Hi all, with this patch, we are introducing procedurally generated AI heroes. We've been working on this feature for some time, and while some mechanics were released earlier, the feature is now fully complete in this version. The AI heroes have unique skills (some of which are quite OP!), and the AI is very protective of them. I hope we've struck the right balance, and TPKs won't happen too often. Take care, Les
Hi all, with the recent update, we've introduced an AI-only Pirates faction that will randomly attack your ships. The Pirates are fast units with ranged attacks and are occasionally armed with cannons, making them a challenge even for advanced armies. To balance this, we've also added Merchants who will appear on the seas with precious items. I'm also working on a Sea Storm mechanic, but that feature isn't ready yet. Take care, Les
Hi all, with the recent update, we have added or improved a collection of mini-games such as Dice, Poker, Roulette, etc. These are simple random-based scripts that let you win (or lose) small amounts of gold. The games can be accessed in many places throughout the campaign, with the most prominent being the Black Castle Casino. Take care, Les
Hi everyone, recently, a player named Fliedner has shared a link to his recorded let's play. While there are several videos on YouTube, what sets this one apart is Fliedner's mastery of Age of Fear mechanics. I believe I've seen almost all abilities and skills utilized, along with a few combinations I never anticipated. Additionally, such videos assist us in identifying and fixing bugs, enhancing AI, and sometimes even inspire ideas for new features. Please enjoy the serious showcase of the complexity of Age of Fear: https://www.youtube.com/watch?v=_t-PO-S3Jf0&list=PL-GPZ3WPf9ex2QMWj0ZDW8xcDe9XsUxz6&ab_channel=Fliedner Take care, Les
Hi all, after a long wait, we've finally added a completely new faction with complex stealth mechanics! Please enjoy our latest release. Have fun and take care, Les & AOF Team
Hi all, it is with immense pleasure that we announce the completion of the Ratmen faction, which will be introduced to the Age of Fear series on April 12th! Hidden beneath Sorodon, the Ratmen are a clever faction that excels in stealth. In the dark corners of their territory, these elusive creatures have perfected the art of staying unseen and unheard. Though their units may seem weaker than those of similar factions, the Ratmen make up for it with their unmatched skills in backstabbing and surprising attacks. Living in an underground world full of tunnels, the Ratmen can move quietly and strategically. Their expertise in covert tactics and surprise makes them a strong force, capable of turning the tide of battle unexpectedly. Emerging from the depths of Sorodon, the Ratmen create uncertainty and fear, establishing themselves as a unique and unpredictable presence in warfare. With just a few weeks to go, be ready! Take care, Les
Hi everyone, with this post, I want to wish you all a Merry Christmas and a Happy New Year! This year has been quite busy for us; we released a new game while working on the upcoming Ratmen campaign. The Age of Fear series was enriched with several new features, such as continuous area effects, burrowing, and a whole new array of spells. We have also added a new mini-boss, Sandworm, and a new minor hero (playable by all factions), Dancer Zarah. Also, yesterday we released a complete pack of voiceovers for the Ratmen campaign. Therefore, the scenario is almost complete and requires only a few minor tweaks before full release. As always, all feedback is welcome. Enjoy your time off! Take care, Les & AOF Team
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth. We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game. I kindly ask for your feedback on which one is the most suitable. The auditions are provided below in a zip file (10MB): https://www.dropbox.com/scl/fi/td6sc1mphahjjahzzbtwk/voiceover-auditions.zip?rlkey=mrhblcy9jvt5gp6oig2uzrwr0&dl=1 Please comment on your favorite option and suggest any improvements. I'll share your feedback with the voice actors so they can align with notes. Take care, Les & AOF Team
Hi all, after a bit of waiting we have pushed another update to the Ratmen campaign. Right now, around one-third of content is playable and includes a few interesting additions like stealth missions (where your units need to remain undetected), sewers maze and Sorodon's bazaar (with obligatory drunken dwarves fight!). We have also added a few items which improve the morphed form of heroes, e.g. Spider form of Lexa can be made quite powerful. I hope to add ever more items and work on polymorph mechanics. We also re-numbered all campaigns as chapters so new players aren't confused about the order of campaigns. For modders - we have modified battle tasks and separate conditions can be made mandatory, e.g. it's possible to force players to open certain Treasure Chest. Please enjoy and, as always, any feedback is welcome. Take care, Les & AOF Team
YOU ASKED AND WE LISTENED! After a long wait we finally released the stand-alone version of our series! This package includes not only all games in the series, but it will also be updated with any and all future releases and DLCs. This means a purchase today entitles you to everything coming down the Age of Fear pipeline once it arrives! (please note that the Day of The Rat campaign is being actively developed and not all content is available yet.) We are now adding Workshop and finalising other bits to enable all features (it should be ready in an hour or two). For current series owners - please visit the bundle for a neat upgrade option. Take care, Les & AOF Team
Hi all,
It has been a while since the last update, but now we are back!
In this patch we introduced a new mini-boss - Sandworm! Sandworms are colossal, worm-like creatures that live in the desert. As it tunnels through the sandy dunes of the desert, the sandworm leaves a trail of destruction in its wake.
This mini-boss will be unlocked as the game progresses and has quite a few interestingproperties, e.g. it stays burrowed and can swallow your units in one turn. There are a few possible strategies to defeat it, but I leave it for you to discover.
Btw, Sandworm will be playable as a separate hero in the coming release of a new additionto the series. We are almost finished with the build and hopefullywe will be able to push it out tonight or during the weekend.
THE FIRST FIVE PEOPLE WHO DEFEAT SANDWORM ON EXPERT DIFFICULTY (AND POST A SCREENSHOT) WILL RECEIVE A FREE KEY FOR OUR NEW GAME!
(Sandworm is not available in the Age of Fear: Free World.)
Take care,
Les & AOF Team
Hi there, there are a couple of new enhancements we have done while refactoring ui for Steam Deck compatibility. All our games are now fully compatilble with Steam Deck!
- All DLCs were updated with battle tasks - that concludes the backporting of this feature to older games.
- Identify is a new option in Crafting. If you have an Alchemist in your team, you will be able to discover new items from Crafting options. If an item is craftable, you will learn its recipe afterwards.
- Upon loading a saved game, the current turn log will also be restored.
- Units' descriptions can be expanded / collapsed (by clicking them).
- A New World Map tutorial was created and also a Unit Stats page was added to the battle board tutorial.
- Place Sentry Gun is another defensive skill for Dwarven engineers.
- For min/maxers - there is a new option 'Display experience gains' (shows Exp gains in the log)
- Floating utility buttons can be enabled from the Render tab. Those were primarily designed to support touch-only controls, but can be also enabled for desktops.
