This update mainly adds support for newer Macs, but there are also some general fixes that could benefit all users. General
- Recreate temp dir if it should be deleted while playing somehow
- The --noglfinish behavior is now default (Use --glfinish for old behavior)
- Reduced installation size
- Stability fixes
- OSX version now has 64-bit build included
- Old OSX Power PC support removed
- SDL version 1 updated to SDL version 2 for OSX build
- ARM binary removed
This update improves the support for new version of Windows and fixes a bunch of bugs. Most these bugs were originally found and fixed in Dominions 5. General
- Mirror image no longer negated by poison, blood vengeance and similar
- Teleporting units can now cross Sea of Ice
- Spies can no longer infiltrate own capital when it is besieged
- AI will now longer send mercs to the arena
- Make sure not too many render commands get buffered up
- Seduction could result in incorrect message when no commander was found
- Fix for Siren's lure message
- Automatic site searching no longer targets captured capitals
- Atlas of Creation could crash the game if multiple commanders were selected
- Event fixes
- Better support for new versions of Windows
- Improved modding error messages
This update fixes two bugs that could cause a battle to replay in an incorrect way. The bugs were found in Dominions 5 and the fixes have now been added to Dominions 4 as well. There are also many other fixes added, most of which are from Dominions 5. General
- Goto province was missing on some assassination messages
- Scrollbar position saved while browsing saved pretenders
- Dome of Corruption is now somewhat less horrible to live under
- Spell AI could cast movement buffs on immobile units
- Unique commander summons now get their orders cleared after being resummoned
- Discarded random gods were not purged properly
- Losing head is now always fatal for shapeshifters too
- Immortals now also get a death cry when they die
- Blood spells requiring blood slaves cannot be cast under water
- Battle inconsistency fixes
- Bug with same start position fixed
- Event fixes
- Typos and stat fixes
This update has a bunch of bug fixes and tweaks, most of them from Dominions 5. There is also a new simple but very convenient feature (also from Dominions 5), press 'x' to repeat last scripted spell. General
- Can press 'x' to repeat last scripted single round order
- Error message when having too many underwater nations for the chosen map
- Temple destroyed when losing province in random event
- Constructs can no longer use enemy owned labs to heal (sieging, sneaking)
- Show poison damage in spell info
- Prot 0 units were never targeted by combustion
- God vessel non-wishable
- Random gods were not purged properly
- Fixed bug with pretender residue from game creation
- Event uniqueness not initialized properly
- Fix for blind & eye loss stat info
- Fix for random maps with too much water
- New tip
- Stability improvements
- Event fixes
- Mod item sprites were not downloaded from network server
- Increased max number of mod images for network 1000 -> 2500
- #supply for sites now accepts larger values
- Modding magic items could cause a spell to be named "end"
- Memory leak fix for mods
- Disable multiai by default
- Wars were not spread properly to disciples with multiai on
After a few weeks delay Dominions 5 is now completed and released. We hope you'll enjoy it. If you want to know more about what the changes are, here is a video (first one out of three) that goes through many of the changes: https://www.youtube.com/watch?v=2IdRjM1L-1w
After a few weeks delay Dominions 5 is now completed and released. We hope you'll enjoy it. If you want to know more about what the changes are, here is a video (first one out of three) that goes through many of the changes: https://www.youtube.com/watch?v=2IdRjM1L-1w
Illwinter are happy to announce that we have been working on dominions 5 for a while and release is due in a few months time. Work is still in progress, so there might be some additional fixes and stuff added to the game. Here is a link to the illwinter dom5 page with a summary of changes and new things. http://www.illwinter.com/dom5
Illwinter are happy to announce that we have been working on dominions 5 for a while and release is due in a few months time. Work is still in progress, so there might be some additional fixes and stuff added to the game. Here is a link to the illwinter dom5 page with a summary of changes and new things. http://www.illwinter.com/dom5
This updated fixes two circumstances that would result in the battle replay diverging from what actually happened. There are also a few crash fixes and the usual stat fixes and improvements to modding. General
- Choose ritual target did not remember old province names
- Battle inconsistency involving Nazca fixed
- Fix for battle inconsistency involving reincarnation units
- Large turn files (>10 MB) could crash network game server
- Host crash bug fix
- New frame rate setting (120 fps)
- Clear the orders of mercenaries when changing ownership
- Called Horrors are summoned at edge of battlefield
- Item rules are enforced immediately after polymorph
- Slave vessels get rid of feeblemind
- nowish (monster wish immunity) didn't work
- Dragon girl is no longer cold blooded
- More Stat fixes
- Typos fixed
- PD can use montags
- Season shapes take effect earlier
- Unique commander summoning can use montag
- Polymorph caster ritual effect (10127)
- Couldn't give orders to troops with nation IDs over 200
- Sleep 10 ms before forking each process
This updated fixes two circumstances that would result in the battle replay diverging from what actually happened. There are also a few crash fixes and the usual stat fixes and improvements to modding. General
- Choose ritual target did not remember old province names
- Battle inconsistency involving Nazca fixed
- Fix for battle inconsistency involving reincarnation units
- Large turn files (>10 MB) could crash network game server
- Host crash bug fix
- New frame rate setting (120 fps)
- Clear the orders of mercenaries when changing ownership
- Called Horrors are summoned at edge of battlefield
- Item rules are enforced immediately after polymorph
- Slave vessels get rid of feeblemind
- nowish (monster wish immunity) didn't work
- Dragon girl is no longer cold blooded
- More Stat fixes
- Typos fixed
- PD can use montags
- Season shapes take effect earlier
- Unique commander summoning can use montag
- Polymorph caster ritual effect (10127)
- Couldn't give orders to troops with nation IDs over 200
- Sleep 10 ms before forking each process
This update comes with bug fixes for drowning immortals and network servers as well as improvements to modding. General
- Drowning will now trigger immortality and similar effects
- Stale connections were not reclaimed during Waiting for Participants, could result in waiting forever to connect.
