Aug 3, 2022
Civitatem - 󠀡󠀡󠀡󠀡󠀡󠀡󠀡LW Games
- fixed in theory a bug with armory in some cases, with those villagers that toke weapons from blacksmith couldn't put them in armory. (couldn't reproduce, so i did some changes in code)
- fixed a bug with the Mines not showing the resource amount after they were built.
- fixed a bug with herbalist villagers portraits now showing all the patients.
- fixed a bug with IGMenu on save, was showing old saves.
- fixed a bug with Map Village name, and end game screen not recording the current Villager Name and Village name.
- fixed GAME End Score (those that already finished i am gona fix it manually for Top Scores Page.)
- improved the performance of the season transition

- changed the leaderboard to current scores ingame and on top scores at lw-games.com
- fixed ingame score leaderboard, techs with regions
- fixed a bug with end game achievements didnt register in some cases.
AEW: Fight Forever - THQ Nordic


THQ Nordic Gives AEW: Fight Forever The Push Fans Have Been Waiting For!

Vienna/Austria, Jacksonville/Florida, Tokyo/Japan August 3, 2022: THQ Nordic GmbH and All Elite Wrestling, LLC (AEW) and YUKE'S Co., Ltd. today confirmed that the release of AEW: Fight Forever will be the tag-team event of the century! The two companies have joined forces to bring developer YUKES’ latest creation to PS4™, PS5, Xbox One, Xbox Series X|S, and Nintendo® Switch.

One of the first things I did after signing with AEW was to ask Tony Khan to let me help assemble the best gaming team on the planet, to make the best wrestling game ever,” said Kenny Omega, EVP of AEW and former AEW World Champion and AEW World Tag Team Champion. “Well, we just landed the perfect finisher by partnering with global publishing and distribution powerhouse THQ Nordic for AEW: Fight Forever. The THQ brand has long been synonymous with wrestling games – there is simply no more qualified partner to bring AEW Fight Forever to the millions of wrestling fans the world over.

YUKE’S president and CEO Yukinori Taniguchi said “I am both gratified and excited to have the opportunity to work with AEW - who is breathing new life into the pro wrestling industry - and the THQ Brand, with whom we have created an entire era of pro wrestling games. Using the expertise we have cultivated over the years, we are taking on this project with the ultimate staff from the YUKE’S Development Team in order to recreate AEW’s appeal within a video game to the highest degree. We hope that fans will enjoy experiencing the most cutting-edge technology, and the next evolution, in pro wrestling gaming.

Kenny’s incredible vision for AEW: Fight Forever is informed by his wrestling pedigree both inside the ring and on the controller,” said Executive Producer Reinhard Pollice, THQ Nordic. “Combine that vision with YUKES’ unparalleled wrestling game development history is resulting in an AEW experience that draws heavily on the arcade feel that first won wrestling gamer hearts more than two decades ago.

A touch of nostalgia is just the beginning in AEW: Fight Forever. Players can look forward to pulling off the most current wrestling moves seen on wildly popular AEW programming. This, in addition to innovative tandem offensive moves. Online co-op wrestling is going completely next level with Tag Team matches that feature sequences of team maneuvers performed with simple commands. A long roster of the most popular AEW wrestlers, deep career mode, create-a-wrestler, signature AEW arenas, multiple match types and even some good ol’ fashioned, unsanctioned fun await!

For more info visit: https://aew.thqnordic.com/

Check out the Announcement Trailer on YouTube: https://www.youtube.com/watch?v=bNI16NzyV1Y

Wishlist here: https://store.steampowered.com/app/1913210/
Enjoy & stay tuned!
Rough Justice: '84 - JezzaPrime


We are pleased to announce that Rough Justice: ’84 has been selected to participate in the Yogcast Tiny Teams 2022 event! Tiny Teams is a week-long festival with livestreams, all day, everyday as they play through some great indie games! It also includes a steam sale for participating games. The event is a great opportunity for exposure not only for some indie giants as well as some smaller gems you may have not heard of before. More information on the event can be found on their website.