Hi all, over the last few days we have released a number of patches focused on further ui enhancements (e.g. gesture scrolling of listings) and also substantialchanges in crafting. Changes:
- Gesture scrolling has been added to listings, e.g. team units, items' list, bestiary, etc.
- Items have been consolidated into fourteen themed sets (from the previous thirty one) which should make the crafting interface easier.
- Required attributes like Alchemy, Blacksmith, etc. display hints about units that provide them.
- Resourceitems provided after battles will be geared towards craftable items (i.e. ones which you know and also have all needed attributes).
- Blood Sacrifice is a new skill for Blood Mage which allows you to gain a bit of MP in exchange for HP (it's to balance Meditate which the good side enjoys).
- AI for finding hidden units has been almost completely reworked and its actions should reassemble what a human player would do.
Hi all, over the last few weeks we were working on customisations required to play the series on Steam Deck.
You must have noticed after this patch are larger fonts, buttons and other interactive elements. Larger UI is necessary for much smaller screens; however, we hope to strike the right balance between desktop and console UI. Other changes are activated only in Steam Desk mode and include sensitivity settings to select units and zones (my thick fingers...) and a whole new way to show help and tooltips (by long-press).
While at it we have also fixed a number of issues and back-implemented a few pending mechanics:
- Chaos Demons and Greenskins campaigns now have battle tasks and we are working on adding them to Dwarves and Forest campaigns too (thanks to Willisama).
- Resource items given are more targeted at craftable (known) items.
- Barkskin gives +2 Defence - combined with Bear Form and Nature Wisdom makes Dryads into a formidable melee unit (but time-limited).
- Dispel Magic is more reliable and burns a fixed amount of MP
- Disintegration damages a fixed amount of HP.
- Escape key can be used to close most of the dialogs.
- Bugfix for spawned units overlapped themselves (this is still being worked on).
- Bugfix for occasionally non-exploding Gunpowder Barrels.
- Bugfix for static objects blocking units with Hit-and-Run.
- Bugfix for Burning units not-detonating.
- ...and many more (including re-balance of several units).
Happy New Year to you all! That was quite a year, both personally and also in series development. We have made many fixes and patches, and also added a few great additions like pushing mechanics, illusions, AI heroes, taunts, light sources, just to name a few. Our to-do list is still quite long and we still have many awesome featuresto implement.
We have also made good progress on the next game in the series with a completely new Ratmen faction. I am also about to upload a new trailer (hopefullyyou can watch it now). If it all goes well, we should be able to release it in 2023.
That said, I would like to wish you all the best in New Year 2023! Happy gaming!
Take care,
Les & AOF Team
Hi everyone! Recently we have been focused on improving stealthmechanics and also adding better support for items in our series. First of all, some of you have played games with items enabled on all units and you might have noticed additional attributeslike Armour Proficiency, Mage Master, etc. added to those units. That shouldhelp with better immersionand make your allies more interesting to equip. Secondly, we have introduced the Light Sources trait on some unitsand static objects. Night battles have now a few fire stands placed which makes sneaking aroundmuchmore difficult. Thirdly, the Forest faction has a new unit - Dryad Blade Dancer which is a low health melee unit, but with powerful attacks and Projectiles Reflection. The skill is still a bit experimental, but it adds another decision layer - will you take a risk of an arrow being reflected onto your archers? As usual - all feedback and bugreports are welcome! Enjoy your weekend and Black Friday sales! Take care, Les & AOF Team
Hi all, today we released yet another patch with a few new features and several bug fixes. Meanwhile we continue to work on the next game in the series (we aim to releasein 2023). Please keep watching our page for the new trailer (soon!). CHANGES:
- Natural Wisdom also gives+1 base HP when morphed (Cave Bear, Dire Bear, etc.)
- Divine Intervention is a new skill for Paladins and Inquisitors and gives them extra chance to auto-resurrectafter battle
- A number of helmets and armors were made unavailable to spellcasters (also description was altered)
- Berserker's Rage is a boost for melee units (with Berserker attribute) which lasts while unit is in melee
- Bugfix for multiple attacks (in melee) - sometimes the range of consecutiveattacks is reduced. We fixed it to be the same value.
- Multiple textedits (thanks toBobbisandLouis)
Hi all, recently we have been working on making our games launch on Steam Deck and we have first results:
(the photo is courtesy of Micah - thank you very much for all your help!)
It required re-implementing substantialportion of our graphics rendering engine and we still have a few edges to smooth out. Aside from that, Steam Deck is quite flexible in terms of controls and our game can use both touchpads as well as the main touchscreen.
For the brave souls that want to try it on Steam Deck:
- we have tested it on Proton Experimental as of 2022/08/19 (not Proton default!)
- go into Compatibilitymode and set it toSteamLinux Runtime
Hi all, this patch is full of bug fixes and tunings. We are slowly refactoring our code for the new Java 17 and the overall performance should be better. Change log:
- Traps (as well as a few other special objects, e.g. cauldron, barricade, explosive barrel, etc.) can be placed without using turn. We are still tuning AI for this logic update.
- Slippery is less potent (10% slip chance and 30% chance of pushing away in melee).
- We track a few last triggered Global Events and make sure the same ones won't be triggered.
- AI moving invisible units is much faster (previously animation time was the same as normal move).
- Holy Protection attribute for Inquisitors and Valkyries. This attribute makes units immune for Necromancy and Death spells.
- Units with Hit and Run aren't able to attack again after retreat.
- Poisoned invisible units won't be revealed (till they die).
Hi all, I hope youare well in the current heatwave. Don't forget to drink a lot of water! In this patch we are releasing quite a few new features (list below). The most noticeableare changes to Sea People and their base - we are introducing the new mode where you need to purchase buildings in order to unlock advanced unit types. We balanced that with adding more resources and gold to the campaign.
- Further optimisations for AI processing speed - we took advantage of several Java 17 features and managed to speed up some AI routines. This is still work in progress, but I hope the effects are noticeable already.
- The above changes to the Sea People base where advanced units must beunlocked by buildings.
- 'Taunt' skill for Sea Divers, which makes AI focus attacks on a poor chap. It opens quiteinteresting tactical possibilities.
- New trait 'Wanted' which units can earn after scoring 25+ kills. Similarto 'Taunt', it makes AI to focus attacks on that unit.
- In the shop units' list, units can now beinserted between other units. Hover your mouse in a small space between units, then confirm with a right click.
