Dominions 5
HELLENIKA v2.20 - EA mod nation pack
http://steamcommunity.com/sharedfiles/filedetails/?id=1342603450
Hello everyone, and welcome on the official thread of the greatest of my mods so far: HELLENIKA[drive.google.com]!

First released on this forum thread[dominionsmods.com], Hellenika is a single mod that focuses on the Early Ages and the ancient mediterranean world (particularly, but not exclusively, from a Greek point of view). In this mod, you'll find:
  • All of my mod nations, also accessible separately in stand alone versions, but slightly modified here to receive enhanced mutual compatibility;
  • Pantheon Reborn, another of my mods accessible as a stand alone version, and likewise slightly modified; this one affects pretender balance by modifying nearly all vanilla pretenders in the game, in particular Titans;
  • Rebirth, another of my mods accessible as a stand alone version, a simple yet popular mechanic that slowly repopulates low population provinces;
  • MANY heavily modified vanilla nations, some taken from the later ages and moved to EA (MA Caelum (renamed to Hararat), MA Asphodel, MA Bandar Log, MA Uruk (renamed to Akkad), MA Phlegra, MA Phaeacia, MA Ind, MA Na'Ba (renamed to Sa'Ba), MA Atlantis, MA Ys, LA Arcoscephale (renamed to Delphanes), LA C'tis (renamed to Aabydum), LA Phlegra (Porphyrion), LA Ragha, LA R'lyeh and LA Erytheia), and others already from the Early Ages (Arcoscephale, Ermor in two identical versions called Old Ermor and New Ermor, Ulm, Marverni, Sauromatia, Machaka, Abysia, Caelum, C'tis, Pangaea, Agartha, Tir na n'Og, Fomoria, Vanheim (renamed to Midgård), Rus, Niefelheim, Kailasa, Lanka, Yomi (renamed to Subartu), Hinnom, Ur (renamed to Eridu), Berytos, Mekone, Ubar, Atlantis (renamed to Iapeto), R'lyeh (renamed to Aulgyaththu), Pelagia, Oceania and Therodos); most of these nations received new lore, new content, new mechanics and some balance changes, and none of these modifications are available outside Hellenika! For example, Hellenika lets EA Ermor cast a very powerful ritual that opens up the Gates of Death and irreversibly transforms the entire nation into MA Ermor!
  • In Hellenika, you almost WON'T find any change to the general rules of the game; this is a huge difference with Magic Enhanced, which not only modifies vanilla nations but also modifies spells and items available to every nation and adds new ones. Hellenika doesn't do this and focuses on modifying exclusive national content only, even though there are very few and light exceptions to that point.
  • When downloading the mod, you'll also receive a .pdf file containing a full list of Hellenika's changes compared to the vanilla game! I strongly advice reading the parts of that .pdf that interest you if you want to play a vanilla nation that was modified by Hellenika.
And now (in next post), let's briefly explain what each mod contained in Hellenika does! Just remember, however, that Hellenika also contains changes of its own; to know them precisely, you will have to read the .pdf included with the mod.