Tiny Teams, huge ideas!

Make sure to also catch the other streams and watch the Yogscast crew play through dozens upon dozens of great indie games made by tiny development teams.


WISHLIST
You can wishlist Rough Justice: '84 and show us some love and by doing so, keep up to date with our development process.
https://store.steampowered.com/app/1291860/Rough_Justice_84/
Aug 3, 2022
Godumas - vucco
Mostly performance and lobby improvements and other general improvements.
Hearts of Iron IV - PDX Katten


Hello, and welcome back to another Dev Diary for the upcoming By Blood Alone DLC and accompanying Patch 1.12! The team has returned from the summer vacation, and we are now back fixing bugs and tweaking the balancing of the new features and focus trees.

Today, we are taking a look at the Plane Designer. As always, any number value that you are going to see in this DD is subject to change.

The Plane Designer became a subject of discussion, both inside the team and in the community, almost as soon as we announced that No Step Back would feature a Tank Designer. We felt that it would mesh well with the rework of the Italian focus tree, not least because the Italian aviation industry was very well developed and produced some of the best combat airplanes of the war - hampered mostly, as Italy so often was, by lacking production capacity.

We also felt that a Plane Designer would help plug some gaps in the lineup of available aircraft. Over the years, many players have commented on the fact that many nations modified their fighters to also be able to carry bombs, or their tactical bombers to also carry torpedoes. One of the big goals of the Plane Designer was to allow for these types of multi-role aircraft.

At the same time, we didn’t want to make these multi-role planes too powerful. Instead, a plane design optimized for a single mission should still be more effective than a multi-role plane. Where multi-role planes offer flexibility, optimized designs offer top performance, if you can afford them.

The basics of the Plane Designer are probably not a surprise for anyone who is familiar with the Ship or Tank Designers. The base is called an airframe, which roughly corresponds to the hulls and the chassis of the ship and tank designers. The Airframes have a number of module slots, where you can put the modules that give the final design its actual stats. There are three different size classes of airframes: Small, Medium, and Large. Small planes also come in a carrier-capable variant of the airframe.

The types of module slots in the Plane Designer are slightly different from the Tank Designer. There are effectively only three types of slots: Engines, Weapons, and Special modules.

Engine modules are perhaps the most straightforward of them. Unlike tanks, where this slot dictates what type of engine the tank uses and a separate stat determines what its speed is, engine modules in the plane designer determine the number and power of the engines mounted on the aircraft. These engine modules produce a new stat called Thrust, while all other modules have another new stat called Weight. These two stats are effectively the limiting factor of what and how many modules you can put on the plane. A design is only legal if Weight does not exceed Thrust (some people might point out that the only planes with a Thrust/Weight ratio of 1 or better in reality are modern, high-performance fighter jets, but these people will be summarily ignored).

Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.

One thing to note here is that jet engines (and rocket engines, for that matter) are part of these engine slots, which means that they are available for all types of planes. This, by necessity, means that Jet Fighters and other jet-powered airplanes are no longer their own unit type - they are now simply fighters with jet engines. Jet fighters will therefore reinforce regular fighter wings, and also that you can now effectively make jet carrier planes, jet CAS, jet heavy fighters etc.with the plane designer.

Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.


Weapon modules are also fairly self-explanatory. But beyond providing offensive stats like Air Attack, weapon modules fulfill two other major functions. The first is that the weapons define what type of plane a design ends up being. For this the designer has a Primary Weapon Slot. The module in this slot defines the role of the final design, i.e. Fighter, CAS, Naval Bomber etc.

This is relevant because the weapon modules also unlock what missions a design has available. That means that the strict separation of mission by type of aircraft will be gone. You can now create fighters that can provide ground support, or Strategic Bombers that can do naval strikes, depending on the modules you put on the plane. There are, of course, some restrictions - strat bombers can never mount the modules necessary to unlock air superiority missions, for example.

