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DominionsEnhanced6

Dominions Enhanced port to Dominions 6.

Dominions Enhanced is back. Red edition is over, now is the time of the Blue edition.
For new players, Dominions Enhanced is a massive DLC-sized mod that adds thousands of new spells, items, and monsters, as well as new nations, and overhauls, reworks, or tweaks nearly every aspect of the entire vanilla game. All nations gain a plethora of national spells along with balance tweaks.
The best way to experience DE is typically by jumping in and playing.

These are the highlights for Dominions Enhanced 6 changes since Dominions Enhanced for 5:

Pretenders & Building:

  • Everything has been repriced from the ground up. Everything is generally cheaper, expect to have more points to work with.
  • Titans have two more paths, Monsters and Rainbows have one more.
  • Monsters generally buffed significantly.
  • More scale modifiers.
  • Pretenders heal in the capital, or a 10% chance per Holy level actively preaching outside of the capital.
  • Lots more pretenders. More in the Underwater and Polynesian regions compared to DE5.
  • Bless changes -
    • Wasteland Survival cost from 5 -> 1
    • Death Explosion cost from 5 -> 6, no longer Incarnate
    • Fire Shield cost from 6 -> 5
    • Flaming Weapons cost from 7 -> 6
    • Awareness cost from 3 -> 2
    • Swiftness cost from 4 -> 3
    • Storm Flight cost from 4 -> 3
    • Weightlessness cost from 6 -> 4, no longer Incarnate
    • Air Shield cost from 6 -> 5
    • Charged Bodies cost from 8 -> 7
    • Flight cost from 9 -> 8
    • Swamp Survival cost from 2 -> 1
    • Swimming cost from 2 -> 1
    • Slowing Weapons cost from 5 -> 6, no longer Incarnate
    • Vitriol Weapons cost from 8 -> 7
    • Water Breathing cost from 6 -> 3, no longer Incarnate
    • Frost Mist Weapons cost from 7 -> 5, no longer Incarnate
    • Unbreakable cost from 4 -> 3
    • Resilience of the Earth cost from 6 -> 5
    • Solar Weapons cost from 4 -> 3
    • Twist Fate cost from 6 -> 5
    • Fateweaving cost from 7 -> 6
    • Reanimators cost from 7 -> 6, no longer Incarnate
    • Death Weapons cost from 8 -> 6
    • Fear cost from 9 -> 8
    • Forest Survival cost from 2 -> 1
    • Poison Weapons cost from 4 -> 3
    • Berserker cost from 5 -> 5, no longer Incarnate
    • Barkskin cost from 6 -> 5
    • Obfuscate cost from 6 -> 5
    • Awe cost from 8 -> 7
    • Displacement cost from 7 -> 6
    • Dread cost from 8 -> 7
    • Vampiric Weapons cost from 12 -> 10

Miscellaneous:

  • All nations got Future Sites in their national overview displaying summons and heroes.
  • Cavalry & mounts have been systemically buffed;
    • Horse MR increased by 2 on average (e.g. 5 -> 7).
    • Weaker barding has been buffed, and horses without barding gained barding.
    • Skilled Rider on all riders increased by 1~4.
    • Forgeable barding items much cheaper and several new ones added.
  • Bow gained +1 damage and increased precision. Ammo increased to 24.
  • Slings now use full strength and gained +1 damage on a 10str slinger. Ammo increased to 30.
  • Resources in the Late Age is increased across the board.
  • Roughly 2/3rds of Rarity 2 sites have been made Rarity 1.
  • Searching a province will tell you if there are remaining undiscovered higher tier sites in paths the mage has.
  • A commander that changes shape in combat will exit combat in the same shape they entered.
  • Innate Casters now cast their first combat spell at normal speed.
  • Tax collectors will report how much income was lost due to blood hunting.

Magic & Glamour:

  • Many new spells added, especially summons. Some existing spells moved to Glamour or added as a crosspath.
  • Many spells have had their AoEs incresaed, especially for some Earth and Glamour buffs. X1 mages should be more useful in combat.
  • Breaching forts should be easier through spells and items.
  • Hostile battlefield-wide spells like Wind of Death can only be cast once per combat round per side.
  • Items repriced across the board.

UW:

  • Gift of Water Breathing is significantly more accessible both in cost and research;
  • Many new items and spells granting it have been added, and monsters come with it built in more often and in greater quantities.
  • Underwater provinces have increased population.
  • More indie mages are available underwater. Coastal indies are more useful.
  • Many spells have been enabled underwater and many new underwater only spells have been added.
  • Javelins now work underwater. Regular javelins have half range and -2 damage when used there.
  • Many national changes.

