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changelog.txt
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changelog.txt
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0.11.0 (31st October 2024)
----------------------------------------------------------
Content
-----------------------------------------------------------
- Seeds with this version will differ from previous versions
- Fixed misspelled #female tag on several Amazon templates
- Removed #nowayback command on mounts
- Fixed amazon nightmare lizard and flayed serpent templates
- Cleaned up mounts file
- Added all realmless gods (mostly nation-specific ones like Risen Oracle)
- Nations with heat/cold preferences of 2 or higher now get temp scale shifts
- Added a bunch more national spells, many new from Dominions 6
Code
----------------------------------------------------------
- Removed nowayback processing from MountUnit
- Global replace of #name to #id
- Added and ran prettier to unify format of all java files
- Added npm script to parse through data files and compile id lists
- Reworked #additionalgods GodGen logic
- Fixed incorrect reference to tags when getting Unit's #itemslot (fixes Foulspawn template slots)
- Updated README file with a to-do list and a template ideas list
- Fixed spells that require a vanilla site (Barathrus and Rhuax Pact)
- Updated mage costs to Dom6 standards (about 40% more expensive)
0.10.1 (13th October 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fix to clockwork templates
0.10.0 (13th October 2024)
----------------------------------------------------------
Content
-----------------------------------------------------------
- Seeds with this version will differ from previous versions
Code
----------------------------------------------------------
- Update to account for changes to Dominions 6 folder structure
- Fix #sizeX requirements which were still using Dominions 5 values
- Fix ettins not getting helmets on their other head
- Sacreds of size 7 and above now cost 2 holy points, as they do in Dominions 6
- Update clockwork templates for Dominions 6
0.9.0 (9th October 2024)
----------------------------------------------------------
Content
-----------------------------------------------------------
- Seeds with this version will differ from previous versions
Code
----------------------------------------------------------
- Fixed some intrinsic weapons issues
- Adjusted gemgen temple values and fixed gems generated
- Fixed elemental secondtmpshapes so they don't shrink into random units
- Switched overcharged10 and 20 to 2 and 4
- Aesir/Asynja changed from size 6 to size 7 to match their hp pool
- Fixed incorrect itemslots of armor_clockwork_heavy resulting in 3 hands
- Fixed several mounts missing a Dominions #name command; showing broken
- Stat fixes for tigers
0.8.6 (1st September 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed mounted units effectively doubling up their gcost like a woundedshape
- Fixed multiple mounts having non-intrinsic versions of claws/bites
- More itemslots fixes to dom6 equivalents
- Fix Pegasus being sacred on non-sacred units
- Other misc fixes
Content
-----------------------------------------------------------
0.8.5 (1st September 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed incorrect hardcoded commander paths
- Fixed dom5 copystarts/copyspr ids to their dom6 equivalents
- Updated itemslots to dom6 equivalents
Content
-----------------------------------------------------------
0.8.4 (1st September 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fix to a typo with some nightmare mounts causing sprite errors
Content
-----------------------------------------------------------
0.8.3 (31 August 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixes a typo which caused nations to fail generate sometimes
Content
-----------------------------------------------------------
0.8.2 (19th August 2024)-RC1
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixes to the mounted code
- Change itemslots bitmasks to work with Dominions 6
Content
-----------------------------------------------------------
- Fully functional version for Dominions 6 - there are visual issues that need to be resolved
- Created mounts for all mounted units
-Issues: sacred mounts and dismounted riders still need to be added
0.8.1 (9th August 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Add code to create mounted units for the mounted system to work (based on the secondshape system)
- Add code to create mounted units for the mounted system to work (based on the secondshape system)
Content
-----------------------------------------------------------
- Adjust sizes to be in line for Dominions 6 (there might be errors)
0.8.0 (22nd June 2024)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fix spell names which changed in Dominions 6
- Aded Glamour Magic handling to the code
- Fix spell names which changed in Dominions 6
- Aded Glamour Magic handling to the code
Content
-----------------------------------------------------------
- Fix IDs to work with Dominions 6
- Add support for Glamour Magic
- Change the #illusion tag to #glamour for glamour units
0.7.0-RC13 (Date goes here)
----------------------------------------------------------
Code
----------------------------------------------------------
-
Content
-----------------------------------------------------------
- Pygmy headresses now provide 5 to 10 invulnerability
- Pygmy only and other austral themes where pygmies are troops now have buffs. Mainly allowing access to worse 5 gold pygmies (those were implemeted before, but not for the aforementioned themes)
- Pygmy Eite Archer has the amount of occurences halved now has a little cousin, a regular pygmy archer
- Colossi mages are unfinished, themes that require them now disabled
- Elite Pygmies now may have small headdresses or a leather cap
- Elite Elite Pygmies now have a chance at leather and iron caps
0.7.0-RC11 (13th of January 2021)
----------------------------------------------------------
Note: This version may contain extra stuff, including unfinished content. It should be disabled but might not be. Large parts of changelog were composed quickly based on commits.
