The major change in this update is that scoregraphs will now only be revealed when the last human player dies. This will prevent those eliminated early from revealing the graphs in multiplayer games. There has also been a whole bunch of other fixes, including some important AI related ones.
General
Scoregraphs now only revealed when the last human player dies
Gem bait prevention fixes
Break Siege orders were canceled when changing magic items
Claim Throne orders were canceled when changing magic items
Supplies from magic sites didn't work properly
Info about lance restrictions now shown among item stats
Fix for independent mages with berserk ability rushing forward in melee
Age numbers from decay didn't take slow aging abilities into account
Number of mountains shown in map editor statistics
Magic sites in kelp forests didn't work properly
Fix for magic shields staying damaged on commander
Stygian Paths didn't initiate a magic phase battle
Air shield showed incorrect value when it came from more than one source
AI magic item evaluation bug fixed
Fixed bug where AI could sometimes unequip a cursed item
Fix for move getting incorrectly converted to patrol when playing against AI
--benchmark didn't print the result correctly
Fixed potential crash when shutting down Linux version
This update consists of a bunch of bug fixes, minor tweaks as well as a few usability and performance improvements. E.g. affliction chance is now based on the highest of max-HP and current-HP, preventing pretenders attacking into hostile dominion from getting too many afflictions.
General
Armageddon wish now leaves corpses in provinces
Affliction chance is now based on the highest of max-HP and current-HP.
Added information about Marignon Inquisition feature in nation summary
Fixed potential exploit with leadership boosting items
Iron Darts/Blizzard now have the iron tag
Fix for rain of stones not hitting heads as often as it should
Cast order could be removed when changing items if gem treasury was low
Can no longer give retreat orders to mindless commanders
Fixed layout when writing messages to other players
This update contains a bunch of bug fixes and improvements. AI players will now handle disciple games better and a bug preventing the AI players from equipping items properly has also been fixed. The game will also work better for some users of the new AMD Radeon driver in Windows.
General
More new AMD Radeon Windows drivers should now be detected and work ok
Fix for AI in disciple games not handling allied territories properly
Fix for certain remote spells not being castable underwater
Communion boosts now affect penetration properly
Fix for missiles sometimes hitting an incorrect bodypart
Rituals that should sometimes horror mark the caster didn't do this
Faster creation of games with very many players
Fixed bug with worm mage becoming an unkillable ghost
The most important fix for this version is that Dominions should now work better with the new AMD graphics driver for Windows. This fix should be enabled automatically for the relevant driver, but if it isn't start the game with the "--renderpath 1" startup option (no ""). There are also a bunch of bug fixes and small new features that have accumulated since the last update.
General
OpenGL Info button in 3D settings
Keyboard shortcut 'm' to toggle monthly ritual
Symbol shown for negative Blood Searcher bonus also
Independent Enchantresses have more spells to choose from
Possible item duplication bug fixed
Details on Gale Gate description added
Mechanic Bonus now affects Clockwork Soldiers too
Dagon now digests swallowed victims properly
Pressing Del to delete orders didn't work
Description for Poison Weapons
--renderpath startup option (--renderpath 1 works better on new Windows AMD driver)
Passwords of up to 49 characters can now be used everywhere
Network server didn't send host status messages when in text mode
Dominions could hang on a corrupted 2h file, fixed
With about half a year since the last update it is time for another one. This update consists of mostly bug fixes and minor stat fixes. One notable bug fixed in this patch is that blood slaves could not be used to boost the caster's level in combat properly.
General
Fix for monkeys not becoming the right type of soulless
Increased maximum number of combat reports per turn file
Ghost Ship Armada reported wrong number of kills & gold when multiple armadas were active
Kindly Ones behavior changed to correspond better with description
Unleash Imprisoned Ones didn't change the site properly
Utterdark Fiends of Darkness can no longer spawn underwater
Blood Slaves could not be used to boost caster's level properly in combat
Fix for AI spell choice vs nearby enemies
Heal didn't work properly for units with altered max HP
New --blindlog features (ctrl-p in army setup and main map)
--blindlog province connections also mention status of rivers and mountain passes
Carrion Reanimation removed too many corpses
Wish soul slay effect didn't slay the soul properly
PD could sometimes be raised past limit if shift was pressed
Fix for deselecting commander from commander group
Oath Stone site now also grants a commander for PD
--statusdump could get a turn nbr -1 after network host, fixed
Magic gems capped at 25000 per type
Fix for corrupted text with newer versions of the sdl2-ttf lib
Most ghostlike units are now amphibious
Tartarians can now enter the water
Ichtycentaurs now also have a hoof attack
Stat and description fixes
Modding
Event commands req_targaff & req_targnoaff now accept high bitmask values properly
Conquest of Elysium 5 is the next game to be released by Illwinter Game Design. It has been in development for a long time now and finally it is nearing completion. If everything works out ok it will be released in August.
The Steam page for CoE 5 is available now, check it out for more information and wishlist the game if you want to get notified when it is released.
https://store.steampowered.com/app/1606340/Conquest_of_Elysium_5/
This is mainly a bug fix update, but there are a few new improvements as well. Most importantly it fixes a bug that removed excess gems from rituals if you changed the caster's magic items while he was casting it. Yomi also got a boost as their Oni now have full item slots in their spirit form as well.
General
Nation Overview now mentions if the nation can build underwater forts
Communion Masters with conservative gem usage didn't try to use spells of higher levels
Oni Spirits now have full items slots
Petrification could remain after battle ended in some rare circumstances, fixed
Fixed start location bug occurring when only a few nations had 'specstart'
Better randomization of who gets to attack an indie province first
Blood Vengeance can no longer punish its owner
Fix for Soul Slay not properly slaying the soul
Disease Demon now amphibian
Altering magic items no longer removes the Blood Hunt order
Fix for extra gems being removed from rituals when changing magic items
Faery Trod will no longer cross water boundary by mistake
Faery Trod can no be cast from kelp forests as well
Blood sacrifice bug fix
Fix for some battle effects not taking effect on very rare occasions
Fix for stats details when both blind and lost eye
This is a bug fix update. Most notably it fixes a long standing bug where mages overcompensated when trying to hit fast moving targets, so fireballs should work better against cavalry units now. There is also a bunch of other bug fixes. As for modding, scripted events will now be resolved in a random province order. This should make it easier to create effects that affect a limited number of provinces with random events.
General
Aiming overcompensated for fast units, fixed.
