Mercury Fallen - Nitrous Butterfly

I'm super excited to announce that Alpha 0.13 is now available! A lot of work has been put in to this update and there are many great content additions, changes and fixes.

Important Notes

While existing save games will still load, much of the new content will only appear when starting a new game.

Due to changes in how the settings file is stored, existing settings will reset to defaults.

 
Map Generation


When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.

Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.

Discovery System


Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.

Story Content


Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.

UI Improvements


Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.

Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.

Performance Improvements


This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it's been revamped and in testing,  over 100 colonists had a  minimal impact on performance.

There are a lot of great additions, fixes and changes. Check out the full list below.

 
Release Notes
 
Features
  • Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
  • Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints.
    Item chests scattered around the map that contain various resources including discovery items.
  • Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
  • Discover lost data logs to uncover the story of the missing colonist
  • AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.
UI Updates
  • Added: New notification when a colonist increases in a job level
  • Added: Discovery interface under Facility Management.
  • Added: Object/Colonist window open/close animation
  • Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
  • Changed: Research prerequisites now show if a discovery item is also required
  • Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
  • Changed: UI Scale setting defaults to medium instead of Large
  • Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
  • Changed: Optimized UI Icon loading for improved performance
  • Changed: Updated crop field object icon
  • Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
  • Changed: Crop Field now shows progress bar instead of just percent text
  • Changed: Research progress bar in research station interface now shows percentage
  • Fixed: Wrong icon for MedBay Floor in object list
  • Fixed: Blurry game speed icons
  • Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
  • Fixed: Various typos
World Generation Updates
  • Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
  • Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
  • Changed: New game starts with some fuel already in the power generator.
Changes
  • Added: Selected colonists now show a path to their destination
  • Added: New quirks related to the muscles attribute
  • Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
  • Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
  • Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
  • Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
  • Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
  • Changed: Constructed Robot age is now 1 instead of a random age
  • Changed: Haul job role renamed to Hauler
  • Changed: Data Recovery now referenced as Research Projects
  • Changed: Computer Station renamed to Research Station. Description/references also updated.
  • Changed: Various changes to research times.
  • Changed: Some research projects now require a blueprint to be discovered before they can be researched
  • Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
  • Changed: Clear construction action is now a builder action instead of a hauler action
  • Changed: Ailment notifications now provide information on the cause of the ailment
  • Changed: Optimized management systems for improved over all performance
  • Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
  • Changed: Can not build floors on tiles selected for deep mining
  • Changed: Objects/colonists now remain highlighted if their info window is open
  • Changed: Assembly Floor moved to Tech Printing research project
  • Changed: Basic Robotics research now requires Tech Printing instead of Metallurgy
  • Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.
Fixes
  • Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
  • Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
  • Fixed: Colonists sleeping standing up
  • Fixed: Colonist can receive ailment more than once
  • Fixed: Haul to generator action not giving haul job experience
  • Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
  • Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
  • Fixed: Colonist stuck in bed after loading a saved game.
  • Fixed: Multiple colonists attempting to haul same items to storage in some instances
  • Fixed: Object placement graphic not showing after cancelling build while dragging.
  • Fixed: Jobs not being performed at all if priority set to lowest (10)
  • Fixed: Can select tiles for deep mining that have a floor or other structure
  • Fixed: Water conduits unable to be selected in water overlay
  • Fixed: Power generator still providing power after being deconstructed.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient
 
Mercury Fallen - Nitrous Butterfly

I'm super excited to announce that Alpha 0.13 is now available! A lot of work has been put in to this update and there are many great content additions, changes and fixes.

Important Notes

While existing save games will still load, much of the new content will only appear when starting a new game.

Due to changes in how the settings file is stored, existing settings will reset to defaults.

 
Map Generation


When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.

Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.

Discovery System


Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.

Story Content


Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.

UI Improvements


Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.

Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.

Performance Improvements


This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it's been revamped and in testing,  over 100 colonists had a  minimal impact on performance.

There are a lot of great additions, fixes and changes. Check out the full list below.