Последно редактиран от ÆtherNomad; 30 окт. 2023 в 1:09
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(continuing v2.17 patch notes, see previous post)

MICTLAN - NOK
  • FOREWORD: again, I feel like some explanations are necessary. The principles that guided my design decisions regarding Mictlan are similar to T'ien Ch'i's, but not identical. At the root is a similar problem: I wanted to find a way to add Mictlan to Hellenika, because it's a very cool nation in vanilla, but I needed to do it in a clever fashion to preserve Hellenika's atmosphere and focus on the ancient Mediterranean world. Mictlan is normally a mesoamerican nation, so there was no way it could ever join Hellenika without being significantly reworked; the path I chose to include it is to make a nation of African inspiration reusing most of the same tropes. I have to make one thing extremely clear: my goal here was NOT to create a completely new nation; my goal was NOT to modify Mictlan as much as possible, nor was it to include as many African myths as possible. My goal was to find a way to include Mictlan while making it feel like an African nation, that's it. I still WANTED to remain as faithful to the original Mictlan as possible while fulfilling these imperatives. This is the reason why you won't find any real life African myths in Nok: my belief is that including them would have been deserving both Nok and those beautiful myths themselves. INSTEAD, I believe those African myths deserve nations of their own, and obviously there is more than enough matter here to make several such nations! I'll be extremely happy to include more African nations in Hellenika if and when the opportunity shows up, but in the mean time I want people to understand that Nok isn't my attempt at including African myths in Hellenika. Instead, Nok is my attempt at including Mictlan in Hellenika under an Africanized disguise. There are a few things still, in the nation, which I am not entirely satisfied with; in particular, the most clothed of Mictlan's sprites still feel quite mesoamerican due to the very clear cultural style of said clothes. Sadly, I lack the artistic skills to draw appropriate sprites myself without spending a lot of time doing so, so I have decided to postpone updating these sprites and to release Nok as it currently is. Nok is an imaginary nation, not based on any real world myth, but loosely inspired by some common tropes which I believe could fit Africa's rainforests. Human sacrifice has existed in Africa as on every continent and has for example been seen in Conan's universe. Pyramids likewise exist in Africa as on all continents, and step pyramids exist in other places than America, such as South-East Asia. The name of Nok is based on the Nok culture, a real life and very ancient African culture which to me presents a great advantage: we know nearly nothing about it, so I was free to imagine it as I desired. Again, I wish to state that I did my best to remain respectful both of mesoamerican culture and of the many, many African cultures. This nation was made with love; I dearly hope that this update won't offend anyone and I remain available to listen to suggestions to improve Hellenika in the future updates.
  • Renamed to Nok, Reign of Blood.
  • Converted to an imaginary West/Central African rainforest nation with rewritten lore; all human and pretender sprites were adjusted to better represent the region, all references to jaguars were replaced with references to leopards, all mesoamerican words were replaced; independent Jaguar Tribes received the same treatment.
  • Ideal temperature changed from Heat 1 to Heat 2.
  • All of Nok's born citizens wear a mask to protect their souls from demons; thanks to this mask, their MR is increased to 22 for high priests, to 20 for lower priests and mages, and to 18 for all other human warriors; as a result, they also all received an extra head armor without any penalty.
  • Can now recruit MA Mictlan's Couatls in the capital.
  • Moon Warriors received cursed luck shield.
  • Sun Warriors and Eagle Warriors now cost 5 gold.
  • Leopard Warriors received a new sprite made by Sturm and slightly modified.
  • Priest King, Rain Priest, Moon Priest and High Priest of the Sun (together generally called the High Priests) had their com point cost increased from 2 to 3.
  • Rain Priests now passively train an Eagle Warrior per month.
  • 4 new rituals: B2X2 (Fire, Water, Astral, Nature), 36 slaves, creates a site in the province (there can only be one per province and the spell will fail if the province isn't fully controlled and under friendly dominion); while the province is fully controlled, doesn't have Cold scales, has a fort, a lab, a temple and friendly dominion, that site generates 2 blood slaves and 50 gold per month and may be entered by a level 2+ mage of the corresponding path to summon two free Sun Warriors; furthermore, if the treasury isn't empty, doing so will have 50% chance of summoning a High Priest of the corresponding path and spending the appropriate amount of gold.
  • Nahualli renamed to Nok Sorcerer and now shapeshift into a stealthy size 2 bat rather than a turkey.
  • Ozelotl renamed to Leopard Fiend.
  • Civateteo renamed to Faceless Lady, now starts cursed but received cursed luck shield and death curse.
  • Tlahuelpuchi renamed to Thirsty One, now starts cursed but received cursed luck shield and death curse.
  • Onaqui renamed to Soul Hunter, received two soul-rending claws instead of their normal claws.
  • Tzitzimitl and Tlaloque renamed to Star Demons and Rain Demons and gained cursed luck shield 1.
  • Received a 20% rebate on vanilla Spirit Masks and can now forge Spirit Masks for B2H1 and 20 slaves.
  • Eagle Priest renamed to Sky Priest, now A2B2H2, and became a multihero.