Code
----------------------------------------------------------
- More robust handling of #copystats/clearfoo commands
- #price_per_command was treating all thresholds as 0, so any filter using this command was generally somewhat-to-very overpriced
Content
-----------------------------------------------------------
- Fixed problem with custom earth communion spells
- Dynastic archers of all sorts weren't rendering thier quivers
- Balance: No shields on chariots (as per vanilla)
- Balance: Size-5 chariots cost more resources
- Balance: Cavern Wights and Dust Walkers are greedier and more recpoint hungry; tengu are more altruistic
- Balance: more expensive crabs, and non-elite crabs are less impressive
- Balance: regen filters more expensive on larger units/units with more HP, plus chariots can't get them
- Balance: nations with reanimation priests won't have national priests who cost less than 2 recpoints and they're more expensive
- Some more elite/sacred/mage werefoo filters
- Snake and swan-neck arms for size-2 foulspawn
- #minsizeleader national filters
- Charge body also gives shock resist 4
- Undead encumberance fix
- Tweaked giant tags and giant_forts eligability
- Minimum leader size filters
- Vanir serf theme is able to show up
- Fix lack of Jotun snow movement
- Added a way to filter by recruit type in unit command restriction combobox
- H3 extra mages are slow to recruit
- Capped adjusted mage MR at 18
- Mage MR adjustment now takes guaranteed randoms into account
- Spies default to rpcost 2 to match vanilla Dominions
- Fixed and cleaned up leadership calculation for mages/priests
- Tiny adjustment to extra mage chances
- Rimvaettir poses
- Fixed normal vaettir offhand weapon graphic generation
- Overhauled and expanded descriptions for units. Includes documentation.
- Shapeshift filters exclude mounted/chariots (in part to avoid issues with certain mounts)
- Hippos!
- Sidhe/Vanir ages fixed: This changes recpoints somewhat closer to vanilla.
- Fir bolg robes
- Fixed: Elite commanders in slaver nations could get +11 taskmaster due to a +1 bonus being concatenated instead of added.
0.7.0-RC10 (9th of May 2020)
----------------------------------------------------------
Code
----------------------------------------------------------
- Massive refactoring by Lord Brimstone
- Lots of obscure bugfixes during refactoring by Lord Brimstone
- Nations should no longer get ranged sacreds if they only have one sacred unless no other sacreds are possible
- More robust handling of diacritics in nation names
- SpriteGen overhaul!
Content
-----------------------------------------------------------
- Databases updated to 5.44
- Lots of obscure bugfixes during refactoring by Lord Brimstone
- So many malformed data definitions fixed by Lord Brimstone
- Some new robes for human casters
- A few new sacred/elite filters
- Occidental hoburg nations always get at least three sacreds
- Muuch, naga, and assorted occidental ichtyids and serpentmen get at least two sacreds
- Vanara mages on palanquins get 3 misc slots
- Caelian themes overhauled to actually reflect intended demographic distributions
- Sidhe are iron-vulnerable, etc. per 5.38
- Scimitars and Leventine spells
- Vaettir stat revisions per 5.41
- A bunch of twiceborn revisions per 5.41
- Simple demographic themes for vanir (male/female)
- Wingless flier sacred pose for vanir
- Chariots for size 4 Fomorians and Cyclopses
- Basic saytr themes for halfmen nations - this is almost all Strabo's work
- Barebone dryad casters for satyr-themed halfmen
- Greenland shark "somniosid" theme for ichtyids
- Basic size-4 Jotun nations; no hags for now
- Elder demographic themes for cyclops races
- Basic crustacean nations; for now just crabmen
- Very basic Asmegir nations; graphics are Dom3- or Dom2-era, so they're a bit rough. Aesir for elite/sacred giant poses and T3 casters (Aes only ATM)
- Basic bakemono nations - all troops and most casters are -sho(rt) for the time being
- Basic gigante nations - no mounted units and only very basic themes; note these are moreso MA Phae gigantes than EA Mek gigantes
- Nordic ("boreal") human nations - these should eventually include Rus/Vanarus elements, but for now are just Midgard-/Utgard-style nations
- Ontological theme shuffling: "default" Ulmish/Mannish human nations are now "feudal" instead of "boreal" humans
0.7.0-RC9 (22nd of January 2019)
----------------------------------------------------------
Code
----------------------------------------------------------
- Priests are now much more common as the T2 PD commander - ~75% instead of ~10%. This is in keeping with Dom5 numbers. T1 priests remain scarce. No priest-mages yet, but that's the next logical step.