 
Release Notes
 
Features
  • Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
  • Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints.
    Item chests scattered around the map that contain various resources including discovery items.
  • Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
  • Discover lost data logs to uncover the story of the missing colonist
  • AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.
UI Updates
  • Added: New notification when a colonist increases in a job level
  • Added: Discovery interface under Facility Management.
  • Added: Object/Colonist window open/close animation
  • Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
  • Changed: Research prerequisites now show if a discovery item is also required
  • Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
  • Changed: UI Scale setting defaults to medium instead of Large
  • Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
  • Changed: Optimized UI Icon loading for improved performance
  • Changed: Updated crop field object icon
  • Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
  • Changed: Crop Field now shows progress bar instead of just percent text
  • Changed: Research progress bar in research station interface now shows percentage
  • Fixed: Wrong icon for MedBay Floor in object list
  • Fixed: Blurry game speed icons
  • Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
  • Fixed: Various typos
World Generation Updates
  • Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
  • Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
  • Changed: New game starts with some fuel already in the power generator.
Changes
  • Added: Selected colonists now show a path to their destination
  • Added: New quirks related to the muscles attribute
  • Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
  • Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
  • Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
  • Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
  • Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
  • Changed: Constructed Robot age is now 1 instead of a random age
  • Changed: Haul job role renamed to Hauler
  • Changed: Data Recovery now referenced as Research Projects
  • Changed: Computer Station renamed to Research Station. Description/references also updated.
  • Changed: Various changes to research times.
  • Changed: Some research projects now require a blueprint to be discovered before they can be researched
  • Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
  • Changed: Clear construction action is now a builder action instead of a hauler action
  • Changed: Ailment notifications now provide information on the cause of the ailment
  • Changed: Optimized management systems for improved over all performance
  • Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
  • Changed: Can not build floors on tiles selected for deep mining
  • Changed: Objects/colonists now remain highlighted if their info window is open
  • Changed: Assembly Floor moved to Tech Printing research project
  • Changed: Basic Robotics research now requires Tech Printing instead of Metallurgy
  • Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.
Fixes
  • Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
  • Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
  • Fixed: Colonists sleeping standing up
  • Fixed: Colonist can receive ailment more than once
  • Fixed: Haul to generator action not giving haul job experience
  • Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
  • Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
  • Fixed: Colonist stuck in bed after loading a saved game.
  • Fixed: Multiple colonists attempting to haul same items to storage in some instances
  • Fixed: Object placement graphic not showing after cancelling build while dragging.
  • Fixed: Jobs not being performed at all if priority set to lowest (10)
  • Fixed: Can select tiles for deep mining that have a floor or other structure
  • Fixed: Water conduits unable to be selected in water overlay
  • Fixed: Power generator still providing power after being deconstructed.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient
 
Black Squad - CM_Rocky

We just sent the ticket item to all applicant, so please check your ingame mailbox.
You should use the ticket item attached :)

And if you didn't get an item although you applied,
please send us support ticket with your correct IGN.

Thanks :)

-----------------------------------------------------------------------------------------------------

Be a part of the Black Squad Test Channel for Crouch Spam Prevention!

If you are interested in testing out Crouch Spam Prevention please fill out this Form

Test will be from March 12th - March 21st.

Thanks for helping us make Black Squad better!
Black Squad - CM_Rocky

We just sent the ticket item to all applicant, so please check your ingame mailbox.
You should use the ticket item attached :)

And if you didn't get an item although you applied,
please send us support ticket with your correct IGN.

Thanks :)

-----------------------------------------------------------------------------------------------------

Be a part of the Black Squad Test Channel for Crouch Spam Prevention!

If you are interested in testing out Crouch Spam Prevention please fill out this Form

Test will be from March 12th - March 21st.

Thanks for helping us make Black Squad better!
Nemesis Realms - Shaqe
-------------------------------------------------------------------------------------------------------
Introducing new features:
  • Third level Lich
  • Custom Variables
  • Power Up items

General Changes
  • SteamVR Controller changes
  • Settings

-------------------------------------------------------------------------------------------------------

Lich

First playable version of the third level called Lich. Playable with 1-4 heroes.



Boss
  • Boss uses spells found around them. First playable version has three spells: Gravity Bomb, Reality Rip and Ice Shard. The spells are activated on Boss hands by touching Spell Orbs around Boss' standing area and used by pressing Virtual Reality controller triggers and physical movement of controllers.
  • Boss can grab the Outer Ring and spin the Gameplay Area by using the Virtual Reality controllers Grip buttons.

Hero
  • Hero has two movements states; Locked and Free Movement.
  • Hero's Locked Movement activates by landing on Gameplay Area's Inner Rings which are not broken.
  • Hero's Free Movement activates after jumping and activating Gliding. Hero can Glide freely above or under the Gameplay Area.
  • Hero has Jump, Dash and Dive.
  • Hero has a Stamina Bar, and their actions cost Stamina. Stamina regenerates while Locked Movement is activated (=Grounded). Losing all Stamina causes Hero to take damage.
  • Hero can summon a Pillar of Hope: high stamina cost ability that let's hero stand on it. Pillar of Hope protects Hero from Gameplay Area's movement.
  • Hero can collect Power Up Items by touching them and activate them with Controller triggers.