- New trait 'Dragon' for well... dragons ^^ It makes Dragons resistant to a number of tactics and hopefullywill eliminate cheesing those mini-boss fights.
- New spell 'Force Push' for mages. Who doesn't want to be a Jedi?
- Detector is a passive detection mechanism for Totems and Evil Eyes,and also heroes (via All-Seeing Eye amulet). It completes the existing detection skills like Clairvoyance, Scan (Sensors), Dark Vision and Sharp Eyes.
- Regrowth costs 100exp per use (exception: Mandrake Root).
Hello all, I hope you are having a good time. Recently we have been frequently patching all games in the series and it's a good moment to list all changes. Those are substantial chances, therefore please keep reading.
- We upgraded to the more recent Java 17 (previously we embedded Java 10 with our games). That gave us access to many new features and optimisations. In our tests, the game engine is working around 40% faster.
- Complete attack types are displayed in the lower part of the screen. Our items system often results in layered effects for an attack, for example, a strike could be Fire- and Cold-based (at the same time), could be causing a Stun and also reducing Defence. With this version we display all effects a given attack has.
- Open World battles feature a Retreat option where you can abandon battle for a small gold penalty. This feature was requested quite long ago, but we finally got to it.
- Fog and Slippery are new battle conditions to be found in Swamps and Winter levels respectively. Fog is reducing the range of projectile-based attacks and spells, Slippery occasionally causes units to slip and lose an action.
- Disease was refactored significantly and now infected units will happily spread it around. This is a part of tactics coming in new games in the series.
- Polymorph spells and skills are also moving effects to and from morphed units. For example, poisoned Dryad changing into Bear will carry over the poisoned status.
- Lamp of Blood (in Krill) campaign is working as a pre-battle action (to be used during Deploy Turn). We hope to add more skills like that which allow players to modify the battlefield before battle.
- A few new detector-like skills were added, for example Scan for Guardians. The AI is also more efficient with the use of Invisibility.
- Angela received a secret (and very powerful!) weapon. It's hidden in her campaign - who will find it first?
Hi all! Over the last few weeks we have deployed a few new features and otherpatches, and it's time now to produce a meaningful change log (I am sorryfor not being up-to-date with those!).
- Pushing units around it the major mechanics we introduced about two weeks ago. Many explosive spells will now move units a bit, justenough to make space for your units to squeeze between and reach those vulnerable shooters and mages. Several units also receivedPushing attacks due to their size, e.g. Ogres, Troll Throwers, etc. A fewexisting skills likeShieldBash or Power Attack are also moving enemy units upon hit.
- Knights have now a more effective Greater Charge upgrade where their charges cause more damage (and obviously push enemy units out of the way!). The Charge ability can be disabled for one turn, for example when you want to engage a spellcaster in melee (and block him from using spells).
- We have introduced enemy heroes as mini-bosses in campaigns and random battles. So far a few enemy units were considered special thorough campaigns, but those were just like ordinary units with names (and more chatty!). We have upgraded those to hero status (which gives them a few extra Hit Points and several resistances) to give that extra challenge to players.
- A dozen new resourceitems were added, e.g. Fire Opal, Black Gold, Moonstone, etc.
Hi all, we have just patched our games again, this time with a number of additional units, improved skills and enhancedtraits system. We continue to work on new faction (Ratmen) and also on its unique Stealth mechanics. First of all - new units:
- Cerberus is a new fast-attacker for Chaos Demons. Just like Wolves, it can be upgraded to a hit-and-run unit, however Cerberus also deals extra Fire damage.
- Elder is yet another upgrade for floating Evil Eyes from Chaos Demons faction. We have packed it with anti-magic skills, therefore all spellcasters beware!
- Crabman joins the Sea People as a durable blocker with Power Strike ability. It's definitely a nice addition to your line of Sea Divers.
- Cows also join the ranks of all monsters and beasts. Just like fearsomePigs and Chickens, those slow land cruisers can completely decimate all grass around.
- Bard has its own unique skill Ballad which adds experience points to units not participating in a battle.
- Polymorph spells were added with a cooldown which triggers after the unit comes back to its original shape.
I think everyone knows what's going on in Ukraine at the moment. Ukraine was attacked by its neighbouring country with an overwhelming military power. Yet, Ukrainian citizens refused to surrender and took weapons, and are bravely fighting against the invading army. We want to make people more aware what's going on. You will be surprised how much disinformation is around - please use real news channels to see what's going on. We cannot do anything else other than admire their fighting spirit. As such, we substantially lowered the prices for the Age of Fear series for anyone in Ukraine (this is not a promotion - I would give away our games for free, but Steam doesn't have an option to make games free for just one region). There is no place for tanks and artillery strikes on civilians in the 21st century. I don't know the details of the problems there; however, there is absolutely no excuse for such brutality like it's taking place now. Those differences should be resolved at negotiating table instead of invading the whole country and then threating the whole world with nukes. Take care, AOF Team
Hi all, the last couple of weeks were busy as we were finalisingthe 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 accommodatenew 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 requestwas 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 JuggernautGolem 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 responsiblefor random objects placements was improved and morefair 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. Take care, Les & AOF Team
Hi all! I hope you enjoy ongoing Lunar Sales and find many interesting games. Meanwhile, we are working hard on adding a few specific mechanics related to Stealth.
As a side-product of experimenting with the Ambush feature (in which invisible units can surprise enemy groups) we created yet another stealth-specific skill - Illusions. A spellcaster can create multiple copies of itself and those copies can move and attack (but won't cause any damage) as normal units. Now the guess-game begins...
On another note - we soon plan to increase prices of some of our games. The main reason being record-breaking inflation and, as such, rising costs of development and assets. I sincerelydon't know how much we will push our prices up, but we will try to keep it to a minimum.
Take care,
Les & AOF Team
Hello all, I would like to wish you all the best in the comingyear 2022! As for our plans - we are working on the next part in the series. As you saw in previous announcements, we have alreadyadded a number of specializedskills and mechanics. We will continue that in 2022 and hopefullywe will have something playable before theend of the year. Takecare, Les & AOF Team.
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.
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 balancedso 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 accommodateincoming Ratmen faction whichwill 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 thoughtI 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 currentlyworking 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
Hi all, over the last few weeks we have been workingon 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
Take care,
Les & AOF
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 toyou after battles. Obviously, other conditions like the environment and killed enemies have to be met.
- UPDATE: Pigs andChickens appear in villages and are capturable (Turlestoo). You won't make a killingmachine out of a Chicken; nevertheless you can carry it to battles :P
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
Hi all, I am proud to announce we finally backported craftingto all our previous games. It took longer thanexpected, 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 groupedinto 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!
