What's new in Dominions 3: The Awakening Patch 3.32
Jun 4, 2014
- Improved detection of dead disciples
- Special random land names for wastelands
- Sanitize file name when saving maps
- Golems etc start at an age of zero years
- Marble Oracle had an eye too much
- Site info prints healing and undead killing too
- Province population capped at 300000 inhabitants
- Bloodletting could affect inanimates
- Communion was drained too much
- Added support for many new screen resolutions including 4K
- Fixed undefined behavior in crc calculation
- Fixed heightfield clipping bug.
- Fixed bug in random numbers
- Typos fixed
New in Dominions 3: The Awakening Patch 3.29 (Aug 1, 2013)
- Banefire strike caused plague instead of decay, fixed.
- Abomination of Desolation did not get false horrors under water, fixed.
- 2 Doom Horrors weren't immune to wishing, fixed.
- Manikin reanimating AI could make normal zombies too, fixed.
- Crumble did not always damage the units inside the castle, fixed.
- Weapons of sharpness did not pierce shields, fixed.
- Iron Marionettes had a death 0 requirement, fixed.
- Do not pay upkeep for units that are not in the known world.
- Preachers could take advantage of enemy temples during siege, fixed.
- Use .exe location to find data files if necessary.
- Typo fixes.
- Battle inconsistency bug fixed.
- Underwater encumbrance was 2 too high when no friendly currents was in play.
- Network bug fix.
- Magic boosting magic items fix.
- Resources could sometimes be drained by fort over land/sea borders, fixed.
- okleader works properly now.
- Pushback when two armies met each other was buggy and could result in a double pushback and no battle, fixed.
- Armies with many commanders has a too high chance of being pushed back by a smaller army, fixed.
- custommagic will now work with higher numbers.
- Fixed 'killslaves' crash that could occur during combat resolution.
- Texture compression on Linux with Intel Ivybridge was buggy and has been disabled for that combination (higher graphics setting fixes problem too).
- Units with seasonal powers could give a battle replay inconsistency, fixed.
New in Dominions 3: The Awakening Patch 3.27 (Jul 2, 2011)
- General:
- Utterdark did far too many attacks, fixed.
- Recruitment queues are automatically reset once a fort is under siege.
- Support for new fullscreen resolutions e.g. 1920*1080.
- x Crash during turn generation fixed.
- Fixed bug where AI would cast vengeance of the dead on empty provinces.
- Added Jack sound support for Linux version.
- Improved Linux pulseaudio support.
- Modding:
- Maximum number of mods increased.
- Maximum number of mod sprites increased 1000 -> 2000.
- Modding: New monster mod commands: #clearweapons, #cleararmor, #drainimmune, #homesick.
- Modding: #armor accepts numbers too.
- Modding: #custommagic can be used to created linked random magic.
- Modding: New site mod commands: #conjcost, #altcost, #evocost, #constcost, #enchcost, #thaucost,
- bloodcost.
- Modding: New site mod commands: #holyfire, #holypower, #heal, #curse, #disease, #horrormark, #lab.
New in Dominions 3: The Awakening Patch 3.26 (Jan 19, 2011)
- Improved performance and window resposivness of the 'AI thinking' host stage.
- Trampling could result in multiplying the target in some circumstances. Fixed.
- Shields could parry some effects they shouldn't be able to, like fear. Fixed.
- Maggots spell was broken, fixed.
- It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
- Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.
- Burned down lab/temple event messages while sieged now go to the sieged player.
- The Blood Keep site now gives a mountain citadel instead of a swamp city.
- Many more sites can now be found in cave provinces.
- Fixed crash during turn generation.
- Trying to view a non existant battle will no longer crash the game.
- popkill now works for non commanders as well.
- Command line switch --nonationinfo is now implemented.
- Some typos fixed.
- Mighty Yari was incorrectly a missile weapon, fixed.
- Yogini was not a female, fixed.
- Some units got wrong type of names, fixed.
- Horse Brothers had switched pictures with their commander, fixed.
