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Dominions 4 version history

Version 4.10

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

Version 4.07c

Game
Slow to Recruit commanders still didn't work properly

Version 4.07b

Game
Slow to Recruit commanders didn't work properly
Wrong PD commander for Ragha

Version 4.07

This update adds a new version called Ragha to the late era and also updates Caelum in all eras. There are also a lot of bug fixes and various new features.

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

Version 4.05

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 seperate 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 greyed 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 Chastisment 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 restricitive showing of the map raid symbol.
Alt+home = select prophet
Robe of Caelium 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
Banfire bow no longer armor piercing
Starting client with --ipadr cleared old connections.
Improved detection of dead prophets
Don't get an arena prize you already have
Make sure old arena prizes don't get put in the lab
Ethereal didn't help vs maggots spell
Hidden in snow can now be cast in border mountains too
Added a few names for Marverni females
Victims of random event assassins didn't disregard orders
Flags and timer shown during network play
Pretenders and some unique monsters knows more spells when independent
Can click on flags on network screen, right click gives info
Improved victory screen
Transformation ritual could result in a shapeshifter eagle
Support for fancy 4K resolutions
Improve event message for curses
Made two magic raising sites unique
Thrones are now sorted by dominion spread
Sea province size didn't work for Bunch of random maps.
New tips
Grey out all spells that cannot be cast due to terrain requirements.
Battle music did not stop when pressing 'q' during zoom in.
AI forge improvements
Population cap to prevent overflow
Aging remade so magic items can protect from magic aging effects
2 magic items will now accelerate aging
Dementia could not be healed, fixed
Item levels were incorrectly added regarding random event magic boost.
Battle orders weren't ignored during manifestation
Blood feast affliction wasn't permanent.
New province names
Draw size fix for retinue
Choose item from magic item treasury screen when sending message
Very easy research setting
Disabling animated background removes nebulas too
Better era sorting in View Pretenders screen
Sanitize filenames before saving maps
Fixed heightfield clipping bug (visible on the lower planes)
Fixed bug in random numbers
Krakens got recuperation.
Sea Trolls and Sea Dragon got darkvision
Fixed darkvision for water queens.
Many stat fixes
Many typos fixed

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

Version 4.04

This patch 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

Version 4.03 (Cave Patch)

This patch focuses on caves. Agartha has got many improvements like new units, pretender gods, national spells, heroes, unique names and improved income from cave provinces. Early Agartha has now also got the means to open the seals they guard with a new ritual and release whatever horrors are within. Caves on random maps will now sometimes be cave forests which provides more income than ordinary caves. There are also some new spells to summon cave monsters that can only be cast in caves.

Game
Major changes to Agartha in all three ages (details at the end)
Extra income/resources in caves for some nations
Rebalancing for summoning spells
Typos fixed
Descriptions updated
New magic item: Storm Spool
Some battle sound effects where not affected by volume setting
Swallower could try to chase after already swallowed units
Ether Gate raises magic level
Ermor can buy 1 defence in pop 0 provinces now
Random event fixes
Dementia got cured when removing items
Fix for units with missile weapons in wrong order and a lost arm
Random caves did not get cave names, fixed
Blood sacrifices by disciples did not work properly
Medallion of vengeance improved
Spells that required a second path were not greyed out properly
No snow/rain in caves
New cave critters
New cave indeps
Indep Abysians (lava-born)
Undead cannot bleed
www.draam.com in Credits
Tough monsters would stay behind troops instead of attacking, fixed.
--quiet now prints less
Secondshape don't heal afflictions
Global event darkness works now
Improved pluralisation of unit names
--newgame for scripts that want to create new games
Innate spellcasters didn't always cast their spells
New graphics for Weapons of Sharpness
Nation restrictions persited after cancelling out of a scenario
Horrors that refuse to rout do not get -4 to att/def
Truly ethereal beings could be invisible
Bubbles in non deep water were incorrect
Never shape change into forms that drown
New terrains: Cave forests and cave seas with proper looks
Could start network game with disciples without a team
It was possible to fire rear by using shortcuts
Rectangular maps were cut off in map preview.
Network bug after you had lost and reconnected fixed
Print battle message when units flee off the battlefield
Some afflictions were not printed correctly
New god title
Commanders with priest magic are now always considered sacred
Max 50% damage in limbs now takes modified max HP into account.
Units fleeing from random events disappeared form world
Limited recruitment of 2+ different unit types at once didn't work
Mid R'lyeh can now recruit Hybrid Commander in coastal forts
New spell: Unleash Imprisoned Ones
New spells: Bind Penumbral, Summon Penumbrals, Summon Umbrals, Olm Conclave
New spells: Hall of Statues, Revive Cavern Wights
New spells: Living Mercury, Nightmare Construction, Animate Mercury
New cave spells: Summon Cave Cows, Summon Cave Crab, Summon Cave Grubs, Hidden Underneath
About 35 new units and monsters, mostly related to caves and Agartha.