Hi all in the comingSummer 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 workingon backporting this feature to all past games. We hoped to have this feature workingalready, 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 thanksto 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 completelynew campaign for them (but with old heroes!).
Hi all, over the last few days we have been thinking howelsecan we build on recently released Invisibility mechanics. Aside from AI fixes, we have run an interesting experiment- how about hiddensnipers 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
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 Fluid! (and subscribe to his channel): https://youtu.be/7BO71q7kjrY?list=PLkYV_DP3AWhXO_rXsEyM36TQ2MDwY5WoC The videos are almost complete and ready to watch. Enjoy! Take care, Les
Hi all, after the recent very successful release we have immediately started working on yet another faction for the series:
Our current design idea is to build this faction on newly introduced Invisibility where . We are aiming to create ninja-like unitswhich can easily sneak on opponents and use their backstab attacks.
As with other factions, Ratmen will have their unique skills and abilities, roughly based on deception.
That's for now, I am sorry I could not add any details, but we only started designing this faction. As usual, all suggestions are warmlywelcomed!
Take care
Les & AOF Team
Hi all, in the heist of the recent release we have also added a few new features whichsomewhat went unnoticed. With this post I would like to bring attention to those life-easing functionalities:
- COMBAT LOG which is listing all past actions in the current battle. The feature is available from the battle menu and it's very useful in tracking AI actions during your turn.
- COLOR-BLIND MODE has been added after feedback from the Community where a few players could not see game text and notifications easily. This mode can be enabled from Options -> Screen and removes textured backgrounds as well as changes text color to have morecontrast.
As usual, all feedback is welcome! Take care, Les & AOF Team
Welcome to Victor's Experiment, an electrifying expansion for Age of Fear: The Iron Killer! This enigmatic sidequest can be played at any time during the main campaign. Deep in a forgotten tract of the Ashlands, an aging building stands alone in the dusty wastes. There's no telling what manner of dangers remain locked away in this abandoned laboratory... It's clear that a hazardous brand of science was pursued here once upon a time, but the truth is hidden behind the lab's many puzzles. Are you brave enough to solve the mystery of this secret facility and face the unnatural entity that resides within?
Hi all, we have received a few bug-reports from users where the game incorrectly detects 32-bits OS architecture (instead of 64-bits) and the launched executable is under-performing.
We are still investigating this issue; however, we updated our games with a new option to force 64-bit mode. To start game in a 64-bits mode, click Play from Library and select the below option:
Welcome to The Storm Mountain, a thrilling expansion for Age of Fear: The Iron Killer! This unpredictable sidequest can be played at any time during Angela's campaign. Word has arrived that a terrible creature is terrorizing your Sea People allies! Only you can restore peace, but be warned, this monster may be more than meets the eye... Join Angela as she seeks to unravel the mysterious threat. Fierce Seabeasts, mischievous Djinns and pesky Harpies - prepare to face all of them and more on your mission to restore peace and prosperity to the Sea People colony! https://store.steampowered.com/app/1311170/Age_of_Fear_4_The_Storm_Mountain_Expansion/
Hi all, we are very happy to release moreadditions to our series! As promised this patch is full of sweet features:
- CRAFTING!
- INVISIBILITY AND TRAPS!
- SEA PEOPLE FACTION!
- NEW SPELLS!
- ASHLANDS, SEA BATTLES and CRYSTAL FOREST!
Hi all, we have been quiet for a while, however you can be sure we were working hard on the series! In preparation for the coming release, we have massively updated AOF engine and content. Aside from the promised Invisibility, Traps and Crafting features (which will be available in mainstream games), we have introduced a whole lot of new units, spells and skills. The below list mentions only the major changes and we leave the rest for you to discover.
- Sea People - the whole new faction is being added to the series! Four-arms Nagas, brave Divers, charming Mermaids, weather-changing Sea Witches, giant Sea Snakes, poisonous Sea Snails, etc. As with all other factions, new tactics need to be learned.
- Two new units for humans - an Oracle and a flying Griffin Knight. The Oracle is a unit with a unique Clairvoyance skill that helps to see hidden units and traps. The Griffin Knight is an alternative upgrade for a Knight, adding the prized flying ability.
- New ray attack mechanic - all units in a line are hit(instead of a single target). For example we upgraded Evil Eyes' Death Ray.
- New spells and skills like Silence (temporarily disables enemy spells and skills), Shield Bash (can stun opponent), Riposte (counter-attack after missed strike), Crystal Skin (new trait for Mana addicts), Sharp Senses (to detect traps), Phoenix (restores unit once per battle), etc.
- AI-only specialised factions like Spiders, Elementals, Harpies, etc. which randomly appear in locations.
- Crafting and resources which let you create almost any item available in game. This feature will only be available for mainstream games in the series.
- Invisibility and Traps: Units' actions are hidden from an opponent's view (AI included).This adds a completely new layer to the battles where players need to guess the location of enemies. We also created a set of accompanying skills useful to counter this mechanics. We will release this feature in the coming games in the series.
Hi all, we are very excited to be finally able to schedule the release of the next game in the series! We plan to release it on 30th April. Aside from a completely new story and new pair of heroes, we are adding a number of great features to the Age of Fear series:
- CRAFTING - almost all in-game items will become craftable. We created many resources such as various plants, gemstones, metal ores, etc., as well as special skills for crafting, such as Alchemist, Blacksmith and Jeweller. The ingredients are gathered from fallen enemies as well as from the environment (after every battle).
- ASHLANDS and SEA BATTLES are two new environments we just added. After expanding the world map and adding deserts, we found that lava levels do not match the gray areas near volcanoes; that's why we decided to create new unique areas with their own unique battle conditions.
- The INVISIBILITY mechanics are already coded and being tested at the moment. Be ready for a surprise and major shake up of your tactics! Together with invisibility we are also introducing traps, which can be placed and will trigger their effects onto unaware trespassers. Oh, the AI can do it too.
We have made a good progress with crafting (as you can see below). All items have been grouped into themes, e.g. Chaos, Alchemy, Knight, etc. Crafting one item from one group has a chance to let you learn anotheritem from its theme group.
There are over forty resource items which are gathered after battles. The available resource types depend on environmentand also ondefeated enemies.
The crafting will be released together with the next game in the series. We hope to release in April 2021.
Takecare,
Les & AOF Team
WISHING YOU AND YOURS SOME WELL-DESERVED DOWNTIME AND A VERY HAPPY NEW YEAR TO COME.
THANK YOU FOR BEING THE BEST COMMUNITY EVER!
AOF Team
Hi everyone!
