Age of Darkness: Final Stand - Seamus PlaySide


Welcome all our new followers and thank you for checking out, wishlisting and supporting Age Of Darkness: Final Stand!

We're excited to be able to be able to finally share and talk about the game with you. Not only because of how much we think RTS game fans will enjoy the unique challenge we've created, but it is also our first original PC title. So we greatly appreciate you joining us on this journey!

At PlaySide, we are passionate about working hand in hand with our players to help shape the evolution of Age of Darkness: Final Stand, both during Early Access and into the future. So we'd love for you to share your thoughts with us on our official Discord Server, through your preferred social platform, or of course on the Steam forums too.

Discord - Official Discord Server
Twitter - Follow us at AOD_FinalStand
Facebook - Like Our Facebook Page
Reddit - r/Age of Darkness: Final Stand
YouTube - Subscribe To Our YouTube Channel

If you're hungry for more info on Age Of Darkness, we're sharing new insights and content of the game regularly on our Discord, across our socials and our official website.

We'll be sharing insights on our blog there about the development of AoD, such as the article we've already published, that explores how we developed the world of the game through concept art. We've included the content of the article below for you to check out, so we'll hand it over now to PlaySide's Art Director Ryan.



Defining The World Of Age Of Darkness


We are excited to share with you some early insights into the development of the art for Age of Darkness: Final Stand. This is an exciting topic for our team as a lot of love was poured into developing the visuals into what you see today.

Before any real work on the project could begin, it was important for us to have some idea of what we wanted the game to look like. We developed a brief together defining what visuals we were aiming to achieve in our early concepts.

"At the end of the world, the ground is damp with the stench of blood and rain. Flowers, Wildlife, all that was once living is now dead. Open fields of once green vibrant grass are now cold wet swampland. Even IF the darkness is defeated... it will take eon's before this land returns to it's past days of glory."

Of course, words are never enough and leave plenty of room for misinterpretation within the team. We spent a lot of time at this point also looking at references to pull from. Combining elements that we liked as well as our own ideas being inspired by the initial brief.



This is one of our first developed concepts for the game, already knowing a lot of what we wanted to achieve with the game play we kept the focus around how visuals would look from that perspective.



After developing a few images giving us a larger vision overview of the games visuals, we honed in on some more specific concepts. In today's post we'll be showing you those early exploration pieces for our Enemies and Buildings.





The nightmares of Age of Darkness: Final Stand have a consistent theme with our darkness as it's source. In each enemy there is a core where the darkness emanates, this could also be seen as there soul. Showcasing this across each enemy design is what's important in unifying each design. Below we have a few examples of our early explorations for different enemy units.





Buildings are the key component of every RTS, so ensure they looked appealing and on theme with our world is crucial. Taking the idea that our human faction has minimal resources to work with after the darkness tore through the land is reflected in our designs. With initial building tiers being built from large logs and thatch, as if they were built in a hurry, slowly working there way up to more fortified structures as better resources come available.







We finally managed to land on some of the core features we wanted from the design of our enemies and world, and its been long road from where we started to where we are now. Hope you enjoyed this short insight into our early concept exploration for Age of Darkness.



Thank you again for wishlisting and following Age Of Darkness: Final Stand on Steam! We can't wait to share more news with you soon about the release date and our plans for development during Early Access.

Until next time, prepare yourselves for the battle to come...

https://store.steampowered.com/app/1426450/Age_of_Darkness_Final_Stand/
Falling Frontier - Tim@HoodedHorse
Falling Frontier is participating in Gamescom 2021, and will reveal two new trailers during the event as part of special broadcasts, as well as streaming gameplay on the Steam store page.

https://store.steampowered.com/app/1280190/
Aug 26, 2021
REVO - cosmicmisfit
Good news!
​If you're one of those trying to run REVO on a Mac or Linux machine and ran into an issue where it hangs up in the intro, I believe you can update the game and give it another go. This time, it should be smooth sailing. Had to make a few adjustments after much research and testing.

How to request help
Should you encounter any problems with the game, please reach out to me via an official support ticket. It makes it much easier to keep up with requests for help and to notify you when issues are resolved.

