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
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