MACHAKA
  • Non sacred troops had their upkeep halved;
  • Machaka Militia, Machaka Warriors and Bird Clan Archers now recruitable out of forts; the recruitment point cost of Machaka Militia was also reduced from 3 to 1, and that of Machaka Warriors from 9 to 5;
  • Spider Clan Archers and Spider Clan Warriors are now also recruitable in all forests but require a lab with reclimit 3;
  • Spider Riders are now also recruitable in all forests with reclimit 1;
  • Bird Clan Archers received +5 prec;
  • Hyena Clan Warriors received stealthy and are now recruitable in all wastes;
  • A new recruitable stealthy Hyena Clan Commander was added;
  • Lion Clan Warriors and Commanders received +3 mor and +3 mr, Lion Queens and Lion Kings received +3 mor;
  • Machaka's War Elephants received +1 mor (from 10);
  • Voices of Lion received a fur and leather cap armor, temple trainer for War Lions as well as inquisitor;
  • Voices of Spider now increase Misfortune scales;
  • Fetishes now have a magical hardwood club instead of a normal club;
  • Machaka's Totemic Blessing cost reduced from 50 to 30 gems, the Lion spirits' HP were increased from 50/55 to 75/80;
  • Machaka received a F3E1 version of Breath of the Desert;
  • The first non-capital cave province that Machaka conquers outside its cap circle will now host the Cradle of Mankind, an extremely powerful site which may be claimed by any nation;
  • New ritual: Locate the Cradle of Mankind, Thaum 7, E4, 50 gems, creates the Cradle of Mankind in a province of any terrain type, only functions if the Cradle of Mankind wasn't located yet, and only in non-capital provinces that aren't in Machaka's cap circle;
  • Received access to a D1 version of Totem Shield for 5 gems;
  • Received a 20% rebate on Amulets of Giants and Effigies of War.
ATLANTIS - IAPETO
  • Renamed to Iapeto, Horror of the Depths.
  • Lore rewritten and expanded.
  • Received +2 D and +1 E bonus bless points.
  • All size 3+ Atlantians received +50% HP.
  • Living Pillars received fear.
  • New recruitable sacred D2 +25% E/D mage: Crystal Gazer.
  • Basalt Kings received D4 +10% D.
  • Lost access to the following spells: Blight, Arouse Hunger, Revive Wights, Revive Bane, Summon Lammashtas, Revive Bane Lord, Streams from Hades, Summon Spectre, Summon Ghosts, Summon Catoblepas, Summon Mound Fiend, Call Wraith Lord, Manifestation, King of Banefires, Call the Eater of the Dead, Ghost Riders, Legion of Wights, Tartarian Gate, Corpse Man Construction, Construct Manikin, Construct Mandragora, Animate Skeleton, Animate Dead, Reanimation, Revive King, Raise Skeletons, Create Revenant, Raise Dead, Twiceborn, Behemoth, Pale Riders, Horde of Skeletons, Hidden in Snow, Hidden in Sand, Hidden Underneath, Reanimate Archers, Ziz, Ghost Ship Armada, Carrion Reanimation, Life after Death, Ritual of Rebirth, Lichcraft, Fields of the Dead, Army of the Dead, Vengeance of the Dead, Control the Dead, Leprosy, Foul Air, Plague, Black Death, Undead Mastery, Bind Bone Fiend, Curse of Blood, Blood Rite.
  • Received access to pure D versions of the following spells: Twist Fate, Arcane Bolt, Nether Bolt, Astral Geyser, Nether Darts, Astral Tempest, Strands of Arcane Power, Cheat Fate, Doom, Arcane Domination, Power of the Spheres, Juggernaut Construction, Astral Shield, Opposition, Dome of Arcane Warding, Unraveling, Horror Mark, Astral Window, Paralyze, Soul Drain, Mind Hunt, Mind Burn, Dispel.
