This update is mostly a bug fix update, but there are also a few general improvements. Games in the network lobby will now remain longer (up to 6 weeks of inactivity) to prevent them being deleted during longer vacations. However lobby games that are still in the setup stage, will be deleted more quickly (after 1 week of inactivity) to prevent cluttering. The income overview is now color coded in the same way as battle reports, making it easy to see which entries are commanders and mages. General
- Color coded income overview
- Income overview now also shows units with 0 upkeep cost
- Better flag centering on random maps
- Fix for mounts retreating after fort siege defence
- Tweaks to cave PD
- Armor of twisting thorns can now longer be used by inanimates or undead
- Host crash fix
- Potential crash fix for browse pretenders
- AI improvement for sieges
- Network games (in lobby) are now only deleted after 6 weeks of inactivity
- Not yet started games (in lobby) are deleted after 1 week of inactivity
- Twiceborn didn't work for non-amphibians in underwater labs
- Birds of Splendour will now get rid of afflictions when reborn
- Use current directory as fallback if failing to create normal save directory
- Fix for curse of stones not affecting unmounted units
- Cave rivers now give bonus to pop growth
- Event fixes
- Typo and stat fixes
- New armor mod command: #protparts
- Batmap "empty" now looks more empty
- New spell command: #sumhealaffs
- Map editor now loads fog of war setting properly
- Fix for modded weapon with nbr 3000+ not having correct info
- Map editor ctrl-b (border image) didn't work with multiple planes
- Fix for parsing maps without a newline at the end
- Fix for mounts with breath weapon not getting any beams
This update is mostly focused on improved performance, especially for battles in very large games. So if you are running a large game you can expect turn generation times to be faster, as resolving battles usually take up most of the time. There are also a whole bunch of new commands for modders as well as some bug fixes and general improvements. For online games using the network lobby, there is also a new setting that enables all players to alter the time until next hosting deadline. General
- Performance improvements (especially for large game battles)
- Commanders can now also reclaim mount if it is afflicted
- Home sick ability now shows home province when clicking on it
- Fix for incorrectly being able to issue assassin order
- Fix for mirror image regarding weapon blesses
- Remote attacks now explicitly fizzle out if the caster is killed between casting and the remote attack phase
- Fix for god throne defenders sometimes not having enough researched spells
- Glamour path will now add to MR vs shroud of bewilderment
- More randomness in music selection
- Monsters with breath weapons could hit themselves
- Fix for flask of holy water and undying bless
- Mounts didn't always lose their buffs after battle
- Can allow all players to extend time in lobby games
- Wasn't always possible to view farkill rituals via 'v'
- Fix for not retreating into castle after siege battle
- Curse of Stones will now give fatigue only to mount when moving
- Flying in combat will now give fatigue only to mount
- More type of mummies are now fire vulnerable
- More type of mummies can now enter the sea (but will take damage)
- Continue to count down expiring NAPs even after nation has died
- Merrow commoner description was missing
- Enable more combat debug prints if game is run by host
- Fix for long lobby logs being cut off
- Updated some help texts
- Typo and stat fixes
- New spell commands: #onlysitedst, #napbreakrit
- New event commands: #selectevent, #clear, #req_turnrare, #assownerench, #req_targhorrormark
- New nation command: #templeholypoints
- New monster/item commands: #mindcollar, #statstorm, #statbreak
- New event mod command: #req_fortid
- New ritual effect: massteleport
- Event command #fort can now be used to remove forts too
- Beam weapons didn't work properly for mounts
- Spell commands #onlymnr and #notmnr now works for combat spells too
- Mod error checking now complains about file names with spaces
- Map editor now uses alt-9 to toggle province names
- Event max text length increased 1400 -> 2400
- Printing mod variables in messages didn't work, fixed
This is mostly a bug fix update. Most importantly it fixes a potential crash that could occur when the background changed in a battle. There is also a new bonus added for higher difficulty AI players that hunt for blood slaves. They will now receive a bonus to the amount of blood slaves caught if they were successful. There are also various other fixes and a new mod command for spell ai modders. General
- Added commoners for underwater tavern
- AI > normal now get bonus when hunting blood slaves
- Battle viewer could crash when the 3d fog changed, fixed
- Better at remembering all 3 names of triple gods
- Healing spells didn't work properly on units with undying
- Nation income bonuses from thrones didn't show up in income overview
- Fix for old network connections being forgotten
- Fix a potential hang on corrupted fatherland file
- Fix for skirmish ability negated by mounts
- Team colored squared were sometimes seethrough in assassinations, fixed
- Fix for some mummies not able to be remummified
- Some mage mercs without units would retire when without units, fixed
- Changing the sea part of random maps didn't work in network lobby
- Box of wondrous monsters didn't work properly