Nations:

  • National summons have had their efficiency increased as part of the move to dom6 and nations have been updated to dom6 standards.
  • EA:
    • Arcoscephale - Mage Engineers got +1 to their Earth. Clockworks rebalanced.
    • Mekone - Unrest generation reduced.
    • Pangaea - Updated
    • Ermor - Gained two new commanders and a new summon.
    • Sauromatia - Androphags now actually practice cannibalism.
    • Fomoria - Fomorian Giants gained a Blinding Curse weapon. Gained a new spell to turn Fomorian Kings into Fomorian God-Kings.
    • Tir na n'Og - Gained new Sidhe variants.
    • Marverni - Unfinished; Pending content.
    • Ulm - EA Ulmites MR increased from 8 to 9. Warriors who chose the sword get a twohanded sword instead of two one-handed swords. Lost national hammer.
    • Pyrene - DEified.
    • Agartha - All pale ones gained +1 reinvig and small ones got +1 strength. Mind blasts are slower but also have an MRN slowness effect. Olms any unforted cave, but reclimited to 3.
    • Abysia - Anointed of Rhuax gained 100% FESD. Rivers of Lava reworked entirely. Gained nonsacred Daeva summons. Pending content.
    • Hinnom - Kohen magic improved. Popkill and unrest effects on giants reduced.
    • Ubar - Mild overhaul. Gained Ghuls from Juhera including a sorcerer with new magic on capital and in wastes, gained many summons and other national spells, lost Shaytan as a cap recruit and can summon them instead for F gems.
    • Ur - Art resprited.
    • Kailasa - Divine dancers gained a defense buff and Air Shield 50.
    • Lanka - Updated
    • T'ien Ch'i - Updated
    • Yomi - Nation recuperates a portion of lost income from unrest through events.
    • Caelum - Updated
    • Mictlan - Updated
    • Xibalba - Updated
    • C'tis - Gained sacred chariot on capital. Gained Lector Priest. Lost Lizard Shaman. Iron replaced with Bronze across roster.
    • Machaka - More great hide shields. Some new spells.
    • Berytos - Mages gained more magic.
    • Vanheim - Vanadrott A2 -> A3, Vanherse and Vanjarl reduced in price by 10%
    • Helheim - Updated
    • Rus - Bears reduced in quantity by 20%.
    • Niefelheim - Niefel Giants and Rimvaettir gained magic axes
    • Muspelheim - DEified.
    • Pelagia - Pearl Citadels available earlier. Cheaper merfolk troops.
    • Oceania - Capricorn can transform into Capricornus and gain air breathing. Better UW animal summons and new spells with huge AoEs to buff animals. New sea monster summon.
    • Therodos - Growth Thero only requires Growth 1. Spectres have armor but reduced MR. Daktyl gained D1. Gained undead only AP weapons combat spell.
    • Atlantis - Unfinished; Pending content.
    • R'lyeh - Aboleths are amphibious, but take damage on land and become petrified and immobile if their health gets too low. Laboratories will rehydrate petrified Aboleths. Slaves cheaper.
    • Zion - Mild overhaul. Summon research levels lowered and efficiency buffed. Gained two new mages - a 1F 100% FAS mage and a 1N mage. Cap sacred probably needs changed still. Cap site produces resources.
    • Chaco - Mild overhaul. Increased invuln and attack on Katsinas. Gained a national Priest spell for AoE2 barkskin.
    • Albion - Indefinitely removed. May or may not return later.
    • Bhod - Gained a small amount of Glamour.
    • Fennoscandia - Updated
    • Alchera - Astral swapped for Glamour.
    • Nihuala - Mild overhaul. New Mage-priest. First Son Champion gained H1. Troops gained the Animal tag. New combat spells.
    • Nahullo -> Sitecah - Renamed to Sitecah. Gained some summons from Nihuala.
    • Bantay Tubig - New nation. Underwater Philippine nation, featuring many monstrous summons, flying sharks, and a touch of blood magic.
  • MA:
    • Arcoscephale - Updated
    • Phlegra - Shackled mages made 1CP.
    • Pangaea - Updated
    • Asphodel - Income reworked; 1% domkill -> 25% income reduction, 5% dominion taxloss, 0.2% domkill. Much of the Sloth theme of DE5 Asphodel cut; Still present on Centaurs and high level summons.
    • Ermor - Overhaul pending.
    • Sceleria - Thaumaturgs gained 10% random. Gained a few new summons.
    • Pythium - New Testament angels lightly reworked. Hydras buffed. Siege weapons reworked.
    • Man - Updated
    • Eriu - Updated
    • Agartha - Updated
    • Ulm - Black Iron Infantry reworked.
    • Marignon - Updated
    • Pyrene - DEified.
    • Abysia - Rivers of Lava reworked entirely. Gained nonsacred Daeva summons. Pending content.
    • Ashdod - Updated
    • Na'Ba - More summons.
    • Uruk - Art resprited.
    • Ind - Reduced heathen cannibal 'freespawn' upkeep by 80%, revamped old testament angels.