- Small, obscure bugfixes
Content
-----------------------------------------------------------
- Merrow nations, with themes - no archers, but some land/amphibious mounted units
- Imperial casters now have distinctive robes; they look a bit odd sometimes with default hats but we're getting there
- Assorted bugfixes
0.7.0-RC8 (5th of November 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- More variety in number of ranks of PD (TODO: more variety in PD/castle commanders)
- A whole bunch of refactoring, optimization, and minor UI improvements from flash-fire. Details of this stuff is on the github site.
Content
-----------------------------------------------------------
- Cyclops nations: for now just younger cyclopes
- More ichtyid subtypes from Strabo: clownfishmen, pikemen, flying-fishmen, sailfishmen, anglerfishmen, perchmen, piranamen, sharkmen, catfishmen, tunamen, and swordfishmen
- Lictor-style non-legionaire sacreds for imperial nations
- A whole bunch of possible templetrainer priests, and some straight-up domsummon priests
- Support for mages that are better at summoning various stuff (vine men, corpse constructs, etc.)
- Sidhe, fae-blooded nations, and elegists are spellsingers; boreal humans are occassionally spellsingers; other mages can have it as a filter
- Some new spellsets for fae nations - seelie, unseelie, and old-fashioned-unseelie
- Communion Choruses or Communion Dirges possible for nature or death nations with spellsingers
- Some new commander & priest names
- Dedicated javelin thrower ammo reduced from 12 to 6
- Last small bows should be gone, as well as last "Giant foo" weapons
- Pigasus cavalry for hoburgs. Sorry not sorry. Also flying salamander hellspawn and hellbred horites for hoburgbred.
- Assorted small bugfixes
0.7.0-RC7 (6th of May 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Support for commanders with better leadership
- Advanced descriptions will now indicate if a nation has non-standard forts
- Chanceinc bugfixes
- PD/wall unit generation bugfixes
Content
-----------------------------------------------------------
- Mason special commanders
- More titles for special commanders
- Increased chance for certain races to have better leadership
- Added possibility for nations to use giant, city, ice, and village forts
- Updated Formation Fighter to the Dom5 version of the command
- Added a "generic spy/assassin" pose that is an option for most humans, Abysians, lizards, and merrow (not that the
latter are added yet); this may be expanded as it seems to work fairly well...
0.7.0-RC6 (25nd of April 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Sacred pricing more flexible; notably, larger sacreds should cost a bit more
Content
-----------------------------------------------------------
- Fixed missing secondshape for occidental hoburg cavemen mounts
- Some small graphic fixes
- Dantih balancing: -3 supply, maxage 75->120; str 24->20; PD/starting army amounts increased slightly
- Added plague doctor robes and masks to advanced humans and masks to hoburgs (based on the unused LA Marignon hero)
0.7.0-RC5 (22nd of April 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Support for sacred custom weapons that cost more resources
Content
-----------------------------------------------------------
- Most sacred custom weapons now take less gold but a noticable amount of resources
- A few new sacred weapon effects
- Fixed bad gcosts for 2h lesser lamia poses
- Fixed bad undead priest reanimation, added a priest reanimation filter
- Fixed graphics error with some bean sidhe casters
- NEW RACE: Elephantmen/Tusked Ones/Dantih ("tusked ones") - giant pachydermal humanoids (size 5) of a Desi ("enlightened" in NG terms)
flavor. Probably totally unbalanced, and mammothmen/other themes aren't done
0.7.0-RC4 (11th of April 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed custom sacred missile flysprites
- Fixed custom sacred missiles getting #nostr instead of #bowstr
- Fixed some errors with conditional chanceinc commands
- Revised PD quantity formulas; there should be more consistent amounts of PD across nations with fewer extremely large numbers of very cheap units
- ~~Allow for more than two ranks of PD occasionally~~ Currently disabled because of serious error with the relevant mod commands
Content
-----------------------------------------------------------
- Fixed NG-specific missiles getting #nostr instead of #bowstr
- Custom twiceborn shapes
- Fixed some elite shapeshifters starting in their shifted form
- Added a small number of mage filters
- Mekone-style togas for boreal, austral, and lizard mages
- Kami-of-the-Moon-style kimonos for human and lizard mages
- Adjusted custom weapon lengths to Dom5 standards
- Deprecated small bows
- Added short tridents to various weapon lists; also added spetums to predators
- Pale ones and lizards significantly less likely to be naked since their high rec points makes this a lot worse than it had been
- Updated some documentation
0.7.0-RC3 (22nd of March 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed very broken chanceinc handling that, among other things, gave some spells to nations that did not deserve them
- Fixed nation commands in racial themes not being processed (for example, Caelian subculture temperature preferences)
Content
-----------------------------------------------------------
- Minimal implementation of imperial nations; these are an incomplete WIP, but functional
- Custom missiles and armors updated to reflect range/damage changes and #magic tags on armor
0.7.0-RC2 (17th of March 2018)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed the id ranges the program is allowed to use to conform to Dominions 5
- Large rewrite of the probability modifier handling system
- Added basic logical operators for probability modifiers
- Please report if you find something unusually weird in equipment or names or such things that are chosen from lists.
