Dominions 5

Dominions 5

[Nation Pack] Confluence
Confluence is a mod nation pack that features twenty four mod nations, created by me.

For the most part the nations are polished, and extensively balanced, however some will naturally be stronger while others weaker. They should still be able to fit neatly with vanilla in terms of balance for the most part as I've not had any major balance complaints.

You can check the national characteristics and sprite previews for a little bit more on each of the nations below.

Confluence comes in two version; one with nations set to their respective eras, and one with all nations set to MA, for convenience's sake, if you wish to run all nations in the same era which is frequently the case.

Download now!

Confluence mod nation pack, V1.97[llamaserver.net]

I have also created a poll where you can rank individual nation based on their power levels. It would be much appreciated if you could take a minute to do this to further help balancing. Simply rate the nation from 1-10 based on how powerful you think they are

Confluence power-balance poll[goo.gl]

Mod last updated: 21/7/2020
Current version: 1.97

I am also happy to announce that I've finally opened a dedicated Discord channel for both Confluence and Legendary for ease of communication. If you have any questions regarding the mod(s), suggestions for improvements, bug reports, and the like, you can always find me here:

Legendary + Confluence Discord Channel[discord.gg]

Lastly, if you approve of my all my good work and wish to support my future endeavors with a cup or two of delicious fruit yogurt, you may do so over at ko-fi[ko-fi.com]

National Previews:

https://steamcommunity.com/sharedfiles/filedetails/?id=1231566876

https://steamcommunity.com/sharedfiles/filedetails/?id=1231567620

https://steamcommunity.com/sharedfiles/filedetails/?id=1912532637

https://steamcommunity.com/sharedfiles/filedetails/?id=1907306034

https://steamcommunity.com/sharedfiles/filedetails/?id=1231568061

https://steamcommunity.com/sharedfiles/filedetails/?id=1231569028

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579018

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579645

https://steamcommunity.com/sharedfiles/filedetails/?id=1231579352

https://steamcommunity.com/sharedfiles/filedetails/?id=1231571179
Legutóbb szerkesztette: Executor; 2023. dec. 23., 3:09
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7688/88 megjegyzés mutatása
Supermassive Confluence update ready! Jumping forward to mod version 1.86!

Confluence 1.86 download link[llamaserver.net]

This patch brings a lot of new stuff, and updates to old stuff. A full change log will be included below so you can check that out for more info. Most notable changes include a minor-yet substantial EA Aurum buff, a plethora of new content for LA Hollowmoor, and two new nations;

EA Khora - The Music of the Spheres - A nation loosely based on the gnostic concept of the Demiurge and the Greek Socratic (inner) deamon. For the most part it's a fantasy nation with the inversion of some of the typical Christian demonic themes. Imo, EA Khora should be a marvelous nation mechanically speaking as it has some very nifty features, and feels quite distinct overall with a theme that focuses heavily on music and spellsinging.

EA Abysia - Children of the Flame - You might be familiar with this nation already as it's a vanilla one, but this is my take on EA Abysia, and this is a very solid rebuild of the nation, including completely new sprites for the units. This version of Abysia includes a lot of changes, new units, new abilities, a new approach to the nation, and adds a plethora of national spells. This mod does little to change Abysian lack of diversity and Fire fanaticism, so if you're looking for that, you won't find it here, as Confluence Abysia is, if anything, much more fire oriented.

LA Hollowmoor has received a good number of highly thematic national spells, and some minor nerfs. Now it's possible to hex enemies and turn them into pumpkins, bake your commanders into delicious pies, dip enemies into bubbling cauldrons, send legions of ravens to distant lands to bring even more misfortune to others, create feasts for your ghouls, and the likes.

EA Aurum has received the slightest of updates, but I think the most impactful one none the less. Their sacreds now have Long Spears instead of regular spears. That, combined with the innate bonus a Consul now gives of +4 Att and +4 AP is enough to make them exceptionally durable due to repel. I think it might be slightly too good personally, but I've been looking over the stats, and the Golden Hoplites have pretty much identical stats to Heath Companions, with a smaller formation fighter value, added bonus of awe, and 10 extra gold price. They also have worse armor and are much slower so I think it evens out on paper.
This was fun testing out, and I feel Consuls will now be the ones to lead armies to war, as intended, and that with this change, stockpiling 10k gold for the Monument will be a solid investment. For example, in my test game (and with substantial buffs) I was able to get Golden Hoplites with some 23-25 att value (12 base + 4 bless + 4 Consul + 3 Blood Surge + 2 xp), which made it impossible to land a hit on them due to repel. Add to that the massive Awe bonus from the Monument, a few other buffs like Strength of Giants, Legion of Steel, and perhaps even Enlarge, and you'll get fun sacreds.

For the full changelog take a look at the next post which also explain some of the new features for Khora and Abysia. Hope you enjoy this patch!