We still wanted to give you an easy way to classify your designs on a high level and it also makes it a lot easier to tell the AI what a design actually is and how it should be used. Without accounting for doctrines, there are no stat differences between, say, a fighter that has a set of 4 Heavy MGs in the Primary Weapon Slot and bombs in a secondary weapon slot, and a CAS that has the bombs in the primary weapon slot and the MGs in the secondary slot - but one goes into Fighter Airwings and the other goes into CAS Airwings.

CAS planes have a large variety of weapons available to them to attack ground targets.


There is a full list of weapons, the missions they unlock, and what they classify a plane as if mounted in the primary weapon slot, below (stats omitted because balancing is still ongoing):


While some of these weapons are unlocked in the (reworked) Air Tech Tree, some of them are also found outside of it, in a similar manner as the tank weapons are found in various trees. I will note that the total number of techs in the Air tech tree has actually decreased.

A view of the Air Tech tree. It has a total of 28 techs, compared to the old tree’s 38 techs.


One notable aspect is that a lot of these modules provide different stats only for specific missions. For true multi-role planes to make sense, we wanted to make sure that building a design with a mixed set of missions didn’t make the plane useless in some of them. Hanging bombs off a plane should make it less agile and slower, but a fighter that was able to do CAS missions shouldn’t be useless in air superiority missions. Thus, the weight and agility penalties only apply to the fighter if it is actually on a CAS mission, not if it is on an air superiority mission.

Modifiers only apply to certain missions. Here, the bombs the Stuka carries make it less agile, but the dive brakes give it better air defense


Finally, we have the so-called “Special” module slots. These are effectively a catch-all term of various different items, a list of which you can find below:​

Armor Plate: Increased Air Defense, reduced range
Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
Drop Tanks: increased range (small airframes only)
Extra Fuel Tanks: increased range, reduced air defense
Dive Brakes: increased air defense, increased naval strike hit chance
Radio Navigation I: reduced night penalty, increased strat attack
Radio Navigation II: reduced night penalty, increased strat attack
Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
Air/Air Radar: reduced night penalty when on intercept mission
Air/Air Radar II: reduced night penalty when on intercept mission
Floatplane: increased naval spotting (small airframes only)
Flying Boat: increased naval spotting (medium+large airframes)
LMG Defensive Turret: increased Air attack, reduced agility
2x LMG Defensive Turret: increased Air attack, reduced agility
HMG Defense Turret: increased Air attack, reduced agility
2x HMG Defense Turret: increased Air attack, reduced agility
Cannon Defense Turret: increased Air attack, reduced agility
2x Cannon Defense Turret: increased Air attack, reduced agility
Recon Camera: unlocks recon mission (LaR only)
Demining Coil: unlocks demining mission (MtG only)
Bomb sights I: increased strat attack
Bomb Sights II: increased strat attack
Non-Strategic Materials: reduced Aluminum cost, reduced air defense

Special Modules are primarily intended to help optimize planes for various missions or give them different niches.

The eagle-eyed amongst you have already spotted that planes now have a surface and sub detection stat. Up until now, planes that were active in a sea zone always provided a flat bonus to the spotting speed of any navies active in the seazone. This will now change, with planes having dedicated spotting stats that determine how well they do with helping the navies spot. There are modules, like the Air-Ground Radar and the Flying Boat hull, which give bonuses to naval spotting.

Vanilla planes have those stats already baked in, with some being better than others - carrier planes are better than their land-based counterparts, naval bombers are better than fighters etc.

To further support this, we are adding two more things: Maritime Patrol Planes as a dedicated unit type and a special Naval Patrol mission for planes with the right modules.

Maritime Patrol Planes are built on the Large Airframe, giving them exceptional range. They are able to mount the whole array of naval bomber weapons, but naval strike is really not intended to be their primary role. Maritime Patrol Planes are meant to help with spotting raiders in the deep ocean, where smaller planes with shorter ranges struggle to provide much mission efficiency.