There was not an update for a while, thereforeI would like to share with you all what's currently in our pipeline.First of all we are working on the next game in the series (which you can check in your upcominggames).We plan to release it around April 2021 (hopefully!).
With the new game, we plan to add a few new features like Invisibility, changing weather conditions, new units and also crafting. The campaignwill be more flexible and a player can progress a few quests simultaneously.
CHANGELOG:
- ONGOING: Creating is almost done! Each of four hundreds items in AOF series can be craftedfrom resources (which are gathered in battles or purchased from shops). This feature adds another dimension to your team composition as you also need to have relevant skills among your allies like Blacksmith, Jeweler, Alchemist, etc.
- DONE: Ashlands and Crystal Forest are new types of environment we developed. Both of them came with their own unique battle conditions and set of native interactive objects.
- DONE: The invisibility mechanics are already coded, but requires more testing for AI to learn this function. Invisibility will add surprise to your battles and break your tactics! Get ready for the unexpected!
- ONGOING: Ratmen Faction - we are creating a new faction based on stealth and treachery. Currently we have a dozen of Ratmen units and we plan to add a few more. This faction will appear in AOF5.
Hi all, in a few hours we are starting the next all-in (all games and DLCs) sales. Feel free to check our games! We are working on the next part of the series. The release is planned for the early 2021, but I would also to share the current version of the trailer: https://youtu.be/8PpDGkAkZok Take care, Les & AOF Team
Hi everyone, with the Covid-19 pandemic almost over (I hope!) I thought we would like to share our progress in the next game in the Age of Fear series.
Our testers finished the first playthrough, finding a number of bugs and other issues that we will be working on. We've also started working on the trailer, which you can see several screenshots in this post.
In addition to a completely new story and factions, the main additions to the series (in terms of new features) will be the crafting system and invisibility. We also add many other related mechanics, such as traps, weather-changing spells, and a whole set of 'detector' skills (as a counter for hidden units),. We're still on track to release in 2020 (but that's not a promise!).
Also remember that till the end of pandemic we run the 'Stay-at-Home' bundle:
The bundle is available here:
https://store.steampowered.com/bundle/13885/Age_of_Fear_StayAtHome_Bundle/
Take care and have fun!
Les
Hello everyone, I hope that most of you will remain safe at home in these troubled times. We have accelerated the development of our next game in this series and I would like to provide some details. The main hero of the campaign is Angela - the daughter of a former hunter known from the Blood and Moon expansion. She will set out on an expedition to solve the murders of underground crime lords. She will be joined by Sea People and even more adventurers, for example ourcast elementalist mage. The story takes place within the lore of series, and during the story you will meet old friends from the other games. We hope to release it before the end of this year and will definitely release more messages before ^^ In the meantime, please be safe at home and avoid contact with others. Remember, it's for your own good and health. Take care, Les
Hello everyone, as the whole world is fighting the recent pandemic of coronavirus, many of you stay at home. To help you, we have prepared a highly discounted the Age of Fear series bundle that will last until the end of the pandemic. Enjoy! https://store.steampowered.com/bundle/13885/Age_of_Fear_StayAtHome_Bundle/ Take care, Les
Hi everyone,
with this patch we have added many internal changes in preparation for the next game in the series. There was also a number of bug-fixes and balance adjustments as below:
CHANGE LOG:
ONGOING FEATURES:
- ONGOING: Creating - yes, you read correctly. We finally implement craftsmanship. Recently we implemented stackable items feature which will be also used for resources. We are working on many resources, such as plants and metal ore, as well as special skills for heroes, such as Alchemist, Blacksmith, Jeweller, etc.
- ONGOING: Ashlands is another type of environment we are working on. After expanding the world map and adding deserts, we found that lava levels do not match the gray areas near volcanoes; that's why we decided to create a new unique area.
- ONGOING: The invisibility mechanics are already coded, but requires more testing for AI to learn this function. Invisibility will add surprise to your battles and break your tactics! Get ready for the unexpected!
- ONGOING: Ratmen Faction - we are creating a new faction based on stealth and treachery. Stay tuned - more news will follow!
- ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows, as well as illustrations. The release is planned for 2020 and we will definitely publish even more news.
Welcome into 2020 everyone! First of all, we wish you all a Happy New Year and fulfilment of all your dreams!! We have quite big plans for the Age of Fear series in 2020 - we aim to release TWO new games for the series as well as to add a number of features and enhancements such as Crafting, invisibility, additional environments, new units and a number of optional quests. As Always, all enhancements/additions will be back-ported to the whole series in due time (except for Free World which should remain a demo-like experience). Actually, I have a favour to ask if you want to contribute to the Age of Fear series development. We are currently working on Crafting features - heroes will be able to create items from a variety of resources as well as upgrade some common items. We already wrote bits about this mechanics, but let me explain in details: [olist]
Hi everyone, I would like to update you about the progress we are making in Age of Fear 4: The Iron Killer. I'm sure some of you have already scanned the game files and discovered parts of the story. For those who did not, Angela (known from the Blood and Moon expansion) will appear in the next game in this series as the adult and ass-kicking Vampire Hunter hero. She will join forces with Sea People (new faction) and, as usual, save the kingdom from demise. Of course, the Age of Fear series' stories are never that simple and expect a couple of twists. https://store.steampowered.com/app/431950/Age_of_Fear_4_The_Iron_Killer/ Alright, now about functions and progress:
- We've almost finished the story and the game flow. Yesterday I added illustrations to the story, and after the proofread we will send it to the voice actor.
- The new faction (Sea People) is now being tested and balanced. There are a few new units being developed as well.
- We also add item crafting as the new feature to the Age of Fear series. We have already created resources and are now working on mechanics. Another noteworthy feature is invisibility, but I am convinced that we will implement it and release it before AOF4.
Hi everyone, we've added some new features over the past few days, and also fixed many bugs. The most important news are that we are working on crafting and already have a few first results.
By the way, we would also like to welcome you at Halloween sales! There is a special time-limited item which will allow you to summon mighty Halloween Pumpkins.
CHANGE LOG:
- NEW ITEM: Advanced Antidote - similar to existing Antidote and additionally gives Poison Immunity for a limited number of turns.
- NEW ITEM: Pyramid of Focus - provides Advanced Teleportation spell (unit is teleported and can act in the same turn).
- NEW: Fire Shield spell - selected unit gets Fire Aura for a number of turns (Chaos Mage's spell).
- NEW: Dance Macabre spell - summons a team of skeletons on the side of a map.
- BALANCE: Poison Resistance and Poison Immunity also protect from disease - you will see why in the Age of Fear 5 :)
- BALANCE: Skeleton Rider costs 500 gp.