https://steamcommunity.com/sharedfiles/filedetails/?id=2325125121

https://steamcommunity.com/sharedfiles/filedetails/?id=2325127853
Legutóbb szerkesztette: Executor; 2020. dec. 18., 8:13
1.86 Change-log:
  • LA Hollowmoor Feast of Unkindness spell added, creates Ravens based on unrest and Misfortune levels
  • LA Hollowmoor Twisted Forest assassination spell added, big Treant forest assassination
  • LA Hollowmoor Twisted Treeline assassination spell added, small Treant forest assassination
  • LA Hollowmoor Raven gold cost 40>35
  • LA Hollowmoor Crimson Reaper change/nerf; patience 2 > -2, lost Drain Life attack, get XP shapes on 33 and 100 xp
  • LA Hollowmoor Crimson Kiss spell, transforms victim into a Crimson Reaper and charms it
  • LA Hollowmoor Turn into Pumpkin spell added; transforms targeted unit into Pumpkin
  • LA Hollowmoor Ghoulish Feast spell, kills 1k pop for 300-ish corpses
  • LA Hollowmoor Witch's Talisman item added, grants buffs and debuffs, can synergize well with Ravens
  • LA Hollowmoor Bubbling Cauldron added, unique summon
  • LA Hollowmoor Pumpkin Sprouts spell added, spawns a dozen Pumpkin Fiends at battle's edge
  • LA Hollowmoor Witch's Oven spell added, creates unique site that enables Bake into a Pie spell
  • LA Hollowmoor Bake into a Pie spell added, kills commander who enters Witch's Oven and grants one of several "pie" items
  • EA Dur-Halam Falling Star spell added, strikes an army in regular movement phase with around 70 (GfH) meteors
  • EA Dur-Halam Riches from Above spell added, adds 200 resources to a province that get consumed over 3 turns
  • EA Abysia Heat Blast spell added, large AoE, AN, fire fatigue spell
  • EA Abysia Hatch Salamanders spell added, summons a group of Salamanders
  • EA Abysia Servants of Flame spell added, grants Heat 3 + Fireres 5 to all units, meant for non Abysians
  • EA Abysia Stoke the Flames spell added, grants Fire Shield 9 and - 10 Coldres
  • EA Abysia Volcanic Forge spell added, creates Volcanic Forge provinces with Volcano. Grants 75 res and 10% const bonus
  • EA Abysia Smouldercone 5>2 gems, added Volcano as another starting site
  • EA Abysia Living Magma spell added
  • EA Abysia Summon Magma Elemental spell added
  • EA Abysia Unquenched Flame pretender can now reanimate 10% killed as Flaming Spirits which explode on death
  • EA Abysia Firebrands can now reanimate 10% of those killed as Flaming Spirits which explode on death
  • EA Abysia Unquenched Flame and Firebrands now have a chance to kill immortal beings permanently
  • EA Abysia Flaming Spirit unit added, unit has a decrease-over-time explode on death
  • EA Aurum Consuls inspiration bonus 1>2
  • EA Aurum Consuls received an autocast spell to incentivize their use in wars, now grant +4 ATT, +4 AP to all friendlies
  • EA Aurum Golden Hoplite MR 12>11, formation fighter 2>3, Spear>Long Spear
  • EA Aurum Golden Daughter MR 12>11, formation fighter 2>3, Spear>Long Spear
  • LA Tortuga Nightmare of the Deep Fathom cost 260>230
  • LA Tortuga Batten Down th' Hatches 100>80 W gems
  • New EA nation added, Khora - The Music of the Spheres

EA Khora - Music of the Spheres overview:
  • Capital-centric nation. Cannot build forts, can only create them through expensive rituals, though the created forts are powerful and have 3 RP.
  • Cannot make full use of enemy forts as non-Khora forts will still lack certain units.
  • Can only recruit a total of 9 capital-only Demiurge mages. Further recruiting will yield nothing. However, all the Demiurge mages are unique and have distinct traits and magic paths that open more magic diversity.
  • Though there are only 9 Demiurge mages, those killed can be returning to the recruitment pool if a ritual is performed on the turn of their death, "Requiem". Not performing the ritual means permanently losing the option to recruit the slayed Demiurge again.
  • Demiurge mages are extremely overpriced at the start of the game, however their price can be lowered by a ritual and then lowered further by the global "Music of the Spheres". Same discounts are granted to all Demiurge units.
  • Though the Demiurge price can be lowered, at least one Demiurge mage must still be recruited at the high price in order to cast the discount ritual, which may also take some time to take effect.
  • Despite being extremely capital reliant, Khora has capital only sacreds capped at 1 per turn, though the national global "Music of the Spheres" increases their cap to 2 per turn. The sacred are meant to be unviable early game as Sleep Aura is quite potent.
  • Demiurge sacreds do not require a priest to accompany them as they can self bless, though they are restricted to size 6 commanders, as are all Demiurge units.
  • Non-capital only sacred - Daimonion - are limited to a 1 per turn cap in other national forts, as opposed to the 3 per turn cap in the capital.
  • Recruiting Twilight Daemons will randomly yield a Twilight Daemon with a lute and the ability to stun nearby units at a 1 in 4 or 5 rate.
  • Twilight Daemons are recruitable in forest provinces.
  • Daemon Savages are recruitable in mountain and border mountain provinces.
  • Twilight Troubadours have two shapes, a lute and a battle shape. In their lute shape they cast a Charm one-battle-spell at the beginning, making them more capable assassins than they seem.
  • Twilight Troubadours can assassinate in lute shape then be set to change shapes mid battle via battle script in order to cast the single round of Charm before taking up a shield and a sword again.
  • Powerful fort defenders, including a Harp that puts enemy troops to sleep from a distance.
  • A plethora of national items and spells.
  • There are a number of magical lutes that can be constructed and given to Demiurge commanders, Deamon or Twilight Lutists.
  • Khora can manipulate scales through national items to a good degree. Various harp items can increase Order, Luck, Death, Growth, and slowly erase all existing scales and turn them to neutral.
  • Powerful sacred summons, though hard to mass.
  • A plethora of national spells along with a good number of battle spells some of which grant powerful buffs to friendly units.
  • Demiurge mages can cast "Aria" and "Duet" ritual spells that grant good events in the province they are cast in, or surrounding provinces.
  • National spell - "Hymn of Ascension'' - that can shatter a targeted enemy throne after a number of consecutive casts.
  • "Divine Symphony" game ending global spells that have the potential to erase all enemy dominion worldwide.