- Updated databases to 5.17
- Added automatic calculation of recruitment point base cost for anything that lacks a definition
- Added support for wall defenders
Content
----------------------------------------------------------
- Recruitment points defined for most units
- New movement values defined for most units
0.7.0-RC1 (2nd of February 2018)
----------------------------------------------------------
This is the first release for Dominions 5 and just a very, very basic conversion. It utilizes the ability of Dom5 to automatically
convert some of the unit stats for Dom5 and there may be wonkiness due to this. Feedback is appreciated.
Databases are not updated to Dominions 5 yet. It is very unlikely that this would cause any issues for generation, however.
Code
----------------------------------------------------------
- MOVED TO DOMINIONS 5 (though apart from flags everything should still work in Dom4 too)!
Content
----------------------------------------------------------
- Dominions 5 flags
- Sirrush -> Mushussu
- Stricter rules against mounted berserkers because of Dom5 changes
- Mount graphics fixes
- Illithid lobo slaves have #slave, thrall troglodytes as illithid monsters
- Fixed some mount secondshapes
- Added some racial tendencies to have different max priest levels/mage-priest frequency
0.6.24 (6th of September 2017)
----------------------------------------------------------
Code
----------------------------------------------------------
- Magic Diversity restriction was being ignored
- #chanceinc racetheme is much more robust
- Preview graphic flag inconsistency fixed
Content
----------------------------------------------------------
- Some graphic tweaks and fixes
- A bit more variety of weapons for Celtic nations
- Bandar and troglotyid thralls for illithid nations with appropriate secondary races
- Hoburg-specific special commanders (lots of critter-herds)
- Big ugly crossbreeding results as recruitable monsters for FS nations (again; this was in before but was buggy)
- A few new limbs for FS
- Camel mounts and chariots; polar bear mounts; elk mounts; peryton mounts
- Ettinling demographic theme for ogres; pretty much just what the name implies (as with other ogres, no giants for now)
- Ghoul nations as an uncommon demographic theme for advanced humans; they're gold-recruitable following LA Ulm's example
0.6.23 (17th of July 2017)
----------------------------------------------------------
Code
----------------------------------------------------------
- Fixed Zotz description misspecification causing crashes
- Fixed a minor bug that resulted in some units such as minotaurs getting only partial descriptions.
- Fixed a bug that occasionally prevented primary race-inherited commands such as fire resistance to secondary races of Abysian nations from being printed to .dm
0.6.22 (17th of July 2017)
----------------------------------------------------------
Code
----------------------------------------------------------
- A huge pile of refactoring and optimization, by Freykin
- Added handling for #specifiedgcost and #specifieddescr to monster definitions
- Added handling for #additionalweaponslot to troop (not caster) pose definitions; this is much like #generateitem, but it happens late in generation and is less likely to be overridden
- Better unit finalizing for montag units
- Another round of double lance fixes
- Extra mages more common
- Montag PD support
Content
----------------------------------------------------------
- Countless dumb typos and oversights fixed
- Further restrictions on "complex" weapons (e.g., poison slings) to prevent them from getting inadvertently upgraded into superweapons
- Giant feral hoburg monsters had neither shadows nor gcosts nor descriptions
- Bean sidhe, plus themes allowing sidhe nations to be either patriarchal (daoine sidhe), matriarchal (bean sidhe), or mixed (both men and women of the mounds)
- Some new Ysian shields for standard shieldsets as well as for sidhe and amazons
- Pygmy elephants and mammoths for hoburgs and vaettir, with regional variants
- Dwarf elephant cavalry (and cataphracts) for hoburgs
- Elephants for oriental human nations, as well as one or two minor pachydermal tweaks
- Variable pants for oriental human and tengu troops
- Fixed wonky fire/shock lance generation on hoburg clockworks via #additionalweaponslot
- Basic hero-only hoburg clockwork colossi
- Fixed overeating nephilim (1200/mo -> 120/mo)
- Cavalry/chariots no longer have feet slots, nor do serpentmen or purebred illithids
- New unit filters: growthpower, airshield, and overcharged for sacreds; airshield for mages
- A bunch of new flag graphics contributed by AlStar
- A miniscule number of other flag graphics
- Faster (giant) swan chariots
- Stray pixels on small pale one shadows should finally be gone
- Ancient pale one graphics cleaned up a bit
- Steel gear for ancient pale ones
- Ancient olmspawn
- Techlevel and cultural decay themes for pale ones
- Gold-recruitable cavern wights for pale one cultures whose birthrates have fallen too low (or mortality rates have grown too high); may be horribly unbalanced