- BUGFIX: there is no broadcast message when AI units are given traits.
- ONGOING: Crafting - yes, you read correctly. We finally implement craftsmanship. Recently we implemented stackable items feature which will be also used for resources. We are working on many resources, such as plants and metal ore, as well as special skills for heroes, such as Alchemist, Blacksmith, Jeweller, etc.
- ONGOING: Ashlands is another type of environment we are working on. After expanding the world map and adding deserts, we found that lava levels do not match the gray areas near volcanoes; that's why we decided to create a new unique area.
- ONGOING: The invisibility mechanics are already coded, but requires more testing for AI to learn this function. Invisibility will add surprise to your battles and break your tactics! Get ready for the unexpected!
- ONGOING: More locations are coming! We started with French (thanks to targus929!), But when this update is stable, we will look for other languages.
- ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows, as well as illustrations. The release is planned for 2020 and we will definitely publish even more news.
Hello everyone, we've received several emails asking about the crafting feature. I am positively surprised at how warmly people welcomed our last note that we are working on crafting. That is why I would like to share our current designs. The Age of Fear series currently contains nearly 300 items divided into four classes:
- Common items such as quality swords, basic health potions, etc.
- Rare items such as the Flame Sword, Amulet of Courage, and better potions.
- Legendary items such as the Conclave Amulet, Meteor Armour, etc.
- Unique Relics that are very limited, but also the most powerful. Some relics unlock skills that would otherwise not be available (e.g. Call from Grave, Vampire Mist, Avatar spells).
We are currently working on it. Please note that this is still a very early stage and the mechanics may change. As always, any ideas are warmly welcome and thank you all for being such awesome Community! PLEASE REVIEW OUR GAMES! Links Twitter Reddit Facebook Website Thanks to everyone who supported us with constructive feedback and ideas! Take care, Les & AOF Team
Hi all, Over the past few weeks, we've worked on a number of patches and improvements. The most notable are the stackable items, couple of new icons and illustrations and we are also working on resources and crafting. As always - we are very grateful for such awesome community and tons of feedback!
CHANGES LOG:
- NEW: Battle conditions Rain and Storm increase lightning and cold damage. The Storm also damages random units (per turn).
- NEW: Cannon and Bone Catapult reload after each shot (no action in the next turn).
- NEW: Turtle - a slow creature currently only in deserts.]
- NEW: Harpy and Fury - current Harpy has received a new portrait, and we have also added a new Harpy Fury:
Harpy and Harpy Fury - NEW: Mana Field - regenerates MP to full level each turn. Applies to the planned type of Magic Fields environment.
- NEW: Stackable items - disposable items and treasures have a number displayed next to their name. These items can be bought and sold in bulk.
- UPDATE: Extended World Map events choices (whenever possible), e.g. Having Orcs in the army will allow additional extortion options.
- UPDATE: Mutagen potion will modify the characteristics of the unit (also remove existing ones) if equipped.
- UPDATE: Even more AI processing optimization, which makes it about 20% faster (average).
- UPDATE: Extended unit marker for potions (if the unit has more than two potions).
- BUGFIX: The Wild Mage trait now only affects spells with a failure rate.
- BUGFIX: Time-shifted archers can attack after moving.
ONGOING FEATURES:
- ONGOING: Creating - yes, you read correctly. We finally implement craftsmanship. The biggest obstacle that could be stacked is ready. We are working on many resources, such as tiles, ore, etc., as well as special skills for heroes, such as Alchemist, Blacksmith, etc.
- ONGOING: Ashlands is another type of environment we are working on. After expanding the world map and adding deserts, we found that lava levels do not match the gray areas near volcanoes; that's why we decided to create a new unique area.
- ONGOING: The invisibility mechanics are already coded, but requires more testing for AI to learn this function. Invisibility will add surprise to your battles and break your tactics! Get ready for the unexpected!
- ONGOING: More locations are coming! We started with French (thanks to targus929!), But when this update is stable, we will look for other languages.
- ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows, as well as illustrations. The release is planned for 2020 and we will definitely publish even more news.
Hi everyone. Since our recent modders' posts, the Dante and Yarrrr have introduced many significant patches, added new content, new units, new locations, and so on. This work definitely deserves more promotion than Steam provides for workshop items; that's why I will make another post and stick it on the main games' page so that players can easily see it. The Lost Outcasts faction and a few new locations from Dante's mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1813669908 The Swarm faction and extended heroes from Yarrrr mods: https://steamcommunity.com/sharedfiles/filedetails/?id=1765826932 https://steamcommunity.com/sharedfiles/filedetails/?id=1804539548 We are very happy that someone can find our scripting engine useful. I would like to thank these two guys for their great creations. I hope to copy ideas from these mods to improve the Age of Fear series as well. PLEASE REVIEW OUR GAMES! Links Twitter Reddit Facebook Website Thanks to everyone who supported us with constructive feedback and ideas! Take care, Les & AOF Team
Hi everyone, I thought you would be interested in the latest discovery about the composition of the universe. In short, the best physical models of the Universe can explain only about 5% of its total mass. The remaining 95% consists of unknown matters / effects called Dark Matter and Dark Energy. These substances are called 'dark' because of their weak interactions with electromagnetic forces (i.e. light), and we can detect them only by their gravitational influence. We do not know yet what these effects are, and there are many theories aiming to explain it. In December 2018, Dr. Jamie Farnes published an article entitled 'A unifying theory of dark energy and dark matter: Negative masses and matter creation within a modified CDM framework', in which he proposes that dark matter should be negative mass matter: https://www.aanda.org/component/article?access=doi&doi=10.1051/0004-6361/201832898 Okay, what's so great about this theory? It can be said that this is another mathematical hocus-pocus, which is nothing more than a paper exercise. Well, Dr. Jamie Farnes also attached a pretty convincing simulation in which he modeled the interaction between both types of matter (with positive and negative masses): https://www.youtube.com/watch?v=AsdMhdxAaJ8 The resulting structure is very similar to what we call the 'Cosmic Web', which is a consequence of the Big Bang and inflation that created our universe: https://en.wikipedia.org/wiki/Galaxy_filament Is Dr. Jamie Farnes' theory right and the Dark Matter is a negative mass matter? I'm sure I will be following this subject. Take care, Les
Hi everyone, This patch adds a number of game-changing features, namely Battle Tasks and Faction Bases (to all games in the series). In addition to these, there were many patches and other updates (listed below). I am very happy that we have such an active Community that really motivates us to develop the Age of Fear series! CHANGE LOG:
- NEW: Battle quests have been added to both campaigns in Age of Fear: The Undead King Gold. Each battle has several optional objectives (usually time-limited).