1.85 Change-log:
  • EA Musafir Slave Master selling of slavers had blank event message
  • EA Musafir Soothsayer MR fixed. Used to be 10 MR
  • EA Musafir Sylph stat buffs, att/def/prec/str
  • EA Musafir Sand Devil shapes didn't all used to be lifeless
  • LA Antikythera Emperor pretender reintroduced
  • (Sort of) New EA nation added; New Abysia, Children of the Flame

EA Abysia - Children of the Flame overview:
  • Complete sprite rework so Abysians appear as more smoldering/burning. Abysians armor and weapons also made to look glowing like an ember
  • All Abysian weapons now have a small secondary armor piercing fire damage effect due to being on fire
  • All Abysians have gained -5 Cold resistance
  • All Abysians have gained Fire Power 1 but have received a -1 to -2 stat reduction, depending on the unit. This way they are less powerful in Heat 1 or less, the same in Heat 2, and more powerful in Heat 3
  • All Abysians have lost the ability to cross rivers
  • Hellscape moved to lvl 5 instead of lvl 6
  • Misbred/Demonbred have received an additional, one time use AoE-based fatigue attack
  • Complete Salamander rework. No longer have extreme encumbrance. Breath fire now instead of having a Fire Flare attack
  • Addition of Salamander Riders
  • Burning Ones no longer sacreds or capital only. Slight stat reduction to reflect loss of sacred status
  • Addition of Blazing Ones, size 4 sacred capital-only giant
  • Beast Trainers can now 'capture and train' Salamanders with a 25% monthly success rate
  • Anointed of Rhuax reworked into size 4 giants
  • Addition of Firebrand summons, sacreds with flaming whips and fireballs
  • New three-headed pretender dragon added - Unquenchable Flame
  • Burning Vengeance global added - grants Fire Shield and Death Explosion to all newly recruited Abysians but also lowers max age
  • Banefire Elementals added
  • Conflagration spell added, kills population, causes unrest, reduces taxes. Effects and duration depend upon the Heat scales in the province
  • Gates of Rhuax ritual added, far-travel ritual that targets mountains and causes a volcanic eruption in the process. Requires All-Consuming Flame global
  • All-Consuming Flame global added, grants +12F gems a turn and +1 for every friendly province. Triggers Fire Elemental assassinations in enemy lands with friendly dominion
  • Searing Heat ritual added, raises Heat scales by +2 in the targeted province and +1 in nearby provinces
  • Cleansing Flames ritual added, transforms Anointed of Rhuax into immortal versions. Has a 33% chance to turn them into Anointed of Antrax
  • PD Warlords grant limited Fire Resistance and Heat to nearby units

1.84 Change-log:
  • Skipped! Cursed version! Disaster averted.

1.83 Change-log:
  • EA Eljudnir Soul Gem fixed. Was liable for abuse due to item drop changes
  • EA Musafir Slaver Caravan stats changed. Captures 1d6-2 Tigrans per turn, which averages at 1.5 per month, open ended roll not included

1.82 Change-log:
  • Nothing. Clockwork Hounds server reasons

1.81 Change-log:
  • MA Edranor Pain Amplifier and Amplifier of Agony required forts for some reason. No longer do.
  • MA Edranor Agonizing Bolts and secondaries made inanimate immune
  • LA Tortuga Damned Armada events starts at turn 7 instead of turn 19 and gets a bit better each time till turn 31
  • LA Tortuga automatically spawns a Port Administrator in all coastal (non-fort) provinces to compensate for being able to have trace income over seas like a proper sailing nation
Legutóbb szerkesztette: Executor; 2020. dec. 18., 8:07
Updated to Confluence, V1.87[llamaserver.net]

1.87 Changelog:
  • LA Tortuga Dance the Hempen Jig precision 0>5 bug fixed.
  • LA Tortuga Bombs on various Powder Monkeys equalized, are all ammo 4 now with one throw per 2 rounds.
  • LA Tortuga Master of the Seas stealth 55>40, gcost 105>90.
  • LA Tortura Pirate Kings received stealth 45. -- LA Tortuga Black Bomb item now costs 3 Death gems.
  • LA Tortuga Raise Damned Armada gem cost 20>35, 48 pirates>64 pirates + 4 cannons.
  • LA Tortuga Open Davy Jones' Locker spell added, summons Damned Pirate King for 13 Death gems.
  • LA Tortuga Damned Pirate King stat-change, att/def 15>14, MR 14>15, prot 8>3.
  • LA Tortuga Ghost Ship Armada now summons 5 ghostly cannoneers to fit the vanilla reworked global.
  • MA Edranor Possessed near-death shape str 16>18.
  • LA Antikytheran Emperor pretender mistakenly had raise Flaming Spirit on kill.
  • Various typo fixes. Likely just 10000 left.
  • EA/MA Musafir Caravan spell 40>33 gems.
  • Bad sprite pathing for regular era version of the mod fixed.
compatible with Dominions Enhanced?
Sadly, no. The two mods are too big to be run together, even if there wasn't a plethora of ID clashes, which there is. Only smaller mod can be compatible with DE, and Confluence is quite enormous itself.
Just wanted to say thanks. Picked up Dominions again only to see this mod has some new nations! Khora has quite quickly become one of my favourites as well!
Glad you're enjoying the pack, baddude1337!

Right, new update(s). Well, new old update(s). Kinda did a bunch of work then forgot to actually develier the update(s). This one is a fairly big Nemeton update and gives them a lot of thematic and interesting new things to play around with.

Updated to Confluence, V1.90[llamaserver.net]

1.90 Changelog:
  • EA Nemeton Druid-animal forms didn't have correct weapons, but used fists.
  • EA Nemeton Spirit Communion wrong research tree fix, moved from Blood -> Alteration.
  • EA Abysia Misbred and Demonbred couldn't fly over rivers.
  • Typo fixes.

1.89 Changelog:
  • LA Hollowmoor Bone Widow +100 gold production bug fixed.
  • EA Dur-Halam Meteor Shower bug fixed. Used to be available to everyone as a regular spell.
  • EA Musafir Outrider morale 12>11, att 11>10.
  • EA Edranor Divination spell duration 1 month > 3 months.
  • LA Hollowmoor pretender-specific sites always spawned on turn 1 instead of appearing with pretenders.