Wishing for non unique items didn't work properly
Communions did not boost spell ranges properly
Iron Darts and some other spells/missiles were not properly affected by shields
A unit can now have more simultaneous effects on it (to prevent communion exploit)
Fix for hit areas when clicking on sprites
Settings window can be closed by the return key
Could use some army formation setup shortcuts when it shouldn't be possible
Desert vegetation bug fix
Problem with specstart in map file fixed
Ongoing construct palisade orders are removed when finding a fort in a site
Fix for restore recruitment queues
Cataclysm warning event now occurs one turn earlier
Fix for Ind hidden dominion exploit
Stability improvement
Stat & typo fixes
Modding
Scripted random events now resolved in random province order
Version 5.50. This is the first time we have reached version .50 when patching a game, so ideally this update should be full of exciting stuff. But unfortunately it is only bug fixes and a few new modding features. But at least these bug fixes are quite important as Dominions could crash during the host phase without them.
General
Stealthing allied forces could incorrectly take over siege, fixed.
More generous hit areas when clicking on sprites
Dominions 5 could crash during host (pillage stage)
Horror Seed could crash if more than 2000 units were in the same province
Horror Seed could sometimes horror mark mindless units
A PD unit could sometimes have the global enchantment icon, fixed.
Typos fixed
Modding
Mod Error Check can now report bad image files
Increased maximum number of researched spells 1000 -> 1500
This is mostly a bug fix update for incorrect armies shown on the main map. But there are also a few new features, balance changes and other bug fixes.
General
Fix for 'c' showing unclickable battle reports
Fix for PD not being present in raid battle replays
Only one type of monsters were show in each province on map, fixed
Elephant Barding now has head protection as well
Updated soulless types for Life After Death
Sites with limited range were not actually range limited
EA & MA Abysia, Theorodos, Lanka and LA Phlegra now has more expensive mercenaries (25%)
Lemuria now has more expensive mercenaries (100%)
Wishing for unique units bug fix
Magic items were not scaled properly on the F1 screen
Rounding error for heat scale info fixed
In very large battles some units could be unaffected by battlefield wide spells
Yomi can now recruit Demon Priest in all provinces
Yomi home site counts as mountain for Oni spawns
Onis didn't get rid of poison and excess damage when becoming spirits
Marid is now amphibious
Event and stat fixes
Modding
#montagweight didn't work
All commands that take a Nation Number can now take a Nation Name instead
This update makes battle replays more consistent when upgrading
Dominions or any of the mods used. It will help in future upgrades (to
version 5.48+) and when upgrading mods during ongoing games. There are
also major balance changes to Mekone and a whole lot of new minor
features, bug fixes and mod commands.
General
Battle replays less affected by upgrade to new version of Dominions or Mods
Scoregraph flashes when you keep mouse over nation flag
Shadow no longer leaves ground when a flier takes off
Ind's hiding dominions now works better with custom named provinces
Fix bug with Ind's dominion hiding effect
The Eyes of God is no longer affected by Ind's dominions hiding
Niefelheim could get duplicated greyed out giants in recruitment list
Salt could affect non-salt-vulnerable targets, fixed
Fix for cataclysm horror battles
Wrong province info was shown after Game Over
Bone Grinding cripple effect was incorrect
Icon for curse bestower
Gifts from Heaven cannot be cast in a cave province
Meteor Shower cannot be cast in a cave province
Perpetual Storm from summoning the four dwarves didn't work correctly
Storms no longer affect caves
Magic Resistance bless gained from Thrones no longer capped at 18
Battle sound effects lower volume at increased speeds
MA Caelum Citadel of Frozen Crystal now spreads cold
Summon Ghulah cost 23 -> 31
Host "Update Scoregraphs" part is now a lot faster
Magic Weapon bless didn't affect missiles
Unit recruitment wasn't always reset properly when province was conquered
Damaged helmets never got repaired
Stat bonuses from larger now stack with other enlargements
More sacred commanders can now be affected by the unaging bless
Random map mountains were not draw on large maps with much mountains
--nouseolddata switch (disable Battle Replays not being affected by upgrades)
Fix for map not adjusting to window size properly
Kurgi will now also destroy thrones while besieging a fort
Fix for Maker of Ruins fort destruction ability
Fix for monthly casting of multiple Voice of Tiamats
Host crash bug fixed
Reduced memory usage
Stat and typo fixes
Mekone
Archon slow to recruit, recruit everywhere, cost increased to 305
Geronte and Ephor slightly cheaper
Polemarch is slightly younger
Gigantomachia reduces price for giants by 10
Gigantomachia Dominion conflict bonus +2 -> +3
Gigantomachia easier to cast 5/4 -> 4/4
Blessing of the God Slayer now blesses the commander properly
Gigante reclimit increased by +1
Modding
New event commands: #req_worlditem, #req_noworlditem
New nation commands: #minprison, #maxprison
New monster commands: #maxprison, #enchrebate10, #enchrebate20, #montagweight, #appetite
New monster/item mod commands: #shapechance
New event commands: #req_godisnotmnr, #req_mincorpses, #req_maxcorpses
#natcom and #natmon didn't work with monster names
#drawsize wasn't shown correctly in some places
Can now use multiple #req_targpath1 etc. for a single event
A brand new nation called Ubar is now available for the Early Age in Dominions. Ubar is the kingdom of the Unseen, the Jinnun of the deserts. Its heart is a paradise hidden beyond three deserts of scorching heat, one red, one white, and one as black as the night. However the paradise was sealed off by the previous Pantokrator and cannot be accessed until the Pretender God trapped inside manages to break free.
There are also new random events, new features and the usual bug fixes.
General
New EA nation Ubar
Ritual Spells are now preserved if possible when changing magic items
New random events
Bug fix for 'x' to restore recruitment
Network couldn't handle really large turn files, fixed.
New item for Na'Ba: Jinn Bottle
Icon for Minimum Leader Size
Commanders stats in recruitment screen now also shown as if in a neutral province
Stat and typo fixes
Modding
Parsing fix for commands with numbers, e.g. #range050
This is a small patch that fixes a gold exploit introduced in the previous update. Cheating this way would be discovered by the cheat detection, but it was still serious as the exploit could be triggered by mistake.
