Hi all, the last couple of weeks were busy as we were finalising the Ambush feature for the Age of Fear series. This is the part of wider Stealth mechanics and will be ready for the next game in the series. To accommodate new logic, we had to refactor huge amounts of code and, among other things, we managed to cross a few things from our todo list, i.e. enhancements to traits system, deploy-turn actions and random generation of maps.
Let's start with the traits system. The common request was to give an option to remove unwanted traits - to address that we expanded the Mutagen potion functionality and, while it is still accelerating traits, it can be also used to remove them (from the Skills menu in the Recruitment screen). The Mutagen potion is also classified as a rare item now, therefore it should be more common as a loot in battles.
We have added a new class of actions which can be executed during Deploy Turn, e.g. Sea Witch can now invoke Rain or Wind, and Juggernaut Golem can invoke Earthquake. However, those skills come with a twist - instead of a mild battle disturbance, the much more nastly version can be invoked! For example, calling an Earthquake can result in a Volcano eruption! This logic will be extended in future patches.
A logic responsible for random objects placements was improved and more fair use of objects was introduced, e.g. previously there were almost three Crates spawn per battle, now it's only one and a bit, and barrels, anvils, tables, etc. are created instead.
This is quite a sizable patch and I hope everything works fine. As usual - all feedback is welcome.
I would like to wish you all the best in the coming year 2022!
As for our plans - we are working on the next part in the series. As you saw in previous announcements, we have already added a number of specialized skills and mechanics.
We will continue that in 2022 and hopefully we will have something playable before the end of the year.
Hi all, over the last few weeks we were working mostly on the new game in our series, but we also added a few new spells, patched bugs and tuned the game a bit:
Hellish Assault for Succubus and Demon Mistress! This is a bit experimental feature in which we allow demonic battlemages to quickly traverse the battlefield with a huge blast. Let's see how it plays out!
Sea People were tuned a bit, i.e. Giant Eels becoming more resistant to damage and Sea Harpooners having overhaul as poison-based artillery.
As usual a few bugs were spotted by players and ironed out, e.g. Wargs Howl was occuring in early campaigns, units movement as sometimes stuck near own invisible units, etc.
Also, with the X-Mas coming, I would like to wish you all the best! Hopefully you will visit us for the New Year wishes too.
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.
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 ^^
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.
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
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.
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.
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.