of cinematics.
  • Fixed issues related to attack pathfinding against buildings.

    Prologue Mission
  • Fixed an issue in the Prologue Mission where using "F1" or "F2" would select units you don’t control.
  • Fixed an issue in the Prologue Mission where buildings existed in the FOW that shouldn't be there.
  • Fixed an issue where the Dunstock Cinematic played even if the player failed the Prologue Mission and selected ‘Return to Map’.

    Mission 1
  • Fixed an issue in Mission 1 where a Militiaman fails to appear in the cage after loading a save.
  • Fixed an issue in Mission 1 where units had inconsistent pathfinding when moving around wooden fences.

    Mission 2
  • Fixed an issue in Mission 2 where an Iron Talon dialogue line repeated twice.
  • Fixed an issue in Mission 2 where the Food Hut objective counter was broken.
  • Fixed an issue in Mission 2 during the 'Build a Training Hall' objective, it failed to complete when the Training Hall was built before the objective.
  • Fixed an issue in Mission 2 where the game got stuck on loading an auto-save after failing on objective: ‘Time Until Debris is Cleared’.
  • Fixed an issue where incorrect VO played when claiming the Norfolk Pikemen.

    Mission 3
  • Fixed an issue in Mission 3 where exploring the south-east during objective: ‘Treading the Raven’s Soil’ autocomplete.
  • Fixed an issue in Mission 3 when right clicking on the gates would make the unit's animation stutter.
  • Fixed an issue in Mission 3 where the barrel positions on the Keep were incorrect.
  • Fixed an issue in Mission 3 where the Nightmare wave minimap skull icon disappeared too soon.
  • Fixed an issue in Mission 3 where the scouting marks from "Treading the Raven's Soil I" are still displayed on the minimap after the objective is completed.
  • Fixed an issue in Mission 3 where objective "The Locals I: Reach the Norfolk Village" completed by itself.

    Mission 4
  • Fixed an issue in Mission 4 where Theobold remained on the players team after choosing the Rebels side after the Cornered Rats Cutscene.
  • Fixed an issue in Mission 4 where the last cutscene on the Order Stronghold still had the Keep's Narrator talking.
  • Fixed an issue in Mission 4 where the 'Defence is under attack' or 'Unit killed' prompt displayed in the unexplored area after completing 'Reach the Rebellion Quarry' objective.
  • Fixed an issue in Mission 4 where a minimap marker appeared near the ‘Enforcer Ova’ cage after choosing the Order narrative.
  • Fixed an issue in Mission 4 where Walls were missing from Order Stronghold during Cutscene.
  • Fixed an issue in Mission 4 where after selecting the ‘Rebellion Quarry’ option at the ‘Crossroad’ objective there are two soldier units that don’t become controllable.
  • Fixed an issue in Mission 4 where there was an extra voice line during the first Cutscene.
  • Fixed an issue in Mission 4 where the Crystal breaking SFX did not play in the opening Cutscene.
  • Fixed an issue in Mission 4 where collision was missing on a gateway when choosing to side with the Rebellion at the Crossroads.
  • Fixed an issue in Mission 4 where the health bar of enemies failed to display after choosing any choice from 'Cornered Rats'.
  • Fixed an issue in Mission 4 where Soldiers and Sentinels had zero vision after being captured.
  • Fixed an issue in Mission 4 where the Triage Tent at the Rebel’s Quarry remained assigned to a neutral faction and did not resurrect units.
  • Fixed an issue in Mission 4 where ‘Light in the Dark 2’ the Triage Tents were not targetable by Nightmares.
  • Fixed an issue in Mission 4 where an Arbalest from ‘Lone Survivor’ choice did not clear FOW.
  • Fixed an issue in Mission 4 where Alderin units in the Order Stronghold appeared stuck and did not move towards Nightmares.
  • Fixed an issue in Mission 4 where the Sole Survivor Cutscene had incorrect UI Portraits.
  • Fixed an issue in Mission 4 where there was a missing collision from the side of the cage attached to a wall within the Order Stronghold.
  • Fixed an issue in Mission 4 where in the second Cutscene an Alderin Enforcer was freed from Jail without context.
  • Fixed an issue in Mission 4 where the attack animation of the enemies can be seen through the FOW.
  • Fixed an issue in Mission 4 when protecting Aurelia did not tick as complete on the Mission Success screen.
  • Fixed a crash when loading a manual save created after completing the 'Rebellion Blockade' objective.