- 2 friendly currents will now cancel each other out
- Cheat check for non researched rituals & forging
- Autohealer will now result in high pretender cost
- Protection of Geryon immune to forge rebates
- nohomelandnames resulted in too much population in Ermor
- More mobile friendly status page for network games
- Set correct home province for far summoned commanders
- Impassable borders no longer counted for start locations
- Bug fix for melee range weapon aiming
- Improved weapon info
- Metal armor fixes
- Stat fixes
- Event fixes
- Execute mods before browsing pretenders
- New monster mod commands: #nowish, #springshape (x4)
- New monster/item mod command: #addupkeep
- New monster mod commands: #almostundead, #almostliving
- Create temporary units in their correct shape
- Fix for temp summonings with montags
- Show icon for negative mastersmith ability too
- Flush gl queue before forking
This update comes with bug fixes for drowning immortals and network servers as well as improvements to modding. General
- Drowning will now trigger immortality and similar effects
- Stale connections were not reclaimed during Waiting for Participants, could result in waiting forever to connect.
- 2 friendly currents will now cancel each other out
- Cheat check for non researched rituals & forging
- Autohealer will now result in high pretender cost
- Protection of Geryon immune to forge rebates
- nohomelandnames resulted in too much population in Ermor
- More mobile friendly status page for network games
- Set correct home province for far summoned commanders
- Impassable borders no longer counted for start locations
- Bug fix for melee range weapon aiming
- Improved weapon info
- Metal armor fixes
- Stat fixes
- Event fixes
- Execute mods before browsing pretenders
- New monster mod commands: #nowish, #springshape (x4)
- New monster/item mod command: #addupkeep
- New monster mod commands: #almostundead, #almostliving
- Create temporary units in their correct shape
- Fix for temp summonings with montags
- Show icon for negative mastersmith ability too
- Flush gl queue before forking
This update comes with new commands for modders, bug fixes and some other small improvements. General
- Incorrect value for darkvision shown in stats
- AI could construct forts under water even with land nations that shouldn't
- Blood Vortex incorrectly gave events in non-blood vortex provinces.
- Fort repair strength for mindless units was incorrect
- Start options --mapdirt/col/size didn't work
- Transformation can no longer transform to the same creature
- Potential battle inconsistency fix
- Removed false warning in debug log
- Increasing PD could result in negative gold left
- Added popups in map filter menu
- Make sure CPU doesn't sleep unnecessarily
- Error checks for write failure to fatherland file
- Better error handling for missing or corrupted files
- Blood Slaves are now properly tagged as females
- Shade Beast size 1 -> 2
- Dog size 2 -> 1
- More stat fixes
- Event fixes
- Description fixes
- New event modding command: #exactgold
- New item/monster commands: #airshield, #overcharged
- New item commands: #heat, #cold
- New monster commands: #monpresentrec, #ownsmonrec
- New site commands: #summonlvl2, #summonlvl3, #summonlvl4
- Death power can be negative for growth power
- #req_fornation couldn't be used many times
- #req_gold didn't work
- #req_cave didn't work
- #guardspirit can now use negative values
This update comes with new commands for modders, bug fixes and some other small improvements. General
- Incorrect value for darkvision shown in stats
- AI could construct forts under water even with land nations that shouldn't
- Blood Vortex incorrectly gave events in non-blood vortex provinces.
- Fort repair strength for mindless units was incorrect
- Start options --mapdirt/col/size didn't work
- Transformation can no longer transform to the same creature
- Potential battle inconsistency fix
- Removed false warning in debug log
- Increasing PD could result in negative gold left
- Added popups in map filter menu
- Make sure CPU doesn't sleep unnecessarily
- Error checks for write failure to fatherland file
- Better error handling for missing or corrupted files
- Blood Slaves are now properly tagged as females
- Shade Beast size 1 -> 2
- Dog size 2 -> 1
- More stat fixes
- Event fixes
- Description fixes
- New event modding command: #exactgold
- New item/monster commands: #airshield, #overcharged
- New item commands: #heat, #cold
- New monster commands: #monpresentrec, #ownsmonrec
- New site commands: #summonlvl2, #summonlvl3, #summonlvl4
- Death power can be negative for growth power
- #req_fornation couldn't be used many times
- #req_gold didn't work
- #req_cave didn't work
- #guardspirit can now use negative values
This update has some bug fixes and tweaks as well as some new modding features. It should also fix the sound that stopped working for Mac users that updated to OSX version 10.12. General
- Can change battle log details from battle menu
- A few wishes got improved effects
- Added a few missing adjustments when viewing strength details
- Curse of Stones now affects units when they fly as well
- Don't remove slave/master-vessels from overpopulation
- Army of rats didn't result in the battle fright it was supposed to
- Potential crash during host fix
- Memory leak fixed
- Description fixes
- Stat fixes
- Now possible to start dominions even when a mod is missing its name
- New monster commands: #homeshape, #foreignshape, #addrandomage
- New monster/item command: #blessfly
- Can use #nextspell 0 to remove nextspell
- #berserk fix
- #slothpower now works for monsters too
- Portaudio support
- Portaudio is default for OSX 10.12 and later
This update has some bug fixes and tweaks as well as some new modding features. It should also fix the sound that stopped working for Mac users that updated to OSX version 10.12. General
- Can change battle log details from battle menu
- A few wishes got improved effects
- Added a few missing adjustments when viewing strength details
- Curse of Stones now affects units when they fly as well
- Don't remove slave/master-vessels from overpopulation
- Army of rats didn't result in the battle fright it was supposed to
- Potential crash during host fix
- Memory leak fixed
- Description fixes
- Stat fixes
- Now possible to start dominions even when a mod is missing its name
- New monster commands: #homeshape, #foreignshape, #addrandomage
- New monster/item command: #blessfly
- Can use #nextspell 0 to remove nextspell
- #berserk fix
- #slothpower now works for monsters too
- Portaudio support
- Portaudio is default for OSX 10.12 and later
This update has a bunch of modding improvements, mainly raising some modding limits so that more modded nations can be enabled at once. The new version has been tested with the help of nationgen and a mod creating 75 random nations works fine now. There are also the usual general improvements and bug fixes as well as some tweaks to the AI. General
- Domes and some other enchantments are no longer visible in battles
- Communion single target spells didn't affect non commander slaves
- Strength enchantment bonus from some spells now printed in stats
- Battle log fix for protective force
- Therodos Kourete didn't spawn under ally's control