Happy blasting!
— Cosmic Misfit Drew
汽车帝国 - 122439241
1. Optimized the "Quality Inspection Mini Game", the rewards in the middle and late stages of the game have been greatly increased, and the time for the highest rating has been adjusted from 30 seconds to 45 seconds;
2. Optimize the sorting method of the employee skill library, and change it to sort by category;
3. Appropriately increase the sales of sports cars;
4. After using the same drawing twice, the brand influence gained will decrease;
5. Added switch buttons for different market levels in the competitor interface;
6. The background color of the employees who have been assigned work during the automobile research and development process is more eye-catching.
SWORDS of GARGANTUA - Jess[Thirdverse]
To find out more about current in-game events, be sure to check out our official Discord!

Version upgrade information:
<Ver.2.0.1 38221>
- Added event weapons.
- Fixed a bug that prevented users from grabbing their weapons.
- Adjusted the display time of the panel that appears when you pass through the debuff route.
- Fixed the image on the Akatsuki UNI Sword.
Shadow Arena - [GM] Alex




Here are the updates made to Shadow Arena during the maintenance on August 26 (Thu).

* Patch Size: Approx. 210.81 MB

Check out the details below, and we will see you in the Arena!





■ Major Fixes and Improvements

- Added the option to move the HP and stamina bar to the bottom of the screen.


> Press ESC > Settings to enable or disable this option.



■ Hero

- Decreased the motion time of crouch / prone for all Heroes.

- Increased the movement speed while in prone position for all Heroes.
[Dev Note]
Sit/Prone has been changed to make it more viable for survival or ambush attack situations. In addition, we believe more players will take advantage of this change when used together with the newly introduced "Dark Nebula" (new object).





- Fixed the issue where the camera effect was applied while performing the sprint jump attack even when the camera effect was lowered in the game settings.
- Fixed the issue where skills could not be performed while in a sitting position.


| Shield Charge A (Q)

- Increased damage by approximately 14%.



| Shield Charge B (Q)

-Decreased the time to switch to another action right after the shield strike by approximately 0.17 second.



| Spinning Slash B (E)

- Increased the charging distance by 50%.

- Decreased the time it takes to switch from counter stance to attack by 0.1 second.

- Decreased the transition time from using a skill to another action by approximately 0.28 second.
[Dev Note]
In Spinning Slah B, Jordine will take a step back before moving forward for an attack. However, the charging distance was too short which made it difficult to target opponents. As a result, we made improvements to better fit the concept of a “counterattack” by making sure the move forward can be made. In addition, the transition from one action to another after attacking was unusually quick, so a slight reduction was made.






- Fixed the issue where the effect of sprint jump attack would occasionally not appear to opponents after a successful hit.








| Unleashed Beast (RMB)

- Removed the HP recovery effect.



| Gate Breaker B (Q)

- Increased the transition time to another action after using the skill by 0.3 second.



| Bestial Howl B (R)

- Changed the attack's effect from knockup to blowback.

[Dev Note]

Due to his high survivability, Schultz has the advantage to fight more aggresively in combat compared to other brawler-type Heroes. As a result, we removed the HP recovery effect of ‘Unleashed Beast’ to lower his current powerful ability to maintain combat. Additionally, the short casting time of Bestial Howl made it impossible for opponents to withstand in combat situations. So, we changed the effect from knockup to blowback to lower his combo-performing abilities.





| Exploding Bullet (RMB)

- Changed so when using Explosive Slugfest, it timmediately uses 4 bullets.



| Power Jump A (E)

- Changed skill description to match the actual skill’s effect.

- Knockback for 2 sec to 0.8 sec.
[Dev Note]
The damage from 2 consecutive Explosive Slugfests when used with the Black Spirit skill was too strong, so adjustments were made so that 4 bullets are immediately used when using the skill. We initially sought to maintain the method that players discovered, but realized that if the high damage output was left unchecked, it could affect Tantu's basic performance, so a change was made to prevent the use of this method. Instead, if we determine that Tantu’s performance requires a buff, we will consider reintroducing this method discovered by our players or adding a similar mechanic (being able to use skills consecutively under certain situations).




| Thunderbolt Arrow (RMB)

- Increased movement speed while charging skill by 20%.



| Shower of Arrows A (R)

- Increased movement speed while charging skill by 20%.