    Mission 5
  • Fixed an issue in Mission 5 where a player was able to place an Iron Quarry where no Iron was available.
  • Fixed an issue in Mission 5 where the game got stuck on loading a manual save after saving the game at the end of the first Cutscene.
  • Fixed an issue in Mission 5 where the Nightmare Breach VFX were visible through the FoW.
  • Fixed an issue in Mission 5 where a negative value was displayed for the ‘Food Ration’ in the ‘Economy Panel’ at the start of the mission.
  • Fixed an issue in Mission 5 where the wrong UI was displayed when opening loot.

    Mission 6
  • Fixed an issue in Mission 6 where Volatists would spawn from a destroyed Weaver Gate.
  • Fixed an issue in Mission 6 where Cyrus’ character mesh was hidden when unconscious on the ground.
  • Fixed an issue in Mission 6 where the game got stuck when the 'Find Cyrus' cutscene ended and enemies that were present behind the wall were eliminated before completing the objective.
  • Fixed an issue in Mission 6 where Aurelia and Vizargo appeared to walk in opposite directions during a Cutscene before destroying the final Weaver Gate.
  • Fixed an issue in Mission 6 where some prison cells to be opened did not have markers or levers.

    Mission 7
  • Fixed an issue in Mission 7 where the old Campaign Select Menu displayed once the player had loaded an autosave.
  • Fixed an issue where Projectiles did not render correctly.
  • Fixed an issue where the Health bar of Theda and her units appeared in green instead of blue.

    SURVIVAL
  • Fixed an issue where Catapults could move in Siege Mode.
  • Fixed an issue where the Veil did not render when panning over the Crystal during a Death Night.
  • Fixed an issue where Watch Towers did not show correct Death Night paths during the Final Stand.
  • Fixed an issue with the walking animation of an Elite Axeman.
  • Fixed an issue where the vision and ranged defensive building's UI replaced resources buildings with a solid shadow UI.
  • Fixed an issue where Elite Nightmares could change if the game was reloaded before discovery.
  • Fixed an issue where playing your first game the 'Welcome' popup did not appear.
  • Fixed an issue when discovering the Crystal the notification would infinitely pulsate if the game was paused.
  • Fixed an issue where Vizargo’s Impaling Wrath had no spell indicator.
  • Fixed the cogwheel icon failing to grey out while having insufficient resources for multiple structures in the 'Wood workshop'.

    SURVIVAL AND CAMPAIGN
  • Fixed an issue when activating Violent Volley on top of set dressing did not damage enemies.
  • Fixed an issue where Heroes would play Attack Idle animations from random start frames.
  • Fixed an issue where Units would play their Walk animation in-between attacks.
  • Fixed an issue where the Fire Tower required the Braced Tower to be researched beforehand.
  • Fixed an issue where no farm tiles were displayed in builder mode.
  • Fixed an issue where Aelis did not use or trigger her idle Attack animation.
  • Fixed an issue where FPS would drop to single digits when using Ignite on a large group of Walls.
  • Fixed an issue where Harbingers would leave Axemen on 0 HP without killing them.
  • Fixed an issue where Elite nightmares had incorrect damage displayed and applied.
  • Fixed an issue where selected units will not finish their moving path when using move queue hotkeys.
  • Fixed an issue where Aelis' Queen's Rage would linger on units after being killed.
  • Fixed an issue where Cyrus displayed as having 1 armour above his health bar.
  • Fixed an issue where the Burster UI rings were displayed at a smaller size then the blast radius.
  • Fixed an issue where Edwin's enlighten perk displayed as a 0% gain.
  • Fixed an issue where Merek's Jump Smash didn’t land consistently to the location.
  • Fixed an issue where the Armour icon displayed incorrectly when generation from depletion to full.
  • Fixed an issue when a Unit got blocked behind other units in front when attacking.
  • Fixed an issue where Cyrus’ Caltrops FX would disappear early.
  • Fixed an issue where resource Veins would spawn too close to each other.
  • Fixed an issue where a building training units sold wouldn’t give the population back.
  • Fixed an issue where the selector did not appear on shift selected buildings.
  • Fixed an issue where a tutorial pop-up would overwrite the currently opened UI.
  • Fixed an issue where rally points may not render if building isn't in frame.
  • Fixed an issue where Edwin’s Flame Shield dealt no damage.
  • Fixed an issue that caused a crash when using an old save from v10.1