    • Bandar Log - Divine dancers gained a defense buff and Air Shield 50.
    • T'ien Ch'i - Siege weapons reworked.
    • Shinuyama - Updated
    • Caelum - Updated
    • Nazca - Updated
    • Mictlan - Mild overhaul. Enacting the Lawgiver's Laws will grant scales bonus but progressively ban blood hunting. New summons.
    • Xibalba - Updated
    • C'tis - Updated
    • Machaka - New Elephant Spider summon
    • Phaecia - Regained a mild amount of F magic.
    • Vanheim - Vanadrott A2 -> A3, Vanherse and Vanjarl reduced in price by 10%
    • Vanarus - Vanabog made 2CP.
    • Jotunheim - Updated
    • Nidavangr - Nidbathed nerfed. Unfinished; Needs DEified.
    • Ys - Updated
    • Pelagia - Conquerors and Pelagian Mystics can bring aquatics on land via a spell. Daduchos improved.
    • Oceania - Overhauled from the ground up as a true successor to EA.
    • Atlantis - Poison barbs reworked - Reduced damage, gives an extra repel check vs. len1 weapons.
    • R'lyeh - Updated
    • Ryugo-Jo - Mild overhaul. Lost temp gems on Ryujin. Otohime cap only. Eastern Ryujin UW anyfort. More pirates. Dragon Monks no longer sacred, instead tattooed non-sacred elites.
    • Ongtupqa - Gained Glamour on Povosqa. Gained Air Shield on dancers.
    • Shambhala - Gained Glamour.
    • Tartary - Updated
    • Sawaiiki - Art resprited.
    • Nihuala - Mild overhaul. White Shell Rider anyfort sacred removed; Recruitable cavalry has a chance to promote into a White Shell Rider at each XP Pip. New combat spells.
    • Dirgen - New nation. Necromantic offshoot of EA Atlantis featuring Deep Ones.
  • LA:
    • Arcoscephale - Updated
    • Phlegra - Shackled mages made 1CP
    • Pangaea - Updated
    • Pythium - Overhaul pending.
    • Lemuria - Most mage summons are cheaper and better; Lemur Consul more expensive. Gained undead only AP weapons combat spell.
    • Man - Updated
    • Ulm - Unfinished; Pending content.
    • Agartha - Updated
    • Marignon - Amalgams much cheaper.
    • Abysia - Rivers of Lava reworked entirely. Gained nonsacred Daeva summons. Pending content.
    • Ragha - Overhaul pending.
    • Caelum - Iron Hail Archers got buffed
    • Gath - Updated
    • Patala - Updated
    • T'ien Ch'i - Updated
    • Jomon - Yamabushi gained Air Shield 50. Ryujin lost W temp gem.
    • Mictlan - Jaguars cap only, Rain Warriors anyfort
    • Xibalba - Updated
    • C'tis - Recolored, gained Wasteland Survival.
    • Midgard - Unfinished; Content pending. Galderman became a spellsinger, can transform into a werewolf at will.
    • Bogarus - Updated
    • Utgard - Updated
    • Vaettiheim - Updated
    • Feminie - Unfinished; Needs DEified.
    • Piconye - Unfinished; Needs DEified.
    • Andramania - Unfinished; Needs DEified.
    • Pyrene - Unfinished; Needs DEified.
    • Erytheia - Updated
    • Atlantis - Updated
    • R'lyeh - Overhaul pending.
    • Iram - Overhauled.
    • Ongtupqa - Gained Glamour on Povosqa. Gained Air Shield on dancers.
    • Great Arrada - Blood summons much earlier and more efficient. Gained undead only AP weapons combat spell.
    • Venedia - Venedian vehicles overhauled.
    • Gondwana - Gained Tight Reins
    • Rotterland - Unfinished; Pending content. Mosquito Swarm completely reworked.
    • Nihuala - Not included in initial release. Will be overhauled later.
    • Houssa - New nation. Phaecia successor with Machaka elements. Sacred available only out of the capital.

This mod has been a pretty massive undertaking and I want to extend a massive thanks to @Blakmane and @Flintlock for keeping me on track, as well as @Selgeron as a relatively recent addition to the team. It's difficult to overstate their help in this project. :)
Also want to give thanks to the rest of the beta testers - @Dan, @TheGrandWombat, @kurtcop, @torshin, @Aneadorn. And thanks to @laodie as well for spritework.
And lastly, thanks to all the prior developers and contributors to DE before it ended up in my hands;
@RedRob most of all, as well as Boing, Kate_Micucci, Amuys, Zonk, Nounours, Pyg, Llamabeast, Turin, Quantum_Mechani, Heartless, Sombre, Globu, Ohlmann, Sy and others.
There's still a lot of work to be done, but happy to get this out there so games can be played.
I'm sure there's going to be broken things, both in balance and bugs, and unpopular changes, but that's what the development process is for. If you find something busted, please let us know so we can take a look at it and decide if there's an issue to be fixed.

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Dominions Enhanced port to Dominions 6.

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