  • Received pure D versions of the following spells, with the addition of becoming castable underwater, and with modified costs and requirements: Call Lesser Horror (Conj, D4, 90 fatigue, 0 gem, ainocast), Send Lesser Horror (Conj, D2, 4 gems), Call Horror (Conj, D3, 1 gem), Send Dream Horror (Conj, D3, 7 gems), Dome of Corruption (Ench, D4, 10 gems), Horror Seed (Conj, D3, 10 gems), Send Horror (Conj, D4, 12 gems).
  • New battle spell: Abyssal Darkness, works exactly like Darkness but also requires W1 and can be cast underwater.
  • New battle spell: Grasp of the Dark, D3 and 1 gem version of Control with double range that is much harder to resist.
  • New Basalt Golem Construction ritual, E3D3, 30 gems, summons an E2D2 golem with darkpower 3 and very high protection.
  • New item: Dark Shard, Misc 2, E1D1, 2 temporary D gems, +1 pen.
  • New item: Basaltic Maw, Helmet 4, E4, 18 prot, grants ability to trample, to swallow victims on successful tramples, to deal them 2 damage per turn while swallowed and to recover that much health.
  • New item: Dark Crystal Spear, 1-handed weapon 6, D3E1, cursed, recuperation, spiritsight, blesses user if sacred, magic life draining spear, may only be used by size 3 beings, cannot be used by demonic, undead or inanimate beings, removes all undead leadership ability from the user.
  • Received access to versions of Crystal Heart, Crystal Matrix, Slave Matrix and Eye of the Void that use D instead of S.
  • Received access to the Eternal Gate pretender.
MA ATLANTIS
  • Moved to EA.
  • Lore rewritten; note: due to a bug with Dominions that can't be fixed through modding, the new lore and national summary had to be displayed in the description of symbolic Information pretenders in the pretender creation screen.
  • Atlantis now has 1% chance per candle in each province to manifest 1d3 Water gems at Turmoil 2, and again for each Order scale above this, up to 6% chance per candle at Order 3.
  • Starting gem income increased by 1W.
  • All size 3+ Atlantians received +50% HP.
  • New recruitable spy in all coasts: Eye of the Deep.
  • New W version of Relief.
  • New battle spell: Grasp of the Deep, W3 and 0 gem version of Control with double range that can only be cast underwater.
  • Coral Prince hero now domsummons Mother Guards.
  • Seer King hero received +2 W levels.
  • Received access to the Medusa pretender.
ERIDU & AKKAD
  • Summon Ugallu path requirement reduced from A3 to A2;
  • Summon Anzu path requirement reduced from A4 to A3;
  • Enkidu Elders now have 5% chance of being S1 and fixed research 1 (unaffected by magic scales);
  • Eridu: new S1 version of Call Apkallu that can only be cast by Enkidu Elders for 120 gems;
  • Mushussu and Mushussu Chariots are now spring immortal;
  • Kulullu Kings are now H3 and their gold cost was increased from 145 to 185;
  • Kuliltu Queens received an extra 100% A/W/S/N random and their gold cost was increased from 195 to 260;
  • Fully controlled underwater forts with both a Kulullu King and a Kuliltu Queen now generate double the gold income (regardless of their owner);
  • The Dawn Warrior may now be created by any nation if Eridu isn't in the game;
  • The Dawn Warrior received start of battle Quicken Self, +5 str, +13 reinvig and -1 enc; his damage reversal effect was also increased from 1 to 12;
  • New ritual: Reforge Dawn, Const 9, S4E3, 300 gems, creates a perfect duplicate of all four artifacts of Dawn in Eridu's control;
  • Eridu's capital now generates Growth and Production in its province;
  • Eridu no longer receives gold from demolishing underwater forts and no longer receives unrest from underwater forts;
  • When Eridu demolishes a fort and gains gold from it, a Primordial Clay site is also created in the province; Primordial Clay increases Growth and Production but automatically destroys any fort built in the province;
  • New item for Eridu: Dawn Mortar, Misc 0, W1E1, bearer can create Primordial Clay sites at will in fully controlled fortless dry lands, gaining 300 gold in the process; Eridu will also be made aware of the fact if another nation successfully uses this item;
  • New GENERIC ritual (available to all nations): Burn the Ground, Thaum 0, F1, 20 gems, provrange 1, removes any Primordial Clay site in the target province;
  • New ritual for both Eridu and Akkad: Contact Twin Kingdom, Thaum 3, W1H3, 30 gems, can only be cast from coastal provinces, can only target sea provinces, provrange 2; if the target province is controlled by independents and doesn't have a Throne of Ascension or a fort, its defenders will be removed, it will gain the caster's dominion as well as ten thousand population, a level 2 fort, a laboratory and a site that generates a Water, Astral and Nature gem per month, and it will become besieged by a small Kulullu army under the caster's control, led by a Kulullu King and able to storm it immediately.