- Fix for wrong lost eye information in stats
- Transformation to non-eating entity will now remove starvation
- Fix for goto messages with mercs
- Utgrd had wrong type of dracolich
- Stat fixes
- Insert/remove province in map editor didn't work properly for multiplane maps
- New spell command: #aiassmod
- Make sure a map never has the combination deep & not-sea
- Make sure a map never has the combination sea & river
- Don't allow creation of units with too high monster numbers
A quick fix update to fix two bugs introduced in the previous version. That gemlongevity was on by default and that newly saved game settings couldn't be loaded again. There are also a a few minor changes that made it into this update. General
- Could not load gamesettings from previous version, fixed
- Gemlongevity was set to 2 by default for vanilla game, now 0
- Lobby server better at keeping track of which players are connected
This update contains a few new features like new random events and some AI improvements. There is also a shadow under the map movement cost (ctrl-m) to make it more visible on whitish maps. There are also a bunch of bug fixes as well as new commands for modders. General
- Shadow on map move cost text
- Fixed bug that could result in the loss of a magic barding
- Removed duplicate dracolich pretenders
- Gale Gate didn't produce hurricanes correctly
- Can no longer trick bid mercs to drown in a sea
- Can now close merc screen by pressing 'b' again
- Local multiplayer game setup could crash if using a mounted pretender
- Undying bless and shroud of the battle saint no longer results in wrong HP
- Repelling with a fatigue weapon will now only deal fatigue damage
- Fix for false damage interacting with some other abilities
- Retreating units with mindless mounts didn't work, fixed
- Immortality and twiceborn effects now work on mercs as well
- Fix for 3d clipping glitch
- AI improved global enchantment usage
- Sunken lands can now receive underwater settlers a few months later
- Yearning chance was not saved when saving settings
- Fix for line deployment failing
- Spell AI better at evaluating life draining spells
- Protective force is now applied before armor is applied
- Fix for fort ritual not creating a fully intact fort
- Grand communion ability was missing on some heroes
- New random events
- Event, typo and stat fixes
- Modded bardings supported
- Use ##varXXX## to print variables in event messages
- blessing #coldscale didn't work
- Modding #gemlongevity for gems that can last through multiple battles
- #cavenation 3 to start under a cave entrance
- New event commands: #req_minglobals, #req_maxglobals, #dispglobals
This update introduces the Grand Communion. It is a new type of ritual communion that can be used to bolster the strength of global enchantments as well as the dispelling of global enchantments. Grand communions can only be used by priest mages of a few select nations, e.g. Pythium and Ur. There are also a lot of bug fixes and some other new features in this update. E.g. it is now possible to view unit details such as magic gems and afflictions by pressing tab in the battle unit overview (F1). General
- Grand Communion (new type of communion for global rituals and dispels)
- 3 new magic items: The Quintessence Chest and 2 new dragon scale mails
- Press Tab to show details in battle unit overview
- Press K in F1 screen to show only blood sacrificers
- Graphs for other players are no longer set to zero when someone wins a throne victory
- Fix for too many global dispel messages
- Fix fluctuating HP on shape changers with blood magic
- Aurora Borealis can now also be cast during darkness
- Spell AI more careful not be berserk casters
- Print morale loss from dark skies in stats
- Flying commander on stay behind troops could fail to attack in assassinations
- Chopped off monster weapon affliction was removed after battle, fixed
- More monsters can get chopped off natural weapon affliction
- Projection can no longer use blood slaves
- Illusions can no longer cast phoenix pyre
- Illusions cannot alter their max HP
- False damage can now cause HP rout
- Hosting performance improvement
- Size 8+ units will now become a large type mummy
- If arena award is not an artifact, don't remove it from the world first
- Disabled items didn't show up on F8 screen
- Hidden in snow, etc. can now get more units
- Communions used too many gems to reduce fatigue sometimes
- Combat spells could not target col/row 0, fixed
- No longer possible to de-mercify mercs by casting e.g. twiceborn on them
- MR bonus from XP was not show in the detailed stats
- Furniture (in assassinations) is now poison resistant
- Map editor now asks for confirmation before exiting if there is any unsaved work
- New event commands: #req_kelp, #req_gorge, #req_deep
- New event commands: #req_forestcave, #req_drip, #req_crystal
- New event commands: #inc10var, #dec10var
- Event variable can now use value -2 to -4 as well
- #maxage now overrides any possible boost from having regen
A quick fix update to fix a bug regarding the Wild Hunt that was introduced in the previous patch. There are also a a few more minor changes that made it into this update. General
- Fix for wild hunt getting too many minor attacks
- One more dire portent description
- Fix for HP stats regarding XP
- Fix for horror seed and far strike ritual combination
- Stat fixes