1.88 Changelog:
  • EA New Abysia Unquenchable Flame all slots > misc slots only fixed [hopefully!].
  • EA New Abysia Aurumian Infantry > Abysian Infantry typo fixed.
  • EA New Abysia Blazing Ones 90>100 gold.
  • EA Nemeton Grove Guardian stat increase.
  • EA Nemeton Druid of the Grove stat increase.
  • EA Nemeton Call of the Forest spell added. Summons a number of forest animals at the edges of the battlefield. Scales with Nature level.
  • EA Nemeton Vengeful Vines spell added, national version of Crumble. In addition to tearing down wall strength it also summons Vine Men and Ogres.
  • EA Nemeton Poison Vines spell added, Tangle Vines that also cause poison damage that scales based on Nature level.
  • EA Nemeton Forest Eyes spell added, forest-scrying ritual with permanent duration, or until caster dies.
  • EA Nemeton Vile Thorns spell added, poison projectiles that scale with Nature magic skill and caster strength.
  • EA Nemeton Nature's Vigor spell added, reinvigoration buff.
  • EA Nemeton Turn Animal spell added, hits a single animal with immense Fear then Confusion.
  • EA Nemeton National recruitment sites automatically give +1HP bless.
  • EA Nemeton National recruitment sites spread dominion like a temple.
  • EA Nemeton Amulet of the Wolf item added. Can only be used by Druids that have cast Spirit Communion.
  • EA Nemeton Amulet of the Bear item added. Can only be used by Druids that have cast Spirit Communion.
  • EA Nemeton Amulet of the Boar item added. Can only be used by Druids that have cast Spirit Communion.
  • EA Nemeton Aspect of the Wolf, Amulet of the Wolf item spell, transforms into a Great Wolf for duration of battle
  • EA Nemeton Aspect of the Bear, Amulet of the Bear item spell, transforms into a Great Bear for duration of battle
  • EA Nemeton Aspect of the Boar, Amulet of the Boar item spell, transforms into a Great Boar for duration of battle
  • EA Nemeton Spirit Communion spell added, transforms a Druid of the Grove into a random out of three shapes with either wolf, bear, or boar tattoo plus minor stat differences -- The Druid makes a communion with his chosen forest spirit.
  • EA Nemeton Tattooed Druids of teh Grove automatically activate tattoos in battle -- Tattoo/Spirit senses when in danger, automatically flare to life
    -- Wolf Druid [Shape] - [wolf tattoo 4] +3HP/+4AP
    -- Bear Druid [Shape] - [bear tattoo 5] +7HP/
    -- Boar Druid [Shape] - [boar tattoo 8] +4HP/+2 Morale/Slash Res

EDIT: I am also aware that the link to llamaserver is not working for some reason, but that seems like a Steam-related issue where it's not allowing you to continue to external sites.

Here's a plain ol' link:
http://llamaserver.net/executor/Dominions%205/Confluence_1.90.zip
Legutóbb szerkesztette: Executor; 2021. febr. 9., 6:10
sorry if this was brought up before but i seem to be unable to open this in dom inspector. is it possible to fix this? otherwise love the mod pack.
No, it doesn't load properly into the mod inspector. I have no idea why. Someone once mentioned something about possibly having circular references in the .dm, but I really have no idea what that means or how to fix that.
Anyway, 'bout time to finally update and skip several version ahead, eh?

Updated to Confluence, V1.97[llamaserver.net]