    (continuing v2.17 patch notes in next post)
Последно редактиран от ÆtherNomad; 14 юли 2022 в 4:23
(continuing v2.17 patch notes, see previous post)

THERODOS, MEKONE, PHLEGRA & PORPHYRION
  • Reduced helote promotion XP for Mekone from 50 to 20;
  • Reduced gigante troop promotion XP for Mekone from 75 to 40;
  • Reduced Lochos promotion XP from 150 to 100;
  • Mekone Geronte leadership is now reduced (bugfix);
  • Overwhelming Hubris path requirement was reduced from F3 to F2;
  • Titanic Tremblor now also exists in an otherwise identical E2D1 version
  • Therodos now begins the game with a homesick, magicless, immortal Telkhine Ghost;
  • Therodos now receives an average of 8 extra hoplites, peltasts and archers per turn and 2 extra kouretes per turn in the capital passively;
  • Therodos now gets +50% income in coastal forts;
  • Therodian Archers, Peltasts & Hoplites had their gold cost reduced to 1 (also affecting their upkeep);
  • Bugfix for Therodos' additional ghost freespawn;
  • Therodos received access to a D7W3 version of Tartarian Gate that can be cast underwater;
  • New battle spell for Therodos: Forbidden Memories, Thaum 7, A3D2, 1 gem, as Confusion but affects all enemies on the battlefield and affects even mindless beings but doesn't affect undead beings or demons.
  • New battle spell for Therodos: Exhalation of Withering, Evoc 9, D4A3, 2 gems, as Wind of Death but functions underwater, harder to resist, and also curses all enemies.
  • Therodos received access to Stygian Rites from Nabatem, a D3W3 and 5 gems version of Gift of Reason at research level 8;
  • Sandals of the Winds gem cost reduced from 20A 10W to 15A 5W;
  • New item for Therodos: Aegis of Memories, Shield 2, A1W2, 8 A gems and 2 W gems, cannot be used by inanimate beings, fear, casts aoe 30 confusion around the wielder every battle turn, affects mindless being but doesn't affect undead beings or demons.
  • New artifact for Therodos: The Guardian of Tartarus, Misc 8, D5, 40 gems, may only be used by Telkhines with native D magic, shattered soul 33, 5 temporary D gems, +5 D boost, dominion spreading 5, passively summons and domsummons a huge number of Therodian ghosts.
OCEANIA, PANGAEA & ASPHODEL
  • Oceania now benefits from the following bonuses: +10% income under Order scales; +5% extra income per Order scale and -5% per Turmoil scale in sea provinces; non-capital coasts get an extra +15% income per Turmoil scale; the changelist .pdf now includes a table to summarize expected income depending on terrain and bought scales.
  • Fixed boreads sometimes spawning instead of carrion centaurides;
  • Golden Horned Bull ritual now requires a spellsinger caster;
  • Fixed a bug which prevented Pangaea from targetting the capital with 120 gems Divine Beast rituals if the capital wasn't a forest.