General
Recruitment was not reset properly when a fort was besieged, fixed
Lands initiated in a random order to prevent skewing of unique sites
Cheat detection/prevention can now sell gems to pay gold debts
This update comes with various improvements, bug fixes and new mod commands. The mod parser has also been slightly remade, hopefully making it less likely to parse things incorrectly in the future.
General
Improved automatic site search behavior for rituals
Magic item battle spells could not be scripted unless also researched
Mind Hunt will no longer attempt to target mindless commanders
Infiltration, Lure, etc. now has normal assassin wall climbing restrictions
Plant beings cannot use twiceborn
Hotkey for fire & keep distance didn't work on commanders
Nordic name commanders could get an empty name
Fix for resource accounting bug during repeat recruitment
Soul Slay also prevents Phoenix Pyre, Reincarnation and the Nazca Mummify ability
Directional Dwarf global effect no longer delayed
Directional Dwarf hurricanes will no longer affect underwater provinces
It was not possible to wish for the Directional Dwarves, fixed
Fix for wrong province name in Wish spell
Site cheat mitigation
--blindlog to create a special blind friendly log
ctrl-c print connections for current province to blind log
ctrl-o move to a province by entering the province number
Popup for formation fighter now shows the value of the ability
All Nordic giant nations have been updated and there is one entirely new nation called Vaettiheim. Vaettiheim is a nation of mostly small goblins called Vaettir, but there are also a few giants there. There is also a lot of minor improvements, balance tweaks, bug fixes and new commands for modders.
General
New late age nation: Vaettiheim
Niefelheim, Jotunheim and Utgrd have been updated
New heroes for Jotunheim and Utgrd
New rituals: Summon Dwarf of the Four Directions and Winter's Call, Summon Rimvaetti
Illwinter global now enables a limited recruitment of Niefel Giants in all Forts
Illwinter cold spread didn't work correctly
Moose Riders leave behind a rider when the moose die
More Nordic names
Curse Tablet is now difficult to resist
New Pretender Gods: Great Archon, King in Yellow, Serpent of the Underworld and Demiurge
New unit for LA Marignon: Plague Doctor
New twiceborn chassis
Twiceborn ritual cost is now size dependent
Option to close windows by clicking outside them
Speedup when selecting commander with sail ability
Icon for Summon Allies
Ind hidden dominion information leakage fixed
Flame Jelly fireshield didn't work under water
Squad size was not always updated correctly after setting guard commander order
lumber construct increased prot
Mictlan jaguar pretender cost fix
New icons for some underwater sites
Contact Jinn & Summon Jinn Warrior more expensive
Na'Ba lab cost 250 only in wastes
Hit locations did not take Larger bless into account
Supply usage did not take Larger bless into account
Weapon damage no longer capped to 50% on head hits on a being that cannot live without its head
Unique non-artifacts could be mass produced on one turn, fixed
Minor fatigue damage vs immune beings no longer shown in log (chill/heat auras)
Automatically found sites are now found on turn 0 (for games with extra start provinces)
Crossbows and Arbalests had infinite ammo, fixed
Beam Weapons no longer hit the user
Fix for battle summonings from retreated units
Break Siege now lasts for the entire turn (also vs. random events)
It was possible to keep reanimating Supayas when besieged
Wrong popup for Supaya reanimation
Most heroes are now unique, i.e. there can be only one of each
Kavi Archer cheaper
Zhayedan more expensive and -1 Att skill
Caelum could sometimes get guardian angles for non-priests, fixed.
Commander recruitment point fix
New random pretender title
Improved spell info for certain combat spells
Recruitment greyed out when province has 0 resources
Faery Queen now has Iron Vulnerability
Message when a commander dies from old age
Items didn't go to lab when dying from old age due to ritual, fixed
Assassination targets now don't care about conservative gem usage
Some battlefield wide offensive spells will never be cast against few opponents in order to save gems (especially when on conservative gem usage)
Huntress for Ind 2 rec points
Perpetual Storm now always has a visible snow/rain effect in battle
Undo for Alchemy
Help screen for Alchemy
Arena combatants could refuse to fight when they wore the slave collar
Net and Web are now separate effects
Possible game freeze fix
Ghost Ship Armada wasn't removed properly when the last armada was defeated
Mictlan Slave Warrior got a Stone Spear
Darkvision bless effect from sites wasn't shown properly
Ind Lord of Heathen Tribes ability is no longer restricted to one per province
Ind Lord of Heathen Tribes ability now increases unrest slightly
Ind Bishop Vicomte & Viceroy Primate now reduces less unrest
Game Victory message is now written to debug log
New random events
Event fixes, stat fixes, typo fixes
Modding
New nation commands: #defchaos, #defsloth, #defdeath, #defmisfortune, #defdrain
New nation commands: #badindpd, #coastrec, #coastcom
New site commands: #nat, #natcom, #natmon
New monster commands: #domshape, #notdomshape
New monster & item commands: #dompower, #slaver, #slaverbonus
New item command: #deathpower
Maximum number of descriptions increased
#snaketattoo didn't work
New event commands: #req_arenadone, #req_godismnr
Don't crash when the maximum number of researched spells for a player has been exceeded
Fix for #noreqlab getting the wrong popup
#req_targnotowner and similar new commands didn't work
This two year anniversary update comes with two brand new nations Na'Ba, Queens of the Desert and Ind, the Magnificent Kingdom of Exalted Virtue.
Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. In Ind every soldier is a priest, every priest is a bishop and every noble is a King.
Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. Na'Ba is a middle eastern inspired nation where the rulers are descendants of a race of mighty Jinn.
There are also a bunch of new features, improved modding capabilities and bug fixes. Among the new features is an improved Ghost Ship Armada and prior searches being shown while selecting target province for site searching rituals.
General
New nation: Ind, Magnificent Kingdom of Exalted Virtue
New nation: Na'Ba, Queens of the Desert
New pretenders: Bronze Colossus, Wooden Colossus, Statue of Beginnings, Ilahat of Fate, Ilahat of Might
New ability: Iron Vulnerability
New ability: Unseen
Improved battle log for missiles/spells
Increase maximum length of battle log for 64-bit versions
Maximum nbr of installed maps increased in 64-bit versions 300 -> 1000
Battle enchantment popup shows who has cast it
Less filtering of main map, making it sharper when zoomed out
Prior searches shown for site searching rituals
New keyboard shortcuts in Forge screen
Flyers could get stuck when trying to attack units on walls
Ghost Ship Armada is now a real ghost armada of growing strength
Patrol Strength shown under the Precision stat
Undisciplined units now have halved patrol strength
Fix for advancing multiple rounds of combat with the 'n' key
Fix for God Vanquished message
Routing units sometimes failed to run in fort battles
Routing units will now sometimes take a slightly non-straight route
Winter Wolves now have frost breath
New longdeads for some nations
Dragon tail slap was used too often
Fixed memory leak in map editor
Expand all province borders (ctrl-x) much faster now
Improved spell details
New icons for kelp forest & gorge
Icon for Obfuscate ability
Icon for Corruptor
Improved cheat detection
Fix for commander queue resource exploit
Shortcut help screen for Unit Overview and Gem Transfer (press ?)