This update contains a lot of bug fixes, a few minor features as well as a bunch of new mod commands. Some of the new features are 2 new rare heroic abilities, support for no fog of war on random maps and slightly better hosting performance. Modders get the ability to create dire portent messages for their global enchantments, to make them more in line with the other globals. There are also sprite fixes for some dismounted units that looked incorrect previously. General
- Dominion and ascension graphs will no longer disappear if disciples are still alive
- Invisibility and true sight regarding sneaking didn't always work
- Teleport item/gems can now target besieged forts too
- Sneakers getting their move interrupted will now continue to sneak
- Commanders will now preach in a random order
- Don't get a 'disappeared in a puff of smoke' message if unit is in the void
- Wild Hunt and Kindly Ones are now proper assassination battles
- Fixed bug with 4+ heat/cold scales spreading incorrectly in summer/winter
- Connected or not updated better in network lobby games
- Game could crash bug when deleting an old connection, fixed
- New dire portent messages
- Dispelling a global now sends messages to all players
- AI item equip fixes
- Spell AI didn't not evaluate true sight properly
- Hosting performance improvement
- Rituals' cannot target mountains property didn't work
- Two new rare heroic abilities
- Support for no fog of war on random maps
- Fixed bug with sailing on maps without fog of war
- Now legal to move army into NAP-ed forces besieging your fort
- Fix for temporary path boosting + returning exploit
- It was possible to view unknown planes when choosing ritual target province
- Two new domcmd for server control: forcereqap, forcecattrn
- Forest of Avalon now increases magic scale by its intended +1 (was +2)
- Tweaked random cave layouts
- Fix for immortal uniques being duplicated when summoned while dead
- Larger click areas for squad tokens in army positioning screen
- Fix for "returned" commanders not showing up in F1 battle unit list
- XP for battle participation can now only be gained once per month
- Experience now grants +1 MR at 5 stars
- Experience now grants +1 HP for every star at 3+
- Fix for twiceborn and shapechanging not working properly
- Pressing 'j' for previous commander could select commnader mount
- Call of the drugvant calls more daevas
- Hurricane (and some storm events) cannot target caves
- Obfuscate bless was not shown among bless effects, fixed
- Throne of Creation turmoil scale +3 -> +1
- Ghoul Father mercenary couldn't command all his undead, fixed
- Ring of the False Prophet now gives morale bonus too
- Several heavy and medium cavalries cost too many resources, fixed
- Cambion Knights have their correct dismounted sprite
- Age fix for gygjas who lost nature magic
- Sprite fix for Dis
- Vanheim and Helheim hero sprite fixes
- Event fixes
- Stat and typo fixes
- Can now add dire portent messages for globals. New commands: #portent, #cure
- Fix for one line & no header events incorrectly displaying a tag at the end
- New event command: #req_void
- Event #req_plane -2 didn't work, fixed
- Spell modding #onlyfriendlydst can now take 2 as argument too
- New item commands: #swimming, #...surv
A new nation, Pyrne, Cambion Kings is now available for the Late Age in Dominions. The Black Goats of earlier times have been ousted and replaced by Cambion half-demons sired by succubus and incubus devils summoned by the church. This new version has many performance improvements and very large games should run much better than previously. There are also many bug fixes, AI improvements, new features and new commands for modders. E.g. saved games can now be sorted on name or date, AI should be better at diplomacy than before and a bug that could result in an incorrect battle replay has been fixed. General
- New nation: LA Pyrene
- New spell: Soul Transaction
- New ritual: Summon Incubus
- New magic item: Soul Scales
- New Patala Hero
- 3d performance improvement
- Major battle performance increase for large games
- Host performance improvement (faster AI, aging & luck stages)
- Improved main map performance when having a huge nbr of commanders
- AI diplomacy more influenced by AI personalities
- AI smarter handling of NAPs and war declarations
- Now possible to bump players under NAP
- When pretender dies diplomacy can now be conducted with the first disciple instead
- Continue old game now has games sorted alphabetically by default
- Press 'd' to sort the games by date instead
- Added ? help screen when choosing game
- Casting earthquake could result in battle inconsistency, fixed
- Mounts and immortals could crash the game during host, fixed
- Flaming weapons bless can no longer affect melee ice weapons
- Hell Ride ritual now takes size of mount into account
- Stygian Paths didn't work properly together with the transfer screen
- Removed the 'enter gate' commander order from nexus as it didn't work
- Twist Fate now always works on undead and inanimates too
- Fire, Astral & Banefire shields now trigger on misses too
- Added --yearning,--weakdiplo and --nodiplo to help text
- Terrain changes now added to province chronicles
- Being thrown out of a communion will now remove communion slave spell effect
- Gems will no longer be used when targeted by a remote attack ritual
- Wishing for provinces will no longer grant empty cave wall provinces
- Wish tweaked
- Mind Blank tweaked and received an icon
- Improved cheat detection
- Fixed magic item out of nowhere bug
- The missing tune had sleep resistance inverted, fixed
- Dream Seduction can target same sex, but with penalty to morale check