Performance Improvements



  • Moved a number of VFX from CPU to GPU simulation.
  • Reduced VFX Draw Calls and Overdraws across Entities, Agents and Buildings.
  • Improved UI Invalidation and Texture Caching to prevent unneeded Layout calculations.
  • Refactored our Cutscene Action system on how we cache Cutscene Actions.
  • A number of core data oriented systems have been optimised.
  • Improved Gate performance by maintaining more state over time.
  • Minimap now remembers more state and refreshes the landscape only when required..
  • Reduced calls to our Campaign Trigger system.
  • Reduced the number of Entities ticking per frame, including additional culling.
  • Building animations culled by the player camera frustum.
  • Reduce texture sizes for less memory usage.


Known Issues



  • Game can crash if Edwin is defeated in Mission 4 during the “The Light in the Dark II” objective.
  • Using old saves in the new update will cause various unintended gameplay behaviour.
  • In some cases Units fail to align in Formation when ordered to do so within close range of the Unit Group’s starting location.
  • When selecting enemy or neutral units they will have Formatiosn Options enabled by default.
  • In some cases Units will get stuck running on the spot when trying to reach unreachable terrain.
  • In some cases Rally Points from Training Halls and Towers may not update in the world space iif clicked within close succession of one another.
  • Some UI Prompts remain untranslated across all languages.
  • Enemy UI does not update in real-time as the player is attacking them.
  • In certain situations the player can instantly transport Garrisoned ranged units from one tower to another tower in the map.
  • Pressing Space bar on loading screens can freeze the player on the loading screen.
  • Cinematic Subtitle Timing is not matching to Cinematic Audio for Dunstock, Storm Eye and the Final Cinematic.
  • Building a Lumber Yard won’t highlight trees within its radius.
  • Buildings will sometimes fail to select all when double clicking to select all of a single-type of building.
  • Walls can be placed in between tiles when click dragging to place.
  • There is a known issue when ejecting ranged units from Towers they may get stuck.
  • In some cases Heroes and Units can get stuck on terrain set dressing during Campaign Missions.
  • We are aware of an issue where Hero abilities sometimes fire in the opposite direction.
  • We are investigating an issue where Aurelia’s Flail Whip may not always grant the player Dark Essence.
  • Aurelia’s Flail Whip is not damaging buildings in Campaign.
  • Merek’s Halberd Hurricane can miss in some cases when used in a group of Nightmares.
  • Merek’s Crushing Weight ability can be cut off by an Auto Attack in some cases.
  • Vizargo’s Serenity SFX may persist after it’s been cast in Survival and Campaign.
  • Hero VFX may persist on screen in some cases or be different colours in others. This is noticeable with Edwin’s Enflame, Aelis’ Royal Decree and Cyrus’ Caltrops.
  • Cyrus’ Ability SFX can be heard across the map during Mission 10.
  • In some cases Cyrus can start at Level 1 in Mission 6.
  • Burster VFX may persist after dying in Campaign and Survival.
  • Buildings may display construction VFX when the camera focuses on them while navigating throughout the map.
  • Player can mouse over and see the enemy building yield and attack radius’ in Fog of War.
  • Player can see all objective locations early on the Mini-Map in Mission 8 and 9.
  • Player may be able to incorrectly path through the enemy’s gates in Campaign.
  • Save / Loading can cause Nightmare Pathfinding to break across the Campaign.
  • Minimap objective pings in Campaign are not always persisting in some Missions.
  • In some missions background music may not play correctly or at all.
  • Units may try to pathfind through Units to reach their target.
  • Audio SFX may be missing when attacking enemy buildings or using Player Units.
  • World Map Mission Select is not always playing background music and click SFX.
  • Character Models can stand and clip with the Character Pedestal on the World Map.
  • In some cases in Mission 3 the player is able to build within the Treeline.
  • In Mission 4 collision is missing on the Dark Crystal during the ‘Protect Aurelia’ Objective
  • In Mission 5 the player will see incorrect Objective Information on the Mission Success screen.
  • In somne cases across Campaign, Nightmares may not advance towards the player.
  • In Mission 5 the player cannot place a Quarry on certain gold veins.
  • In Mission 6 Edwin can become unresponsive after cutscenes in some cases.
  • In Mission 7 Volatist Units can continue to spawn from Weavers that are destroyed.
  • In Mission 7 Vizargo and Aurelia’s level may be set to Level 1 for some players.
  • Dialogue Barks may be playing multiple times within Campaign Missions, specifically in Missions 8 and 9.
  • In some cases the game may crash after clicking “Continue” on the Mission Success screen in Mission 8
  • In some cases Siege Units will not target and attack enemies despite being within range.
  • Save Loading throughout the campaign may cause issues with Progression triggers for that mission.
  • In Mission 9 Villagers are not behaving correctly when interacting with the final fight.
  • Save Loading within the final fight in Mission 10 will cause the enemy health bar to not appear.
  • Save Loading throughout Mission 10 can cause non-buildable areas to now be buildable.
  • In some combat scenarios in Mission 10 Nightmares may not target the player.
  • In some cases in Mission 10 the player can trigger the final fight early, if building in a very specific order.
  • Some VFX are missing for buildings and structures in Mission 10.
  • In some cases in Mission 10 the player may have Death Night fog appear in their base when it shouldn’t.
  • We are aware of an issue where during the final fight in Mission 10 the enemy’s health bar can freeze due to them being invulnerable while casting abilities, this will usually resolve itself is by design. We are investigating means at which we can provide better player feedback as this is happening.
  • In Mission 10 there is some delay between abilities being telegraphed and cast by the enemy in the final fight.
  • In the final fight of Mission 10 the player can still take damage from the veil while the game is paused. This only occurs in this instance.
  • There are some issues with Cutscenes missing characters during them.
  • Cutscenes may play twice when skipped in certain situations.
  • Cutscenes may have to be skipped twice to actually have the player skip the Cutscene.
  • Cutscenes that contain Choices for the player may play twice, requiring the player to select their choice multiple times.
  • In some cases Cutscenes can reset Fog of War around the Map in Campaign Missions.
  • In some cases Edwin’s Fire VFX and Unit Embolden VFX are appearing in Cutscenes.
  • In some cases the player will see missing Audio across cutscenes throughout the Campaign.
  • If following the Rebel Quarry choice in Mission 4 in some cases Nightmares and Cutscenes may not trigger.
  • In some cases Cutscene Actors are sliding into position rather than walking.
  • In some cases Units given to the player during Campaign may not be marked as controllable after their corresponding cutscene trigger.
  • Nightmares surrounding the Keep are disappearing after losing Final Stand in Survival.
  • Nightmares can stutter in place in some cases until the player falls within the Aggro radius during Campaign & Survival.
  • Food Count is not always decreasing when building structures inside the yield radius for Food Huts and Farms.
  • An Incorrect value for Objective Completion is observed in some cases on the Mission Select screen.