You can run naval patrol missions with many different types of planes.


Finally, let’s talk a bit about art! While we already have a large amount of historical art for various plane types, we also wanted to give you more options to visually distinguish your designs, even if it is just to find the plane design more easily in the production menu. For the tank designer, we split up the existing art and recombined it into various combinations to quickly generate a large number of assets. We realized early on that this wouldn’t work for the plane designer. So instead, we decided to fill in some gaps in the existing art as well as add some art for a number of prototypes that flew but were historically passed over for mass-production.

Here is a partial list of new plane icons coming in BBA. Which one’s your favorite?


We also decided that we wanted to add more 3d art. Much like the tank designer, you can select these assets when you design the plane. We are adding about 80 new 3d models for planes to the DLC, but more on that in the future!

Here is just a teaser of some of the new assets coming in the DLC:


That is about it for this week. We hope that you will enjoy playing with the Plane Designer as much as we enjoyed making it. To end this DevDiary on a personal note: The Plane Designer will be my final contribution to Hearts of Iron 4. After close to 6 years on the project, all the way from the early days on Together for Victory, the time has come for me to leave the company and move on to greener pastures. It has certainly been an eventful and productive couple of years, and there are many things that I am very proud of (and a few that I regret - like adding Austria-Hungary as a joke and then finding out that people love monarchism). Working on the Hearts of Iron series has always been a dream for me, since the day I launched Hearts of Iron 1, almost 20 years ago now. Few people can say that they had an impact on a piece of entertainment that has had a similar impact on themselves. But the thing I am most proud of is the team we have built. Hearts of Iron is in very good hands, and there are years of content still to be released. I’m looking forward to it - but, once again, as a player.​

Weird designs that QA came up with:

This single plane outguns an entire tank platoon, unfortunately it can’t ever turn:


And then we restricted the number of bomb bays you can have on a plane:


6 engines, 8 cannons, 4 cannons in turrets, and a production cost 50% higher than a strategic bomber. Needless to say, this combo is no longer possible:


When you look at the Spitfire Mark I’s armament and wonder: but what if…more guns?



F1® Manager 2022 - cgroves
F1® has always been a feast for the senses – from the striking look of the cars, to the smell of burning rubber, to the cacophony of noise that soundtracks the pinnacle of motorsport.

When F1® Manager 2022 launches from August 25, the game’s audio design will play a huge role in immersing the player into the world of F1®, with familiar voices and true-to-life sounds. In our latest behind-the-scenes video, ‘Sounds of the Track’, we pull back the curtain on how a stunningly authentic soundscape has been brought to life:



Using audio from real F1® Grand Prix weekends, players will hear an array of sounds that accurately reflect the real sport. Engine sounds, riding over curbs, gear changes, and more are all precisely recreated in F1® Manager 2022 – and all dynamically changed based on environmental factors, such weather, camera angle, and position of the crowd.

It’s not just the machines that are represented in a pitch-perfect way, either. Players will hear real-world team radio messages from all 20 drivers on the 2022 F1® grid, as well as radio from race engineers and other drivers, that add another layer of realism as you issue commands to your team during a race weekend, or as drivers react to significant moments.

“When it comes to our game,” said Robbie Mann, Senior Dialogue Designer on F1® Manager 2022, “we wanted the player to feel like they were communicating with their drivers, and to have some sort of tangible feedback when issuing driver commands, or reacting to events throughout the race. “As a dialogue team, we’re incredibly excited to help provide a truly unique experience and perspective of running an F1 team, and we’re even more excited to continue developing and growing these aspects of our game.”

On the topic of real-world team radio messages, Tim Bartlett, Senior Audio Designer, reveals: “Over 50,000 files were delivered to the game team, a smaller subset actually used in the game. Even though this sounds like an enormous number, you can never have too many files for this kind of system which needs to cover all 20 engineers and 20 drivers. We have implemented as much as we can for this game - this is a system ripe for further development on future titles.