BERYTOS & HINNOM
  • Berytos can now recruit Berytian Diplomats, sailing spies;
  • Berytian Lancers, War elephants, Colossi Warriors and Brides-in-Waiting received wastesurvival and mountainsurvival;
  • Berytos: new Infernal Blessing battle spell, B3H3, Blood 0, 3 slaves, blesses all demons on the battlefield even if not sacred;
  • Berytos: new Blessing of the Storm battle spell, Alt 0, F2H2, 1 gem, blesses all friendly sacred beings and grants them extra attack, movement speed, and flying shield
  • Berytian Sages' random path now may also be Earth, giving them a chance for E2;
  • Berytian Priests' undead command increased from 5 to 10;
  • Bride-in-Waiting undead command increased from 10 to 20;
  • Melqart (Berytos, Hinnom and Nabatem) undead command increased from 15 to 40;
  • Kohen undead command increased from 5 to 10;
  • Ba'al undead command increased from 10 to 20;
  • Grigori undead command increased by 80 (also affects Ind).
KNOSS
  • Archegos received Pillager 5;
  • Knossian Raider Chief unrest generation reduced from 3 to 1 per month;
  • Axe of the Hecatomb now has adapt sacrifier 5 rather than adept sacrifier 2;
  • Blood of the Bull no longer functions underwater.
  • New battle spell: Sacrificial Cascade, B1H1, Blood 4, 10 slaves, as Reinvigoration but affects all friendly non-inanimate beings on the battlefield.
  • New battle spell: Blood Rush, B2H2, Blood 6, 1 slave, as Quickening but only affects sacred beings.
  • New battle spell: Blood Race, B5H2, Blood 9, 5 slaves, as Blood Rush but affects the entire battlefield.
  • New ritual: Hecatomb, B3H3, Blood 8, 100 slaves, can only be cast by a Wanax, the caster becomes an Arch Wanax with a +2 boost in all paths.
  • New item: Ceremonial Bough, N5, 10 gems, 1H-weapon 6, can only be used by female beings, 50 supplybonus, autocasts Strength of Gaia in battle, any province with a Ceremonial Bough user will receive a taxboost every turn based on her H level: 10% at level 0 +10% per level up to 50% at H4.
AULGYATHTHU
  • Removed the primary S and E versions of Syllable of Annihilation, only the primary D version remains, but its cost was halved to 90 gems;
  • Reduced the cost of Noxious Water from 4 to 3 gems and the cost of Vile Ebb from 16 to 12 gems;
  • Added a S4D4 version of Utterdark for its normal gem cost;
  • Catatheosis gem cost was reduced from 20 to 15 and its province range was increased from 3 to 5;
  • New ritual: Extract Essence, Thaum 0, D2S2, 5 gems +1/month, provrange 1, can only be cast on land and can only target land provinces, for as long as the target province is under Aulgyaththu's control it will generate 1d6 D gems per month but gain Drain and Death scales and lose 1% of its population.
ARCOSCEPHALE
  • Astral Muses now have 0 upkeep as intended;
  • Panacephalia now grant 12 S and 12 N instead of 24 N;
  • Arcoscephale's gains from Tribute to the League reduced from 150 to 100.
ERMOR
  • Ermor's Numinaria now only provide +5% income rather than +10%;
  • Decree of Extinction freespawn increased by roughly 25%;
  • Fixed a bug with Extinction's Levied Legion being smaller than intended;
  • Doubled the number of saints in Sanctity's Legions;
  • Reduced the number of standards in the Senate's Legions;
  • Fixed the numbers in Levy Imperial Legion's description.
ULM
  • Fixed a bug which caused Ulm's income to actually not suffer from any reduction;
  • Ruthless wrath research level reduced from 8 to 7;
  • Unyielding wrath research level increased from 7 to 8 and its path requirements from E4N2 to E5N3;
  • Ardent wrath's fear effect reduced from 25 to 15 and its cast time increased from 100 to 200;
  • Increased troop recruitment and resource costs by roughly 25%, except for Steel warriors; for Warriors, only recruitment point was increased, and for Axe warriors, only resource cost, but in both case by 50% rather than 25%.
  • Warrior scout gold cost increased from 25 to 40;
  • Fix: Warrior champions and Sons of steel received snow move;
  • Grand Mother Oak renamed to Grandmother Oak;
  • Warrior Champions, Sons of Steel and the Chosen of Steel received pillage bonus 5;
  • Forest Warriors and Mountain Warriors received +2 mapmove.
