Releases: elmokki/nationgen
Releases · elmokki/nationgen
0.7.0 Release Candidate 12
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
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
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
THIS RELEASE REQUIRES JAVA 10 OR ABOVE. IT WILL NOT RUN ON JAVA 1.8.
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
THIS RELEASE REQUIRES JAVA 10 OR ABOVE. IT WILL NOT RUN ON JAVA 1.8.
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
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
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
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
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 occasionallyCurrently 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
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