- Decreased movement time before firing by 0.72 sec.



| Shower of Arrows B (R)

- Decreased movement time before firing by 0.66 sec.

[Dev Note]

Due to the increased combo abilities, addition of barriers, and enhanced sprint and special attacks of melee attacks have put ranged heroes in a relatively weak position. Especially for Orwen, the charging motion of the above skills put her at risk, so we reduced the casting time of these skills and increased movement speed while charging skills.



- Fixed the issue where sprint attack and sprint jump attack effects would occasionally not appear to enemies.









- Fixed the issue where the effect of sprint attack would occasionally not appear to enemies.









- Fixed the issue where the camera effect was applied while performing sprint jump attack even when the camera effect was lowered in the game settings.









- Increased the basic attack’s damage by approximately 22%.

- Decreased the time to transition to another action after the first lateral attack by approximately 0.15 seconds.

- Decreased the charging distance of the 3rd basic attack in Courage Stance by approximately 50%.



| Shield of Fortitude (RMB)

- Improved so while taking Barrier Stance, you could immediately switch to Courage Stance by pressing RMB again.

- Decreased the transition time from Barrier Stance to Courage Stance by approximately 0.83 sec.



| Radiant Pursuit A (Q)

- Changed so you could not stab opponents immediately by pressing Q or LMB.



| Courage Stance - Blades of Retribution (E) B

- Added the description on dealing double the damage in the skill description.
[Dev Note]
We improved Venslar's basic attack efficiency because it was low compared to other heroes, making it difficult to hunt (farm). Also, you could only use the Patience Stance skill while in Barrier Stance, and the switch to Courage Stance was slow and frustrating. As a result, while in Barrier Stance, players can now press Q again to switch to Courage Stance and immediately counter attack, giving her more combat versatility.






| Rockwind B (E)

- Decreased the charging time by approximately 15%.









| Thunder Strike A (Q)

- Skill controls have been changed to the following.

> Before: Hold Q to increase the Attack Range and cancel the smash attack.

> Now: Press Q to automatically increase attack range and press Q again to perform a smash attack.

- Improved so you could immediately perform smash attack by pressing Q again.

> Increased the speed of smash attack by approximately 0.56 sec faster than before.


| Thunder Strike B (Q)

- Improved so smash attack can be performed immediately after using skills without having to hold Q.

> Increased the speed of smash attack by approximately 0.3 sec faster than before.

[Dev Note]
Thunder Strike’s “enhancement per level” mechanism was quite difficult to use in sudden melee situations. Therefore, we greatly reduced the casting time of the first attack, which can be easily used for preemptive strikes and combo attacks.


There was also the frustration caused by the inconvenient controls of Thuder Strike A, which required players to simultaneously hold Q and use the WASD keys to move. As a result, when the skill is used, the "enhancement per level" mechanism will be activated automatically, and the controls have been changed so that pressing Q again will initiate a smash attack.





| Winter Petal A (Q)

- Decreased the skill damage by approximately 16%.



| Crimson Nether Flower B (E)

- Decreased the skill damage by approximately 7.9%.



| Nimbus Stride A (R)

- Decreased the skill damage by approximately 9%.

[Dev Note]
Lahn’s lack of defensive abilities (guard, super armor, invincibility, etc.) is made up by the high versatility (ranged attacks, damage, combo, etc.) offered by her skills. Lahn’s already high damage is greatly enhanced by the fact that AP and DP naturally increase over time, allowing her to easily defeat her opponents by using only one or two skills. As a result, we have slightly nerfed the overall damage of her skills.







- Fixed the issue where the effect of sprint jump attack would occasionally not appear for opponents.