MARVERNI, TIR NA N'OG & FOMORIA
  • New ritual for Fomoria: Awaken Elder Stone, Alt 9, D5H2, 25 gems, summons a Death-aligned Elder Stone from Karanaac.
  • The following heroes are now unique: Antlered One, Long Handed, Nemedian Queen;
  • The Gae Bolga and Gae Assail weapons were improved;
  • Fomorian Kings received gift of water breathing 999;
  • Barghests received curseluckshield;
  • Black Dogs now turn into temporary 1 HP shade beasts when killed;
  • The Fianna hero received a retinue, patrolbonus, spellsinger, A1H1, combatcaster, negative research bonus, latehero 10, and is now a hero for Fomoria rather than Eriu;
  • The Trainer of Heroes hero received invulnerability 25, combatcaster, fastcast 100, curseluckshield, deathcurse, automatic Wailing Winds, fortune teller 30, misfortune spreader, bringer of misfortune 15, secude 12, late hero 20, unique, and is now a hero for Fomoria rather than Eriu;
  • The Fir Bolg Hero received prot 40, unique, and the cursed affliction, and is now a hero for Tir na n'Og rather than Eriu;
  • Cu Chulainn renamed from Hero to Invincible, received fear, invulnerable 25 and unique, now spawns for Tir na n'Og after assassinating Ferdiad (Fir Bolg Hero), replacing him (5% chance per turn).
OTHER
  • Sauromatia, Fomoria, Therodos, Asphodel and Erytheia received access to a new item, the Black Fruit of the Underworld: Misc 6, D2, 5 gems, cursed, curses user, allows casting Blood Feast at will.
  • Nomad relays (Sauromatia and Thalamanth) may now be created in any farm or waste, even if it is also a mountain;
  • Fixed Delphanes' vial of stygian waters not granting invulnerable;
  • Bandar Log's war elephants received swampsurvival (in addition to their vanilla forestsurvival);
  • Ragha's and Delphanes' war elephants received unsurroundable 2 (from 1 for Delphanes);
  • Caelum's extra capitals now summon 2 Kavi Archers when entered rather than 1, and their capital 4 Temple Guards rather than 2;
  • Eternal Fires (Caelum, Hararat & Ragha) wasn't working, fixed;
  • Sauromatian Manflayer com point cost reduced to 0;
  • Erytheian Mystic com point cost reduced to 1;
  • Yazad, Daeva, Fravashi, Ancestral Fravashi now have spiritsight;
  • Makedon demigods received increased maxage (no longer should be old);
  • Fixed description of Makedon's Apotheosis to reflect that it actually can be cast by prophets;
  • T'ien Ch'i's Imperial Alchemists and Celestial Masters as well as Atlantis' Deep Seers have been added to the pool of foreign savants;
  • Sauromatia's Exsanguine Guides are now inanimate;
  • Fixed a bug which prevented the summoned Cosmic Spears from working;
  • Cosmic Spears are no longer unique, and they now enter the game hiding;
  • Kailasa received access to a new pretender, the Great Rudra, which must start imprisoned but spawns an extra Cosmic Spear upon awakening;
  • Ubar's Diamond in the Rough could be used outside the capital and therefore could be used multiple times per game, which wasn't intended. It still can be used outside the capital, but it now will be permanently replaced by a Diamond of Innocence (chest +1S booster) as soon as it is equipped (thus giving only one chance to use it, as intended). It also now must be equipped as a chest item, grants a mediocre armor and grants +10 to all paths only for the turn it is equipped, a power which may be used instead of the Wish if desired.
  • "O-bakemono shamans" may be wished for to obtain an entire army of bakemonos.
  • Fixed a Hellenika specific bug which could cause Ultimate Desecration to not work on the Tower of Divinity;
  • The Cradle of Mankind (Machaka) may now also be used for Ultimate Desecration.
Последно редактиран от ÆtherNomad; 26 септ. 2022 в 11:14
Thank you for the massive update!