Commander only filter for Unit Overview (c)
Red background in searched gems for untraceable gem income
Statistics in map editor now includes Team Starts
Sometimes a unit losing an arm could retain his magic 2-handed weapon
Magic Duel could miss in some circumstances
--tcpquery together with --nodonwlmods will not enable/require any mods
Sites affecting aging rate will now affect all recruited commanders
Unstealthy units can no longer raid out of besieged forts
Fix for item equip rules not being enforced properly
Black Hawks got Dive Attack
Event fixes
Typo and stat fixes
Modding
The commands #notfornation and #onlymnr can now be used multiple times
New spell commands: #notmnr, #sethome
New item commands: #clear, #unique
New nation command: #domsail
New monster & item command: #batstartsum1d3, #ironvul
New event commands: #req_targnotowner #req_targnotally #req_targally
New event commands: #req_targnopath1...#req_targnopath2
New event commands: #arena, #resolvearena1, #resolvearena2
New event commands: #codedelay, #codedelay2, #resetcodedelay, #resetcodedelay2
Random event text length increased 1200 -> 1400 characters
New special event texts: ##natname##, ##profname##
The '%' character can now be used in descriptions
Non commanders can also have retinues
#undeadreanim didn't work
Maximum nbr of events increased 6000 -> 6500
Speedup for random events
Maximum number of outstanding delayed events increased
To celebrate the two year anniversary of Dominions 5 on November 27th, we will release an update with two brand new nations. Ind, the Magnificent Kingdom of Exalted Virtue and Na'Ba, Queens of the Desert.
Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands, based on the medieval myths of Prester John. In Ind every soldier is a priest, every priest is a bishop and every noble is a King.
Na'Ba is a hidden kingdom from which traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. Na'Ba is a nation inspired by preislamic arabic kingdoms and the nabateans of Petra. It is a land of men and giants ruled by descendants of the Jinnun of Ubar.
The update will also feature a remade Ghost Ship Armada global as well as a bunch of new features, fixes and new modding capabilities.
This update brings Performance improvements, bug fixes as well as some new features. Also the 64-bit version for Windows will now be used by default if possible. Modders also get a few new commands to use.
General
Earliest time for the eruption of the Burning Mountain delayed by one year
Spell AI Improvements
Battle performance improvement
Blood mages smarter at sharing blood slaves
Icon for Slaver
Sorting of units/commanders from sites
Solar Brilliance and Solar Rays can no longer be cast without a sun presence
Fix for incorrect temple destroyed message
New launch option: --noglfinish
Out of time sound warning during network play
New launch option: --timerwarn (set seconds before hosting for a warning sound)
Improved cheat prevention
Magic duel now only affects one target
Precision 100 spells could miss in some rare cases
Attack rear now behaves better when targeting flying units
Speedup of map editor area editing
Immobile units can no longer be seduced
Automatic site searching no longer targets captured capitals
Scrying sites now have a default range of 6 provinces
Fix for arena winner getting an unusable item
Innate Spell Caster and Time Stop didn't work properly
Province owner hiding effect no longer hides from neighboring provinces
AI fix
Windows
64-bit win version is now HiDPI aware
Recreate temp dir if it has been deleted while the game is running
Put an empty file in temp dir to prevent it from looking deserted
This update comes with a 64-bit version for Windows. It is not used by default, but can be used if you want to try it. It should be a bit faster than the 32-bit version and if no major problems arise it will be made the default one for 64-bit systems. There are also a few bug fixes and a few new features such as the Fata Morgana enchantment hiding who owns the province and which buildings it has.
General
64-bit Windows version (beta)
New shortcut 'K' for Blood Sacrifice
Fixed spell AI bug where battlefield wide spells (e.g. divine blessing) would not be cast when the enemies were outnumbered.
Fata Morgana now uses a province ownership hiding effect
--research 4 didn't work
Serpent Acolyte's Hydra summoning was not terrain restricted
This update contains various bug fixes as well as new contents for Man and Pythium. There has also been some performance improvements and new features for modders.
General
New unit for MA Man: Landless Knight
New Pythium rituals: Katabasis, Epopteia
Serpent Priests can train Hydras in swamp temples
Mother of Avalon reduced in price
R'lyeh dreamland dominion didn't spawn mad men for disciples
LA Pythium has automatic 10 poison res bless effect
Increased AoE on Gift of the Sacred Swamp
Increased magic on Renatus and Renata
Hydras cheaper
Serpent Assassin now costs 2 Rec.Points and can be recruited everywhere
Army targeting rituals got broken in the last update, fixed.
Icon for Temple Trainer
Battle performance improvement
Map scroll wheel zoom is now frame rate independent
New independent poptype
Time limit for battle auto rout increased, 75 -> 90 rounds
--mapprov didn't set number of provinces in map editor
It was no longer possible to turn off host time interval completely
Find starting position speedup
Check for bless effect scale restrictions when starting a new game
Turn limit for some severe emigration events
Wishing for Dominion slightly more effective
Gold +xxx message showed the wrong number
Summon Spirits shortcut 'A' didn't always work
If castle is besieged 'y' only shows units that will participate in a break siege
You were too likely to fail finding your own items after a battle
Wrong message after freeing your own castle without a battle
Some Bakemono were not changed to size 1, fixed
Spell AI could cast fear spells on berserking units
It is now possible to a network host to force a cataclysm
New layout for network host screen
File handle leak on Corrupt Turn File fixed
Vampire Event fix
Stat and typo fixes
Modding
New monster mod command: #notsacred
New event modding commands: #req_targnoorder, #req_targnoaff
Mod .sgi files can now be automatically downloaded too
This update adds new heroes for a number of nations and new summons for the Japanese inspired nations. Other notable improvements are unique vampire summons for Ulm, user interface improvements, additional details shown for many rituals. There is also the usual bug fixes, minor tweaks and improvements for modders. The manual has been updated as well.