- Fixed an issue where the back roll motion appeared awkward.



| Heilang's Territory A (R)

- Decreased the duration of skill from 7 sec to 5 sec.
[Dev Note]
Heilang’s Territory grants Super Armor to all party members making Ba-Ri & Heilang an essential support hero in Trio mode. However, because the effect was a bit too strong, the skill's duration was reduced by two seconds.






| Fire-rang (RMB)

- Changed to apply all hits without holding RMB.

- Changed to stun the first enemy it hits for 0.7 seconds when throwing the boomerang for the first time.

- Reduced the attack range from 2m to 1.5m.

- Changed the maximum hits from 9 hits to 7 hits.

> Max Damage Before : 1049

> Max Damage Now : 816 (Damage per hit remains the same)

- Reduced the transition time from using the skill to other motions by approximately 0.3 sec.



| Don't Hurt Me! (RMB)

- Ignore DP effects have been changed to the following.

> Before: Ignore DP +15% for 3 sec
> Now: Ignore DP +20% for 5 sec



| Burning Hula Hoop A (R)

- Increased skill’s casting speed by approximately 15%.



| Thaw Winter B (Q)

- Increased the skill’s casting speed by approximately 38%.

- Improved so you would jump back approximately 2m and retreat after casting skill.



| Shining Light B (E)

- Increased casting speed by approximately 15%

| Burning Hula Hoop B (R)

- Changed so knockback is applied for 0.7 sec to enemies nearby the bonfire.

- Increased the fixed damage per hit from –80 to –100.

- Reduced the transition time from using the skill to other motions by approximately 0.25 sec.
[Dev Note]
Durgeff excels as a competent fighter with the support of her allies in Trio mode. But when it came to Solo mode, it was difficult to play aggressively with Durgeff since her performance fell behind in terms of her ability to maintain combat and use combo attacks. As a result, Durgeff received an overall buff in this update.

The major change is that the stun effect has been added to Fire-rang’s first strike, allowing it to be used as a combo attack immediately after using Shining Light. The casting time for all her skills was also increased, allowing the use of guerrilla-style tactics by utilizing her "evasion + fast casting" mechanics. If Shining Light can be used correctly as a survival skill, this should allow Durgeff's performance to be sufficient in Solo mode.


■ Contents


- Added new steal object “Dark Nebula”.



>The Dark Nebula appears in 25 designated locations right after the game starts.

> If you sit or lie down in the middle of the Dark Nebula for approximately 3 seconds, you gain buff effects of AP +200, Damage +30% for 5 sec.

> This stealth mode is disabled if interrupted by moving or usage of skills.

> This stealth mode is disabled if you are hit, and you will automatically get up.

> This stealth mode will last for approximately 30 sec. (You can transition into this stealth mode if you activate the Dark Nebula again)



- Improved so bonus tokens are obtained more quickly when you approach them.

[Dev Note]

The newly added “Dark Nebula” is an object for players who want to come back at enemies with a single attack. The condition of utilizing the effect is quite difficult so sacrifices must be made by users. For example, stealth is immediately deactivated if you move or get hit, so users must wait for someone to come nearby in order to use the buff. However, the effectiveness of the buff is quite high, so if you know the enemy's location in advance by using the Beacon or by using objects in combat, you will conquer in combat even if your growth is a bit lacking. As strong as this object is, the specification will continuously be adjusted through monitoring and reviewing for its utilization.


■ Monsters


- The following changes have been made to the Shadow Knights.

> Increased the Shadow Knight's reaction speed when spotting nearby players by 20%.

> Increased the Elite Shadow Mercenary's pursuit speedy by 50%.

> Increased the Elite Shadow Mercenary's attack speed by 20%.

> Decreased the Shadow Assassin's HP from 8000 to 6000.

> Increased the Shadow Assassin's pursuit speed by 20%.



- Changed so smash attack is performed approximately 0.3 sec faster when the red attack range appears upon using the Stoneback crab’s special skill.

> Before: Perform smash attack 1 sec after attack range appears.

> Now: Perform smash attack 0.7 sec after attack range appears.