We look forward to sharing details about the timing of the live build release in the coming weeks.

- The Age of Darkness: Final Stand Team

---

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 or using the in-game bug reporting tool.

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
X/Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel

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!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand/

An announcement regarding Exile’s Return release



Protectors of the Light,

We have some important news to share regarding the release of Exile’s Return, the next major update for Age of Darkness: Final Stand.

Since our last announcement, our team has been hard at work finalising the launch of Exile’s Return. While the update is fully playable, our commitment is to ensure that the gaming experience meets the standards set by you, our valued players. As part of this, we've made the decision to share the update via a Beta branch while we continue to work on delivering the most polished experience we can.

The decision follows a thorough evaluation during the final stages of QA testing, where our efforts to improve performance have reintroduced bugs affecting gameplay quality. We will address these ahead of our full launch, as well taking the opportunity to enhance quality of life for the Campaign.

Launching into Beta today allows us to get this new content into your hands now, while helping us to collate feedback and provide additional polish to the game. The Beta branch will include the entire Campaign - including the upcoming Act III content, alongside new Survival features such as the new playable Hero Aurelia, Formations, performance enhancements, an updated Hero select and faction keeps, as well as Spanish localisation for the game.

We value the time and effort players spend to give us their feedback, and are driven to ensure that you feel heard as a community. Whether you encounter bugs, or want to share your thoughts on the new content, your input will contribute to the refinement of Age of Darkness: Final Stand. In the meantime, your patience will allow us to provide a level of polish that befits the world of Erodar.

We look forward to sharing details about the timing of the live build release in the coming weeks.

Thank you for your understanding,

The Age of Darkness: Final Stand Team

No Good Guys: the Narrative of Age of Darkness: Final Stand



“Long ago… in the Age of Darkness…”

Ahead of the launch of Exile’s Return, we sat down with Senior Game Designer, Mario Barone, and Narrative Lead, Patch Kolan, on bringing the story of Age of Darkness: Final Stand to life… and an epic conclusion...