Gameplay
  • Gameplay area of Lich is breakable by Boss' Spells.
  • Boss is able to rotate the Gameplay Area.
  • Gameplay differs from the first two levels: Hero's target of damage are map objectives. Boss deals damage by hitting the Hero with their spells.

Map Objectvies
There are two different kind of Map Objectives on Lich:
  • Laser Turret: Activated by Hero's attack: After a time, shoots a Laser Beam towards Boss and deals damage. Boss can block the Laser Beam and reduce damage with their Hands. Laser Turrets spawn on the Gameplay Area. Multiple Laser Turrets can be activated simultaneously.
  • Phylactery: Boss' Soul is sealed inside Phylacteries and can be damaged by Hero's melee attacks. One main Phylactery is located in front of the Boss which can be damaged multiple times. Other Phylacteries spawn on the Gameplay Area and can be damaged once.



Custom Variables

First introduction of Custom Variables, currently in use for the first level Luna

  • Custom Variables can be edited in Virtual Reality.
  • Custom Variables can be accessed from Main Menu. Each level have their own Custom Variables selections (Disabled now for Lair and Lich).
  • Player has three Custom Presets to save their preferred values:Custom 1, 2 and 3. Remember to use Save while adjusting variables.
  • Default selects the default variables.
  • Main Menu Skybox will react to the custom variables selected.
  • Variables can be changed after selecting one of the Heroes or the Boss of the selected Level.
  • Current Custom Variables are: Damage, Health, Jumps and Movement Speed of each Hero and Damage and Health of the Boss.
  • Custom Variables other than Jumps are Multipliers applied to default balance variables. E.g. Move Speed 2x means double the Move Speed compared to the Default value. Jumps are considered as number of units. E.g. 4 Jumps means a Hero can jump four times.
  • Current Minimum Multiplier value is 0.1 and Maximum Multiplier value is 10.


Power Up Items

First introduction of Power Up Items, currently in use for the third level Lich includes Health, Invisibility and Speed.
  • Health: Heals the Hero who uses the Power Up Item for a small amount.
  • Invisibility: Provides the Hero who uses the Power Up Item invisbility. While active, the Boss is unable to see the Hero.
  • Speed: Provides the Hero who uses the Power Up Item an increase to movement speed for a short duration.
  • Hero can collect Power Up Items by touching them.
  • Hero can activate Power Up Items by Controller triggers.

SteamVR Controller changes

Changes to Controller buttons as SteamVR counts them as OpenVR System Button presses and toggles SteamVR Menu for Virtual Reality player.
  • Xbox One: removed keybinds from Change View and Menu buttons.
  • Xbox 360: removed keybinds from Back and Start buttons.
  • PS4: removed keybinds from Share and Options buttons.
  • Custom Controllers: removed keybinds from Back and Start buttons.

Settings

First introduction of Settings.

  • Settings can be found and used on the right side of the VR player while in Main Menu. Setting objects are Selected and Activated by Pointing and Clicking/Holding with Virtual Reality controller triggers.
  • Edit only in Virtual Reality.
  • Music volume
  • Sound Effects volume
  • Ambience volume
  • Video Quality Settings (Low/Med/High)
Nemesis Realms - Shaqe
-------------------------------------------------------------------------------------------------------
Introducing new features:
  • Third level Lich
  • Custom Variables
  • Power Up items

General Changes
  • SteamVR Controller changes
  • Settings

-------------------------------------------------------------------------------------------------------

Lich

First playable version of the third level called Lich. Playable with 1-4 heroes.



Boss
  • Boss uses spells found around them. First playable version has three spells: Gravity Bomb, Reality Rip and Ice Shard. The spells are activated on Boss hands by touching Spell Orbs around Boss' standing area and used by pressing Virtual Reality controller triggers and physical movement of controllers.
  • Boss can grab the Outer Ring and spin the Gameplay Area by using the Virtual Reality controllers Grip buttons.