[Dev Note]

The Stoneback Crab’s special attack is hard to avoid as it is slightly slow and unpredictable. Therefore, the timing of smash attack was brought up by 0.3 sec faster so that when it performs a roll attack at its normal timing, you may escape from it. Until you become familiar with the new timing of the attack, please be careful as you may experience a numerous number of attacks by Stoneback crabs.

- Improved so Stoneback Crabs do not remain still when attacked by AI players.



- Added a light streak effect when the the Beacon of Blackstar is activated.



- Elixir of Thorn effects have been changed to the following.

> Before: Reduce attacking enemy's HP -4% for 5 sec, DP +500, movement speed +15%

> Now: Reduce attacking enemy’s HP –3% for 5 sec, DP +300, movement speed+15%



- Improved the sound and effects of Goblin Thief.




■ AI Players


- The following improvements have been made to Ahon Kirus’ AI bot.

> Fixed so basic attacks are not performed outside of the attack range.

> Fixed the excessively wide attack range of Sun of Destruction.

> Fixed so motion does not appear disconnected while sprint attacks are performed.

> Fixed so Dark Mark is not thrown forward while looking backward.


■ Items


- Changed the phrase of the buff obtained from using “Elixir of Thorn” from “Chain Mail Armor” to “Elixir of Thorn”.



- [Trio] The following changes have been made to the effects of high-tier offensive items.
Item name
Effects before the change
Effects after the change
Hunting Bow
AP against Monsters+150,

Movement Speed +5%,

AP +40
AP against Monsters+ +150,

Movement Speed +5%,

AP +60
Skull Dagger
Attack Speed +10%,

AP +30

Attack Speed +10%,

AP +50,

Stamina+10
Crimson Blade
Recover HP per hit +40,

AP +30
Recover HP per hit +40,

AP+50,

Back Attack Damage 5%
Dark Shuriken
Back Attack Damage 15%,

AP +50
Back Attack Damage 15%,

AP +60
Elion's Long Spear
Ignore DP +25%,

AP +30
Ignore DP +30%,

AP +30
Great Sword of the Vanguard
AP +90
AP +100,

Ignore DP 5%
Desert Snake Scale Spear
AP +75,

Stamina+10,

Attack Speed +2%
AP +90,

Stamina +10,

Attack Speed +2%
Axe of Carnage
HP+800,

AP +60
HP +800,

AP +70
Great Warrior's Hammer
AP +60,

DP +40,

Movement Speed +2%
AP +70,

DP +40,

Movement Speed +2%
[Dev Note]
In trio mode, the effectiveness of defensive items being higher than that of offensive items lead to the issue of combat being excessively delayed in the later stages. Therefore, as in solo mode, the overall efficiency of high-tier offensive items have been increased.

■ Sparring Grounds


- Barrier can now be used in Sparring Grounds.



- Changed the Beacon of Blackstar’s buff icon.



- Beacon Keeper will appear near the Beacon of Blackstar.


> Currently, the Beacon Keeper NPC is for presentation purposes only, but a unique feature will be added soon.

> The Beacon Keeper will disappear along with the Beacon of Blackstar after 13 minutes.

[Dev Note]

The Beacon Keeper NPC will be used for the reorganization of the Blackstar Fragment and the Ancient Altar. The features of the content will be applied starting next week and will be completed in September. For the time being, it has no function so it would be appreciated if you could give a friendly welcome when using the Beacon of Blackstar.


■ Event


- [Battle Pass Boost!] Event has now ended.




■ Fixes and Improvements to the Official Website


| [[/b]Introduction] - [[/b]Heroes]

- [Goyen] Improved the line break for the Corpse Cut B skill description.



■ Fixes and Improvements to the Pearl Abyss Website
* The following improvements and changes were implemented during the Pearl Abyss website maintenance on August 25 (Wednesday).


- Improved to guide users through re-authentication if email verification fails after a certain number of times.

- Improved UI on the sign-up page.



[Dev Note]
The renewal of the Ancient Altar scheduled for this week has been postponed until the second week of September. After prioritizing the renewal of item slots and the addition of consumable items, it was decided that the Ancient Altar renewal should be made suitable in the form of these changes which was why there was a change in the schedule. We apologize to those who have been waiting for the Ancient Altar renewal, and we will make every effort to reopen it in a more complete state. Thank you very much.
Arizona Derby - Falcon Interactive
Hello AD Players,

Please post in the comments of this announcement how many tracks you have unlocked and played in the game.