1.97 Changelog:
  • EA Elphame - Knight in Shining Armour could transform enemy scouts :slight_smile:
  • LA Tortuga - Cursed Black Hand Pirates 4 bombs > 1 bomb, so they don't hold still for 8 turns
1.96 Changelog:
  • EA Abysia - Banefire Elementals had inverted sprites - sprites grew with smaller sizes
  • EA Antikyt - Automata gold costs lowered, resource prices increased in a few cases
  • EA Antikyt - Apprentice gold cost 250>210 - now uses autocalc
  • EA Antikyt - Master Maker gold price 500>285 - now uses autocalc
  • EA Antikyt - Automata Workshop 25>50 resources
  • EA Antikyt - 100%>75% taxation efficiency
  • EA Antikyt - 30k>15k starting population
  • EA Antikyt - 8/8 > 10/10 starting army
  • EA Antikyt - Mercenary cost 125%
  • EA Elphame - Fate-Spoken and Knight in Shining Armor Golden Lance > regular Lance
  • MA Musafir - Fire Rod weapon was disabled for Flamers
  • MA Musafir - Fire Rod 11>12 dmg, secondary effect on hit 4 AP fire dmg, AoE 1 added
  • MA Markgra - Hoburg Crossbow 6>7 dmg
  • MA Markgra - Markgraf 4>2 RP
  • MA Markgra - Malefic Markgraff stat buff, +3 HP and +2 str
  • MA Markgra - Malefic Master stat buff, +6 HP and + 4 str
  • MA Markgra - Flesh Golem - corpse eater 20>5, deadhp 1>3
  • MA Markgra - Carrion - corpse-eater 15>5, deadhp 1>3
  • MA Markgra - Blight Dragon - corpse eater 15>5, deadhp 1>3, disease cloud 6, killed reanimated as Soulless
  • MA Markgra - Hobmark Vampire Lord stat improvment, can now summon Hobmark Vampires
  • MA Markgra - Curse of Vampirism 10>9 gem price
  • MA Markgra - Bind Blight Dragon 10>9 gem price
  • MA Markgra - Create Rotfiend 10>9 gem price
  • MA Markgra - Hobmark Wraith 1>2 Hobmark Ghost summon ally
  • LA Hollowm - Mummies didn't have a gold price! Set at 40 gold (still lack descr)
1.95 Changelog:
  • EA Khora - National PD fix.
  • EA Dur-Hal - Riches from Above lvl 5> lvl 3
  • EA Elphame - Events reworked so they no longer rely on delayed events that break easily
  • EA Antikyt - Automaton stat changes across the board
  • EA Antikyt - Resource-bot Upgrade lvl 0>2
  • EA Antikyt - Diamond Automatons received Charged Body 6
  • EA Antikyt - Castle production bonus 40>50%
  • LA Antikyt - Industrial Revolution description bug fixed
  • LA Antikyt - +15 resources in forts per point of Production removed completely. Was both too strong and dependent on incredibly buggy delay events
  • LA Antikyt - 10% chance per dominion point in forts to gain 1-3 permanent resources a turn based on Production scales present
  • LA Hollowm - Cursed Pharaoh pretender added
  • LA Tortuga - Feyseer 85>70, now uses autocalc, was overpriced
  • LA Tortuga - Black Hand Pirate MR 10>11
  • LA Tortuga - Damned Port 50>25 gold, 3>1 Death gems
  • Unspecified reduction of delayed events across the board to make Confluence less likely to break in big games due to event limitations
1.94 Changelog:
  • LA Diamedu - Assembly Wagon auto dying bug fix
1.93 Changelog:
  • EA Azarien - Foresters have Iron Cap instead of Leather Hood
  • LA Diamedu - Dreadnoughts kept their stats in second, bubble form, reduced to 0 att/def/prec
  • LA Diamedu - Dreadnought Corrosive Shells fixed so they are actually what I remember acid being
1.92 Changelog:
  • EA Khora - Demiurge Lord 200>160 gold cost, 50% upkeep reduction removed, Music of the Spheres rebate 50%>25
  • EA Khora - Demiurge Sentinel 50% upkeep reduction removed, Music of the Spheres rebate 50%>25%
  • EA Khora - Demiurge Songstress 75% upkeep reduction removed, Music of the Spheres rebate 50%>25%
  • EA Khora - Demiurge Songstress 300>225>150>75 gold price changed to 300>200>100>75
  • EA Khora - The Nine 900>600>400>300 gold cost to 900>750>600>450 gold cost
  • EA Aurum - Publicans no longer have retinues nor collect taxes outside of friendly dominion
  • EA Aurum - Monument (wonder) awe bonus 5>3, effectively +2 awe for sacreds for 10k gold, +3 to other holy units
  • EA Aurum - Improved mechanics descriptions in a few places
  • EA Azarien - Drider Queens received a crown - super OP buff
  • EA Abyssia - Conflagration renamed to Inferno to avoid vanilla spell
  • EA Abyssia - All-Consuming Flame site 12>6 Fire gems
  • EA Abyssia - Open Gate of Ruax fixed, can only be cast at All-Consuming Flame now
  • EA Abyssia - Burning Poison Dagger - Just Burning Dagger now
  • EA Elphame - Autumn Staff for Autumn Fay made friendly immune as they shouldn't scare/ensnare their own troops
  • EA Elphame - Seelie and Unseelie Companion spells failed to summon Sprites, fixed
  • EA Elphame - (Permanent) Summer Court had Spring Fay recruits, fixed
  • EA Elphame - A few spells had secret secondary path requirements, fixed
  • MA Aurum - Arkenstone Keeper 20>22 gold cost, str 12>11, bad-formation-fighter 1 (balance-issue seems to be repel)
  • MA Aurum - Arkenstone Guardian 20>22 gold cost, str 12>11
  • MA Aurum - Aurumian Double Glaive > 8>7 dmg, 5>6 res, -1>-2 def
  • MA Svarog - Osenja Enslave Mind code updated
  • MA Fenrel - Eolian Siling weapon typo fixed
  • MA Fenrel - Thirnan Horn Blower 12>11 AP (so he doesn't rush in front of others)
  • LA Tortuga - Black Hand Pirate 40>45 gold
  • LA Tortuga - Scallywag Standard received 3 poison resistance mostly as a joke
  • LA Tortuga - National PD cannon numbers halved. 20+ PD commander changed to Cannoneer Captain. Same number of cannons up to 29 PD, halved cannons with bigger PD dumps after that
  • LA Tortuga - Fort cannons halved, but fort commander changed to Cannoneer Captain, numbers changed from 2>4>6>8 to 2>3>4>5
  • LA Tortuga - Sea Witch 2>4 RP, fortune teller 5>8
  • LA Tortuga - Cannoneers limited to 1/turn
  • LA Hollowm - Witch's Oven randomly appearing with new patch bug fix
  • LA Diamedu - Noxious Mortar 5>0 damage, effectively a 2>0 nerf given damage is 1/3 x value rounded up, with two open-ended ticks per battle round
  • LA Diamedu - Void Marker global insanity effect hits 15% instead of 25% of provinces, and can be blocked by domes (technically a 1.91 fix but forgot to note)
  • LA Diamedu - Reapers stat change, 18>16 HP, 14>13 att, 13>12 def, 13>14 morale, 18>23 Blood Slave price, research level 4>5
  • LA Diamedu - Assembly Wagons now release stupid (trait) Soulless
  • LA Diamedu - Assembly Wagon had double HP and price lines in code, is now fixed to correct one, 30>20 HP, 90>100 gold

  • Mini LA Antikythera update!

