Play as either Sir Edward, a noble Knight defending the Human Kingdom, or Krill, a wicked Necromancer with an unearthly lust for power! The Age of Fear series is a deep and complex turn-based strategy (full of humour!) that fuses a tabletop wargame with RPG elements.
Hi all, I hope you are 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 noticeable are 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.
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[*]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 be unlocked by buildings.
[*]'Taunt' skill for Sea Divers, which makes AI focus attacks on a poor chap. It opens quite interesting tactical possibilities.
[*]New trait 'Wanted' which units can earn after scoring 25+ kills. Similar to 'Taunt', it makes AI to focus attacks on that unit.
[*]In the shop units' list, units can now be inserted 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 hopefully will 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).
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As usual, any feedback and bug reports are very welcome!
Take care,
Les & AOF Team