Hi all, we finally found the courage to sort out Team Size. It was a common complaint that the size of the army in battles is not consistent and not communicated clearly. You were 100% right - it was just a lot of changes and it took us a while.
New heroes are available in Open World campaigns. We also introduced an experimental single-hero build (without an army).
Team Size is consistent through campaign and Open World battles. Team Size is displayed in every shop. Base Team Size can be also set from Experimental options.
Auto-balancing units' attributes for AI - till now, units were manually balanced so their upgrades match game progress. However, with 200+ active units it became troublesome and, therefore, we implemented an automated way to price those attributes.
Invisible units would block the movement if your ally passed through them. This is another change in mechanics to accommodate incoming Ratmen faction which will be based on stealth.
Repair skill can also target dead Constructs. This is to better integrate Dwarves and their Constructs.
New end level in Undead campaign more aligned to story in which Undead were originally controlled by Demons before Krill 'liberated' them.
Take care, Les & AOF Team
BURROWING AND STEALTH!!
HI all, I thought I would share an interesting feature we came up with (and finished implementing this week) - burrowing. This mechanic is part of a wider rehaul of invisibility and stealth we are currently working for. It allows for units to hide on the path of enemies, wait till they pass and backstab them from behind. Only for Ratmen ^^
Take care, Les & AOF Team
INVISIBILITY AND DISEASE CHANGES!!
Hi all, over the last few weeks we have been working on a few unique mechanics for the Ratmen faction. However, we also re-factored a few of existing systems which apply to all existing factions:
Invisible units' attacks automatically become backstabs and have attack / damage bonuses to the first strike.
Disease has a small chance to spread to any nearby unit (allies and enemies alike). Also, Disease reduces maximum hit points by one.
We have added a number of traps, e.g. Bone Trap for Necromancers, and we are still working on back-porting traps mechanics to all other factions.
Take care, Les & AOF Team
FAN FAVOURITE VOTE!!
Hi all, just a heads up, the Game Development World Championship 2021 started this week and our recent game in the series was selected for the Fan Favourite's Game category!!
I would ask you to go to GDWC page and hit that Vote button: https://thegdwc.com
Take care, Les & AOF
UPDATE RELEASED!! (v7.8.2)
Hi all, in this patch we have tuned crafting, fixed a number of bugs and added a few more spells. Detailed change log follows:
NEW: Fear Totem for Warlock - similar to other totems, this one emits which lowers the Morale of nearby enemies. Obviously, your allies will start panicking soon if the totem is not destroyed.
BUGFIX: All traps were targetable by a number of spells like Teleportation, Bless, etc. Obviously it was not a desired effect and we fixed it.
BUGFIX: AI was handling Invisibility badly and pointlessly re-casting it on the same unit. Fixed.
UPDATE: Extended range and area of Dark Vision spell
UPDATE: Resources are given more intelligently, i.e. the engine tries to figure out which resource items you are missing the most and give them to you after battles. Obviously, other conditions like the environment and killed enemies have to be met.
UPDATE: Pigs and Chickens appear in villages and are capturable (Turles too). You won't make a killing machine out of a Chicken; nevertheless you can carry it to battles :P
We have started to work on the next faction - Ratmen. We already have a good idea about the campaign design and right now we are working on storyline details.
Also, I would like to invite you to our social media channels: https://www.instagram.com/ageoffeargame/ https://twitter.com/ageoffeargame
Take care, Les & AOF Team
SUPPORT EMAIL CHANGE
Hi all! We hope you enjoy the Steam Summer Sale! I was able to find a few indie gems for myself :)
I would like to notify you about changes in our support email from support@age-of-fear.net to ageoffeargame@gmail.com. We already updated all our pages and, whenever possible, also our forums.
Take care, Les & AOF Team
CRAFTING!!
Hi all, I am proud to announce we finally backported crafting to all our previous games. It took longer than expected, but we are finally there!!
Let me briefly remind you of what crafting feature does:
During battles fallen enemies will generate resource items, for example: Slimes will drop Slime Goo, Wolves will drop Thick Fur, etc.
After battle, your units will gather a number of resources from killed enemies, and also resources from the environment, for example Poison Basil can be found on Swamps, while Volcano Crystals can be found on Lava levels.
Once an item is seen, your heroes can craft it from resources. However, different artifacts have different requirements of units' attributes, for example to craft Flame Axe you need to have a Blacksmith in your team and also a unit who can deal Fire Damage.
Items are grouped into themes, for example all items which have affinity with fire will be grouped into Flame tab. Also, crafting an item from a particular group has a chance of learning other items from the same group!
As you can read above the system is complex, but also very versatile. As usual - any feedback is welcome.
Edit: Crafting won't be available in Age of Fear: The Undead King due to linearity of game. If you want to use this feature, please upgrade to Gold version of this game.
Take care, Les & AOF Team
SUMMER SALES!!
Hi all in the coming Summer Sales!
The last few months were a busy period for us: we released a new game, we handled the subsequent support (and bug fixes!), and we also started to work on the next part of the game.
I thought it's a good time to update you all with what we are working on now:
Crafting - we are still working on backporting this feature to all past games. We hoped to have this feature working already, but it's more time-intensive than we originally estimated. I am very sorry for a delay and I hope we will have it working in early July.
Invisibility was a black horse in the last release and this feature really overperformed our expectations! We have found multiple ways we can extend our series thanks to that feature and further updates are coming soon. We hope to amend existing factions to use Invisibility (like we did with Rangers and Dryads already), for example Necromancer will receive Bone Traps very soon!
Ratmen faction - some of you already saw design notes about the new faction we are adding to the series. We are working on the units and skills and writing a completely new campaign for them (but with old heroes!).
Meanwhile, enjoy the Summer Sales!
Take care, Les & AOF Team
AGE OF SNIPERS!!
Hi all, over the last few days we have been thinking how else can we build on recently released Invisibility mechanics. Aside from AI fixes, we have run an interesting experiment - how about hidden snipers laying down the fire on unexpected enemy troops?
Well, it came out pretty well! Here we present you new Sniper Pistol (which can be found during campaign):
Equip it and your hero changes into a deadly sniper! The long range and huge damage are obvious perks; however, this weapon can be fired from concealment too! Fire and move, fire and move.
Following this pattern, we have also updated a few common units like Ranger, Dryad Huntress and Goblin Assassin. More will come soon!
It's still untested feature, therefore please excuse us for occassional bugs especially on AI side :)
Take care, Les & AOF Team
LET'S PLAY!!
Hi all, with this announcement I would like to show you a very well done Let's Play for the Age of Fear series! Please enjoy the work of Game God Fluent! (and subscribe to his channel):