- Stream of Life now causes internal damage
- Faster setting up start positions for games with huge number of players
- Slothpower didn't work correctly
- Description fixes
- Event fixes
- Stat fixes
- AI don't cast sea globals when there are too few sea provinces
- Spell AI improvements
- Increased max number of descriptions with about 2000
- Increased max number of events 4000 -> 5000
- Increased max number of magic abilities with 2000
- Max nation number increased 199 -> 249
- Mod parsing no longer sees e.g. #berserker as #bers
- #clearrec also clears all terrain dependent recruitment for a nation
- New commands #landrec and #landcom for recruitment in all overwater forts for uw-nations
This update has a bunch of modding improvements, mainly raising some modding limits so that more modded nations can be enabled at once. The new version has been tested with the help of nationgen and a mod creating 75 random nations works fine now. There are also the usual general improvements and bug fixes as well as some tweaks to the AI. General
- Domes and some other enchantments are no longer visible in battles
- Communion single target spells didn't affect non commander slaves
- Strength enchantment bonus from some spells now printed in stats
- Battle log fix for protective force
- Therodos Kourete didn't spawn under ally's control
- Stream of Life now causes internal damage
- Faster setting up start positions for games with huge number of players
- Slothpower didn't work correctly
- Description fixes
- Event fixes
- Stat fixes
- AI don't cast sea globals when there are too few sea provinces
- Spell AI improvements
- Increased max number of descriptions with about 2000
- Increased max number of events 4000 -> 5000
- Increased max number of magic abilities with 2000
- Max nation number increased 199 -> 249
- Mod parsing no longer sees e.g. #berserker as #bers
- #clearrec also clears all terrain dependent recruitment for a nation
- New commands #landrec and #landcom for recruitment in all overwater forts for uw-nations
This is mostly an AI & UI patch. Most of the work has gone into improving the late game behavior of the AI. It should now be able to utilize its resources more efficiently and be more likely to get to a position where it can cast high level rituals. There has also been some improvements to the user interface, like more 'goto province' buttons on messages, shift click support in more places and more keyboard shortcuts. General
- God & nation popup in global enchantment screen
- Darkvision from throne bless was counted twice
- Fixed some bonuses when viewing att/def details
- Goto province for scout attacked messages
- Goto province for more ritual messages
- ctrl+s to view saved orders (army setup screen)
- Message for fort construction completed
- Shift transfers 5 gems at a time
- Keyboard shortcuts f/a/w/e/... to transfer gems to commander
- Gem transfer box can be closed by Return as well
- Shift changes PD 5 steps at a time
- +/- can also be used to change PD
- Ice Strike now causes slashing damage
- Transformation & feeblemind/mindless fix
- Strands of Arcane Power cannot be cast by mindless casters
- Blind & losteye fix
- Stat & cost fixes
- Typos fixed
- Be less willing to do suicidal attacks
- Recruitment improvements
- Learned to cast a few more type of rituals
- Forge item choice improvements
- Improved magic item distribution
- Dedicated ritualist for improved high level ritual casting
- Empowerment tweaks
- Improved preaching behavior
- Spell AI no longer targets destruction/rust at units with only natural protection
- Multiple same type of event effects didn't work
- Removed false warning for #flagland
Ys is a new nation that comes from Ker-Ys that was once the most splendid city in the world. Long ago Ker-Ys was sunken far beneath the waves to protect the Tuatha living there and has not been seen since then. Now with the coming of the new god the city has risen from beneath the waves and the splendor of the bronze-walled city has returned for all to witness. In addition to a new nation there has been work to ensure that really huge battles run smoothly as well as many balance changes, mostly by tweaking the costs of units. There are also the usual bug fixes and some minor new features. General
- New nation: Ys (middle ages)
- Performance improvement for battles
- Viewing enormous battles could crash the game
- Fixed graphical glitches for enormous battles
- Can now delete old network connections with Del
- Number of old network connections saved increased, 6 -> 8
- Typos fixed
- Event fixes
- Stat and description fixes
- Balance changes, many units have tweaked costs or stats
- Master Smith info printed on magic items
- Age 10 years after Bind Demon Lord didn't work
- Casters will spread out Encase in Ice more
- Therodos dominion now creates ghosts for disciple forts as well
- Ermor/Lemuria random gods starts with sloth 3
- Mindless are not affected by feeblemind
- Mindless cannot get feeblemind/dementia from ordinary means
- Mind Hunt & Astral Projection cannot be cast by mindless
- Split Teleport icon into Teleport/Blink
- Fix for reading 64-bit values from mods on Mac OSX
- Master ritualist fixes
- #twohanded should work now
- Modding nametypes cleared Oceania names
This is a small bug fix update that mainly fixes a few annoying bugs with modded game that were introduced in version 4.23. General
- Event fix
- Fix for caster only losing a limb when he should die instead
- Fixed bug preventing mod .trn files from being found
- Remove keyfiles on fail
- Fix for reading 64-bit values on windows
- Game crashed when running a game after running a modded game
This update continues with the underwater improvements as early R'lyeh gets new monsters and a Mind Vessel ritual for the Aboleths. There is also improvements to modding and a whole bunch of bug fixes and balance tweaks. General
- New monsters for early R'lyeh: Grandmother, Androleth, Androdai, Abodai
- New ritual for Aboleths: Mind Vessel
- Turn limit for arrival of the more powerful heroes
- Event fixes & new events
- UW units for MA/LA Xibalba and LA Mictlan
- Fort PD for MA/LA Xibalba and LA Mictlan
- Slaves now have halved upkeep
- Fix for incorrect seduction message
- Remove floating text when exiting battle replay
- Description for Favored of Enki
- Solar Brilliance cannot be cast in caves
- Cursed items changed width of magic item treasury
- Changed temple picture for Ur
- Rebate for shape shifter gods wasn't shown correctly
- Gorgon can no longer petrify stone beings
- g can now be used instead of # for goto province number
- Foul Vapors got wrong enchantment icon in battle
- Fixed host crash involving Strands of Arcane Power
- File handle cleanup
- Fix for potential battle inconsistency with Vafur Flames
- Another potential battle inconsistency fixed
- Therodos popkill lowered
- Therodos spectres increased/decreased with death/growth
- Therodos slight increase in freespawn spectres
- Therodos reduction in freespawn sacreds
- Ephor cost 8 -> 7
- Therodian Philosopher cost 8 -> 11
- Morale malus from dominion does not affect undead
- Ermor and Lemuria morale malus
- Dancers size 2 -> 3
- Korybantes recruited in couples (limit 2)
- Korybantes descr changed
- Polypal spawn could not deal damage at all. Got new tiny tentacle with dmg 1.