The story starts off with a pivotal event with fateful consequences for all of the main characters. Is the goal to have a story every bit as visceral and dark as Survival mode?



Mario: “One of the earliest elements we wanted to pursue narratively was the idea that though the Order may be viewed as the “good guys”, they are by no means strictly good. Erodar is a world beset with a dark and bloody past whose ramifications echo through to present-day. We wanted to make sure that the player’s first experience in the campaign set that tone. And, of course, we wanted to match the sense of pressure and helplessness that your first few times playing Survival captures so well.”

Patch: “It was also important to show a certain level of balance between inherently good characters and bad ones. Even the worst characters have attributes that players might empathize with, and our heroes all have to deal with flaws and challenges that test their firmly held views.

This kind of nuance creates characters with more depth and logic behind their actions. It would be very easy to have clear moral lines – defined good and bad characters – but that’s just not how the world works, so why force that on players? Hopefully players will find themselves questioning the actions of all the characters, and whether it’s possible to truly be “good” in Age of Darkness: Final Stand.”

Erodar is a land under siege. How did it get this way? Who are the key players?



Patch: “Erodar is an old island with lots of history. Really, we only just begin to scratch the surface in the Campaign, but even so it is riddled with different factions and individuals. We have:

  • The Order – the oldest extant faction, who are ostensibly neutral peacekeepers and law enforcement but whose true loyalties vary by who is their leader at any given time. Edwin, Aurelia, Merek, Theda and Hector are all part of this faction. They are bound by oath to serve the people of Erodar and keep the Nightmares at bay.
  • The Alderin – The current rulers of Erodar, who took control of the continent in a quick and bloody war just a few decades earlier. They are relatively new, and are particularly oppressive to the rural peasants, taking more than their fair share to shower the urbanites in luxuries to maintain a sense of loyalty around their throne. Though they have a King in Erodar, their true seat of power is on the mainland.
  • The Rebellion – Driven mostly by the oppressed peasantry, and under the leadership of Aelis Syren, only known survivor of the ruling family from before the Alderin invasion. For years she has quietly cultivated a following and begun to wrest control of the lands far from the capital, thanks in large part to her right-hand-man Cyrus.
  • The Iron Talon – Alderin oppression has forced many into a life of crime. Many petty criminals have taken up the banner of the Iron Talon. They are ruthless and increasingly organised, and exist as an ever-present threat in the lives of otherwise-peaceful Norfolk.
  • Norfolk – These are the everyday men and women of Erodar, struggling to get by as they are constantly assaulted or robbed by the Iron Talon or soldiers serving the Alderin king.
  • The Volatists – The newest major force in Erodar. Led by a charismatic and powerful figure named Vizargo, they have a complex relationship with the Nightmares and Veil, which puts them at odds with The Order.”

Patch: “At heart, the Campaign picks up in a time when all these factions are vying for regional control in their own ways. The Rebellion had their power taken from them, while The Order, who are sort of intermediaries, are trying to uphold the balance between these factions. Meanwhile, the Iron Talon plague the lands, stretching The Order’s peacekeeping forces thinner and thinner.

This creates additional strain on Norfolk villagers, who are quick to vent their frustrations to Edwin during the story. All of this is underpinned by the rise of the Volatists and the spread of the Nightmare threat from The Veil. It’s a tumultuous time.”

Did you start with the characters in Survival or for Campaign? Which came first?



Mario: “We initially developed Edwin in isolation, before any form of Campaign was thought about. He was a generic champion. Not too much thought originally went into his official story, lore, or relevance in the world; not much outside of his character design: grumpy old knight from some faction, with a fiery sword and some battle scars and stories.

When we started working on Aelis, we started to piece together the backstory and characters within the world of Age of Darkness: Final Stand, and how they were connected. For instance, Edwin working for an "Order", Aelis being his failed protege and so on. Aelis was now not “just some hero” – she had history, intertwined in the world, and had a relationship with Edwin. This helped flesh out his backstory a little too.

With the introduction of Vizargo, we really thought about how he would fit into the world that we were already creating; how his history intertwined with Edwin and Aelis too, his place in the world, his connection to The Veil and Dark Essence, his purpose and reasoning.