- Hero and monster ageless pale ones - really, REALLY big sacks of sacred HP
- Filters for reduced/increased mage/elite/sacred costs
- Filter for Bloodguard-style berserking strong homesick elites, with fancy specific names
- "Troglotyid" cavefishmen demographic theme for ichtyids
- Nagas added as a full race; note that (for now) these are humble nagas w/o leg envy, so their mages don't shapechange
0.6.21c (25th of January 2017)
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Code
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- Fixed melee javelins and some other magic item weirdness
Content
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- Prevented the generation of "magic" mental attacks on assorted illithid troops which were making mindblasts behave badly
- Nephilim as heroes - and only as heroes - for Avvite nations
0.6.21b (24th of January 2017)
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Code
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- A change to mage leadership pricing made mages super cheap. This revealed a slightly more widespread bug in how command arguments were handled.
- Nations should no longer get two or more nation themes of the same type (for example, cheaper AND more expensive temples)
0.6.21 (24th of January 2017)
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Code
----------------------------------------------------------
- If AND ONLY IF there are nation restrictions, a counter will indicate how many were rejected
- Fixed a bug where improved weapons for sacreds weren't copying the tags of what they were derived from
- Sacred cost, morale, and magic resistance tweaks
- #deriveslot command added to allow poses/races to override normal behavior for heirarchical gearing between mage tiers
- Cavalry arming adjustments and bugfixes
- Fixed some reproducibility bugs
- Improved handling of custom items
- Fixed some unit cost issues
Content
----------------------------------------------------------
- Some documentation updates
- Sidhe were sitting too far back on dogs and bears
- Better armor contrast and more gear for bandar colossi/yetis
- Heavy slings stats fixed
- Reclimit on dustwalker chariots
- Serpentmen cost adjustments
- "Lesser Lamia" theme for Amazon nations
- Full-sized illithid (mindblasters, elite/sacred soldiers, mages) added to illithid nations - these may be unbalanced in either direction
- Void gates are more common if a nation has a lot of units with void sanity, and much more common if they have units with summoning skill
0.6.20 (29th of December 2016)
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Code
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- If there are nation restrictions, a counter will indicate how many were rejected
- Fixed a (potential) problem with how chanceinc parses command-related arguments
Content
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- Austral infantry is faster than normal, but austral cavalry shouldn't be
- Fixed temperature preferences for hot/cold serpentmen
- Fixed typo messing up rat and rabbit tribal themes for vaetti nations
- Fixed bad offset on boreal human ghouls
- Made some "big guy" poses (among others) more likely to be picked when making heros
- Fish, horse, grub, rat, and elephant heads for size-3 foulspawn
- Formorian stat update to Dom4 standards; better stats for the little ones, but pricier
- Uncursed theme for fomorians, with accompanying two-eyed giants and little not-goat-heads
- Fir bolgs as a standalone race, although they'll be more common as a secondary race (poor fir bolgs)
- Austral theme for primates (markata/bandar/bandar colossi); yeti got a few extra things as well
- Initial limited implementation of hoburg giants (giant hoburgs?) as monsters for feral hoburgs. Probably totally unbalanced.
0.6.19 (18th of October 2016)
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Code
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- Magic weapons weren't being stored in the weapon DB during generation, leading to weirdness
- Several new failsafes added for commander gen and naming that fix rare crashes
- Montag units could potentially use up all unit ids in very large mods
Content
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- Fixed a number of non-crash bugs involving typos, oversights, and missing files; thanks to everyone who reported them
- Brown and red muuch shamblers and demographic themes
- Feather-bedecked cavemen mounts for occidental hoburgs
- Certain varieties of charioteers can have whips for weapons
- Tengu roster size fix
- A handful of new troop descriptions, sacred troop names, and national epithets
- Strabo's serpentmen added as a minor race. Visually they're based on lesser hydras, mechanically on herbivore lizards. There was a fair amount of clutter added onto the mostly-done race base Strabo provided, primarily in adding demographic and regional variations. Nonetheless, they're a bit flat with only infantry, scouts, and casters, and they may possibly be unbalanced as well. Archers, chariots, and more variety for mages would make for good additions at some point down the line.
