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Genre: Strategy, Indie

Dominions 5

Dominions 5.19

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


Dominions 5.17

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


Dominions 5.16

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
  • 2 new magic sites
  • Damage info for poison spells
  • Stability improvement
  • New look for Master Enslave


Modding

  • PD works with montags again
  • New monster mod commands to set bodytype
  • New monster/item commands: #insanify, #nomovepen

Dominions 5.15

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

Dominions 5.14

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 arena fights (2 different and foreseeable by fortune tellers)
  • 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
  • Spell modding: #friendlyench, #hiddenench, #onlycoastsrc,
  • Spell modding: #nocastmindless, #spellreqfly, #onlymnr
  • Spell modding: #polygetmagic, #nextingeo
  • Nation modding: #aicheapholy, #homefort, #buildfort
  • Nation modding: #builduwfort, #buildcoastfort, #nationinc, #aiholyranged
  • Nation modding: #halfdeathinc, #halfdeathpop, #noundeadgods, #domdeathsense
  • Nation modding: #uwallmult, #uwallcom, #recallgod, #forestlabcost
  • Nation modding: #foresttemplecost, #fortunrest, #riverstart
  • Event modding: req_nomnr, req_code & req_anycode can be used multiple times
  • Event modding: #inccorpses

Dominions 5.13

A quick fix because Fire at Closest got broken in the previous update.

General

  • Fire at closest didn't work
  • Man non-spellsingers could not always cast spells properly

Dominions 5.12

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
  • Fix for load/save with many maps in map editor
  • Unique titles for disciples as well
  • Mekone can cast Sow Dragon Teeth too
  • Event fixes
  • Stat fixes
  • Typos fixed


Modding

  • Fix for #divineins

Dominions 5.11

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
  • Armor modding: #magicarmor, #woodenarmor, #ironarmor
  • Event modding: #req_2monsters, #req_5monsters, #2d3units - #4d3units
  • Event modding: #cleartag, #claimthrone, #poison, #xp, #kill2d6mon


Dominions 5.09

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
  • Icon for XP promotion

Dominions 5.08

Last update made supplies and berserk not work properly. This update fixes that and a few other things as well.

General

  • Berserk didn't work
  • Starvation & Supplies didn't work properly
  • Random Gods not purged properly
  • Limit dominion overlay size for less capable graphics cards
  • Recruitment mult not saved with ctrl-s
  • God Epithet fix
  • Typos fixed


Modding
<*> Network mod download didn't download item sprites
<*> Modding doc update: flag size 64 -> 128