- More bronze weapon stat fixes
- Less iron equipment on underwater troops
- Memory cleanup after using lists
- Make sure incorporate cannot give negative effects
- Fix potentially weird host bug
- More responsive random map creation
- Typos and stat fixes
- Better cleanup after mods
- Some commands take 64-bit values
- No more 'pointless ...fx' after setting an ability to zero
- First/secondshape can now use negative montag values
- New weapon commands: #natural, #internal
- New spell commands: #nogeosrc, #onlyatsite, #notfornation, #farsumcom
- New monster commands: #slothpower, #mindslime
- New item commands: #sneakunit, #mindslime
- New nation command: #killcappop
- New event mod command: #transform
- Insert/remove province didn't move along names and special borders
- Smaller icon for pulseaudio
This is a bug fix patch that makes sure Asphodel can reanimate again and that the music fades properly. Changes Purgatory doesn't affect allies Wrath of the sea didn't affect coastal provinces Asphodel reanimation works again Music fading out didn't work properly on many computers Missing descriptions added Monthly casting of certain rituals didn't work Vengeful water fix Underwater teleport fix Stat and description fixes Various nation fixes
Just a small bug fix patch. Game Event fixes Stat fixes & typos Battle music didn't stop when exiting battle with 'n' Don't bail out when someone uses an empty nametype CD-key check fixed
This update focuses on the underwater part of Dominions. A new underwater nation is available as well as a bunch of new underwater pretenders to choose from. Many of the old underwater nations have also got some new recruitment options. There has also been some work to make the AI better as well as more modding, more random events and the usual bug fixes. Game New nation: Therodos UW resources increased 25% Press 'r' when designing pretender to get a random design Dominion less likely to spread across sea-land borders Horror chances altered Being dead will make horror marks fade away over time New summon spells: Flame Jelly, Bishop Fish Oceanian lore rewritten Oceania turmoil in coastal provinces, order in land/sea provinces Haliades replaces Bishop Fish as oceanian priests Initiates of the Deep, deep seer: lore remake Witness of the Deep, Soldier of the Deep Capricorn and Siren coastal recruits and chaos rebate New unique items for Marignon and R'lyeh Improved magic item info UW pretender rebates and nation restrictions Dagon remade (grab and swallow instead of trample) New story events Save and exit also marks turn as unfinished Pelagian/oceanian name lists Replaced some iron with meteoritic iron Starting position improvements Mummy Nazca Arena fix Chakram flysprite Double flysprite bug removed Academy underneath didn't produce lab Rainbow enchantment now affected buy own luck effect Bodyguard mrl bonus bug fixed Philosopher icon Fullscreen resolution defaults to desktop resolution instead of highest Updated tip of the turn Some new bronze and iron weapons and armors Some more units got weapons and armors changed Giants reanimated into correct shape Berserk bless (war-dance) Lanka description now mentions blood hunt bonus/malus in turmoil/order Couldn't cast spells if you had two 'life long protection' items Send Dream Horror castable at UW provinces Assassins must be stealthy to be able to assassinate The four Balams are now unique EA/MA Pelagia nation descr changes Pelagian Mystic Iron armaments rust in the sea Rust permanent until repaired Damaged weapons/armors lower dmg/prot New poptypes: Ichtyid shaman, Bone Tribe barbarians New mermen/ichtyid sites Mermage & Pelagian Mermage remake Pelagian Explorer Enkidu Headhunter & Bone Tribe Headhunter Club -> Skull Club EA Pelagia Hero Turtle Warriors Javelin -> Coral Tipped Javelin New Pelagian coastal recruits Mermage/priest sprite remade New 'rusty armor' icons UW indeps a bit weaker Lower throne no longer appears UW Divine Glyph and Baphomet magic beings Can't compete in arena while sneaking Ancient kraken doesn't lose Ink attack if equipped with weapons Abomination doesn't lose tentacles if equipped with copper arm and weapons Macaw and Condor got headslots New switch: --listnations Some new throne defenders can appear now Some nations got pretender discounts Many typo, stat and event fixes Non-commander communion possible Theurg Communicant -> not commander Theurg Communicant rec-limit 1 Theurg Communicant cost 35 -> 50 Option --partamount didn't work properly Battlefield spell didn't affect everyone in enormous armies Particles effects didn't look properly in huge battles Minor memory leak fixed National underwater PD takes precedence for local UW PD Faster battle deployment for huge skirmish armies Murdering Winter less effective vs commanders Murdering Winter cost 50 -> 40 Flames from the Sky cost 35 -> 30 Thetis Blessing research level 9 -> 7 Therodos got proper names Music can now start with a rare tune Sirens are cheaper to recruit when Lure of the Deep is up Looming Hell slightly harder to defend against Vengeful Water less effective and cost 50 -> 70 More ability modifiers printed Shambler base cost 25 -> 20 Cannot try to send more