“And yes, we did keep the swearing in – but it has been obscured by the usual beeps!”

Players will also hear more recognisable voices away from the track and pit wall, as former F1® driver and current analyst Karun Chandhok and lead commentator David Croft will call the action in F1® Manager 2022. David and Karun’s commentary will feature before and after sessions in a race weekend, along with reactions to in-race highlights.

F1® Manager 2022 launches on August 30 on Steam. Pre-order the game to receive a 10% discount and five days’ early access, so you can play from August 25!
Arcade Paradise - Steve
In this week's episode of Insert Coin | The Making of Arcade Paradise. The devs from Nosebleed interactive talk about crossing the finish line and the depth of content that is been handed over to the community.

So load up those machines, take a spin with us and watch episode 7 here.



Watch all the previous episodes Here

Arcade Paradise launches on August the 11th on PC, Nintendo Switch, PlayStation and Xbox.

https://store.steampowered.com/app/1388870/Arcade_Paradise/
Age of Darkness: Final Stand - teena

Dear Protectors of the Light,

The light continues to grant blessings, and this time it has granted the Rebellion and Volatists Factions with a new Unit each to aid your crusade against the Nightmare plague that corrupts the lands.

The Cultist, a new Melee Unit for the Volatists that replaces the Soldier Unit. These crazed fighters work best in numbers, and can be just as deadly as they look. The Cultists are a low cost unit and have the benefit of training 2 Units for the Gold and Wood cost of 1. They have a very appealing Armour Shredding value compared to their cost and they are quick to train, these defenders can help facilitate early and rapid expansion.

For the Rebellion, the Hunter Unit replaces the Arbalest, but packs an extra punch with their specialised trap ability. They are first and foremost a range Unit, however they are able to utilise some stealth tactics and lay down traps at their feet that are invisible to enemy Units. Once an enemy sets off the trap, to add salt to their wounds, a noxious gas is released which damages and slows down Nightmares while the Hunters sit back and continue to wrack up their enemy count.

Since 2 of the valiant Factions have received new Units, it was only fair that the Order was gifted a unique Unit of their own. Although it may not be new like the latest additions, the Catapult is now an Order specific Unit.

Edwin and Aelis have levelled up their skills and both have been bestowed with a new ability each. Edwin’s Flame Shield Ultimate ability engulfs his body in flames, adding a shield that absorbs damage. Once the shield’s health has been depleted or the ability timer runs out, it will explode, causing damage to nearby targets. With Aelis’ Royal Decree Passive, if our Queen were to die while a Loyal Guard was alive, the weakest Loyal Guard will die instead, and Aelis will heal for 40% of her max health. While this skill is not on cooldown, Aelis Condemns enemies she hits, causing them to take 15% more damage from other sources.

As always, as the light has gifted the Factions with new loyal warriors, however to make the playing field even, Units, Nightmares and Buildings have had their Armour fortified. While something has Armour, it will take significantly reduced damage. To remove armour entirely, a Unit must inflict Shred Damage to the target. Each point of Shred Damage removes the same amount of Armour Once that has been expended, the target will take full damage from all sources.

We have continued to make improvements in the name of the light, Factions now have their own unique UI, along with balancing changes and multiple bug fixes.

As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.

Check out the full patch notes below:

Release Notes


Improvements
  • New Volatist Unit: Cultist.
  • New Rebellion Unit: Hunter.
  • New Ultimate Ability for Edwin: Flame Shield.
  • New Passive Ability for Aelis: Royal Decree.
  • New Faction specific UI.
  • New Armour system for Units, Nightmares and Buildings.
  • Localisation for New Features.