To start, here is a short update from one of the best players in the AD game, XxZ3R0xX, if not the best, because he's topping the leaderboards with records times, that's hardly reachable, but as he proves it, not impossible.

There are, of course, many of the other great players, who top the leaderboards through the years, namely:

LUNATEK, NITEVISION, MARTENS78, FLASHBAC85, TOYSPACE, CODEX, VRM, CHAVOGHETTA2525, YELLOBEARD, KONSTANTINOWITSCH, OXOTHUK-3A-HACKAMU, JOHN, PAOLO FOUREL, UKNOWN NOMAD, NOWISTOK, VISEGAMING1998, NERDERUDITO, SMASTERMAN, LOCOMOTION 22, TIKLYT, MR. INCREDIBLE, DIRTY PLAYER, THE VEZ, CROUTONOFDOOM, DANKK, HANG9, BOX111, KTM EXC UK, DUH321, INDIGOJINX, NATE S. CRAY, ANTONIO PFAHL, DRYMINATOR, LEONSKI GOLDBERG, JANYS89.CZ, REVENGEFROMMARS, RHDARKKNIGHT, VALKO, LOWOMKIVA, BBARNE297, CREO318, GTCLUB1377, and this guy doing really ultimate also!

There are also thousands of others not mentioned (sorry!!!) or not in the lists since all of 32 leaderboards showing just the top 50 wins and player best win at the track! (So just imagine how fulfilled will be Redwood Rush after XxZ3R0xX devastation 🤣 with almost 900 wins).

So overall, there's not like 2,000 wins on just one race, because all of that great players played like on average at least 50-100 times and just their top result's there, so it approx like over 50,000 to even 100,000 winning submissions are done during all this time, so really congrats for such huge loving of AD offroads!

And XxZ3R0xX stats are:


winning almost 900 tracks just at Redwood's tracks:


Forest Ride 238 wins
Redwood Rush 889 wins
Canada Trophy 143 wins
Tropical storm 91 wins
Siberia Run 96 wins
Dubai Drive 19 wins

So it's pretty impressive, I know that other top leaders having different preferences, playing other tracks.

And total leaderboards on over 30 tracks are being fulfilled with more winnings through summer, after the previous update. Currently, just first Forest Ride tracks have reached almost 2,000 winnings:



All this is a great achievement for the AD Nation, more than 2 years after the game is being published.

Dozens of the players are hooked on this game, which is amazing and inspiring for generations to come! :)

AD Leaderboards are ultimately waiting for many of you to put your names in the off-road history.

Please post in the comments how many tracks you have won, that will be amazing to see.

Ring of Elysium - ROE Community Team
Dear Adventurers,
 
Welcome to the latest official patch notes for Ring of Elysium. Here are the full details:


Misc.
  • Updated lobby assets


Thanks for playing,
ROE DEV Team
Aug 26, 2021
最末行程:胜利路19号 - quanhome
21.08.26 更新
大家好:

根据大家的反馈,将游戏中的一些错误做了修复。此次修复会影响以前的存档,从新开始游戏就会正常。可能带来的不便,还请谅解。

1 修复拉面馆的小钥匙道具消失的bug。

2 主角可以利用闪避穿过冒着蓝色火焰的巨大甲虫,避免甲虫卡位无法通过而卡关。

3 降低了噪声音效。

4 将医院的怪物位置做了一些调整。

感谢大家的支持。祝大家玩的愉快!
Block'Em! - Zquatwolf


We're doing a closed beta playtest for local multiplayer (but with Steam Play Together available, for social distance approved playtesting!) and YOU can join in on the fun!

Challenge 2-4 friends on multiple levels, claim the victory by being first to touch the victory block or last blocky alive! As an added perk you get to make your voice heard and leave feedback to the devs.

To participate simply press the green button that says 'Request Access'.
...