General
New heroes for Rus, Vanarus, Shinuyama, Man and MA Xibalba.
Spell details printed as yellow text
Late age Ulm can now summon a limited amount of unique vampires
Sneaking commanders have grey backgrounds on Army Setup screen
New layout for Host Schedule for network games
New layout for Select Nations during network play
View statistics in Map Editor
Army affecting rituals will now target the largest enemy army if multiple are in the same province.
New summons for some of the Japanese nations: Araburu-kami, Omukade, Bakeneko, Tanuki, Okami
Oni Generals can command more regular units
Bakemono Sho size 2 -> 1
Bakemono have mountain rebate
Shuten-doji now has invulnerability
Kappa has land encumbrance instead of negative land reinvigoration
Recruitment rebates now affect the price directly
Some heroes got older in later eras
Fix for Siren's lure message
Forge item screen now remembers the selected item type
Burning Mountain site can now only appear in the capital of Phlegra
Master of the Games starts with a random heroic ability
The detailed Dominion info now takes hostile dominion penalties into account
Fix for some bad 3d backgrounds in main menu
Try harder to create temporary file
Improved Combat Speed info on monsters
Plate Hauberk defence penalty -3 -> -2
Combining multiple PD rituals didn't work properly
Seduction could result in incorrect message when no commander was found
Grey Ones got too many eyes when imprisoned
Rec Points is no longer capped at 40000 population
Bless effects sorted properly
Make sure not too many render commands get buffered up
Fix for disciple design points after pressing 'r'
Pangaea White Minotaur is now a multi hero
Fall damage from Wind Ride is now size dependent
Perpetual Storm increases map movement cost
PD have home province
Toad Tribe PD fixed
Fire Shield values slightly raised
Bane Venom Charm less deadly
A mage will refuse to cast communion slave when it is the only caster left
Fix for potential double host when using schedule with fixed host times
Add/remove pretender 2h files manually on server during network game creation and the game status will be updated accordingly
Numbness will no longer affect units with cold res 5+
Error messages when trying to cast Twiceborn on undeads and similar
Chaos Power, Magic Power, etc. now affects stealth value too
A New special troll province
A commander's auto spawned units appears in squad with same units
Nametype bug fix for new heroes
Network game would crash if no nation was selected the first time
Chak Muuch Dart Thrower now has a poisoned spear
Description and typo fixes
Biddyn map fix
Stat fixes
Site fixes
Modding
New commands: #reqspellsinger, #reqtaskmaster, #reqseduce
New commands: #enchrebate25p, #enchrebate50p
New commands: #noreqlab, #noreqtemple, #sleepaura, #startheroab
New commands: #bugreform, #reformtime, #springimmortal
New event commands: #req_targnomnr, #req_targprophet, #assowner
#onlymnr can be used with montags
#poisonarmor and #berserk for items didn't work
Improved modding error messages
#newweapon and #newarmor no longer requires a number
Event Modding: delay 0 events will now be resolved in the same turn
This Balance patch alters scale effects, bless effect costs, pretender costs, summoning rituals, many of the powerful spells and much more. Maximum Dominion Strength is no longer capped at 10, meaning that temples can increase it above 10. This high dominion will help when trying to push weaker dominions and when you want to recruit even more sacreds. Global blood rituals now have their strength value required for dispelling divided by two, because blood slaves are easier to get than normal gems. It is also easier to permanently kill immortal beings, any soul slay effect will do it now. Hopefully all of this should make more strategies viable when trying to win the game. There are also a lot of minor changes, bug fixes and modding improvements.
General
Many balance changes
Dominion Strength no longer capped at 10
Phantasmal Attack now gets archers too
Mechanical Militia got more men and an iron fly
Phantasmal province defence for Fata Morgana improved with new phantasmal archers
Teleporting units can now cross Sea of Ice
New look for Wailing Winds and some other battle enchantments
Normal Soul Slaying also kills immortals permanently
Spell AI improvements
Blood globals only use half amount of blood slaves to determine strength
Two Bracers of Defence no longer stack
Vampire Queen creates vampires once per winter
New disciple titles
Do not create incorrect status dumps during network host
Increased maximum message length
Spies can no longer infiltrate own capital when it is besieged
Ring of Returning removed afflictions when used
Knight who lost both arms lost their hoof attack, fixed
--nocrashbox to disable crash dialogue box on Windows
--renaming didn't work with --newgame game creation
Site searching warning now takes level 4 sites into account as well
AI will now longer send mercs to the arena
AI got same name for all 3 gods in a trinity
Centaur commanders can now equip magic lances
Mirror image no longer removed by poison, blood vengeance and similar
Scrollbar could not be grabbed at top of army setup screen
AI performance improvement
AI bug fix
Fix for Ritual of Rebirth giving mummies of the wrong size
Small bugs now have poison damage only
New sound for trampling gelatinous cube
Could not see all PD in extreme cases
Blood Surge is printed in combat stats
Improved castle info for Ulm and Agartha
Fateweaving bless effect was not shown
Fix for incorrect road on Biddyn map
Event fixes
Stat fixes
Typo and description fixes
Bless Balance Changes
Bless Magic Weapons cost 2 -> 4
Death Explosion size dependent
Swiftness bless, cost 2 -> 3, def +1
Frost Weapons bless, cost 5 -> 4
Quickness bless, magic scale 1+
Larger bless, cost 5 -> 4, no longer incarnate only
Fortitude bless, cost 7 -> 8
Luck bless, cost 8 -> 9
Reforming Flesh bless, cost 7 -> 6
Berserker bless, now for non blessed sacreds too
Scale Balance Changes
Scale changes: order income 2->3, order resources 2->3
Scale changes: growth income 4->2
Other Notable Balance Changes
Altered cost for pretenders, most monsters a bit more expensive and most titans a bit cheaper
Horde of Skeletons has a lower number of effects
Demon Bane easier to make
Holy Scourge more expensive
Wailing Winds gem cost 1 -> 2
Fire Storm 5 -> 3 gems
Rigor Mortis 1 -> 3 gems
Solar Brilliance 5 -> 3 gems
Condor got reduced siege bonus
Modding
Delay 0 events now prevents following events from happening normally
req_monster... uses original shape for both monsters
Maximum number of mods files downloaded increased
Spell number of attacks 500+ = one extra per two extra levels
New monster command: #lanceok
New item command: #islance
#req_nopath... didn't work
Fix for Gigantes being called No Name when using mods
This update fixes the incorrect battle replays that could occur when mixing Windows and Linux computers. There was also a false cheat report when using trinity pretenders in the last patch that has now been fixed. Read the list below for more fixes and features that made it into the patch.