  • LA Antikyt - Technomancer E1S1 -> E1 +100% F/E/S +20% F/E/S
  • LA Antikyt - Grand Alchemist +100% A/E/F, RP cost 2>4
  • LA Antikyt - Imperial Guard recruits made capital only, resource cost +8, rec points 20>12, base prot 8>10
  • LA Antikyh - Dullists restricted to Duellist's Guild site which appears in 15K+ provinces
  • LA Antikyh - Each point of Production grants +15 resources in forts
  • LA Antikyh - "Industrial Revolution!" spell added. Summons 5 resource increasing Workers
  • LA Antikyh - "Disband Workers" spell added. Removes roughly 60 Workers per cast.
  • LA Antikyh - Having many Workers increases "pollution" in a fort. The more Workers there are the bigger the pollution
  • LA Antikyh - Smog added as well. If there is excessive Production and Death from pollution, smog will hamper income
  • LA Antikyh - Dragon Golem sprite update (much cooler now), Leather Hood > Full Helmet
  • LA Antikyh - Dragon Golem resource price changed, 50 resources + resize 2
  • LA Antikyh - Winged Maulers were size 2 for some reason, size 3 now. 25>20 gold price
  • LA Antikyh - Master-at-Arms restricted to Duellist's Guild site, 40>80 gold cost, can create Duellists now
  • LA Antikyh - Grand Marshal resource cost+15, good>expert leader, Inspirational +1 added, 80>130 gold price, 1>2 RP
  • LA Antikyh - Deep Sea Diver Man commander 30>40 gold cost
  • LA Antikyh - "Clockwork Swarm" spell added
  • LA Antikyh - Assassins reworked, stats reduced heavily, received Crossbow Gauntlets and tiny clockwork battle summons
  • LA Antikyh - Imperial Assassins reworked, price increased significantly, weapons changed a bit
  • LA Antikyh - Assassins reworked
  • LA Antikyh - Steam Tank exhaust 2>3
  • LA Antikyh - Lancer resource cost +15, 32>34 AP, exhaust 5>6
  • LA Antikyh - Grand Knight resource cost +15, gold cost 55>45
  • LA Antikyh - Clockwork Pikeman unit added, rec limit 1 per fort, cheap in gold, expensive in resources
1.91 Changelog:
  • EA Elphame - "Seelie Companion" spell - Summons a single Sprite
  • EA Elphame - "Unseelie Companion" spell - Summons a single Sprite
  • EA Elphame - Wishing Stone - A capital site that appears based on Luck scales and stays until consumed via "As Luck Would Have" It enchantment
  • EA Elphame - "As Luck Would Have It" spell - Enchantment that can only be cast from the Wishing Stone. Consumes Luck 3 scales and places Misfortune 3 scales and 10 unrest in Elphame dominion to generate a random good event. Can only be cast by Faery Queens who will gain a small army of sacreds of their own court, as well as a few seasonal gems. Increases the scales of the given court by +1 across the world, and an additional +1 across Elphame, for a total of +2. Casting the spell consumes the Wishing Stone.
  • EA Elphame - "Fool's Bargain" spell - Gives the province a 100% chance for a good and 150% for a bad event  
  • EA Elphame - Whimsy - All Elphame mages have a 15% chance to cast a random spell instead of a scripted one
  • EA Elphame - "Away with the Fae" spell - AoE Fascinate    
  • EA Elphame - "Trapped Inside a Fable" spell - Quite literally restarts the battle, whatever loses inflicted up to that point are kept
  • EA Elphame - "Break the Circle" spell - Makes one of the courts permanently present and eliminates the rest
  • EA Elphame - "Into the Story" spell - Sends one random commander from the province to either Void, Inferno, or Kokytos based on Luck scales
  • EA Elphame - "Mysterious Lights" spell - MR negates easily battlefield wide spell which displaces those who fail the check to surrounding provinces as if they retreated 
  • EA Elphame - "True Love's Kiss" spell
  • Revives a fallen HoF hero as a Knight in Shining Armour
  • EA Elphame - "Wicked Hex" spell - Army-wide polymorph
  • EA Elphame - "Hidden in Plain Sight" - Mirror Image buff
  • EA Elphame - "All that Glitters" spell - If Luck 1, grants 33% tax boost and increases Misfortune by +2, +66% and +4 for Luck 2, +99% and +6 for Luck 3.
  • EA Elphame - "The Wild Hunt" spell
  • Remote attack spell, can only be cast during Autumn
  • EA Elphame - Various courts give small court-specific bonuses to blesses and scales
  • EA Elphame - "Fay Rainbow" global - gives equal to dominion chance of a good event in Elphame provinces
  • EA Elphame - "Summon Faery Dragon" spell - Summons a dragon that can innately cast various but random powerful spells
  • EA Elphame - Pixie scout added. Sometimes refuse to obey orders and move when outside of dominion/Elphame lands. 
  • EA Elphame - Fay assassins now have a random amount of map movement each turn
  • EA Elphame - Faery Queen paths changed somewhat, secondaries are linked between friendly courts, and have also been increased
  • EA Elphame - Dominion gives the Wind Runner effect to national units. All Elphame units gain +6 map move while in friendly dominion
  • EA Elphame - "Forever Young" spell - Deages by 5 years
  • EA Elphame - "Brazen Faeries" spell - Causes a negative event in the targeted province
  • EA Elphame - "Knight in Shining Armor" spell - Transforms a regular non-mage human commander into a thug chassis
  • EA Elphame - "Poisoned Apple" spell - Remote assassination that deals 10 AN +2d6 - 2d6 poison to random commander in the province
  • EA Elphame - All Elphame mounts are now Unicorns are receive an Alicorn attack
  • EA Elphame - Faery Ring/Mound starting site - Increases Luck and Turmoil scales but also gives a 5 x 10% chance of a random good event each turn
  • EA Elphame - All units have received iron vulnerability
  • EA Elphame - Wildfay Matron commander has been added to lead stealthy Wildfay
  • EA Elphame - Dominion spreads Luck and Turmoil - 5% chance to increase scale by +1 per dominion candle
  • EA Elphame - Glamour added to Faery Queens, extra awe to Summer, fear to Winter Queen
  • EA Elphame - Winter Fay received a much more powerful version of the Winter Bow during Winter

