User Tools

Site Tools


patchnotes

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
patchnotes [2021/03/05 13:14]
negate Dominions 5.53
patchnotes [2023/07/25 11:55] (current)
negate 5.61
Line 1: Line 1:
 +====Dominions 5.61====
 +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
 +    Event fixes
 +    Typo & stat fixes
 +    
 +====Dominions 5.60====
 +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
 +    Unholy weapon bless didn't affect enemy pretenders, fixed
 +    Performance improvement for main map screen
 +    Scrollbars can now be navigated using Home/End keys
 +    Fixed bug that made the ground flicker slightly in some battles
 +    Fear overflow fix
 +    Crash fix for badly formatted map files
 +    Safer handling of corrupted files
 +    Potential crash fixes
 +    Typos & stat fixes
 +
 +
 +
 +Modding
 +
 +    Mods are now sorted alphabetically
 +    Fixed crash in mod error checker
 +    Fix for #coastcom getting an incorrect popup
 +    Mod security fix
 +    Mod error checker can be exited with Return/Esc
 +    Manifestation couldn't use negative monster numbers properly
 +    
 +Patch released 2023-04-21
 +
 +====Dominions 5.59====
 +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
 +    Thawing didn't work properly
 +    Phoenix Pyre no longer works on swallowed beings
 +    --kelppart didn't work
 +    Tzitzimitl range weapon was not always visible
 +    Map drawing performance improvement
 +    Save bugfix for very large games
 +    AI item equip bug fix
 +    Minor Mapeditor fix
 +    Fix for Censer weapon stat box
 +    Stat and typo fixes
 +    
 +Patch released 2023-01-26
 +====Dominions 5.58====
 +Dominions 5.58
 +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
 +    Stat and typo fixes
 +
 +Patch released 2022-10-10
 +
 +====Dominions 5.57====
 +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
 +    
 +Patch released 2022-02-25
 +
 +====Dominions 5.54====
 +A small patch, mostly to improve the performance of very large games.
 +
 +General
 +    Potential host crash bug fix
 +    Improved path finding and battle performance when many enchantments are active
 +    Immobile ranged units will fire at closer target if main target is out of range
 +    Improved description for enter void gate order
 +    Fixed rare bug where allied armies could create a pushback when moving past each other
 +    Gem bait tweaks
 ====Dominions 5.53==== ====Dominions 5.53====
 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. 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.
Line 651: Line 806:
     Site commands: #scryrange     Site commands: #scryrange
  
 +
 +Undocumented
 +  * Capture slaves: In addition to the ~2.5 popkill per slave, it now generates ~1 unrest per slave
 +  * Sun Presence: "Buer and Solar Disc are suns. Forbidden Light is part of the sun. They allow you to cast Solar Brilliance." (kristoffer)
  
  
Line 1922: Line 2081:
  