Additional Changes
  • Catapult Unit is now exclusive to the Order.
  • Cultist Unit replaces the Soldier Unit for the Volatists.
  • Hunter Unit replaces the Arbalest Unit for the Rebellion.
  • Countdown timers added to all Hero and Unit abilities.
  • Ability to build if the structure is partially in the Fog of War.
  • Improvements to Unit Pathfinding to stop Units from getting stuck.
  • Tier 2 Walls now have the ability to activate Ignite Walls.
  • Added in a setting to disable Environment Props to assist with performance.
  • Visual updates to Aelis and Edwin’s existing Ability UI.
  • Animation polish for Heroes and Units.
  • Map grid now shows when placing Buildings.
  • Updated the Credits to include new Team Members and VO actors.

Balancing
  • Pikemen, Sentinels, Arbalests, Flamers, Impalers, Catapults, Edwin, Aelis and Aelis' Royal Guards have had their health and damage values rebalanced around the reworked Armour system.
  • Pikemen, Arbalests, Impalers, Catapults, Ballista,Grand Ballista towers, and Aelis have gained Armour Shred and in most cases have had their damage rebalanced.
  • Similarly, Axemen, Spearmen, Spitters, Wraiths, Crushers and Bursters have had their damage, health, shred and armour values rebalanced.
  • Elite Nightmares have gained multiple tiers of Armour, depending on their threat level.
  • Increased the chance to find Elite Nightmares other than Elite Crushers, whilst making Elite Crushers less frequent.

    Dev Notes: These changes are significant and will impact the gameplay flow from about Death Night 1 onwards. We are going to monitor the impact of these changes, and your feedback is both welcome and wanted! Ultimately, we want you to feel like you have a new set of challenges and multiple ways to tackle them as you explore the map.

  • Flamer Damage lowered from 10 to 8.

    Dev Notes: Nightmares which gained armour had their health values lowered. Fire damage ignores armour’s damage reduction, so Flamer’s damage has been reduced to keep them in check.

  • Arbalest Movement Speed increased.
  • Reduced collider size of all human Units by 50% to mitigate issues between Units.

    Dev Notes:The collision problem is not 100% fixed yet, but this is an attempt to soften the frustration whilst, and make units feel tighter whilst we work towards a long term solution.

  • Highlight radius updated on Human Units to reflect their new collider size.
  • Units will return to their expected location at a higher and faster rate, when pushed away by allies.
  • Decreased Impaler costs from 1500 Gold, 50 Stone, 50 Iron, 0 Wood to 1200 Gold, 40 Stone, 30 Iron, 30 Wood.

    Dev Notes:We’re watching the Impaler very closely, we’re starting with some cost reductions to bring it closer to its intended value.

  • Decreased the cost of Pikeman from 300 Gold and 20 Wood to 200 Gold and 15 Wood.
  • Increased Pikeman Move Speed from 1.25 to 1.40.

    Dev Notes:Pikemen were in a spot that we didn’t love, now we think they’re in a much better position, and can become quite a valid unit in any composition.

  • Lowered the Cost of the Triage Tent to 450 Gold.
  • Lowered the construction duration of the Triage Tent by 50%, to 30s.
  • Limited the number of Villagers needed for the Triage Tent from 10 to 5.
  • Lowered the Upkeep value of the Triage tent to 5 Gold, and lowered Upkeep per villager to 3.
  • Increased the Triage Tent range from 10.8 to 14.

    Dev Notes: We’ve listened to your feedback and made the Triage tent far easier to use throughout the game. The lower cost and quicker build time should make it easier to build while exploring, and the larger radius and lower upkeep and villager requirements should make it a more viable option for defending during a Death Night.

  • Lowered the Axemen count during Death Night 1 on Veteran from 25 to 17 to account for Armour Shredding changes.
  • Ignite Walls Research Cost lowered from 350 Gold to 150 Gold.
  • Ignite Walls cost for Tier 1 Walls lowered from 15 Wood to 3 Wood.

    Dev Notes: Even with the changes to units, the Triage Tent and the number of Axemen, the presence of Armour makes that first Death Night pretty tricky! Making Ignite Walls cheaper to both research and use gives you another option to tackle early encounters, particularly as fire damage currently ignores Armour.
    Generally, we’ll keep a close eye on Fire and the way it behaves against Armour.