- Succubus and incubus can now create a progeny
- Spell AI can now cast range boosting buffs too
- Spell AI now better at handling magic duel
- Select cripples, limps now takes mounts into account
- Slimed affected aging rate, fixed
- Target cavalry didn't always work with new mounts, fixed
- Correct gate defenders for different Ind sub-nations
- Horror deserter ability doesn't care about thrones if deserter is player owned
- Spell AI improvement, mages make sure to always evaluate casting on themselves
- Can now select any province on maps without fog of war
- Fix for 'y' not including move & patrol commanders in the stats
- Twiceborn now works properly for shapeshifters
- Sieging forces are now considering bordering besieged player concerning diplomacy
- Better log prints regarding swallow attacks
- Swallow attacks can no longer destroy shields
- Mind Hunt is now an anonymous ritual
- Simulacrum doesn't inherit any possible twiceborn ritual
- Fixed auto casting of Mirror of Earth's Memories
- Project Self could result in a duplicate mage afterwards
- Game could crash when using carrion-/darkseeds, fixed
- Carrion transformations can now result in minotaur & elephant carrions too
- More accurate time for lobby host
- Some breath weapons were affected by weapon blesses, fixed
- Only start battle music for larger battles
- Large maps (>100 MB) didn't work on lobby server, fixed
- Master Ritualist didn't give bonus power to certain rituals, e.g. dispel
- Vengeful water vs hidden scout could sometimes make unique monster in same province disappear
- Lost Land can no longer affect provinces with mountains
- Make sure that all disciples are on a team in network games
- Fix for falling off mount in battle log
- Life after death commanders no longer get feebleminded
- Life after death units now die at the end of battle
- Friendly fire calculations were off if bushes/trees were nearby
- Fix for some units looking too large in site info and gem transfer screens
- Ice Prot divided into Ice Prot & Ice Armor
- Nightmare Masks now only affect friendly troops
- Summon Supayas & Huacas cost tweak
- Event fixes
- Spell info improvements
- Typo and stat fixes
- Map editor now has a new map button
- New event commands: #req_targseductions, #req_targminkills, #req_targmaxkills
- New event commands: #addseduction, #addkills, #req_notpoptype, #req_plane
- New event commands: #req_godawake, #req_pretismnr, #req_pretawake
- New event command #header to enable custom message headers
- New monster/item commands: #icenatprot, #holyrange, #sorcerygems, #elementgems
- New monster/item commands: #mobilearcher, #...elementals
- New monster command: #animated
- Event req_swamp was broken
- Fix for 1d..vis with values 50+
- #not(dis)mounted now works for ranged weapons too
- Event command #req_targgod 2 now requires a non-disciple
- Event variable commands can now use -1 to access a nation number variable
- Nation command #domwar now accepts negative values too
The big thing in this update is mod support for the multiplayer lobby. If you join a modded game the mods used will be enabled automatically, but it is important to have subscribed to all the mods first. There are also some bug fixes, minor new features and new mod commands in this update. General
- Lobby games sorted new games first
- Some inconsistencies in the repel damage calculation were fixed
- Fix for divine emperor not being able to do certain commands
- Nightfall could be cast without twilight, fixed
- Katabasis effect now disappears after being revived
- Amulet of antimagic now affects mount too
- Changed some weapons to use the short form secondary fire/shock damage
- Fix for some twiceborn chassis
- Blizzard now changes cold to 1 and can only be cast in heat 0-1
- Icon for twist fate in magic item info
- Manikin reanimation can now get some more type of creatures
- Bardings now shown in F9 even when equipped
- It was not possible to swap some items directly between commanders
- More mercenary rebate/extra cost for nations
- Fixed some magic info in nation overviews
- Ulm shaman hero, nature 3 -> 4
- Typo and stat fixes
- Mod support for network lobby
- New site command: #popgrowth
- New nation command: #hidedom
- New monster commands: #growthrecscale, #deathrecscale, #orderrecscale, #chaosrecscale
- Changed name of #...rec to #...recscale
- New event command: #req_enchnearby
- Event command #req_enchtarget didn't work properly
This is mostly a bug fix update with many fixes relating to the previous Asphodel update, including a new sprite for the Ettin Mandragora. There is also an important mod fix which may result in ongoing games with modded items getting magic items mixed up. This fix should make it so this modded item reshuffling does not happen in the future. Apart from the bug fixes there are also some new small features and new commands for modders. General
- New sprite for Ettin Mandragora
- Fix for Worm Soul not returning to original shape
- Fix for Aurora Borealis not being castable during twilight
- Fix for supply info not updating after equipping supply items
- Ascension points required was not saved by ctrl-s
- Fix for new manikins having broken shields
- Carrion seed didn't always result in the correct manikin shape
- Floating from bless effect didn't give pass rivers ability
- Send Aatxe can no longer target underwater provinces
- Only show max 2000 games in network lobby game list
- Network lobby now has icon for password protected games
- New ability: Growthpower