0.6.18 (12th of September 2016)
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Content
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- A few more body parts for size-3 Foulspawn
- Recruitable ghoul infantry for boreal nations (human or hoburg) with death magic
- A few shapeshift restrictions: undead casters/troops cannot have ghoul secondshapes, size-1 casters cannot have cave crab or great bear secondshapes, size-4+ mages cannot have winged monkey secondshapes, and Atlantians/muuch/size-4+ mages cannot have deep one secondshapes (pooramphibians/amphibians in general are also more/less likely to have them)
- Nazca-style robes for Caelians and occidental hoburgs
- Poison/flaming/banefire weapons for dustwalker ranged troops, as well as limiting their melee weapons to the heavier one-handers; this may or may not balance out the high prices for lightly-armed archers
- Activated the austral and humanbred elephant variants that have been around forever but not used
- Added dynastic human elephant variants
- Some graphic minor fixes
0.6.17c (23rd of August 2016)
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Code
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- Some of the special leadership assignment changes from 0.6.17 caused crashes
Content
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- Dustwalkers got nerfed
0.6.17b (15th of August 2016)
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Code
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- The .jar was compiled from earlier codebase
0.6.17 (15th of August 2016)
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Code
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- Fixed a bug where commander versions of units, mostly foul spawn, wouldn't follow equipment-affecting modifiers
- Tweaked commander selection criteria to prioritize units that fill many of the commands that should be filled at once
- Tweaked commander leadership assignment so that animals/slaves may have reduced leadership/inspiration, offset by an increased chance for beastmaster/taskmaster
- Tweaked commander leadership assignment so "non-standard" leaders are more likely to get more and better leadership, and "normals" are slightly less likely
- Tweaked mage/priest leadership for units derived from "warrior-priest" archtypes
- Nation ids were handed to nations discarded by seeds.
- Many mods with strict restrictions were unplayable even if they had just a few nations due to nation ids being higher than the game allows.
- Fixed a bug where Foulspawn units had erratic amounts of item slots not always corresponding to how many and which limbs they had
Content
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- Illithid thralls actually enabled!
- Added the possibility of vanara ninjas for oriental primates
- Some fairly disparate graphics tweaks
- Foulspawn nations can get some of the big Crossbreeding results as fixed monster picks
0.6.16c (17th of July 2016)
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Code
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- The .jar was compiled from earlier codebase or something else really weird happened.
0.6.16b (17th of July 2016)
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Code
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- Foul spawn centaur graphics were generated completely wrongly
- Item dependencies are reset when original item is removed
- For example: Archers generally get quivers with their bows. If the bow is for some reason removed, so is the quiver.
- Mostly there to hopefully fix a fairly rare commander overlay bug: Item removal or replacement in general are fairly rare
0.6.16 (17th of July 2016)
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Code
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- Shapeshifts aren't horribly bugged anymore
- Troop naming went through a polishing process
- Nationality prefixes added back in
- Subrace naming
- Attempt to reduce pointless name parts when names are differentiated enough
- Chariot naming tweak
- Slow rec and old age should be a bit rarer for mages
- Montag elite units aren't hiding under sacred title in advanced descriptions anymore
Content
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- Updated Norse nation name list
0.6.15 (13th of July 2016)
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Code
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- Nation restrictions had a memory leak: The program stored spells, custom items and shapeshift forms for discarded nations.
- Other memory use optimizations
- New nation restriction: Magic diversity (at least x paths of level y or above)
Content
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- Pale one javelineers shouldn't be named archers anymore
- More hoburg items!
0.6.14c (10th of July 2016)
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Content
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- Up-to-date data files in the distributable 0.6.14x.zip
- Very minor graphics tweaks
0.6.14b (10th of July 2016)
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Code
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- Custom spells were read in a manner where quotation marks were left missing on copyspell and name commands, resulting in a något gick fel
0.6.14 (9th of July 2016)
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Content
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- Very high diversity high pick magic patterns (think EA T'ien C'hi) are a bit more expensive
- Blood magic is a bit more expensive
- A few size 1 shapeshifts for size 1 beings
- Bonus against shields (#flail) is a bit rarer on sacred weapons
- Acid magic weapon feature did nothing. Now it has armor piercing and is less common.
- All crocodile mounts are cheaper, get a tail swipe attack and can sail
Code
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- Added a system to discard nations until set amount of nations that fulfill given requirements. See the documentation for more info.
