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Releases: elmokki/nationgen

0.7.0 Release Candidate 12

14 Jan 15:27
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0.7.0-RC12 (14th of January 2021)

Content

  • Elite crabmen chassis cost bumped from 30g to 60g
  • Normal crabmen pincer should now be intrinsic weapon
  • Heat and cold spreading dominions should now appear to hot and cold nations respectively, instead of vice versa
  • Research bonus +3 filters renamed to distinguish them from each other
  • Nadir theme probability adjustments
  • Vestal and hound summoning priests fixed

0.7.0 Release Candidate 11

13 Jan 12:48
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Pre-release

Due to popular demand, here are all the stuff since last release released. May contain half-finished stuff that is left enabled. I don't know.

I had enough trouble setting up Eclipse after a very long while and getting this to compile for Windows. I have no idea if it can be run somehow of Linux/OSX without recompiling. Feel free to try, and please do tell me how it works.

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 Release Candidate 10

10 May 02:59
25c1897
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RC10_preview

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 Release Candidate 9

22 Jan 16:16
53ad4cc
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THIS RELEASE REQUIRES JAVA 10 OR ABOVE. IT WILL NOT RUN ON JAVA 1.8.

preview

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 Release Candidate 8

05 Nov 18:14
06b6d01
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THIS RELEASE REQUIRES JAVA 10 OR ABOVE. IT WILL NOT RUN ON JAVA 1.8.

rc8_preview

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 Release Candidate 7

06 May 03:38
3e7dd8d
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Pre-release

preview

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 Release Candidate 6

25 Apr 21:52
4bba9cf
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Pre-release

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 Release Candidate 5

22 Apr 18:37
27ac9c3
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Pre-release

dantih

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 Release Candidate 4

11 Apr 21:14
0b907b3
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Pre-release

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 Release Candidate 3

22 Mar 20:58
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Pre-release

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