  
 +
 +====Dominions 5.00====
 +
 +**Developer change list:** [[http://www.illwinter.com/dom5/changes.html|Illwinter]]
 +
 +
 +**Mechanic changes:**
 +  * Dominion generation chance changed from [10% * max dominion] to [50% + 5% * max dominion]
 +  * Imprisoned is now 350 instead of 250 points
 +  * Your god is autoblessed in your dominion but can't be blessed outside your dominion (as the god itself isn't sacred) and loses all bless effects for itself. Be careful if you rely on an incarnate bless with your expander!
 +  * Dominion 9+ doesn't give the pretender Awe anymore.
 +
 +
 +**Bless Changes:**
 +   * All major bless effects now are incarnate only (cost more than 4 bless points, active only when the pretender is on the map), limiting imprisonment.
 +   * The former major/minor blesses are split up e.g. the nature bless is now Regeneration (without HP) and Resilent (HP) and earth bless is now Hard Skin (+5P) and Reinvigoration etc.
 +   * Regeneration doesn't work on inanimate units anymore, undead now have Reforming Flesh
 +   * Minor blesses (< 5 bless points) are always enabled and are cheap to get with a rainbow pretender.
 +   * Some blesses are passive (e.g. Larger or Recuperation) and work on the campaign map too.
 +
 +**Immortality:**
 +  * Now works outside of your dominion, as does ??Twiceborn?? 
 +  * Immortality now has a ‘turns to reform’ value and two types: full (works everywhere except outer planes), dominion (works in friendly dom only).
 +  * Also units resurrect in their home province, not always the capital and some units like vampires require extra turns if they died far from it. Being Soul-slain doubles resurrection time, and Soul devouring circumvents immortality.
 +  * Immortality only gives a recuperation check at resurrection, not every turn.
 +
 +**Auras and battlefield magic**
 +> Red_Rob: With the change to "real-time" battles most ongoing effects were changed to deal 1/3 of their damage 3 times per round. Therefore the 5 fatigue damage from auras would equate to 1.66 damage, rounding to 2 damage triggering 3 times per round. I believe the effect of Heat/Cold scales on auras affects their aoe rather than the damage, so a Heat 3 aura in Cold2 scales becomes 1 square affected per turn. In practice, due to the effects of DRN the change has meant that small amounts of AN damage have become much stronger in Dom5 than previous versions. Things like heat/cold auras and Foul Vapours get 3 times the chance for a DRN spike which will usually outweigh the original damage value, and being AN it goes straight to the targets hp/fatigue. On the other hand lingering effects which allow prot such as Fire Cloud or Leeching Darkness are a little weaker now as most of the time they will just be negated by the enemies Prot.
 +
 +
 +===Other changes===
 +[[https://steamcommunity.com/app/722060/discussions/0/1489992713687178006/|collected ]] by Tanaka:
 +
 +**BATTLE MECHANICS**
 +
 +  * Repel is nerfed, now it works more like in Dom3, instead of Dom4.
 +  * Length-1 weapons are a bit better. Weapon lengths now go from 0-5, rather than 0-6. All length 2-6 weapons have dropped a category. So previously length-1 weapons benefit from this, since they aren’t repelled by previously length-2 weapons anymore.
 +  * Critical hits are -25% instead of -50% to protection. And critical hits become more likely at fatigue >= 50
 +  * Shields (even magical) can be damaged or broken. They are auto repaired after battle. And yes, magical shields can be lost permanently this way (they only can get damaged, if broken they dissappear). Magic shields get a bonus to resist this.
 +  * The formula is attack damage vs shield prot (+5 if magical) * 2, with slashing/blunt/pierce getting + 75% / +25% / +0%
 +  * Reinvigoration 1 for everyone (as in, every turn awake units recover 1 fatigue). This means slightly less criticals.
 +  * 2-hand weapons get +25% dmg bonus.
 +  * Ranged weapons have a +33% STR bonus to damage (before it was 0, unlike normal melee weapons), but a bit less base damage, and extra range. Stronger than average archers (like giants) will benefit.
 +  * Short swords were rebalanced: from +2 def to +1 att & +1 def.
 +  * New order: Hold & Fire. They hold ‘2 turns’ and then move until firing range.
 +  * Line formation needs a good leader, but it doesn’t slow units anymore.
 +  * Fort defense works like PD. They have infinite ammo.
 +  * The harassment penalty (every attack received after the first one) is -1 def per attack on infantry, -0.5 penalty per attack on cavalry.
 +  * Flying in battle needs one ‘turn’ to move from one point to another. If a flier want to move to a close position, they can walk.
 +  * All resists stack, but resist work differently now, you still roll if resist >= base damage
 +  * Post-resist damage now rounds down, instead of up.
 +  * Some AoE attacks have the ‘lingering’ tag. The effect stay for 3-4 turns.
 +  * Some units (usually with multiple head, ie. Hydra) have a bonus against the ‘receiving multiple attacks’ effect.
 +  * New retreat system, good leaders can prevent units from dispersing in all directions. If instead you have a bad leader, if a province have 5 connection, and only one connected to an ally progince, you can easily lose 80% of the retreaters.
 +  * Leader get 75% odds of going to friendly provinces, 87.5% with terrain survival (speaking about retreating)
 +  * Formation fighter is changed: now increase unit density, effectively “decreasing size”, so you can have more size 3 units on square than 2.
 +  * AI archers more likely to ignore smaller squads.
 +  * Squads with guard commander order will always appear guarding the commander (no cheese).
 +  * Undisciplined gives reduced siege defence and is an extra penalty for retreating/following your commander.
 +  *  Piercing damage -20% prot effect seems to apply to shields now too
 +  * AI is also better with communions.