- Extra mages are a bit weaker in power
- Sacred low ammo ranged weapons get less precision on average
- Sacred weapon bonus stats are a bit less stacked on one stat on average
- Recruit everywhere sacreds are a bit more expensive
- Non-mage heroes (they may still have magic though) are considerably more likely to get special weapons
- Fixed second shape naming bugging on multi word names
- Made the GUI resizable
0.6.13b (4th of July 2016)
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Content
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- Wrong spell name for Summon Ujigami was causing något gick fel
0.6.13 (4th of July 2016)
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Content
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- Reanimation on priests tends to not result on higher average priest level
- Reanimation on priests tends to result on more mage priests
- Reanimation on priests tends to not result in a H3 priest
- National spells
Code
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- Priest costing tweaked
- Tier of extra mage magic pattern is chosen based on how desperately the program thinks the nation needs an extra mage (and randomness)
- Extra mages are somewhat less likely to have all new paths
- Extra mages are somewhat rarer
- Support for copying national spells and creating custom national spells
0.6.12 (3rd of July 2016)
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Content
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- Fixed crash bug with Caelian poses
- Fixed non-fatal error with Giant Swan wings
- Fixed ugly but non-fatal error with T3 Foulspawn priests
- Centaurs and minocentaurs are no longer too dainty to get their hooves bloody
- Added size-3 Foulspawn casters
- Added Strabo's carpmen as a demographic theme for ichtyid
- Added koyid oriental carpmen as a further demographic theme for ichtyids
- Werehyena/rat sacreds
- Rat Tribe vaettir
- A few minor graphics and data fixes
0.6.11 (2nd of July 2016)
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Code
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- Support for random unit recruitment via #firstshape and #montag. Basically support for foul spawns.
- Fix for certain sacred limiting tags not working in wings (especially Daeva ones)
- Tweaks to sacred stat generation
- Ability to reduce average power of certain units when generated sacred or sacred-type elite
- Scouts are much more likely to have survival skills
- Performance tweaks (that are more than easily counteracted by how heavy foul spawn nations are to generate)
- Basic commandline options for people who want to run an endless loop of NationGen nation batches to find their dream nation or something equally silly. See the documentation.
Content
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- Updated weapon and armor database to version 4.23. Thanks to LarzM for Dom4inspector!
- Mounted Atlantians
- Demographic themes for austral humans
- Dog, crocodile, mid-sized mantis, and swan mounts for pygmies
- Removed #primaryraceonly from pygmies
- Added pygmy mages and mounted pygmy mages
- Added advanced pygmy infantry/ranged poses for pygmy-heavy demographic themes
- Renamed generic humans "boreal humans" and reduced their basechance to the same as other regional variants; conceptually, they're being treated as a lumping-together of Man and Ulm
- Added "blacksteel" theme and accompanying poses/gear to boreal humans
- Added updated Mannish archer graphics for all boreal ranged poses
- Giant poses for elite/sacred ichtyids
- Reclimit for Daevas. May be too harsh.
- Tweaks power of sacreds of certain races
- Some racial base price adjustments based on 4.25 changes
- Swan mounts for fae hoburgs and hoburgbred
- Swan chariots for fae hoburgs, hoburgbred, and pygmies
- Chariots and giant swan mounts for sidhe
- Basic implementation of foulspawn - currently this comprises size-2/size-3 infantry, mounted/centauroid troops, and mages
- Basic implementation of assorted ogres as a distinct race (no accompanying giants for now)
- Basic implementation of illithids as a distinct race - for now there are just hybrids - no pureblood illithids or lobos of any sort
- Giant rat mounts for hoburgs, hybrid illithids, pygmies, vaettir, and zotz
- Giant rat chariots for hoburgs and pygmies
- Centaurs added as a subrace of halfmen
- Demographic themes added to halfmen to determine whether they're minotaur, centaur, or both
- Rare minocentaur elite/sacred pose added for halfmen nations that are both minotaur and centaur
- Typos, minor bugfixes, and small random content additions
0.6.10 (27th of January 2016)
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Code
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- Fixed an uncommon bug with hero mage generation
Content
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- "imperial" Dynastic human social theme added
- "oriental" Primate regional theme added
- "terrestrial" Primate demographic theme renamed "lowland"
- Primatebred Abysian Primate demographic theme ("abysian") added
- Yeti-esque (and straight-up yeti) Primate demographic theme ("alpine") added
- Added white tiger mounts for vanara
- Added giant snail and locust mounts for pygmies
- Added lucerne hammers and pitchforks for hoburgs
- Added lucerne hammers for default humans, advanced humans, and Abysians
- Sobek base graphic updated to "canon" CoE4-derived naked sobek graphics
- Added oriental versions of horse, lizard, boar, and tiger chariots
- Added chariots for lowland vanara
- Typos and minor bugfixes