- Horse tattoo gives skilled rider
- Stat and typo fixes
- New items started at an incorrect number, fixed
- New monster/item commands: #plaguedoctor, #corruptor
- New item commands: #assassin
- New weapon commands: #notmounted
This is an Asphodel focused update, they got new type of manikins and gods. They also got spells and abilities to spread carrion seeds with which to infect their enemies and turn them into undead manikins. There is also a large amount of bug fixes, performance improvements, new mod commands as well as some balance changes. Asphodel
- New sprites for manikins and carrion beasts
- New Asphodel pretenders: Mother Mandragora, Titan Mandragora, Worm Soul
- Carrion dragon now has a carrion vine attack that can infect targets with darkseeds
- Asphodel's ritual Grow Fortress has now become Carrion Fortress instead
- One third of sacred manikins will now be Carrion Furies
- New types of manikin chassis
- New magic items: Carrion Seed, Carrion Bow
- Some magic items are cheaper for Asphodel
- New spells: Sleep Vines, Vengeful Vines, Tangle Thicket
- New sacred: Black Minotaur
- Black Centaur get +1 berserk
- Sagittarian replaces vine bow with carrion bow that can infect target with darkseed
- Manikins start age fix
- Increased 3D performance (+25% FPS) for Windows-AMD (new AMD driver) and Mac
- Ind got cheaper temples as 'every mansion is a palace and every building is a temple'
- Heroism bless +50% -> +35% xp
- Awaken Forest now more expensive and only targets 50% of battlefield
- Spiritform beings are now immune to petrification
- Mossbody can no longer target spiritform beings
- Magic scale 4+ didn't give horror marks correctly
- Terrain changes now affects resources and can make people migrate
- Performance improvements for main map and research screens
- Performance improvements for large battles and turn generation
- Spell AI no longer casts sermon of courage on mindless targets
- No longer show regen icons that are incompatible with the monster type
- More possible errors printed to admin log for lobby games
- Keyboard shortcuts in scoregraphs (F2) were wrong
- Skeletal Legion affected caster too, fixed
- Liches now keep their age
- Master password wasn't always properly remembered during game setup
- Switching between lobby and local network could crash the game, fixed
- Independent priests could cast all type of banishments, fixed
- Icon for negative inspiration bonus
- Migrations now less likely to lead into wastes or swamps
- Weightlessness bless didn't affect combat speed
- Supply usage was sometimes wrong on 'y' screen
- More national summon rebalancing
- Awe from throne did not show up in bless info
- Keyboard shortcuts in alchemy didn't work properly
- Twiceborn no longer has any effect on most monster shapes
- Fix for twiceborn getting around uniqueness of some monsters
- Stat penalty from blindness wasn't shown correctly
- Blank config path could prevent game from starting, fixed
- Humanoid apes and dogs now leave corpses when they die
- Fix for simulacrum losing global enchantments when killed
- Fix for simulacrum creator getting unexpected afflictions
- Magic empowerment can now raise to max level 13
- Chain mail of displacement now gives actual displacement
- Income box was not shown when dominion was 0, fixed
- Dreams of R'lyeh did not give Dimensional Overload in battle
- Fixed possible memory corruption when two immortals returned on the same turn
- Memory leak during host fixed
- Rider's magic items never affected mounts that were commanders
- Last messages didn't work in very large games
- All Elemental Opposition rituals dispelled air, fixed
- Most immortality effects now take priority over Life after Dead
- Shinuyama had access to Caelum's national spell 'Call of the Drugvant', fixed
- Pretenders no longer lose passive bless when outside dominion
- Fix for incorrect retreat message mentioning fort
- Fixed incorrect 'cannot lead magic beings' error message
- Returning from the void can no longer put you inside a cave wall
- Returning from Inferno/Kokytos will now usually leads to a cave
- Fear and Dread no longer stacks with each other
- Mirror walk no longer castable by stationary commanders
- Fix for out of range dominion values in games with Dreamlands R'lyeh
- Throne settings were not loaded/saved with ctrl-l/ctrl-s
- Indep flags weren't flashing when choosing spell target province
- Larger background texture in network lobby
- Auto site searching now stops if inside a besieged fort
- Elemental royalties permanent elemental summons can now be boosted
- Fix for temporary spirit sight not working
- Stygian Paths didn't work for units following along
- Box selecting commanders/squads didn't always work properly
- Network lobby games now keeps time better
- F1 now shows sneaking commanders at the end
- Fix for divine emperor not being able to storm castle
- Farstrike ritual performance fix
- Farstrike rituals were not always fully anonymous
- The Missing Tune didn't work properly
- Earthquake's special effect in caves didn't work
- Random maps with edge start positions are now square shaped
- Stat & typo fixes
- Potential crash bug fix for mods using new sounds
- Fix for "too many sprites" error when using mods in textonly mode
- Button to disable all mods in mods menu
- Enabling mods from command line now requires both folder and modfile
- Fix for #godpathspell
- #remount event command didn't work
- #norange now takes a value 0-100
- #att now accepts values up to 100
- Bless scale req modding, #orderscale, #chaosscale, ...