  • Slightly Increased Axemen count in Tier 3 Map areas.
  • Slightly Decreased Crawler count in Tier 3 Map areas.
  • Keep Icons will now display when there is an upgrade available to them.

Crashes
  • Fixed a crash that would occur when starting a Custom game.
  • Fixed numerous crashes related to starting and ending a game.

Fixes & Changes
  • Fixed an issue where Shift Select was not functioning correctly and adding Units to a control group.
  • Fixed an issue where Shift Select was not functioning correctly when selecting multiple buildings.
  • Fixed an issue where Ctrl Select was not functioning and deselecting Units in a control group.
  • Fixed an issue where the Ironworks 2 Skill cost 150 gold and 75 Stone instead of 150 wood and 75 Stone.
  • Fixed an issue where Melee Units could not path around buildings to attack Enemies.
  • Fixed an issue where Vizargo’s Serenity attack animations were playing incorrectly.
  • Fixed an issue where a delay would occur between the spawning animation for an Elite and the enemy appearing.
  • Fixed an issue where Units would play the incorrect animation when going from idle to run.
  • Fixed an issue where ranged Units could be pushed into the Tower when ejected.
  • Fixed an issue where a Camp Point of Interest could spawn the wrong units.
  • Fixed an issue where Map terrain elements would spawn in incorrect locations.
  • Fixed an issue where the Storehouse UI displayed Food resources provided despite Storehouses not providing Food.
  • Fixed an issue where the Vision from destroyed Buildings would remain after loading a Save File.
  • Fixed an issue where the text overlaps with the UI on the Victory/Defeat screen in Russian.
  • Fixed an issue where certain Blessings and Malices could soft-lock the game.
  • Fixed an issue where the Submit a Bug / Feedback was not functioning correctly.

Known Issues
A fix for these issues will come in a future update.
  • As the pursue values were increased to combat Nightmares not attacking Units, Nightmares can agro and pursue from much further away than before.
  • Some nightmares will appear to flicker while deciding to be in Idle or Attack states and get stuck. This is linked to the above issue.
  • Custom Game Nightmare Density is providing incorrect Death Night numbers.
  • Units are ignoring Target Priority. Archers have a tendency to ignore Axemen, favouring Crawlers, Wraiths and Spearmen. By comparison Arbalests will always target Axemen first, followed by Crushers, and will target Wraiths last.
  • Vizargo's Claw dash if he is in Serenity mode the claw dash cooldown is 150 seconds, out of serenity it is 24 seconds
  • Nightmares are still able to stack up during Death Nights.

    Dev Notes: This problem is related to other fixes that we’ve made to collision - our collision system has to be very complicated to handle the large number of units in the game, which makes this a lot harder to fix, and we can’t just revert our other fixes without causing other collision bugs to occur - but we’re continuing to look into it!

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 ‘bug-reporting’ 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
Third Wild - Landing man
Fixed some minor issues within the game.
Aug 3, 2022
Shakes and Fidget - DarkwingDang Playa Games
The search for the needle in a haystack hopefully have found an end. After several unsuccessful approaches to get the server performance under full control it seems that we finally could track down the root cause.

It turned out that the server CPUs of some of our game servers are of an earlier generation (ZEN2) which seems not to have the required memory management features for Linux. This lead to an unfortunate way of memory usage, causing 100% load at peak times and, thus, the server performance went down and playing users experienced severe connection problems and lags.

To solve this problem we are going to replace the currently used CPUs with CPUs of the next generation (ZEN3). We expect the hardware exchange to happen next week but are dependent on the server hosting company and, thus, at this point of time we cannot provide an exact date when this will happen.

In the meantime, we are currently running a service which restarts PHP and clears allocated kernel memory every hour. This seems to help but is not the desired solution.

We thank you for your patience and, again, are truly sorry for the poor server performance of the last weeks which kept you as well as us stressed out. Let’s hope that we can close this chapter once and for all.
...