General
Battle inconsistency between Linux & Windows fixed
Cheat detection was incorrect for newly made trinity gods
Master Password can be used when changing password
Only one message for killed immortal non-commanders reappearing
Border summon spells no longer shows AoE in spell info
Mounted commanders could get wrong sized mummy after Ritual of Rebirth
Too slow map move for some rare mages
Early Arcoscephale got new PD commander
Sailors' Death and Blood Boil now causes internal damage
This update has a new late age nation called Phlegra, Sleeping Giants. There are also many bug fixes, UI improvements, tweaks and improvements for modders.
General
New nation: Phlegra, Sleeping Giants
If two players can win with the same amount of Ascension Points most dominion wins
Can change password during the game
Replaced PD info with total unit count in army setup screen
Number of eyes show in 'hit locations' (size stat details)
Free map memory before creating new random map
Increased minimum random map size
Chariots become giant soulless when they died
Oni cave province defence now gets a demon priest at PD level 1
Petrification only worked about 50% of the time
Summoning enchantments are now somewhat less effective
Scrollbar when viewing premade gods is not reset
Earth elementals are now stone beings (immune to petrification)
Golem start age is now 0
Random river tweak
More detailed dispel global enchantment message
Fixed bug where you could select an illegal formation
Drowning blood slaves message was incorrect
Removed debug print from finding start position, making it a bit faster
This update only fixes an issue where games using mods would crash during host due to the changes in spell numbers in the previous patch. Non-modded games are not affected by this patch and savefiles are fully compatible with 5.23.
This is mainly a bug fix update, most importantly it fixes the slowdown when rendering lots of province names on the map that was introduced in the previous version. It also fixes an event for Arcoscephale that inadvertently raised the province income permanently instead of giving a small amount of extra gold for a single turn.
General
Numpad enter resulted in an 'X'
Reverted the reduced text cache size
Fatigue damage printed in battle log
Fatigue damage will not sever head on 50% damage
Arco Hydrophoria event increased province income instead of just giving gold
Spell AI could cast movement speed spells on immobiles
Undead cavalry is now slightly faster
Golden Horns attack wasn't disabled when putting on a helm
Pretender blessed everyone after a while even outside his dominion
Trinity gods 2 & 3 gained XP before they awoke
Cut of too long pretender names on message screen
Proper default names for Titan of the Crossroads
--nomaster to disable master password
Crash bug for maps with fixed start positions fixed
IFG is a floorplan generator for role playing games that makes the creation of battle maps very fast and easy. The terrain drawing in IFG is based on the one in Illwinter's game Conquest of Elysium 4, but has since become a bit more advanced. Illwinter's Floorplan Generator has previously been in early access, but it is now completed and the finished version can be bought on steam.
https://store.steampowered.com/app/630900/Illwinters_Floorplan_Generator/
This update fixes a few map and workshop related things as well as having a few other random improvements. One new thing is shadows to province names on the map, making it easier to read the names when on a winter background.
General
Shadow for province names on map
Create New Map didn't work
No random sea players on land only maps
Error message for too many underwater players for chosen map
Delete Map disabled on workshop maps
Workshop maps are remembered for later upstarts without steam
Ladon can only be summoned once
Eyes of God helps disciples too
Workshop config file no longer requires an extra newline at the end
Limit number of open fonts (stability improvement for Windows)
added --nosteam to --help
Typos fixed
Modding
Polymorph now accepts montags
#worldincscale and similar didn't work for scale numbers higher than 3
This update comes with Steam Workshop support for maps, a few new arch-mage pretenders, a new spell, some AI improvements and a whole bunch of tweaks and bug fixes.
General
Workshop for maps
3 new Arch Mage pretenders
New twiceborn shapes
Blood slaves are usually not present during assassinations
New spell: Awaken Jotun Draugar
Maps can have all files in its own subfolder
Download maps in savegame dir when playing via network
Luck no longer affects dead people
Size modified weapon lengths now works properly versus damage shields
Ulm shields got increased resource cost
Old Dominions 4 start option --passmount removed from --help
Spell scripting takes Strength of Gaia into account
More bronze weapons for Pangaea
Utgård, Phaeacia and T'ien Chi now starts with max upgraded forts
Poison Slings had incorrect graphical effect
Fire at closest with mindblasts could target non-mindless units
Wrong PD in new bronze indep poptype fixed
Mercs will desert if their leader is dead for unknown reasons
Twiceborn no longer affects demons
Smaller less likely to be hit than larger if in same square
Goto commander replaced with goto province when commander is dead
Parting of the Soul didn't produce any birds
Ravenous Swarm didn't work
Growing Fury didn't work
Foul Air didn't work
No fort upgrade construction can be performed if fort is or becomes under siege
Magic Duel more likely to be cast in huge battles
'P' for preach shortcut didn't work in allied provinces
AI can sail
AI use a second slot in research queue too
Events can now send a message to a second affected player too
Event fixes
Stat fixes
Typo fixes
Modding
Fix for sites with wallunits
New event commands: #req_nonation, #req_notforally, #extramsg
New commands for UW PD
New commands: #defunit1c..d & #defmult1c..d
New monster command: #twiceborn
Using mods could result in "No Name" commanders for Phlegra
There was a bug in the scheduling that made the arena death match much too common. This update also brings new independents with bronze armaments to the early ages and Twiceborn now has more suitable chassis for some non-humans. Also a bunch of new mod commands and minor fixes.
General
New independents with bronze armament for the early ages
More type of chassis for the Twiceborn ritual
Setting to disable click sound
Arena too common fix
Fix for purgatory message
Castles without any units must still be conquered in a battle
Battle performance improvement
Modding
Globals can occur in indep provinces by default
Event with no effect can occur too
New weapon commands: #dt_realstun, #dt_interrupt, #dt_bouncekill
Fix for #bird and #djinn bodytypes
New monster commands: #minsizeleader, ...tattoo
Item type 9 = crown
New site commands: #recallgod, #domwar
New nation commands: ...labcost, ...templecost
New event commands: #req_notanycode, #req_mnr, #req_deadmnr
Phaeacia's expeditions to the blessed gardens will now occur yearly if the guardian is no longer there. But most importantly this update fixes a few problems with underwater province defence that appeared in the previous update.