- New site command: #look
- New event command: #healaff
- New monster/item commands: #clumsy, #powerofdeath, #fearofflood
- New monster/item commands: #falsesupply, #glamourmanip
- New monster commands: #godsite
- New event commands: #addgeo, #remgeo
- New item modding commands to create dancing weapons
- New weapon commands: #spiritformimmune, #illusionimmune, #false
- New weapon commands: #holyifhit, #killmagicifhit, #killdemonifhit
- New weapon commands: #fireifhit, #coldifhit, #shockifhit, #petrifyifhit
- New weapon commands: #aftercloud, #aftercloudarea, #poisonifdmg
This update improves the multiplayer server, adds new capabilities for modders and fixes a bunch of bugs. Previously the multiplayer server failed to create games that had long names, this has been fixed now which should eliminate the most common problem when starting games on the official server. It is now also possible to revert a started game back to the startup when playing on the multiplayer server, making restarting a game much easier. Hopefully the most important bugs are fixed now and we'll be able to create a small content update for the next patch. General
- Network games would crash on creation if game name was too long
- Network lobby can now revert back to turn 0 (game setup)
- Network lobby now remembers pretender uploader perfectly
- Network lobby support for larger maps (now max 999 MB)
- Ranged weapons that were supposed to be used in melee too didn't always work
- Fix for flickering line at edge of map
- Map ritual arrows could sometimes be shown on the wrong plane
- Spell AI didn't take size/strength negates into account
- Teleport didn't work with mounts, fixed
- New launch options: --nowarnend, --warnend, --alwayswarn
- Performance improvement for army setup (t) and nation overview (F1)
- Send Lady Midday is now an assassination ritual
- Less trees & bushes on battlefield, especially with high growth
- Strands of Arcane Power message has a goto land if 1 new site was discovered
- Bukavac got more powerful
- Fix for bad vampire count from event
- Earth, Illearth and Ice elementals more powerful
- Many national summons are now more cost effective
- Performance improvement for AI thinking host phase
- Flames from the Sky and similar didn't work when cast by a besieged mage
- Divine Emperor could not gateway, fixed
- Dreamwild Demesne didn't work
- LA Pythium's ritual Epoteia didn't work
- Stat and typo fixes
- #range050, #range0, #melee50 didn't work
- #ammo can now use fatigue instead
- Scale values can now go from -5 to 5
- New item command: #notfornation
- New event commands: #req_month, #req_notcode, #req_enchtarget
- New event commands: #req_targsight, #req_targmanygems
- New event commands: #assfollower1-3, #assfollower1d3, #gemlosssmall, #gemlosslarge
- Spell modding: forcetransform
- Spell & weapon mod command: #speedmult
- Spell mod commands: #localglobal, #worldvisible, #globallook
- Nation mod commands: #viewallprov, #viewallbat
This is mostly a quick fix for the coastal fort recruitment that didn't work. Local network should also work with mods now as long as they are installed locally (not workshop). General
- Coastal fort recruitment didn't work
- Local network is now fully working for non-workshop mods
- Fix for indepenedents using path specific banishement spells
- Huli Jing also got her glamour magic
- Typo and stat fixes
- #force...vis didn't work
This update gives better casualty reports from global enchantments, now reporting the number of commanders killed as well as the names of up to three of the most important ones. A crash bug that could affect Windows users trying to resize the game's window has also been squashed. In addition to many more bug fixes this version also introduces a pair of new commanders for early age T'ien Ch'i and a few new commands for modders. General
- New sword master commanders for EA T'ien Ch'i
- Windows version could sometimes crash on window resize or alt-tab
- Global enchantments now gives improved information on which commanders died from them
- Fixes for local network games + mods. More fixes needed.
- Linux now also has a popup error message box if the game should crash
- Enable Rivers button activated map selection, fixed
- Fix for confused units striking at location too far away
- Exiting quick started lobby game now returns to network menu
- Getting awe from leadership items more difficult, limit 100 -> 200
- Clockworks never fatigue over 150 automatically
- Can no longer see used resources from other players' forts
- Cold resistance buff gave +5 extra resistance
- Magic site population bonus printed in population growth breakdown
- Disabled become AI didn't work in network lobby
- Ranged weapon with fatigue cost no longer adds unit's encumbrance
- Spell AI could cast nightsight buffs on units with perfect darkvision, fixed
- Fix for supplies shown incorrectly on 't' screen
- Improved main map responsiveness for huge games
- Power of Death bonuses shown in stats
- Power of Death didn't give MR, fixed
- Never healing wound and similar HP reductions no longer reduce HP from armor
- Immobiles can no longer be buffed to fly
- Could appoint new prophet while he was resurrecting (immortality), fixed
- Reduced CPU usage in research screen
- No global enchantment effects on outer planes
- Fixes for coastal recruitment that could incorrectly be done outside forts too
- Fixes for missing terrain requirement popups in nation info
- The void is now magic scale 5 (was 3)
- Muspelheim can now also get longdead giants
- Improved errors from failed lobby game creation
- Changes to Demon Lords magic paths (intended glamour changes were missing)
- Some Jomonese summons got glamour fixes
- Event hero Fadmarghast got a Storm Armor that gives storm immunity to mount
- God Spider is now stealthy
- Stat, event and typo fixes
- New event commands: #forcegold, #forceexactgold, #force1d3vis...