Just released hotfix v2.17b with the following changes:
- Fixed some typos;
- Had forgotten to increase HP for Enkidu Slaves, this is fixed;
- Increased Disintegration Overload damage from 30 to 40, syllable of ruin damage from 33 to 50 and syllable of annihilation damage from 100 to 150;
- Reduced the likelihood for a certain event to occur;
- Added Arcadeia's last hotfix (new Eumenid summon ritual);
- Fixed the 10 gems Huli Jing ritual having unintended A requirements;
- Gave Porphyrion a future site for display, and added 1 A to Porphyrion's income after the volcano's eruption;
- Fixed Noppera-bo twiceborning as Alkonost rather than herself.
Just released hotfix v2.17c to fix Berytian Diplomats costing 0 com points instead of 1 com point as intended and to increase their gold cost from 50 to 55 gold.
Just released hotfix v2.17d to fix Leopard Warriors being stuck in their attack stance sprite.
Just released hotfix v2.17e to fix Nok have some maskless warriors and to fix scouts being horror marked in unintended ways.
Последно редактиран от ÆtherNomad; 16 юли 2022 в 14:06
Just released hotfix v2.17f with the following changes:
- Reworked the code for the Ensi's events to make sure vanilla events can still trigger (note: this might have actually been unnecessary. The triggering vanilla event has only 5% chance to occur every winter month and can occur only once per game; furthermore it uses event codes, so it might require minor or major story events);
- Made it so that Enkidu Elders now cost 1 com point outside the capital (but they still cost 0 com points in the capital, via a different commander);
- While there is an Umu-apkallu in the capital, there is now 25% chance each month that an Enkidu Elder located there will begin spreading dominion like a prophet;
- Fixed a random type of foul spawn's HP having been accidentally increased to over 100;
- Fixed the Fomorian Kings accidentally not having had their HPs increased;
- Fixed the Fomorian Giants having had their HPs accidentally increased by 100% rather than 50%;
- Tweaked some event texts;
- Added a little flavorful event.
Just released hotfix v2.17g to fix accidentally having removed Enkidu Demolishers from recruitment...
Just released hotfix v2.17h with the following changes:
- Reverted the changes to the coding of Ensi's events from v2.17f;
- Fixed Ensis being nowish (they now can be wished for, which is a requirement for nations other than Eridu to get the Dawn Warrior);
- Reduced the gem cost of Reforge Dawn from 300 to 200.
Just released hotfix v2.17i to fix Ylthule's Shadow Shards still costing 60 gems rather than 90 in all paths other than S and B (note: this bug isn't present in the stand alone version of Ylthule).
Just released hotfix v2.17j with the following changes:
- Increased the monthly chance for an Enkidu Elder to be empowered by an Umu-apkallu from 25 to 50%;
- Fixed Iapeto having two identical versions of Eye of the Void;
- Fixed bugs with the Spirit Mask item and Nok's national version of it;
- Added new lore for Nok's Leopard Warriors, inspired by the real life Nigerian Leopard Society: https://en.wikipedia.org/wiki/Leopard_Society

Also known as the Mforoekpe, the sacred Leopard Warriors are dreaded by all of Nok's neighbouring populations. They don a leopard hide before battle and then waylay their human preys with great clubs of wood that have been fitted with obsidian shards to give them a sharp claw-like edge in the form of leopards' claws and teeth. After the battle, the victims' flesh is then cut from their bodies and distributed to the Leopard Warriors for them to consume it in ritual cannibalism, thus gaining their strength for themselves and the entire tribe. As a result of these esoteric practices, the Leopard Warriors have acquired supernatural abilities; when one of them is wounded, the blood from his wounds will cause his sacred leopard hide to merge with his body. This merging results in a fearsome were-leopard. When transformed, the Leopard Warrior drops his obsidian sword but the protective power of his mask remains.
I somehow can't download from google drive, do you have an alternate place to download the mod from ?
Първоначално публикувано от Jiven:
I somehow can't download from google drive, do you have an alternate place to download the mod from ?
Yes, dominionsmods.com: http://dominionsmods.com/index.php?showtopic=3424
Got it from Mediafire, thank you. :)
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Дата на публикуване: 26 март 2018 в 3:02
Публикации: 402