General
Death Curse didn't work vs immortals
Golden Apple expeditions happen once per year
Arena deathmatch more common
Better checking for illegal moves
Light effects for fire elementals and similar units
Invisibility didn't work fully on scout reports
PD didn't get commander under water
Better messages from Purgatory
Vengeance of the Dead can target sneaking commanders
Print info on rituals that can target sneaking units
Forts do not get extra integrity if upgraded same round as sieged
Some auto found site locations on maps didn't come with an auto found site
This update has two new middle age nations Phlegra, Deformed Giants and Phaeacia, Isle of the Dark Ships. There are also new spells and tweaks mainly for the greekish nations.
There is also a more detailed and logical hit location system. The shape of the monster will influence what body parts are reachable. A size 6 giant snake will be much easier to reach and hit in the head than a size 6 giant humanoid, an elephant will be somewhat in between.
New Throne defenders and measures have been taken to make throne defenders get enough supplies even when playing on high independent strength settings. There are also be some UI improvements, new minor features and the usual bug fixes and modding improvements.
General
2 new middle era nations: Phlegra and Phaeacia
Bodytypes for monsters (more logical hit locations)
LA Agartha gets extra entrance guards in cave PD and none otherwise
LA Arcoscephale +1 divine title
New heroes for Erytheia
Erytheia got national fort defenders over water too
Ritual messages have both 'goto commander' and 'goto targeted province'
Late Arcoscephale has the new Syncretism ability
New spell for greeks: Forge Brass Bull, Craft Keledone
New spell for late Pythium: Taurobolium
Spell for Mekone: Blessing of the Godslayer
New look for some spells
Improved Spell AI for sacred spells
New commander for late Arcoscephale: Cerulean Commander
New spells for Phaeacia and Erytheia: Call Ladon, Contact Hesperide
New spell Summon Hound of Twilight for all Greek nations
Golden Apple event for Phaeacia and Erytheia
Summon Hekateride & Summon Daktyl for Erytheia too
New layout for menu in battle
Another message level that is basic log, but with dark background
Removed change battle graphics detail with 5-9
Some units from rituals causing battles did not show up in battle summaries
Send Horror rituals never resulted in a horror mark
Mekone: Geronte and Ephor cheaper
Mekone: Basileus +1 water magic
Devils from Soul Contracts could disturb the bodyguard squad
Blood Vengeance effect more visible over long distances
Removed nostart on Silent Sea islands
Chill Aura was not printed among bless effects
Tweaked spell terrain restrictions
Events stealing provinces destroys temple too
Merc units could be transferred to garrison in one circumstance
Can no longer interact with random events while sneaking
Vastness better at obeying scripted orders
Flame Jelly has fire shield that works under water
Fire shield doesn't strike on secondary attacks
Dragon Teeth, number of effects 5 -> 10
Cyclops Shepard Shaman with Muflons
Shrunken commanders drawn smaller on commander tokens
Small elementals drawn smaller outside battle too
Army rout less affected by PD and slaves dying
Suitable throne defenders for more wild and death thrones
Return gems before changing spell to make it easier to switch between spells
Hit location details printed under Size
Gigantes affliction resistance and cheaper
Gigantes of Mekone more skillful
God Slayer Spear +1 att & dmg
Greyed out order for search/preach when they aren't useful
Inspirational Presence no longer gives leadership to sacred scouts
Dragon could not fire after voluntarily changing shape
Fix for flippering berserkers
Riches from Beneath gives more gold too and is extra good for mines
New dual colored team squares
Invisible units could be seen in scout reports
Only one spy message from multiple spies doing instill uprising in same land
Proper reincarnation for late Arcoscephale
Graph knowledge spreads to all allies
Less defenders in waste
Supply items for some throne defenders
More orders remain during item redistribution
Don't cast petrify on petrified targets
More space for commander tokens on map screen if playing on widescreen monitor
It was possible to use undisciplined as bodyguards
Fix for disease spreader not affecting units
Can change between different event interactions directly
Stability improvement
Stat fixes
Event fixes
Typos fixed
Modding
Mod command #eyeloss works on items too
New monster/item mod commands: #unsurr, #skirmisher
New spell mod command: #nogeodst
New mod command: #commaster
Autocost takes 25-75% randoms into account as well
This update offers performance improvements for huge games, new spells, more modding commands as well as a few new features and bug fixes. One of the more noticeable new features is that the map will now be drawn as snowy during winter if you don't know the actual temperature of the province (likely a better guess).
General
New unit: Orphic Mystic
New spells: Bind Keres, Curse Tablet & Seith Curse
Unknown map parts shown as snowy during winter
Ctrl+t to setup army for selected commanders only
Better performance in army setup for very large armies
Lightning bolts weren't drawn when they hit an empty square
Fix for battle with 10000 soulless hanging the game
Random map creation multithreaded
Winter overlay didn't work properly for very large maps
Cataclysm shown in Thrones of Ascension box
Cataclysm setting shown among other game settings
Immortals try to never rout
Out of ammo archers didn't attack
Sound effects slowdown during time stop
Units always face proper direction when striking
Red coloring of orders now take Power of the Spheres into account
Turn number shown in season popup
Improved stat info
AI item distribution improvements
Fire shield never works under water
Mercenary bidding box supports shift for +/- 10
Same start of message for castle battles regardless of defender/attacker win
Curses shown on commander tokens
Curses show when holding Tab on army setup screen
Fix for unique monsters & Lord of the Hunt aging every turn
Pluralization fix
Stat fixes and tweaks
Typos fixed
Modding
Using default flag with different color didn't always work
This update fixes a problem where battle reports could get mixed up and attach to the wrong message. There are also a few new things like more heroes and random events as well as a bunch of other bug fixes.