Battle Tasks - NEW: All factions now have bases! There is the Orc Village for the Greenskins, the Demonic Portal for Chaos, the Stonehenge for Forest Folk and the Mountain Fortress for Dwarves. Faction bases follow the pattern from Age of Fear: The Undead King Gold, where upgrades unlock additional units and special buildings.
Faction Bases - UPDATE: We have finished recording all the voices of the units and, I hope, this will improve the quality. In this patch, we have replaced the voices of the following units: Fairy, Witch and Succubus.
- UPDATE: new portraits for Ent, Corrupted Ent, Troll and Troll Thrower:
Ent
Troll - BALANCE: Giant Scorpions are no longer capture-able - this is to fix early-game exploit whereas those unit are too powerful.
- UPDATE: Mutagen Potion will keep modifying units traits (also remove existing ones).
- BUGFIX: Wild Mage trait is now only affecting spells with Failure Rate.
- BUGFIX: Time-shifted archers can attack after move.
- ONGOING: Invisibility mechanics are already coded in, but require more testing to make AI aware of this feature. Invisibility will add an element of surprise to battles and mess up your tactics! Prepare for the unexpected!
- ONGOING: More localisations are coming too! We have started with French (thanks to targus929!), but once this update is stable we will look into other languages.
- ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows. The release is planned for 2020 and we will surely push out more news before that.
Hi again, I must point to incredible work by Yarrrr. Both mods already have pretty good descriptions, thus I will copy the most relevant bits: https://steamcommunity.com/sharedfiles/filedetails/?id=1765826932 The Swarm is a quantity-based faction; They have a large team size and about 3 unique units can summon minions. Most of them boast high offensive power and speed allowing you to quickly overwhelm your enemies coupled with the fore mentioned team size. Their main drawback is that the faction lack supportive abilities and many of the units aren't very versatile due to being focused on melee offence, thus can easily be destroyed when it comes to survival or stalling. Good thing is that the core units come cheap, and you could use summoning to compensate the potential losses. https://steamcommunity.com/sharedfiles/filedetails/?id=1804539548 This mod adds 12 new heroes (2 in each faction) and expands the hero upgrade choices of the original heroes rather than the traditional ones (e.g. Orc can be upgraded to Black Orc instead of Chieftain only).
- The hero upgrades are based on the hidden or alternative upgrade choices that are possible in the game (So non-hero variants can get that upgrade).
- Several units are edited to have hero-only upgrade (e.g. Bowman, Skeleton Warrior)
- Excluding starting heroes, there will be 44 unique heroes you can choose to play as.
- You can still get the achievements of all the original heroes.
Hi all, in the past few weeks we released a number of patches, fixes and other enhancements. However, while we are quite good at fixing, we are also quite bad at posting what exactly is being altered. I went through all our code modifications and here is a list:
- NEW: Units attributes are grouped into few tabs:
- NEW: we have added 40+ extra Global Events for a greater variety. Some of those events will introduce side-quests.
- NEW: Time Substance potion gives unit two turns with extra actions.
- NEW: War Unicorn is an armoured upgrade for Unicorn. It also gets the Charge skill therefore its coming handy in many situations.
- NEW: Fairy is another unit for Forest Folks focused on Magic support. It can replenish other spellcaster's MP.
- NEW: Lightning Bottle attack for Alchemists.
- NEW: Piercing Magic - enemies (in chain) gain Magic Vulnerability (cancels Magic Resistances and Magic Immunity).
- NEW: Strong Wind - another global attribute for some levels. Lowers ranged attack.
- NEW: A few new traits: Maimed, Snake Eater, Madness, and also Mutagen (Relic potion which helps your units earn traits faster).
- NEW: Battles from World Map are showing battle difficulty (indicated by a number of skulls on the left of battle icons).
- NEW: Run skill allows a unit to sacrifice its attack for the turn in exchange of a bit more distance covered in a move.
- UPDATE: Traits are also given to AI units (to a limited extent).
- BALANCE: Units with 5 (or more) HP are immune to Stun.
- BALANCE: Cave Bear costs 600 gp.
- BALANCE: Bone Golem and Skull Catapult cannot be raised by spell.
- BALANCE: Time Shift spell adds three extra turns.
- BALANCE: Skull Catapult shots cause lower Morale loss.
- BALANCE: Raise Dead restores a limited amount of HP.
- BALANCE: Decay wont work on Heroes and has limited duration.
- BUGFIX: A rare exception where AI team names were duplicated.
- BUGFIX: Polymorphed units cannot be hypnotized.
- BUGFIX: Chill Touch works on Elementals.
- BUGFIX: Purple Heart was not given to heroes.
- BUGFIX: Cooldown was not working on Teleportation spell.
- BUGFIX: Units with Gold were not right-clickable.
- BUGFIX: No damage melee attacks won't get damage from Backstabbing, Jousting, Crusher, etc.
- ONGOING: Battle Tasks are yet another upcoming feature. It allows players to earn prizes for performing various tasks (sometimes time-limited) Its still under development and we havent designed it fully.
- ONGOING: Invisibility mechanics are already coded in, but require more testing to make AI aware of this feature. Invisibility will add an element of surprise to battles and mess up your tactics! Prepare for the unexpected!
- ONGOING: More localisations are coming too! We have started with French (thanks to targus929!), but once this update is stable we will look into other languages.
- ONGOING: The Age of Fear 4 - the main story is already written and we are working on scripts and game flows. The release is planned for 2020 and we will surely push out more news before that.
Hi everyone! After the release of Age of Fear: The Undead King Gold, we were finally able to sit down and finally bring the last remaining Forest faction to Age of Fear: The Free World.
To better balance the Forest Folk faction (and fill the gaps in their strategy), we added two additional units - War Unicorn and Fairy:
The War Unicorn is the upgrade of the well-known Unicorn and adds the Charge ability that makes it similar to a Knight - we have balanced this unit to be the best cavalry unit for the Forest Folk. The second addition to the Forest Folk arsenal is the Fairy, who is an early support unit, able to raise other magic points of spelcasters (later also using Aura Magic Regeneration!).
That's why the Forst Folk faction has an interesting dynamic - you have to decide which path to follow: will you depend on Evil Driders or Holy Unicorns and Fairy tandem? There are significant differences between the two and I'm really interested in how this will pan out ^^
I would also to take this opportunity and point you towards ongoing the Modder Challenge:
https://steamcommunity.com/games/882410/announcements/detail/1613893064475105025
Take care,
Les & AOF Team
PLEASE REVIEW OUR GAMES!