than 32 messages Friendly Currents didn't affect encumbrance properly Soul Leech and Consume Soul cannot be repelled New network option (--maxholdups) to run over serial stallers New network option (--timeleft) to set nbr of hour to first host Auto refresh for html statuspage Auspex could be pathed though the sea, fixed Looming Hell vs stealthy didn't work properly Berytian Melqarts reduced blood sacrifice Land/Water shape recruitment fix AI Certain nations more likely to go for good bless effects Smarter pretender god design Can make pretenders with high levels of blood magic now Fixed bug where AI for blood and death nations could waste up to 80 DP More likely to buy holy units when having a good bless Army and PD strength evaluation improved Higher score for scripted spells Modding #aigoodbless, #aimusthavemag #aifirenation, #aiairnation, #aiwaternation, #aiearthnation #aiastralnation, #aideathnation, #ainaturenation, #aibloodnation Deserter abilities now work for non commanders too New unit mod commands: #incscale, #decscale, #reform, #domrec, #haltheretic New item mod commands: #incscale, #decscale, #reform, #haltheretic New nation mod command: #noforeignrec Eventmodding #req_notnation didn't work #blessbers, #uwheat, #hpoverslow, #poisonskin, #xploss, #enchrebate50 Linux no multi processes on low memory machines
This patch mainly fixes a few bugs introduced in the previous update. Alchemy cheat detect bug fixed Man-Eater got flick barb attack Criosphinx no helmet slot Ghost Riders and some similar rituals didn't work properly Deadeater bug fix Pretender autocalc tweaking Pretender cost tweaking National pretender cost reductions shown in popup Description fixes Supaya reanimation gave wrong info on numbers reanimated Some start troop fixes Fixed bug in new poptype modding that made many commands useless
This version has revised costs for all pretenders and the amount of design points available has been increased by 150 for pretenders and 100 for disciples. There are also a bunch of new pretenders to choose from and the dominion spread mechanic has been tweaked to make it easier to play with a low dominion score. There are also various performance improvements, bug fixes, new mod commands and new random events. Game
- More varied pretender costs and +150/+100 design points
- Pretender cost auto calculation
- Dominion spread chance changed to 50% + dom str*5%
- Shape changing units can die in one strike if it's powerful enough to kill the next shape too.
- Auto kill occurs 20 rounds later to give more time for auto rout.
- Rainbow didn't affect allies, fixed
- New monster pretenders
- Some new pretender titles
- Changed the selection of pretenders for some nations
- New graphics/sounds for some spells
- Adding thrones to .map files automatically adds ascension points too
- Independent wizards got more spells researched
- Can select players with only 1 nation in era
- New throne effect 'Dominion conflict bonus'
- Mercenaries no longer drown when unhired
- Siren's lure didn't work, fixed
- Monolith could blink and use stygian paths
- Wish fix
- Nicer handling of corrupted turn files
- Geoglyph didn't reduce MR properly
- Supaya reanimation changes
- Print 'defence negates' on those weapons
- Void Lord cannot have helmet
- Serpent tailed pretenderws can wear armor
- Battle performance improvement
- Host performance improvement
- uw stat, spells and item fixes
- Dragons did not use ammo for breath weapon in melee
- Slash/Pierce weapons only gets -1 penalty under water
- Underwater non pierce penalty fix
- Stone beings not affected by plague or disease
- New magic item for Nazca
- Crumble was way too effective
- Send horror resulted in one horror too many
- Theft of the Sun now affects resources too
- Don't auto summon units when you have fled the field
- Max number of commanders increased 9990 -> 20000
- Max number of units increased 160000 -> 250000
- New option: --maxunits to limit number of units
- Disease effect on death blessed arrows didn't work
- Ethereal did not offer protection against some non damaging spells
- Xibablba UW defence fix
- Improved gem cheat detection
- Cheat detection fix for mercs
- Random map generation speedup
- Improved dirt generation on random maps
- New switches for random maps: --mapdirt, --mapdirtcol, --mapdirtsize
- Minor memory leak fixed
- Game info says whether story event are enabled or not
- Snow/Rain/Sea graphics performance improvement
- Altered snow and rain fall
- Site power that kills undead & demons only affected undead
- Swamp survival boots didn't help against miasma
- Azi and Drakon have 3 head slots
- Demonic Locusts
- Dementia didn't heal correctly
- Gossamer Cloth etc didn't give properly rounded scout reports
- Bug fix for shape shifting units starting with magic items
- Flying raiders needed 10000 patrollers to get caught
- Xibalba dart throwers in towers has dmg value 12 instead of 0
- Corpse Eater icon
- Pretender discounts can now be set per nation
- Stat fixes
- Site fixes
- Events updated
- Typos fixed
- AI lab building improvements
- AI Mictlan more likely to blood sacrifice
- AI gem usage fix
- New poptype mod commands: #defunit1, #defmult1, #defcom1, etc.