- Print some more non-standard terrain combinations in province info
- Mod parser now converts all tabs to spaces
- Bless modding: #name didn't work
- Nation modding: #coastfortrec, #coastfortcom didn't work
- #worldshape didn't work
A lot of bug fixes this time, e.g. NAPs had some incorrect interactions, the network lobby got some improvements and there has been many stat and sprite fixes as well. There are also a bunch of new mod commands. Most monster and item abilities new for Dominions 6, should now be moddable. General
- Elephant Idol -> Dormant/imprisoned only
- Fix for undead/demon-slaying weapons not working properly
- Recruitment restrictions shown more accurately in nation info
- Going berserk now negates formation fighter bonuses
- Number of thrones reduced automatically if they can't fit on map
- Being able to bump during a NAP didn't work properly
- Fix for certain globals still respecting NAPs
- Gale Gate didn't work properly
- Temper Flesh also resulted in precision boost, fixed
- Seith Curse sometimes sent message to wrong player
- Move arrows updated after transferring units
- Wrong icon for commander point cost in unit stats
- Scoregraphs on AI players could disappear when playing in lobby
- Fix for spiritsight not negating blur and displacement
- Spells that should give dread gave fear instead, fixed
- Icon for dread
- Spell AI no longer casts true sight on those who don't need it
- AI don't choose Reforming Flesh for non-undead nations
- Reconstruction bless no longer passive
- Incarnate was not always correct in known bless info
- Show extreme scale effects when designing pretender too
- Fix for randomization of terrain on custom extra planes
- Can no longer 'g' to hidden lands on map
- Fix for disabled unique items not being registered as in play
- Spell range inconsistency fixes.
- Bell of Cleansing didn't work
- Orb of Elemental Fire gave one fire gem too many
- Events resulting in bodyguards can now add to existing bodyguard squad
- Jotun Jarl and mystic prophet shapes fixed
- New game in lobby warns on maps with illegal filenames
- Reduced CPU usage in network lobby
- Void dreamers are now glamour manipulators.
- Onis loose afflictions when reverting to material form.
- replaced with the proper elementals
- Worm mages were reborn as bugs. Fixed.
- Warbred didnt have darkvision, fixed.
- Unseelie fay didnt have snowmove, fixed.
- More fixes to dismounted shapes
- Lich shape for Agarthan Oracles
- Civilized cynocephalians ate as animals, fixed.
- Calystri crossbowman had too high att and def, fixed.
- Event fixes
- Stat and typo fixes
- Slash,pierce,bluntres now shown on magic items
- SpellAI can now cast more type of affliction causing spells
- Monster/item commands: #deathshock, #deathslime, #deathgrab
- Monster/item commands: #nightmareaura, #falseregen, #reconst, #dread
- Monster/item commands: #fireelementals...etc, #undisleader
- Monster commands: #assencloc, #extralives
- New nation commands: #forestfortrec, #forestfortcom, etc.
- New nation commands: #driprec/com, #dripfortrec/com,
- New nation commands: #searec/com, #deeprec/com, #kelprec/com
- New spell commands: #reqnospellsinger, #reqnotaskmaster, #reqnoseduce
- New event command: #remount
- New general command: #startresearch
- #templegems didn't work for blood
- #aimusthavemag didn't work for blood
- #minsizeleader didn't accept values greater than 6
- #coastcom1-2 and #coastunit1-3 are deprecated
- #airshield didn't work
Another quick patch, because the previous one introduced a problem with middle age Xibalba crashing the game. Hopefully the game should be in a ok state now, so we can wait a week or so before making the next update. General
- Fix for MA Xibalba crashing on recruitment screen
- Divine Emperor still couldn't move on main map
- AI no longer double proposes NAPs
- Can now break free of castle even during NAP
- 'm' for select slowest now takes mounts into account
- New shortcut: m for monthly casting when selecting spell to cast
- Fix for mount item duplication
- Fix for huge lich shapes
- Can view info on disabled items too
- Default magic site freq could be wrong in lobby games
- Non-random research didn't work in lobby games
- GUI opacity setting now affects main menu too
- Missing spell description fixed
- Stat and typo fixes
- Fixed regression from where values didn't get overwritten properly.