By the time we developed those three heroes, enough groundwork had been plotted in their backstories/headcanon and the unspoken canon of Survival mode that we had a starting point to create the world lore: about 50 pages of backstory and history. This early version outlined the factions, key players, history of Erodar, and many of the building blocks we then iterated on.

The other three heroes (and more that aren't playable in Survival, but are core in the story) all came after the draft backstory was created, iterated on. We wrote and rewrote the story many times as development progressed on Campaign.”

Patch: “By the time I started on the game, the narrative originally told a much broader story – easily enough for a few games. The team’s ambitious design warranted a game narrative that allowed for Age of Darkness: Final Stands’s trademark massive battles, but also told an intimate story that was worth actually following. It required refinement and rewriting to find the right balance and build-up in terms of the story structure.

The trick was drilling down into the relationships between a few key characters and figuring out what the core of the overall story was. Finding this focus allowed the design team to refine the players’ path through the world, focusing on certain key encounters and the tensions between factions and characters. The world of Age of Darkness: Final Stand has a tonne of background lore that we would love to explore in the future, weaving in the characters and factions we have established so far, and expanding on them.”

The world of Erodar feels familiar yet stands on its own in the pantheon of RTS games. What were your major inspirations in bringing this story to life?



Mario: “Erodar and its characters have many inspirations. The world of Age of Darkness: Final Stand initially was a dark and morally gray world, with a supernatural event handled by humans doing their best. We also drew inspiration from many of our favorites, including; Warcraft III, Battle for Middle Earth, Battle Realms, The Elder Scrolls series and Starcraft II.

As for characters, factions, history, motivations, and the lore, it really is a boiling pot of many pop-culture references, with many facets of fantasy and drama.”

Patch: “We’ve strived to carefully balance some dark fantasy tropes that are loads of fun to play with, with ones that are unique to this title. The power interplay between factions is a classic element of hard fantasy. We drew certain elements from a range of sources and added our own vision of what Age of Darkness: Final Stand’s pre-history and religions might look like, and how those things carried forward into their current world.”

Can you give us a sense of the elements of fire and justice that drove our characters in Flames of Retribution ahead of Act III?



Mario: “Certainly those two themes dominated the earlier acts:

  • Edwin is driven by duty and loyalty. He may feel no love for his leader Hector, but he took an oath that he feels he must keep.
  • Aurelia is driven by a desire to prove herself to Edwin and get things done. Where Edwin wants to work within the system, Aurelia wants to work in the fastest, most effective way possible.
  • Aelis is driven by a desire to reclaim her throne and free her people from what she views is the rule of a usurper.
  • Cyrus is driven by his love and loyalty to his Queen, Aelis.
  • Merek is driven by coin, booze and guilt. He needs money to buy the ale that lets him forget the awful acts he did and continues to do in the name of The Order.
  • Vizargo is driven by revenge and power. He views The Order as the true oppressors, and sees The Veil and the Nightmares as a weapon to wield against them.

Ultimately, they are all driven by survival and their own moral compass. Some seek self-preservation more than others, but none can act from the grave, and as the world spirals towards oblivion, they must all put lives – their own or others – at risk. Let’s see what happens when the Exile returns…”

What can players expect from Exile’s Return and Act III?



Mario: “I don’t want to give too much away, but: more difficult missions, larger-scale assaults, and a few more gameplay twists.”

Patch: “To add to that, the first two acts are build-ups to the ‘main event’ in some ways – and these final missions are huge, fantastic and gripping. They’re also extremely challenging, so those players who have been honing their skills in Campaign will feel the full impact of what Age of Darkness: Final Stand truly brings to the table.

While this is the final Act, it’s fair to say that it also represents the culmination of an incredible amount of hard work from the team. There are so many clever ideas, challenging situations, sequences of compelling storytelling and more. Every team member working on this has been keenly aware that we needed to go big with the end of Age of Darkness: Final. Exile’s Return has given us a chance to showcase what makes our world unique - and horrific. In Act 3, we get to flex our muscles when it comes to scope and scale.

To say much more would be to spoil things, but I hope players enjoy the whole Campaign and can see the care that went into it. I hope when players look back on the whole of Acts I to III, they can sense that Age of Darkness: Final Stands’ Campaign has been a labor of love from all of us – and a very conscious love letter to the RTS genre.”

How do you think players are going to react at the end of Act III?



Mario: “Hopefully with a bit of shock and sadness, and more than a little satisfaction. And, of course, a desire to see more of Erodar, as we’d certainly like to tell more stories in this universe.”