- New mod commands: #disableoldnations, #clearallevents
- New mod commands: #batstartsum6d6 ... sum9d9
- New mod commands: #req_targitem, #req_gold, #killpop, #removesite
- Event mod command renamed #newsite -> #addsite
- New unlimited always event (rarity 5) for modding
- Rarity 13 events also happens at low population levels
- New nation mod commands: #cheapgod20, #cheapgod40
This is quite a large update with 2 completely new nations of which one that spans over all 3 eras. It also comes with a bunch of bug fixes, balance changes as well as some new features. For those interested in modding, this update has event modding added with over 200 new mod commands as well as some additions and fixes to the old modding capabilities. Game 2 completely new nations: Xibalba (EA, MA & LA) and Nazca (MA) Mace dmg 4 -> 5 Horror improvements Improved battle reports for some attacks with temporary monsters Icons for Disease Res and Dominion Spreader Network protocol updated, server & client must be updated at the same time Better enforcement of magic item rules Wrong icon for battle menu Typos and stat fixes Star of Heroes only strikes one magic armor part at a time Wrong range for multiple missile weapons Transformation bug fixed Internal damage (e.g. incinerate, disintegrate) always hits body Event update New epithets Pretender and disciple blesses all units every round Added some descriptions that were missing Improved magic item info Updated insanity orders Could not use magic item rituals while sieging Enforce no orders for undisciplined squads One unit too much from certain send spells Onaqui random S -> random F Some rituals could pass through domes unhindered, fixed New ability: Poisonous Skin Units target random squares in battle more often Spell name change: Blood Vengeance -> Damage Reversal Coastal income bonus info bug fix Scrying from sites was broken Squad size not updated after 'remove unable units' Heart Finding effect now an internal damage Changes to Erinya's weapons Wild Hunt conj 9 -> 7 Kindly Ones conj 9 -> 8 Sorcerer pretender for MA Machaka was missing Bouda pretender for EA Machaka was missing Barrier (artifact) cannot be used by mounted units Nonmounted units -2 def / attack, mounted -1 def / attack New mod command: #limitedregen Cannot steal mercs blood slaves with 'V' Graphics for Seraphine/High Seraph prophets were missing Overpopulation improvement False cheat detection during fort construction fixed Random event monster count bug fix Vengeance of the dead did not ignore orders like other assassinations Too much info in F1 in certain circumstances File handle leak fixed Theurg communicants did not work properly Negative forge bonus did not work Valkyrie got light lance like other flyers AI AI war states now reset between games Modding Event modding added (over 200 new mod commands) Possible to make global ritual and nation effects with event modding Modding: #holyboost didn't work properly New mod commands: #raiseonkill, #raiseshape, #prophetshape, #insane New mod commands: #clear (for weapons and armors), #copyweapon, #copyarmor New mod command: #diseaseres Mod downloading during game setup could lock up the game Modded nations with nation number > 127 didn't work with network play Mod #dmg can take higher numbers Modding: Heat-/Coldrec 0 now works
Dominions update 4.10 has now been released. It features bug fixes, balance changes, many new modding commands, improved performance as well as some small new features. Game Disciples now have half the prison time of pretenders Turn generation performance improvements Coast & cave income bonus for forts printed Wooden towers could not be built No coast fort income bonus during storms or ice Some pretender cost changes Caelum can no longer have the Virtue Berytos coast income bonus 25 -> 10 Star of Heroes can destroy magic armors too Flails extra bad underwater Spenta and Gannag lost invulnerability Ahura of water has reduced retinue Improved siege message Casting Iron Walls on sieged castles adds to defence Regain AP up to at least 2 each round Some sites can no longer appear in caves Black Mirror ritual can now only be cast by astral mages Impassable border type Crown of Overmight autocasts its spell New magic items: Champion's Cuirass and Armor of Knights Spectral Shield protection 7 -> 15 Flying units never get more fatigue than for 20 squares New hero for Ragha Random artifacts removed from random events Temple gem income shown in temple info New spells known for independents Arm loss removal from Picus's axe didn't result in drop of magic weapons 'V' to pool blood slaves to a commander Click pretender name to goto pretender Moloch can be chosen by Abysia Axes of rulership only 1 attack, but improved stats Iron blizzard increased fatigue Some more spells got blunt/slash/pierce damage Magma Bolt got a secondary burn effect Berytos Summon Se'ir now only summons one being Plants cannot be turned into soulless Scrying from sites now happens before rituals and battles Some spell effects were not affected by some scale altering effects Proper fly rules regarding earthquake immunity Throne of Air airshield 20 -> 40 Burn damage dependent on size Improved spell sorting Transformation Alt 7->6, nature 3->2 Transformation ritual improvements Knight & Knight Commander sprites updated Lost eyes and arms did not always heal properly Scoregraphs can go higher Shrunken gnomes now get reduced Str/HP as well Improved sacred rules Encased in ice could last after battle Mexican female gods didn't get proper names Descriptions for Sobek heroes EA Caelum defense no longer has Iron Crows Missing slave guardian added for R'lyeh Rain enchantment now makes it snow in cold provinces Rain and snow fixes Rain only doubles the spell's fatigue (not enc) for fire battle spells Rain heat aura reduction 3 -> 2 New spell: Vermin Feast Item already forged takes priority over insufficient skill level Network tried to download nonexisting file after your were eliminated Communion fatigue drain fix Scrollbar in province chronicles works now Rain of Toads research 4->5, cost 10->20, unrest 40->30 Forest Dome research 7->6 Gift of Health research 6->7, nature 5->6 Summon Se'ir -> Scapegoats (summons 2 se'ir) Dome of Flaming death has a chance of destroying lab Error if failing to delete old game in network game as well Death Curse has no magic resistance roll Return keypress can exit view throne screen Fata morgana affects team mates too Fata morgana PD only works in friendly dominion Mechanical Militia and Guardians of the Deep affects team mates too Improved weapon info for lesser swallow Summon giant rituals cheaper Unburied corpses decay slightly faster Resistances against shock/cold stun didn't work