- Fix for AI pretender templates with low nation numbers
- #natcom and #natmon can now be used many times
This is a second quickly made bug fix patch. Thanks for reporting the bugs you find. We will start to work on the next update right away, so expect another update in the near future. General
- Foreign recruit fixes for several nations
- Patrol bonus was not correctly displayed for mounted units
- Asphodel +1 magic-scale limit
- Research gave more RP than it should
- Oni phantasmal weapons -> spectral weapons
- Oni spirit forms have their item slots back
- Queens of Air got wrong summons, fixed
- Oreigenes didnt have earth empowerment, fixed
- Fix for incorrect magic precision boost information on units
- Spirit Mask targeted wearer, fixed
- Arena didnt give gold and gems, fixed
- Gods no longer age while they are dormant
- Fix for divine emperor only getting 1 bearer
- Aurora Borealis is now castable
- Edge scrolling in windowed mode was too sensitive at the top
- Reliability fix for network
- Can press Esc to exit network lobby administration
- Fix for timer not counting down in lobby games
- Reduced CPU usage in network lobby
- Sprite fixes for Unholy Knights and some other mounted units
- Triton Knights had sacred mounts
- Stat Fixes
- Typo fixes
- Fix for poptypes higher than 127
- Only one #startitem worked, fixed
- #req_godismnr only worked one time, fixed
- Sound and music modding
- Default winter map didn't work, fixed
- Error check for map filenames with spaces
This is a quickly made bug fix patch to address some of the problems found after release. Hopefully this will fix the most serious problems. Thanks for reporting the bugs you find. We will start to work on the next update right away, so expect another update in the near future. General
- Carrion Lady got an added random path (DG)
- Carrion Lord got an added random path (WEND)
- Carrion Commander was missing recuperation
- Slight change to Black Dryad description.
- Asphodel regrowth didnt work, fixed
- Praefectum Equitus got his priest skill.
- Orb of Elemental Fire got proper fire gem generation.
- Miasma (and other spells that target swamps) were unable to target swamps
- Xibalba foreign recruit fix.
- Liquid body could only affect demons
- Invisibility spell didnt work properly
- Fix for lost mount tag lingering after transformation
- Bean Sidhe was missing her sprite
- NAP doesnt affect arena battles.
- Global enchantment attack no longer cares about NAPs
- Sailing didnt work properly, fixed
- Attackers could retreat into defenders fort
- Erius recruit in mountain/highland didnt work
- Abysia wall defenders tweaked
- Better at disabling cave layer if using map with many provinces
- Right-click to move didnt work on cave entrances
- History playback crashed if pressing 4, fixed
- F1 screen could crash the game, fixed
- Well of Urd glamour gem instead of nature
- The Throne of Earth gnome now costs gold.
- Some mounted units with missing unmounted sprites fixed.
- Imp Pets didnt have claws
- Burning ones didnt have correct bad formation fighter value
- Stat fixes
- Typo fixes
- AI didnt care about #disbless, fixed
- Fix for blood slave generation from sites
- New command: #nodeepchoice
Dominions 6 - Rise of the Pantokrator
Illwinter Game Design
Illwinter Game Design
2024-01-17
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 19
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(949 reviews)
https://www.illwinter.com/dom6/
https://store.steampowered.com/app/2511500 
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You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator.
Dominions 6 is a turn based 4x strategy game suitable for both play vs AI, player vs player. Team play vs AI or players also works great as everyone can do their turns at once. The game has a huge variety of units, spells, magic items and different nations to play.
In Dominions you take control of a powerful being that rules a nation and aspires to godhood. The type of Pretender Gods can vary from magically powerful arch mages to huge titans or large monuments. The pretender gods have different strengths dependent on what kind of god you choose and what nation you play.
When you start the game you decide what kind of god you are and how your Dominion affects your lands, followers and sacred soldiers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion.
In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension.
Dominions is set in a fantasy world that draws inspiration from historical nations, cultures and myths. You will not encounter the elves of conventional fantasy in this game. Instead you might lead a nation of vanir from old norse myth. Aztecs, romans, israelites, greeks, kievian rus and lovecraftian horrors are just a few of the inspirational sources of the game.
The first Dominions game was released in 2002 and was well received by strategy gamers. Since then Dominions has been much refined and Dominions series is still actively played making it one of the longest running 4x turn based strategy games.
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Dominions 6 is scaled up compared to Dominions 5 and armies are larger. We wanted to tweak the balance between conventional armies and magic. To accomplish this a couple of changes are introduced. Incomes and resources are increased, while mages are more expensive. Battlefield-wide spells are more difficult to cast and there are instead more mid-tier spells. There are some other changes with the same aim.
The second and probably most influential change is the addition of a new magic path. No longer are illusions the domain of Air magic. Instead illusions, phantasms, dreams and the stuff of forgotten legends are manipulated with the path of Glamour. This has resulted in many new spells, items and sites being added to the game.
A third massive change is the separation of mounts and riders. Riders and mounts now have separate stats and can be targeted individually. This change probably has less impact on gameplay than the previous one, but will still have an impact on cavalry and nations using mounted units.
Dominions 6 will feature a number of new nations as well, with late age getting more, at the time of writing. The addition of the Glamour path has also affected several of the old nations.
There are also a number of changes intended to ease gameplay.
More stuff will be added in the upcoming months.
- OS: Any 64-bit distro
- Processor: 64-bit intel/amd cpuMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 1.4+
- Storage: 750 MB available space
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