  • EA Dur-H   - Wolfherd 1 > 2 wolves summoned, 50 > 60 gold cost
  • EA Dur-H   - Recruitable troops stat corrections (very Illwinter-esque, even I don't remember)
  • EA Khora   - Twilight Troubadour 1>2 RP
  • EA Khora   - Daemon Brutes (melee) 22>24 gold cost
  • EA Khora   - Daemon Brute (archer) 22>20 gold cost
  • EA Khora   - Daemon Savage 23>25 gold cost
  • EA Aurum   - Living Gold received Awe
  • EA Aurum   - Paragons used to have 40 leadership. Now they have 10 as they should
  • EA Aurum   - High Priestess autohealer autocalculate price removed from gold cost to make them more competitive with Paragons and less overpriced due to an ability they don't use
  • EA Aurum   - Losing the first Consul increases unrest by 20 in capital and gives +1 Misfortune - sadly, impractical to give bigger negative effects Republic-wide due to event complexity it would entail
  • EA Aurum   - Losing both consuls increases unrest by 20 in capital and +5 in all provinces every turn while without Consuls, 33% to increase Turmoil and Misfortune as well
  • EA Aurum - Magistrates no longer need labs  
  • EA Abysia  - Heat Blast might have had an extra 0 in AoE. AoE 10>1+, F2>F1 (technically buffed from what it should have been)
  • EA Abysia  - Unquenchable Flame 300(260)>320(280) pretender cost, now has a single breath weapon (despite *3* heads), Fire Shield 12>9
  • EA Abysia  - Blazing Ones Fire Shield 12>8, gold cost 100>110
  • EA Abysia  - Burning Ones Fire Shield *>7
  • EA Abysia  - Anointed of Rhuax Fire Shield 12>8
  • EA Abysia  - Searing Heat 8>4 gems price since the Heat spread happens before either dominion or seasonal influence. Now shows clear Heat increase messages in all affected provinces
  • EA Abysia  - Salamander Riders had a resource size 4. Now have resource size 2 + 20 resources price (55 > 47)
  • EA Antikyt - Fulgur-bot Upgrade str 7>5, lost autospell, +5 precision added
  • EA Antikyt - Fulgur-bot precision 15>12, Lightning Bolts fire at a once per two turns rate now
  • EA Antikyt - Ruby Spider Automaton resources 15 > 30, gold 5 > 10, deathfire 10 > 12 AoE
  • EA Nemeton - Boar Riders had a resource size 3. Now have resource size 2. Out-of-cap Boar Riders had 15 rec point cost, now have 20 as in capital
  • EA Azarien - Blade Dancers 13>14 gold cost
  • EA Azarien - Lady of Pain received Taskmaster 2 (fitting trait despite no national slaves)
  • EA Azarien - Possession - Incarnate-only Gift of Reason that kills the Incarnate
  • EA Azarien - Dark Elf Rider 21 > 15 resources. Had size 3 instead of size 2 resource multiplier
  • EA Azarien - High Executioners and Executioners lacked weapon price, but were priced as size 3. Fixed, though price remains same
  • EA Azarien - Deathblade gold cost 17>15, rp cost 16>18
  • EA Azarien - Deathbow gold cost 16>15, rp cost 16>18
  • EA Azarien - Drider 36>42 HP - Needed a slight buff since Dom 5 bless change nerfed them pretty hard
  • EA Azarien - Drider Warrior 38>44 HP
  • EA Azarien - Drider Queen 42>46 HP
  • EA Musafir - Poisoner Scorpion Paralytic 25>50 AN stun damage
  • EA Musafir - Sand Devil HP changed from 1>4>7>11>16>22>28 to 4>8>12>16>20>24 - linear scale which makes an HP bless easier
  • EA Musafir - Envoy (spy) multihero added
  • EA Musaifr - Farseer 220>200 gold cost
  • EA Musaifr - Musafir Settling/Tribal Caravans are now free of upkeep
  • EA Musaifr - All caravans reworked to bypass some hideous base game event bug I can't pin down - no longer are cleanly removed off-screen, but now get somewhat annoying messages about no longer being there once they've conduct their business. Yell at IW
  • EA Edranor - Pillar of Plenty spell and unit description notes exact income and gem gains since the gain is effectively hidden
  • EA Edranor - "Sundered Legion" spell added. Higher level version of Rip Asunder for late game. Summons 20+ Sundered for 10 gems
  • EA Edranor - "Sacrifice of Spirit" spell fixed - failed to produce desired effects - province range 4>1, BS cost 25>40
  • EA Eljudnr - Dread Knights had a resource size 3. Now have resource size 2 + 20 resources price (44 > 47)
  • EA Eljudnr - Death Knights/Lords had a resource size 3. Now have resource size 2 + 5 resources price (11 > 15)