properly Gift of Kurgi protective force 10 -> 20 Typos fixed Many stat fixes AI Improved AI spell targeting regarding MR Modding Auto mod download didn't work while setting up a new game. Automatic mod error check after enabling a mod #nofemale and #onlyfemale removed New nation command: #templegems New monster commands: #xpshape, #command, #magiccommand, #undcommand, #startingaff, #fixedresearch New monster commands: #slothresearch, #startitem, #iceforging, #scalewalls, #heatrec, #coldrec New monster commands: #aciddigest, #acidshield, #drake, #dungeon New monster commands: #plant, #transformation, #...attuned New item commands: #clearallitems, #command, #magiccommands, #undcommand, #noimmobile New item commands: #onlyimmobile, #slothresearch, #iceforging, #scalewalls, #aciddigest, #acidshield New weapon commands: #dt_aff, #uwok, #nouw New spell command: #clearallspells Modding: can use 0 values on magic items Modding: max length for descriptions 1000 -> 2000 Modding: #restricted didn't work properly on magic items Improved error messages for modding
This update brings a new nation to Dominions called Ragha. It is a nation that likes both cold and heat as some of the better units require extreme temperatures to recruit. There are also many bug fixes, new features and some improvements for modders. Game New nation called Ragha Caelum nations have got some new/altered units, equipment, descriptions and sites Ice Crafting for MA Caelum Ice Lances have charge ability Many new Pretenders for Caelum and Abysia New Summons for Caelum/Ragha New national spells for Caelum/Ragha Can only blood sacrifice in own lands Just Man's Cross is now armor piercing Event fixes and new events Could transform into a ... with Transformation ritual Awe now printed among bless effects Never healing wound now gives -20% of start HP instead of -20% of modified HP Chi Kick is now a bonus weapon Improved error detection for map loading Fixed unit2com inconsistency bug when viewing casualty reports Increased chance of getting the better divine titles New divine titles HTML status page divided by teams Smooth scrolling for GUI Fliers get size*2 as charge damage if it exceeds the old AP/3 Added 2048*1152 and 2880*1800 screen resolutions. Fixed undefined behaviour in CRC caclulation Typos fixed High level Thrones didn't spread more dominion 'l' to send item to lab didn't work properly Wraith Lord from Ghost Riders looked wrong Crystal Throne and Throne of Knowledge had wrong dominions spread Reduced chance of starting behind rivers or mountain passes Tainted Presence affliction Transformed priests could not be blessed Unclaiming of thrones now happens before victory and before income Bless effects were not always removed when losing a throne Set name of home province even on maps with fixed province names Fixed UW shark knight defence Removal of smouldercones that could be created by incorrect random events in 4.05 Don't print 'army routed' for Vengeance of the Dead Wrong popup text for Dispel ritual Helheim can no longer trace income across oceans Special random names for wastes and farm coasts. More random province names Random maps with <500 provinces will never have any duplicate names. Tower of the Moon changed to summon Dire Wolves Serpent King got nature 1 in snake form too Innate Spellcasters skipped every other scripted spell Events can yield horror marks Select unit shows more of the more interesting targets and at least 2 Floating units were not immune to Earth Attack Lure of the Deep could crash the game Battle log details for Ethereal, luck, etc. Non artifact items can be unique Poison from poison dagger ignored etherealness Improved spell info for some spells Lance is now before second weapon Population capped at 300000 Enchantment and dispel strength was calculated incorrectly Tome of High Power boosts ritual range Ichtytaur had wrong shape change Arcane Nexus got more basic income Acorn Neclace shockres 5 -> 15 Ice forging icon Multiple secondary spell effects works now Communion slave/master icons Ambdextrous icon New monster: Flame Spirit Magic for some secondary shapes for gift of reason purpose Raiding could crash the game Trade Wind could be cast on non coastal provinces No items found in messages for defeating sneaking enemy Wrong message when a third party fights outside a castle Added missing description for Cleansing Chime Certain effects (e.g. blood vengeance) are no longer affected by mirror image Reinvigoration now removes all (up to 200) fatigue Burning ground should look correct on fast forward now Shape changing back to original form after battle didn't work 'c' to view combat spells only 'g' to view globals only Can no longer yank Monument with harpoon Ziz couldn't fly during storms Give pretender capital as home province Shapechange starting pretenders if necessary More + info on spells Improved popup info for storm power Heroes get capital as home province Improved pluralisation of unit names Red warning when having an impossible throne setting New start options for random maps: --mapdscol, --mapccol Air Bless gives range bonus Slave Markets and some other sites are less common Fix for slow rec with limited resources Vine Bow now has on hit effect instead of on damage Black bow of Botulf now affects on damage Some magic bows got 1 increase in damage Units without headslots didn't die from soulslay Monster fish can damage large targets Icons for dominion scale changing effects More likely to use gems against small armies of only mages Some spells will never be cast unless scripted (communions + VoR) Improved battle log details 3rd player assassins could assassinate besieged units too Items of enslaved commanders have a chance of being found now Gelatinous Cube now got an Acid Splash defensive ability Swallow on trample no longer swallows those who evade the trample Vile Water ritual cost 8 -> 4 New Worm Mage sprite AI Don't charge with centaur archers AI can now upgrade forts Spell AI less likely to target immobilized units Modding Automatic mod downloading of mods in network games New sitch: --nodownlmods to skip automatic mod download Improved mod error checking New nation mod commands: #cavenation, #coastnation Changed names to #restricteditem and #userestricteditem Removing a secondary path from an existing spell made it unchoosable Fixed random priest level Command #undeadonly didn't work New commands: #guardspirt, #guardspiritbonus, #restricted, #userestricted Mod sanity check button to check for missing files
This is a quick patch to fix the music that doesn't loop properly and a crash bug when hosting an old game in Linux. Dominions 4.05b is fully compatible with version 4.05 and those versions can be mixed in multiplayer games.