AI
Fix for reanimation
AI bid for mercs was incorrect, fixed
AI recruitment priorities improved
Improved AI spell targeting
AI will recruit more spies

Maps
Fixes for BigBlackPeaks
Fixed missing connection on Frosted Lands
Map command #nonamefilter didn't work
Removed preset province names on Valanis map
Black text color for Valanis map
Fixed battle look for floating islands on Valanis map
--rugedness, to set random map rugedness from command line
Maps with #defence >100 would crash, fixed
Cave forests on random maps
Bunch of random maps now uses rugedness setting too
More names for plain and forest provinces

Modding
New monster mod commands: #indepmove, #cleanshape, #reanimator, #defector, #nohof
New monster mod commands: #reqlab, #reqtemple
Pink shadow when highligting modded units fixed
Modding: #cold... commands didn't work
Game could crash when adding names to a new nametype
Modding: Master Smith value can be negative
Modding: makemonsters work with negative values too
New mod nations could not be selected for network play
Scoregraphs for new mod nations could not be hidden
New monster and item mod commands: #deathfire, #deathparalyze
Mod banners placed at the right edge of widescreen displays too
New mod commands #deserter, #horrordeserter
It was possible to make the game freeze with incorrect shape modding commands

Changes to EA Agartha
Pretenders:
- Earth Made Flesh
- Pillar
Units:
- Ancient Wet Ones
- Olm Sage (in caves and womb of earth)
- Great Olm (in caves and womb of earth)
Heroes:
- Members of the Closed Council x3 (death, forests, water)
- Deepthought descr
Sites: (a one time event should add the new sites in ongoing games)
- Womb of the Earth
Spells:
- Release Imprisoned Ones.
- Barathrus & Rhuax needs site: Roots of the Earth.
- Living Mercury
- Cavern Wights (EA - no magic weapons) - altered cost and available EA
- Penumbral
- Umbral

Changes to MA Agartha
Pretenders:
- Earth Made Flesh
- Pillar
Units:
- Defender of the Halls
- Shard Guard
- Ancient One +1 att, +1def, throw rocks, descr fix, better armor, standard +1
- Ancient Lord +1 att (IIRC)
Sites: (a one time event should add the new sites in ongoing games)
- Halls of Oracles no longer gives gems
- Roots of the Earth
- Broken Seal
Spells:
- Attentive statues, sentinels lvl and cost
- Olm Conclave
- Umbral more efficient
- Penumbral more efficient
- Living Mercury
- Shard Wights - replaces cavern wights in MA and LA
- Hall of Statues (many sentinels)

Changes to LA Agartha
Pretenders:
- Pillar
- Master Alchemist
Units:
- Alchemists
- Sappers throw cave fire
- Blindlord ldr
Heroes:
- Master of Alchemical Secrets
Spells:
- Nightmare Reanimation
- Shard Wights
- Halls of the Dead
- Penumbral and Umbral efficient (like in MA)
- Iron Ancestor spell cost and unit statfix
- Iron corpse spell cost and numbers
Items:
- Nationrestricted Barrel of Mercury



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