Links
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Thanks to everyone who supported us with constructive feedback and ideas!
Hi everyone,
Thank you for all the amazing support! We read all the opinions and comments of our players. Based on comments, we add the following features (more are coming soon!):
(i) Battles on the world map will have difficulty index (from one to five skulls). There is a rather complex logic when the engine assesses how your team will cope with enemy:
(ii) The Pirates! DLC has been extended for an additional content. We are also collecting assets for pirate units. They should be done within a few days, and then we will add them to the next patch.
(iii) A few more traits were added: Puppet Master, Saint, Greed, Corrupted and Savage (those traits are given based on your units' actions).
Thank you for being such an amazing community!
Take care,
Les & AOF team
PLEASE REVIEW OUR GAMES!
Links
Twitter
Facebook
Website
https://store.steampowered.com/app/832770/Age_of_Fear_The_Undead_King_GOLD/ Welcome everyone! I'm happy to announce that we've released The Age of Fear: The Undead King Gold! As our fans know, we have been working on the series for over seven years and this game is the result. During this period, we introduced the sandbox mode, themed factions' bases, over two hundred units and almost 800 unique spells, skills and items, cinematic battles and legendary landmarks along with events. That's something to be proud of - I hope you will enjoy it at least as much as we did while creating it! The Age of Fear series would not have been possible without the support and suggestions we have received over the years! Thank you for being such an amazing Community - you are the best! For new fans we have prepared a video channel presenting the series: https://steamcommunity.com/broadcast/watch/76561198070905674 (will go cyclically through all games in the series) Take care, Les & AOF Team PLEASE REVIEW OUR GAMES! Links Twitter Facebook Website
Hi everyone,
I am pleased to announce that the long-awaited Workshop Manager for the Age of Fear: The Free World is operational!
The link is below:
https://steamcommunity.com/app/882410/workshop/
The Age of Fear series was designed with flexibility in mind. Almost all features you see in game can be modded, for example units' graphics and stats, Global Events, battles, and so on. We also provide our own scripting engine (based on Java-Script) which can be used for conditions or triggering game logic.
If you are willing, you can create your own campaign like the ones found in mainstream games from the series!
The engine is quite complex, therefore we did our best to provide exhaustive Modding Guide (available from Workshop Manager / Guide).
Also, we are releasing out next game in just a few days!
https://store.steampowered.com/app/832770/Age_of_Fear_The_Undead_King_GOLD/
Happy modding!
Les & AOF Team
PLEASE REVIEW OUR GAMES!
Links
Twitter
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Website
Hi all! Yesterday I was looking out for some good screenshots for our coming game:
https://store.steampowered.com/app/832770/Age_of_Fear_The_Undead_King_GOLD/
I have found a couple of old screenshots from 2011/2012 when the Age of Fear was released for the first time:
To compare, those are the same levels in 2019 after numerous iterations:
Huge difference, huh?
All this progress would not have been possible without our awesome community!! You guys are simply the best.
PLEASE REVIEW OUR GAMES!
Links
Twitter
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Take care,
Les & AOF Team
Age of Fear 4: The Iron Killer
Leslaw Sliwko
Age of Fear
2021-04-30
Strategy RPG Singleplayer
Game News Posts 69
🎹🖱️Keyboard + Mouse
Mostly Positive
(42 reviews)
https://store.steampowered.com/app/431950 
AGE OF FEAR is a long-running series of fantasy turn-based strategy games loved by fans for its tabletop wargame battle system and in-depth RPG customization. Age of Fear 4 is the latest addition and offers a lengthy, story-driven campaign complete with many new twists and enhancements to the series' trademark gameplay! (scroll down for a list of features)
https://steamcommunity.com/sharedfiles/filedetails/?id=1647938873
FEATURE LIST
⭐HUNT FOR CLUES - play as a detective in a non-linear, high fantasy murder mystery with major choices to make! Experience a plot full of intrigue, humour and familiar faces!⭐HEX-FREE BATTLES - test your tactics with a novel movement system where size matters and units aren't constrained by artificial grids!
⭐MERCENARIES - recruit your troops from multiple races and factions! Will a Dwarven Warrior work with a bloodthirsty Orc?
⭐OPEN WORLD - are you bored with the main storyline? No worries, you can always take a side-quest or play procedurally-generated battles. Play this game as you want!
⭐FACTION BASES which can be upgraded as you explore the Age of Fear world. Investing in base upgrades will unlock additional recruitable units, skills and locations to explore!
⭐GLOBAL EVENTS that occur while exploring the World Map, à la Battle Brothers. This feature is still being developed and could serve to provide more lore and fun unit interactions conditional on the player's party!
⭐FREQUENTLY UPDATED - we take our work seriously and patch our games often with new features and content. Also, whenever possible, those updates are back-ported to all our previous games!
⭐COMMUNITY-DRIVEN - we listen to our players and continuously improve! Go and check our forums, everyone has their say and we implement those suggestions.
⭐FULL OF JOKES - who said strategy games have to be serious? All the best fantasy jokes have a home here!
⭐PARTY CUSTOMIZATION - build and upgrade a custom army from more than two hundred unique units, skills and spells (but be aware of racial animosities!).
⭐DEEP BATTLE MECHANICS - learn the basics in a hurry, then develop new strategies around a huge variety skills, spells and battle hazards like neutral factions and environmental effects (yes, you can anger bystanders!).
⭐EASY TO MOD - create your own missions, or even full-fledged campaigns, to be shared with the Steam community!
⭐PERMANENT DEATH - accept the grim realities of death where all units that fall in battle stay dead... unless an evil Necromancer raises them as Zombies.
⭐ARTEFACTS AND RELICS - discover numerous unique weapons, armours, potions and treasures, with the rarest granting powerful OP skills and stat bonuses.
⭐ADVANCED AI - our AI is built upon a self-organizing network of agents and meta-heuristics algorithms (yes, we are PhD-smart!). Discover one of the most sophisticated AI systems you've ever played against!
⭐LOW HARDWARE REQUIREMENTS - run the game even on that old potato laptop of yours. Your stone-age computer is good enough!
⭐...everything else we come up with! Purchase only if you want access to the latest features in the Age of Fear series, and please keep in mind that this is an evolving product.
If you're hungry for a no-nonsense, old school turn-based strategy game, you've met your match in the Age of Fear series. Enter the fantasy world of Age of Fear today!
- OS: All distributions
- Processor: 1 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL capable
- Storage: 5 GB available space
- Processor: 2 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
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