This update of Dominions brings story events to the game. These are events that requires more interaction than usual or has really powerful effects, e.g. the northmen can start raiding coastal provinces all over the world. There are also a few new pretender gods to choose from including the Celestial Carp for the east Asia inspired nations. In addition to this there are many other new features and bug fixes, see below for more detailed information. Game Story events Press 'i' for province info and history New pretenders: Maharishi, Raksharani and the Celestial Carp Shrinked affliction was not properly permanent A map could appear twice in load maps, fixed Map fixes (wrong terrains and incorrect connections) No separate messages for items found after battle New weapon effect: Lesser swallow (can only be used on human size or smaller) Hill Giant got 'grab and swallow' attack Vafur flames improved Items in forge that are too high level are shown, but grayed out Shift+tab to go backwards in graphs Shift+click to reverse AI difficulty selection Dark skies had -1 penalty in non dominion too, fixed Press 9 to show province names on map in map editor Button to change province name color in map editor Volume setting no affects 'new turn ready' sound too Gave a lot of maps black province names Green highlight on allies when choosing receiver for message Description fixed for Oceania and more Message when God is recalled Forest Troll Tribe summons 15 trolls and cheaper Celestial Chastisement didn't enslave Lifeless weren't immune to Bloodletting Umbral summons corrected Speed up particle effects too when fast forwarding Ice weapons are not affected by fire bless Whip of command commands more but gives morale penalty Scale Walls ability for some assassins Improved information for targets of Wrath of God and some other powerful spells Boots of the Messenger reinvigoration 2 -> 3 Red numbers for Vortex of Unlife too Fixed starting age for Golem and some other constructs Bunch of maps didn't support wrapping properly The hero Sialuk got his proper name now Fix scrollbar when choosing nation to play Need not eat canceled gluttony and supply bonuses, fixed New look for elf shot Sprites from summon sprites shoots instead of doing a flying charge Wraith Lord commander for ghost riders is back Improved weapon info HP capped at 10000. T'ien Chi will no longer get land troops in underwater PD. T'ien Chi also gets indep commander at PD 20. Swallowed units are killed hard at end of battle. It was possible to start underwater with overwater nation on Talis map. Print heal effect in site info. Never create provinces with no exits More restrictive showing of the map raid symbol. Alt+home = select prophet Robe of Caelius the Druid resistances 5 -> 10 The Iron and Silver throne spreads 2 dominion Print actual worth of thrones from when game was started Seasonal mages Fire and death bless arrows now requires a hit to take effect Banefire bow no longer armor piercing Starting client with --ipadr cleared old connections. Improved detection of dead prophets Don't get an arena prize AI AI improved item distribution AI improved thug creation AI improved research item creation Mac Changed OSX priority for finding data directory Mac version no longer default to multiple CPUs for AI processing Modding #defector should work now New commands: #deathpower and #deathrec Different maxages for shape changer forms now only prints a warning possible to combine e.g. #nodemon and #noundead #iceprot always had 2 as value Commands #onlygeosrc, #onlygeodest, #likesterr, #hatesterr didn't work
A printed manual for Dominions 4 can be ordered from lulu.com. It is almost 400 pages and has nice and shiny covers. More details on Illwinter page here: Illwinter's Dominions 4 .
This update fixes a whole bunch of bugs and also improves the performance and reliability of very large games. A Wait command has also been added to remove a commander from the 'n' (next commander) cycle. Game Message for assassination failed due to no commanders Memory overwrite during merc creation fixed (could affect research on Mac). Rivers and mountain passes are taken into account for team clustering Reanimatied units etc are now put in garrison if the reanimator doesn't already command units. Experience bonus for HP and Enc shown in details Banefire strike was a fire attack Many huge skirmish squads could lead to a "no space left on bg" crash. New order 'wait' to be removed from 'n' cycle New shortcut 'J' for seduce Changed shortcut 'Q' for capture slaves and 'W' for wait Event fixes Many typos fixed Dominion no longer shown when browsing disciples Orania map fixes Imprisoned was not printed in "View Created Pretenders" Ermor could spawn Lictors that drowned. Siege progress report was incorrect for castles with extra buildings. Healers no longer affect inanimates Make sure units never start with bleeding Fixed increasing popup on spell info page Slow aging and affliction removal from Gift of Health didn't work on allies. Lawgiver (feathered serpent form) had wrong path cost. Improved cd key violation message It was not possible to strike ethereal units inside walls. Arcane Nexus didn't work if it was the first global. Area effect from Unquenched Sword didn't work. It was possible to attack across unfrozen rivers sometimes --verify will also work for modded nation now Astral mages no longer cuts off cords from allies Swamp survival from boots didn't help against Quagmire Global overpopulation can affect commanders too It was not possible to inspect commanders near the end of the global limit Disbelieve was broken Fixed missing connection on frostlands map Fixed map error in Glory multiplayer An event could incorrectly bring zero gems Mindless units did not get any castle defence penalty About 25% faster host time when there are no or few battles Maximum amount of messages increased, should fix missing scout reports Bodyguards could disappear after assassination Weakness was never cast Vengeance of the Dead didn't work Djinn now looks correct Maximum number of commanders slightly increased 9900 -> 9990 AI AI performance improvement AI players less likely to have a very low dominion score Some AI tweaks AI players could recall imprisoned gods AI processing uses multiple cpus by default on Linux and Mac Modding More summoning rituals support montag New nation mod command #uwbuild Item mod commands called #spr... didn't work Linux Added raspberry pi build Uses link time optimization for a little extra performance
Dominions 4: Thrones of Ascension is Now Available on Steam!
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.
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 and followers. 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.
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.
Dominions 4: Thrones of Ascension
Illwinter Game Design
Illwinter Game Design
2013-12-05
Strategy Singleplayer Multiplayer Coop
Game News Posts 35
🎹🖱️Keyboard + Mouse
Very Positive
(1119 reviews)
http://www.illwinter.com/dom4
https://store.steampowered.com/app/259060 
The Game includes VR Support
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 and followers. 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.
In Dominions 4 you can also play team games where one of the players take the role of supreme god, and the other members of the team are his servants and loyal subjects. The lesser gods rule their nations, but you all share the dominion of the supreme god.
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, shona and kievian rus 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.
Dominions 4 is also a highly moddable game. You can create your own monsters, spells and entire nations. Since Dominions 3 there has been a vivid modding community and Dominions 4 will enhance this capability even further.
- OS: any 32 or 64-bit distro
- Processor: 1 GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL and libSDL1.2
- Storage: 500 MB available space
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