 +
 +**MECHANICS**
 +
 +  * Assassins work slightly better thanks to casting time of mages in real time combat and being more readily available, guard commanders is limited to 5 units.
 +  * New ability: sun awe, different to normal awe. It doesn’t work in caves, in darkness or in rain.
 +  * Gladiators only disappear if they were wounded or if they killed someone.
 +  * Uruk still does not lose pretender paths at death. HOWEVER, that mechanic is now much kinder to everyone
 +  * Pretender death & recalling loses AT MOST one path, and can even gain you Blood or Death (rarely)
 +  * Nature is the most likely path to be lost; you can also lose 1 point of domstrength IIRC.
 +  * Some new heroic abilities: Soul Butchering, Troll Blood and Fast Casting
 +  * Invisibility: cannot be discovered except by spirit sight units, attackers in melee have -10 attack (not sure about ranged effect).
 +  * Spirit sight counter it, and it isn’t THAT rare, there’s a bless and many undead, demons & spirits have it.
 +  * Worm mages have their unique Reform ability:
 +  * When the mage dies on the battlefield, they explode in multiple bugs. One however is a ‘soul bug’, and in X turns the worm mage reforms UNLESS the soul bug is killed first. This triggers 100% of the time (before it was 75%)
 +  * Pillaging gives more gold.
 +  * Fortunetelling has higher values, on average.
 +  * Gem events are harsher now (they take gems from commanders).
 +  * Quickness gives double aging, on the world map presumably too
 +  * Animals & undisciplined have lower siege defence.
 +  * New sleep effect: similar to CoE4, unit doesn’t act, wakes up if damaged, X% chance to awake each turn (10?). Shinuyama vamps sleep aura also uses this new effect; Elf shot does not however.
 +  * You no longer get redundant scale events. (Events that only give + to a maxed scale)
 +  * Stun is a new effect caused by lightning damage/fatigue and Mesmerize; unit doesn’t act and has -75% defence, usually recovers in 1 round.
 +  * Being limp or crippled will reduce a commander’s map move. Troops with these afflictions will not slow the army down but may die if forced long distances or march at all, respectively.
 +  * Limp = 25% death chance moving more than 1 province. Crippled = 50% at all, 75% more than one.
 +  * Hypnotize is now melee, doesn’t work on blind, Stun instead of Confusion, infinite ammo
 +  * Woundfend is now a divisor rather than a percentage. So the odds of getting afflictions drops greatly with even a small woundfend value but you can’t make yourself completely immune.
 +  * Siege formula is different, the total values are divided by 200 and not by 100, so even if some of the new forts have high wall integrity, you should break siege a bit faster than in Dom4, on average.
 +  * Similar changes mean that fliers with below average strength have less siege attack score than before (nerf to Caelum and Xibalba).
 +  * Scouts can see forts under construction.
 +  * Hoburg soulless units!
 +  * Fear is capped at -5 morale.
 +
 +**UI**
 +
 +  * Conservative casting is now saved with orders and there is an * to remember a mage has it.
 +  * Army setup screen: it shows province defense value, total supplies, total siege strength. Commanders show more clearly the number of squads and number of units at their care, and the supplies taken by every group, and the current and total leadership consumed (normal / magical / undead).
 +  * Monthly casting and monthly forging are now options in the UI.
 +  * You can see unit list (main ones and foreign rec too) and national spells in the Nation description.
 +  * Warning Popup saying you can’t group up mindless with normal units.
 +  * MP messages can be edited.
 +  * Hall of Fame shows the heroic ability of every hero.
 +  * Item info boxes are now much more informative.
 +  * Battle summary log track kills, show icons of units and flags of nations. Province defense appears in a separate category (like another nation).
 +  * Battle log is more detailed (includes penetration rolls).
 +  * A dotted colored line indicates province connections. Color indicate :
 +  * Road between province, green
 +  * Normal connection, orangey yellow
 +  * Mountain is red (fades to indicate passability)
 +  * River is blue inside yellow (again fades)
 +  * Blue is underwater/to water province.
 +  * Spell lists show gem cost and type (ritual or not) more clearly.
 +  * Magic sites show up as square icons in the map.
 +  * Events show thumbnail image of the location of where it happened.
 +  * Reorganized battle orders screens so ‘choose target’ is integrated in the same window.
 +  * You see magic paths while placing a mage in the battlefield (editing the position in army setup).
 +  * You can move squads in the Position Army Box by right clicking them without having to go to previous screen. And Commanders are rounded squares unlike normal squads (squares as always).
 +  * Insane commanders revert to previous orders when they go sane again.
 +  * New UI screen: Battle Overview, pressing F1 in a battle. Shows a list of every unit participating. It can filter by unit type, nation, HP, FP, XP. There’s also a “status” column, but not filterable. (“Status” shows things like “dead” or “stunned.”)
 +  * Box Army setup: you can see the all the troops contained in a selected squad, and the map has lines indicating 25%, 50%, 75% distance (in the X axis).
 +  * If you have both stealthy and non-stealthy commanders selected, both will automatically move without stealth.
 +
 +GAME OPTIONS
 +
 +  * You can have 1, 3, 5, 7, 9 global spell slots.
 +  * You can set the default AI level for multiplayer games.
 +  * Hall of Fame size more configurable.
 +  * Story event settings options are off, minimal, full.
 +  * Special site frequency customizable, from 0 to 75.
 +    
  
patchnotes.1614950077.txt.gz · Last modified: 2021/03/05 13:14 by negate