General
Battles could overwrite previous battles resulting in confusing reports
New heroes (Members of the Third Tier)
New divine epithets
New random events
End turn warning also on expiring mercs and empty research queue
Quickness was too quick when attacking
Global message for Theft of the Sun
New prophet proclamation message
More popups
Don't show inspirational icon for non-commanders
Don't show spell singer icon for non-spellcasters
Lower combat speed in swamps
Rearmost target more reliable (but still not perfectly reliable)
Fields of the Dead was only half working
It was possible to target rearmost with hold and fire
Fix for text highlighting in commander tokens
Small delay before firing missile weapons
Improved early movement anticipation for ranged units
Innate casters no longer cast spells after battle has ended
Far Caster blessing works properly now
The last killing poison damage (green numbers) was not show in battle, fixed
A new nation appears, Mekone is a nation of giants that have unfinished business with the Gods. The random map creation has also been improved together with new features for the map editor. There are also new modding commands, some new contents for other nations, battle AI improvements, performance improvements and a whole bunch of bug fixes and minor tweaks.
General
New nation: Mekone
New god epithets
New Hero for EA Ermor
New spell: Sow Dragon Teeth
New item: Boots of water walking
MA Man recruitment cost tweaks
Attack rear now less reliable
Leper effects only results in one message per province
Battle performance improvement
Huge battles start in slow motion
'x' for super slow motion
Skip turn (n) speeds up more and returns to old playback speed
Raise/lower camera in battle with mouse wheel
Champion's Skull 10 -> 5 death gems
Battle AI slightly more willing to use gems at all
Sun awe more effective during Second Sun and Solar Brilliance
Events cannot occur if affected nation isn't in play
Limit number of units for commanders in events automatically
Fatigue 25 -> 50 for dmg
Took too little damage from communions
Smoother text scaling for income boxes
Too many combat recordings could crash the game
Network clients can change team nbr and pretender/disciple settings
Fix for multimove out of besieged castle
Fix for random gods with 3 in sorcery/element
Fix for communion damage
Fix for battle teleport
Fix for Hunter of Heroes crashing the game
Awe works against trample
Charge bonus is strength limited
Improved message for farstrike spells
Cannot view battlelogs outside combat
Communion fix (Masters casting slave)
Skirmisher trait for Ulm and Mekone
Fix for ranged target prediction
Unholy Weapons now affect pretenders too
Fix for Erytheian princesses and unaging
Fix for Throne of Creation
Shock damage could stun even when no damage was inflicted
Blood slaves started on walls
Fix for host time skew
Stupid units no longer attack themselves
Spellcasters in drawn out single combat will advance eventually
Fix for Mace of Eruption weapon info
Event unrest has a random variation
Chorus communion restricted properly
Prevent events causing negative population
God Vessels unwishable
Network showed disabled nations
Immortal now works when dying from some more unusual circumstances
Higher chance to remove some afflictions when reforming body
Fix for resource computation on multi turn commanders
Ardmon's Soul Trap didn't work
Hall of Fame size didn't wrap around properly
Wait now counts as Defend regarding siege strength
Typos fixed
New events
Stat fixes
Map Related Changes
Can set team start positions in map editor
Can hide flags in map editor
Tweaked filters in map editor
Better island and small sea creation for random maps
Use swapfiles during random map generation (less memory usage)
C'tis doesn't mind starting next to many rivers, others do
Mapeditor: Ctrl-b = load border pic and autocalculate areas
New map command: #teamstart
randommap progress bar improvement
Modding
temporary blood slaves create real blood slaves in battle
event #exactgold didn't work
Fix for modding fly- and explosion particle effects
This update mostly consists of a bunch of UI updates. There are also a few bug fixes, some improved graphical effects and more modding commands.
General
Draw affliction and temp effects on square unit selection
1-6 to switch between units in square unit selection
Nation overview details show recruitment list
Water amount setting for quick random maps
Poison damage does not awaken sleeping targets
d -> q for Clear all orders
New graphics for bog beast poison spit and frost arrows
New graphics for some spell effects
Frost Bow didn't work
New message for The World has Fallen
Print "Current Map move with units" in stats
Show army map move in com stats
c = select crippled
l = select limping
New wish
Fix for pretenders with too long names
Stat fixes
Modding
New mod commands: #mapteleport, #blink, #bringeroffortune, #combatcaster
New nation/site commands: #wallcom, #wallunit, #wallmult, #uwwall...
Modding: #domunrest now 0.1 point per value*dominion
Man, Tower of Avalon now gets Chorus Communion spells, but mainly this update fixes a lot of bugs and improves performance of the battle replays. There are also some new features and fixes for modders.
General
New chorus communions spells for Man
Defence and increased range on walls
Half Dead bless didn't work
Battle performance improvements
Particles speed up more
--borderless to start up in borderless fullscreen mode
Game remembers fullscreen type for next startup
Fixed dominion spread info for disciples
Limping units risk getting crippled (not dying) on long marches
Lemuria can create Shade Beasts under water too
Commanders got 1 point too powerful fire shield bless
Prevent dead commanders from showing up in next commander
Chest wound printed in strength info
Trinity god gets praised properly
Trinity god gets 3 random names
Small random delay at start of battle for squads & commanders
Battle log fix for weapons with 2 attacks
Reduced memory consumption
Fix mod loading memory leak
Upgraded protection for some artifact shields
Income box greys out resources and recruitment when used
Early Agartha AI don't choose cold scales
Fix for undying
Cu Chulainn can go berserk even though he is mounted
New color for Ark effect
Curse of Stones now slows movement and encumbers flying and melee too
Grow Fortress can grow kelp forts under water
Repeat last order key changed r -> x
Can scroll commanders in choose commander box
Mirror of Earths Memories fixed
New icons for blood bond, affliction resistance, etc.
New unit: Bogarusian Scout with winter move
Oceania pretender rebate fixed
Misbred had random recruitment cost
More names for Ur & Uruk
Merc fix
Event fixes
Stat fixes
New tip
Typos fixed
Modding
Modding: montags acceptable for more commands (e.g. batstartsum)
New spell mod commands: #casttime, #godpathspell
New monster mod commands: #domimmortal, #snow, #swimming
Modding a weapon could result in a spell getting the name "end"
In Dominions 5 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.
Dominions is a deep 4x turn based strategy game with a very large variety of spells and units.
This is hopefully the last of the one per day patches. It fixes a serious bug where the game would continue to crash after an Allfather pretender had been created.
General
Enlarge battlefield more for large armies (fixes very slow to resolve battle)
Don't use a np2 texture
Creating an Allfather would crash future game creations
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, 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.
New for Dominions 5 is that a God's bless effects can be customized in detail giving a new set of choices for the aspiring Gods. Battles have also received a major change and now feature simultaneous movement for all participating units. Fireballs and arrows will now fly at the same time as everyone is moving and watching large battles will be quicker than before.
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.