Patch: “We’re very proud of Act III and the Campaign as a whole. I hope they’re warmed up for what’s to come!”

Till next time, Protectors of the Light…

---

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 or using the in-game bug reporting tool.

AoD Social Links:

AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
X/Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel

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!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand/]Age of Darkness: Final Stand

Age of Darkness: Final Stand – Hero Deep Dive: Aurelia Pelegren



Protectors of the Light,

The Volatists grow stronger with Aurelia Pelegren, the Daughter of Ruin, joining the ranks as the faction’s second hero. In her quest for vengeance, Aurelia has learned to harness Dark Essence and use it in devastating new ways.



WHO IS AURELIA?

Aurelia was a troubled orphan adopted and raised under the care of The Order. Growing up, she was quiet and emotionless. As she began to train under The Order, she began to find great merit within their teachings and practices. She excelled in a variety of academic and athletic skills, and after seeing the fire inside her, she was chosen to train as a Lightbearer of The Order.

Aurelia has a lot of unanswered questions about her past and is determined to find out about her family and where she fits into the world. She is desperate to find her purpose and seek adventure, as deep down she was somewhat of an outsider. When she encountered the Volatists, however, there was something about them that called to her, and she allowed their corruption to influence her, joining their fight.



HARNESSING THE DARKNESS

Aurelia was an intriguing character to create, as we were able to play around with combining elements of both The Order and Volatists for this hero. You will find elements of both factions in her aesthetic, skills and voice lines.

For her armour, shredded fabric and jagged shapes are found throughout her design, as well as the Volatist handprint motif on her tabard. As Aurelia used to be a Lightbearer for The Order – elements of the Lightbearer's design can be found throughout her outfit – notably in her weapon, the flail.



As Aurelia doesn’t have total control over Dark Essence, she has imbued her weapon with a Dark Crystal to enhance her abilities and take advantage of the powers the Volatists have learned to harness innately over the years.

Aurelia’s fighting style is a combination of elements from Edwin and Vizargo, taking inspiration from Edwin’s fortitude and Vizargo's damage output. Despite this, she's still reasonably agile, so her smaller build helps visually reflect that. As our youngest hero, what she lacks in experience, she makes up for in sheer aggression.

Feeling more at home with the Volatists, Aurelia styles herself in certain ways to appear more similar to Vizargo through her face paint and simple, unmanaged hairstyle.

AGGRESSION PERSONIFIED

Unlike our other Heroes, Aurelia doesn’t have a passive skill or an ultimate, and each skill in her set is an active one. So from the beginning, her play-style reflects her personality and has the elements of aggression that is the makeup of the Volatists faction identity.

Flail Whip:
At Level 2, Aurelia unlocks her first active skill. Flail Whip gives her the ability to launch her flail forward to hit enemy units, but as she whips it back, it hits and damages each enemy still in its path. When using this skill on Spitters, Wraiths, Bursters and Crushers, they will drop one Dark Essence if hit.



Midnight Bloom:
As devastatingly beautiful as it sounds, at Level 3 Aurelia uses Midnight Bloom to manually select a location to raise a crystal shard. Standing for a set duration of time, the crystal shard has an Area of Effect that slows enemies within it. Upon reaching the set duration or upon enemies depleting the crystal’s health via attacks, the crystal detonates, damaging enemy units within its radius.



Dark Fury:
Unlocked at Level 4, Aurelia consumes a single crystal of Dark Essence to enter a Dark Fury state for a set duration. While active, Aurelia and nearby allies gain extra Shred and regenerate health as if they were not in combat for the duration.



Crimson Lightning:
Aurelia unlocks her full potential at level 6 with Crimson Lightning. This skill allows her to command dark energy to damage enemies in an area, healing Aurelia and granting an attack speed buff in the process. Aurelia’s heal value and increased attack speed are determined by how many units she hits with Crimson Lightning.



Did Aurelia make the right decision to align herself with the power hungry Volatists? Time will tell as her thirst for strength grows. Side with her, or move out of her way. Your disloyalty may be the last decision you ever make...

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 or using the in-game bug reporting tool.

AoD Social Links:



AoD Discord - Join our official Discord server
AoD Website - Official Website & Blog
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - Join the r/Age of Darkness: Final Stand community
YouTube - Subscribe To Our YouTube Channel

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!

https://store.steampowered.com/app/1426450/Age_Of_Darkness_Final_Stand