  • MA Fenrel  - Naedian Cavalry 30>35 gold cost
  • MA Fenrel  - High Priest 155>140 gold cost, 50% W/N > 100% W/N
  • MA Fenrel  - Earth Shapers +100% E/S, 125>160 gold cost, 5>8 siege/defense bonus, 2>4 RP (nerf through improvement of mage as E/S crosspath is just too good)
  • MA Fenrel  - Scholar 8>12 research points, 1>2 RP, 80>60 gold cost - were too much of a research powerhouse
  • MA Fenrel  - Thirnan Maceman/Mauler 10>12 gold cost
  • MA Fenrel  - Paladin and Paladin Lord had a resource size 3. Now has resource size 2 + 20 resources price (46>50)
  • MA Svarog  - Ancestral Sword res price 3>6, Berserker Axe 0>1
  • MA Svarog  - Svarogian Rider gold cost 25>30, precision 10>9, was resource size 3 is now 2 (26>18 res cost)
  • MA Svarog  - Svarogian Swordsman gold cost 14>15
  • MA Iridia  - Swarm and Animal Mirrors buffed; summon numbers increased, price 15>12
  • MA Iridia  - Mirror animals being animal animals bug fixed. No longer are actual animals that influence other vanila spells that use animal tags
  • MA Iridia  - Mercenary Knights/Lords had a resource size 3. Now have resource size 2 + 20 resources price (44 > 44)
  • MA Musafir - Sand Devil HP changed from 1>4>7>11>16>22>28 to 4>8>12>16>20>24
  • MA Musafir - 50% darkvision added for regular cats, 50>75 Prowler Tribe
  • MA Musafir - Attendant of the Moon prophet shape added - Magicboost +1, adds Temple of the Moon site - Darkvision 50, MR +2
  • MA Musafir - Attendant of the Sun prophet shape added - Magicboost +1, adds Temple of the Sun site - Awe +1
  • MA Musafir - Attendant of the Divines prophet shape added - Magicboost +1, adds Temple of the Divines site - Magic scale +1, recall god +1
  • MA Musafir - Proper flag added
  • MA Musafir - Anointed One (archer) - gold cost 40>35, precision 11>13
  • MA Musafir - Hunter Pride and Prowler Pride Archers precision 10>11
  • MA Musafir - Magus pretender added
  • MA Musafir - "Kingdom of the Moon" global added - Covers the world in limited darkness, and gives Musafir the Chosen of the Moon sacred recruits, as well as a 25% gold rebate on Prowler Pride recruits
  • MA Musafir - Attendant magic paths and randoms changed.
  • MA Musafir - Snake Staff item removed as it had nothing to do with lore
  • MA Musafir - "Ferocity" spell nerfed, AoE 3+ > AoE 1, range 10>5, now scales with magic skill, but is a MR-negates buff
  • MA Musafir - Resource cost of weapons increased. Was abnormally low and quite undercosted. Some units may cost twice the resources now
  • MA Musafir - Received Sand Devil summon
  • MA Edranor - Knight Arcane dual Broad Sword > Short Sword + Dagger, gold cost 16>18
  • MA Edranor - Knight Arcane rec limit 6>4 so both types are used and not just the double weapon version
  • MA Edranor - Harrowing changed so its free, but can only be cast once per month (ID bloat reduction change)
  • MA Edranor - Possessed gold cost 100>80
  • MA Edranor - "Create Blood Spire" spell price 25 > 50 Blood Slaves due to Harrowing now being free
  • MA Edranor - Edranor's Fire Bolt Burn effect lacked fire damage classification (possibly meaning would always set aflame despite resistances? unsure)
  • MA Edranor - Wisps 0>1 RP, now appear as freespawn in province with active Blood Obelisks with a 5% X Dominion value spawn rate / previous recruitment was somewhat messy with carry over RP
  • MA Val-Mor - Artificer siege bonus, castle def bonus 25>20, gold price 25>20
  • MA Val-Mor - Melee Deep Guard gold cost 15>16, ranged 15>14
  • MA Val-Mor - Dwarf Runesmith 130>120 gold cost to incentivise purchase over Dwarf Enchanters
  • MA Val-Mor - Dwarf Enchanter 2>4 RP cost as E/S crosspaths are too powerful, 155>140 gold cost (autocalc due to 2>4RP)
  • MA Val-Mor - Fire Belcher AP 4>6
  • LA Antikyt - Bludgeoner weapon range 15>20, number of attacks 6>8, damage 8>10
  • LA Antikyt - Imperial Assassins tiny rework. Ice Spheres now create Freezing Mist effect
  • LA Archons - Renamed to Archonia - The High Men
  • LA Archons - "Purifying Flames" spell added - Unresistable Holy/Fire based fire damage anti-undead spell, capped at 1 dmg
  • LA Archons - "Turn Undead" spell added - Paralyze undead spell
  • LA Archons - "Holy Champion"spell added - Battle spell, gives permanent Inner-Sun
  • LA Archons - "Holy Ward" spell added - Battle spell, gives 15 Invulnerability
  • LA Archons - Legionary of Light 15 > 13 gold across the board. Might still be overpriced
  • LA Archons - Zaelots 8 > 7 gold
  • LA Archons - Charioteer had a resource size 5. Now has resource size 2 + 18 resource price (43>36)
  • LA Archons - Paladins had a resource size 3. Now have 2 + 10 resources price (38>35)
  • LA Archons - Pegasi Queen had a resource size 4. Now has 2 +20 resources price (43>41)
  • LA Archons - Pegasus Rider had a resource size 4. Now has 2 + 10 resources price (43>31) - made to match Wind Riders more, though still not fully
  • LA Tortuga - Miss Fortune hero retweaked to be the most awesomest hero of all the awesome heroes
  • LA Tortuga - Damned/Cursed Cannoneers siege strength 25>10
  • LA Tortuga - Cannoneer siege strength 25>20
  • LA Tortuga - Cursed pirates resource price fixed. Was too low.
  • LA Tortuga - Ghost Ship 25>35 gems
  • LA Tortuga - Cursed Cannoneer recruitment point price 75>44
  • LA Tortuga - Buccaneers are now undisciplined, gold cost 10>8
  • LA Tortuga - A legnio of typoes fixded, and some rather lacking descriptions improved
  • LA Tortuga - Sea Crone can finally move through all shapes on same turn like a Jotun Werewolf (when did we get this modding ability?)
  • LA Tortuga - The Curse of Tortuga 20 > 12 Cursed Black Hand Pirates summoned
  • LA Tortuga - Cursed Black Hand Pirates lacked unrest increase for some reason, now increase unrest by +1
  • LA Tortuga - Recruitable Cursed Pirates received a +5 gold price - except the cannon.
  • LA Hollowmoor - "Swarm of Spiders" spell added - Summons a group of Skull Spiders in battle
  • LA Hollowmoor - "Death Curse" spell added - Casts Baleful Star at a province for free but kills the casting Black Witch
  • LA Hollowmoor - "Foul Sacrifice" spell added - Black Witch kills herself to spawn a swarm of spiders
  • LA Hollowmoor - Bone Widow Devour Bones attack fixed, did 0 dmg. HP 12>14, Invulnerable 10>12, str 18>20, gained corpse eater 1
  • LA Hollowmoor - Pumpkin Lord had a size 3 resource cost along with a horse barding penalty of 15. Size 2 resource cost + 15 now
  • LA Diamedulla - Assembly Wagons description update
  • LA Diamedulla - Flesh Golems 1 > 2 RP, insanity 10 > 8
  • LA Diamedulla - Mad Alchemists now start 1-4 years older than normal in order to reach old age quicker and die easier from Void Alchemy
  • LA Diamedulla - Mad Alchemists now have a 10% chance to cast a random spell instead of a scripted one
  • LA Diamedulla - Mad Alchemist morale 11>18 to reflect madness better
  • LA Diamedulla - Temporal Clock gives 3 enc which translates to an extra +6 spell-casting enc, research bonus 5>3
  • LA Diamedulla - Jarheads, Phoenix, and Collectors had 0 enc for some reason. Now have regular
  • LA Diamedulla - Collector HP 16>13, def 11>10, str 16>15 to not be better assassins than Flesh Golems
  • LA Diamedulla - Virulent Priests/Emissaries gold cost 55>60, received poor undead leader, regular > poor leadership
Executor eredeti hozzászólása:
No, it doesn't load properly into the mod inspector. I have no idea why. Someone once mentioned something about possibly having circular references in the .dm, but I really have no idea what that means or how to fix that.
Could it be related to the fact that you mix entity types rather than defining them in the order listed by the manual? :P
If that's the price I have to pay for the sake of modding convenience, I'll gladly pay it. It can be frighteningly difficult to make things like complex event chains or spells where you put parts of the code related to it at the top of the dm parts of it at the middle of the dm and parts of it at the bottom of the dm.
Least of all making the entire mod pack modular and not buddled up into one horrible Gordian knot like some other clearly crazy and compatibility inconsiderate modders do.
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