- Tribal King now has a javelin instead of a sling, just like in the picture.
- Pulseaudio on linux now longer requires pulseaudio dev package to be installed.
- Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.
- Modding: New command, #heretic.
- Modding: Gift of reason target is subject to spec limitations.
- Modding: Maximum number of spells increased from 1200 to 2000. This will make it possible to have more
- Page 1
- spells in mods.
- Modding: Maximum number of name types increased from 60 to 100.
New in Dominions 3: The Awakening Patch 3.24 (Mar 9, 2010)
- Eliminated nations are now also shown in the graphs
- Spell AI improved regarding when to cast Arrow Fend, Gift of Flight and Legions of Steel.
- Could get some kind of mine even though all site slots were full--fixed.
- New monster modding commands: #inquisitor, #shatteredsoul, #banefireshield, #uwdamage, #popkill.
- Some units like the vampire now actually takes damage from being underwater, just like they were supposed to.
- Description changed for Maggots to better correspond with its true effect.
New in Dominions 3: The Awakening Patch 3.21 (Nov 11, 2008)
- Modding commands 3.21:
- New nation modding commands: #autoundead, #zombiereanim, #horsereanim, #wightreanim,
- #manikinreanim, #tombwyrmreanim, #domkill, #domunrest, #templecost, #labcost.
- · New site modding commands: #mon, #com, #clear, #incscale, #decscale.
- Features and bug fixes v3.21
- New spirits to summon for Jomon: Ujigami, Mori-no-kami, Kenzoku, Jigami, Gozy Mezu.
- R'lyeh dreamlands suffered from the same problem as Ermor once did. Dom-kill rate now multiplied by 5.
- Battle enchantments did not expire when leaving the battlefield by unusual means (e.g. being immortal
- and getting killed), fixed.
- Shape changing could result in incorrect magic item loss, fixed.
- Wishing for a non unique item could remove too many items from the world, fixed.
- Game could crash due to too many large units on the battlefield, fixed.
- Crash during turn generation fixed.
- Improved cheat detection.
- Many random events have some fixes.
- Some rituals can now only be cast in certain terrains: Hidden in sand - waste, Mountain Vila - mountain,
- Cloud vila - mountain, Leshiy - forest, Nushi - swamp, Shedim - waste, Seirim - waste.
- Hinnom PD reduced
- Hinnom start army reduced
- Hinnom Popkillers gives some unrest.
- Avvite Chariot size -> 5
- Dawn Guard -> 45
- Melqart Blood -> 3
- Ba'al Blood -> 2
- Ba'al eat Melquart event reversed.
- Onmyo-ji has got a fortune teller ability and battle summons
New in Dominions 3: The Awakening Patch 3.20 (Sep 1, 2008)
- Modding v3.20:
- · New weapon modding commands: #dt_small, #dt_large, #dt_raise, #dt_magic, #dt_constuctonly,
- #dt_demononly, #mrnegates, #mrnegateseasily, #mind.
- · Weapon modding: Range -1 = strength as range, -2 = str/2, etc.
- · Increased modding limits for maximum number of monsters and descriptions.
- · New monster modding commands: #watershape, #landshape, #forestshape, #plainshape, #unique,
- #stormimmune, #startaff, #bloodvengeance, #stonebeing, #leper, #beckon.
- · Monster modding: #cold and #heat takes an area variable.
- · New and improved mod and map manual
- · Nation mods are now properly recognized when starting network games.
- · Fixed problem with disappearing magic abilities when enabling many mods.
- New features and bug fixes v3.20:
- · Battle enchantments expire when caster retreats from battle ground.
- · New switch: --nocheatdet.
- · Crash during host fixed.
- · Improved move order validation.
- · Increased maximum number of maps allowed in the map folder.
- · LA Atlantis got new troops to recruit under water.
- · LA Atlantis got a new hero.
- · Increased maximum number of messages (for huge games).
- · Increased maximum number of commanders and units (for huge games).