- Minor additions to the documentation for a few obscure-ish commands
0.6.9 (17th of November 2015)
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Code
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- PD will have two different commanders again
- Undead priests will usually have a bit more undead leadership
- Fixed some lingering inconsistencies involving role names for poses which ride things (cavalry->mounted)
Content
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- Ape nations renamed "Primates"
- Stub structure for primate regional variance added; right now it mostly just changes markata/vanara/bandar ratios
- Winged primate sacreds removed
- Winged primate demographic theme added
- Imperial primate regional theme added; this is essentially complete though it underscores the need for explicitly imperial nation names
- Partial demographic themes added for muuch; currently only green, white, and diverse are supported, but diverse will include browns and reds
- Fewer eyes for Fomorian giants
- Longdead chariots for dynastics
- Default theme for nations w/o explicit themesets is now a "techlevel" theme with tendencies to iron over bronze
- Typos and minor bugfixes
0.6.8a (2nd of November 2015)
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Content
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- Shadow for flying fish
- Caelian bronze full scale was using iron scale graphics
0.6.8 (2nd of November 2015)
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Code
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- A lot of bugfixes
- Sacred price/caponly tuning/fixing
- Dynamic PD overhaul
- Special commander generation
- Better "special" leadership assignment
- More data available in Advanced Summaries, including starting army
- New commands relating to the above (these are all documented IIRC)
Content
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- A lot of bugfixes
- Some regional nomenculture standardization/blandification: Asian nations/themes -> oriental, Machakan-style themes -> austral, Nazca/Mictlan-style themes -> occidental, Northern European themes -> boreal, Greco/Helenic themes -> central
- "Gaians" -> Halfmen IOT be a little more cannonical
- Agarthans -> Pale Ones
- Bronze weapons, armor, and shields updated in accordance with the UW basegame patch
- Default human itemset now supports bronze weapons and armor, and most other races got new/better support as well
- Gladiators for Imperial hoburgs
- Better/Dom4-ish legs for "standard humans" and male Amazons
- Better Colossi/Sleeper/Burning One/Warbred graphics
- Worse Colossi graphics: austral hoburg "colossi"
- Fossilized cavemen mounts for hoburgbred
- Flying fish mount for pygmies
- Winged lion mount for austral humans and vanara
- Shambler basecost reduced from 30g to 20g in keeping with 4.20
- Clan-based Caelian subraces, with Caelian nations being made up of various mixes thereof: Yazata, Daeva, Mairya, Airya, Spire Horn, Raptor, hybrid, Wingless
- Clan-based Caelian pacyderm variants
- Gear overhaul for Caelians
- Fomorian gear split into bronze and iron
- "Dynastic" humans: living equivilant of dustwalkers, plus also undead dustwalkers too (they seem thoroughly materialistic in their desire to rebuild their ancient nations, so I see no problem with them operating on a gold economy)
- Reweighting of race basechances (this needs done now and again as new ones are added; the biggest change is that "default" humans are now only moderately more common than regional/cultural variants thereof)
- Random other stuff: a robe here, a name there, etc.
0.6.7 (7th of August 2015)
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Code
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- 0.6.6/0.6.5 broke monsters again.
Content
-------------------
- Chaos recruitment is slightly weaker for sacreds and mages
0.6.6 (7th of August 2015)
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Code
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- Many 0.6.5 fixes weren't actually implemented due to a codebase mistake
Content
-------------------
- Ice forging needs water magic
- Awe is a bit less expensive on sacreds
- Abysian salamander mount actually looks like salamander
- Abysians got a fire drake mount to use the old graphics
- Research filters shouldn't stack anymore
0.6.5 (6th of August 2015)
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Code
-------------------
- Fixed various bugs
- Advanced descriptions show race more precisely
Content
-------------------
- Even more Hoburg stuff
- Temple gem generation increases temple prices
- Chaos recruitment is slightly less powerful
- Mystic type mages priced correctly (#pricepremium was bugged)
- Hoburg clockworks are rarer for EA
- Various other balance changes and bugfixes
0.6.4 (23rd of July 2015)
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Code
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- Fixed personalmagic path based probabilities being pretty buggy
- Fixed monsters not getting any monster commands
- Fixed cavalry causing problems in summaries
- Fixed a minor command parsing error
Content
-------------------
- Hoburg occidental headgear was a pixel too high
- Fixed bear mount animal name
0.6.3 (23rd of July 2015)
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Code
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- Added ability to get extra features for sites
- Fixed a bug with #magicboost in second shapes
- Fixed a major mage generation bug where some mages got stats of a different race