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Steam News24 April 20224y ago

PUSHING UNITS AND AI HEROES!!

Hi all! Over the last few weeks we have deployed a few new features and other patches, and it's time now to produce a meaningful change log (I am sorry for not being up-to-date with those!).

Full notes

Full Age of Fear 3: The Legend update

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What changed

0 fixes4 additions1 change1 removal
  • Gameplay
  • Balance
  • Events
addedHi all! Over the last few weeks we have deployed a few new features and other patches, and it's time now to produce a meaningful change log (I am sorry for not being up-to-date with those!).
changedPushing units around it the major mechanics we introduced about two weeks ago. Many explosive spells will now move units a bit, just enough to make space for your units to squeeze between and reach those vulnerable shooters and mages. Several units also received Pushing attacks due to their size, e.g. Ogres, Troll Throwers, etc. A few existing skills like Shield Bash or Power Attack are also moving enemy units upon hit.
removedKnights 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).
addedWe 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.
addedA dozen new resource items were added, e.g. Fire Opal, Black Gold, Moonstone, etc.
addedWe are also working on several other features, mostly related to Ratmen faction and stealth mechanics; however, those will be available in our new game in the series first.

Age of Fear 3: The Legend changes

addedHi all! Over the last few weeks we have deployed a few new features and other patches, and it's time now to produce a meaningful change log (I am sorry for not being up-to-date with those!).
changedPushing units around it the major mechanics we introduced about two weeks ago. Many explosive spells will now move units a bit, just enough to make space for your units to squeeze between and reach those vulnerable shooters and mages. Several units also received Pushing attacks due to their size, e.g. Ogres, Troll Throwers, etc. A few existing skills like Shield Bash or Power Attack are also moving enemy units upon hit.
removedKnights 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).
addedWe 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.
addedA dozen new resource items were added, e.g. Fire Opal, Black Gold, Moonstone, etc.

Hi all! Over the last few weeks we have deployed a few new features and other patches, and it's time now to produce a meaningful change log (I am sorry for 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, just enough to make space for your units to squeeze between and reach those vulnerable shooters and mages. Several units also received Pushing attacks due to their size, e.g. Ogres, Troll Throwers, etc. A few existing skills like Shield Bash 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 resource items were added, e.g. Fire Opal, Black Gold, Moonstone, etc.

We are also working on several other features, mostly related to Ratmen faction and stealth mechanics; however, those will be available in our new game in the series first.

As usual - please let us know if you spot any bugs. Also, any feedback is welcome!

Take care, Les

Source

Steam News / 24 April 2022

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