Hero
  • Hero has two movements states; Locked and Free Movement.
  • Hero's Locked Movement activates by landing on Gameplay Area's Inner Rings which are not broken.
  • Hero's Free Movement activates after jumping and activating Gliding. Hero can Glide freely above or under the Gameplay Area.
  • Hero has Jump, Dash and Dive.
  • Hero has a Stamina Bar, and their actions cost Stamina. Stamina regenerates while Locked Movement is activated (=Grounded). Losing all Stamina causes Hero to take damage.
  • Hero can summon a Pillar of Hope: high stamina cost ability that let's hero stand on it. Pillar of Hope protects Hero from Gameplay Area's movement.
  • Hero can collect Power Up Items by touching them and activate them with Controller triggers.



Gameplay
  • Gameplay area of Lich is breakable by Boss' Spells.
  • Boss is able to rotate the Gameplay Area.
  • Gameplay differs from the first two levels: Hero's target of damage are map objectives. Boss deals damage by hitting the Hero with their spells.

Map Objectvies
There are two different kind of Map Objectives on Lich:
  • Laser Turret: Activated by Hero's attack: After a time, shoots a Laser Beam towards Boss and deals damage. Boss can block the Laser Beam and reduce damage with their Hands. Laser Turrets spawn on the Gameplay Area. Multiple Laser Turrets can be activated simultaneously.
  • Phylactery: Boss' Soul is sealed inside Phylacteries and can be damaged by Hero's melee attacks. One main Phylactery is located in front of the Boss which can be damaged multiple times. Other Phylacteries spawn on the Gameplay Area and can be damaged once.



Custom Variables

First introduction of Custom Variables, currently in use for the first level Luna

  • Custom Variables can be edited in Virtual Reality.
  • Custom Variables can be accessed from Main Menu. Each level have their own Custom Variables selections (Disabled now for Lair and Lich).
  • Player has three Custom Presets to save their preferred values:Custom 1, 2 and 3. Remember to use Save while adjusting variables.
  • Default selects the default variables.
  • Main Menu Skybox will react to the custom variables selected.
  • Variables can be changed after selecting one of the Heroes or the Boss of the selected Level.
  • Current Custom Variables are: Damage, Health, Jumps and Movement Speed of each Hero and Damage and Health of the Boss.
  • Custom Variables other than Jumps are Multipliers applied to default balance variables. E.g. Move Speed 2x means double the Move Speed compared to the Default value. Jumps are considered as number of units. E.g. 4 Jumps means a Hero can jump four times.
  • Current Minimum Multiplier value is 0.1 and Maximum Multiplier value is 10.


Power Up Items

First introduction of Power Up Items, currently in use for the third level Lich includes Health, Invisibility and Speed.
  • Health: Heals the Hero who uses the Power Up Item for a small amount.
  • Invisibility: Provides the Hero who uses the Power Up Item invisbility. While active, the Boss is unable to see the Hero.
  • Speed: Provides the Hero who uses the Power Up Item an increase to movement speed for a short duration.
  • Hero can collect Power Up Items by touching them.
  • Hero can activate Power Up Items by Controller triggers.

SteamVR Controller changes

Changes to Controller buttons as SteamVR counts them as OpenVR System Button presses and toggles SteamVR Menu for Virtual Reality player.
  • Xbox One: removed keybinds from Change View and Menu buttons.
  • Xbox 360: removed keybinds from Back and Start buttons.
  • PS4: removed keybinds from Share and Options buttons.
  • Custom Controllers: removed keybinds from Back and Start buttons.

Settings

First introduction of Settings.

  • Settings can be found and used on the right side of the VR player while in Main Menu. Setting objects are Selected and Activated by Pointing and Clicking/Holding with Virtual Reality controller triggers.
  • Edit only in Virtual Reality.
  • Music volume
  • Sound Effects volume
  • Ambience volume
  • Video Quality Settings (Low/Med/High)
Mar 6, 2018
Dominions 5 - Warriors of the Faith - johan
There was a bug in the scheduling that made the arena death match much too common. This update also brings new independents with bronze armaments to the early ages and Twiceborn now has more suitable chassis for some non-humans. Also a bunch of new mod commands and minor fixes.

General
  • New independents with bronze armament for the early ages
  • More type of chassis for the Twiceborn ritual
  • Setting to disable click sound
  • Arena too common fix
  • Fix for purgatory message
  • Castles without any units must still be conquered in a battle
  • Battle performance improvement

Modding
  • Globals can occur in indep provinces by default
  • Event with no effect can occur too
  • New weapon commands: #dt_realstun, #dt_interrupt, #dt_bouncekill
  • Fix for #bird and #djinn bodytypes
  • New monster commands: #minsizeleader, ...tattoo
  • Item type 9 = crown
  • New site commands: #recallgod, #domwar
  • New nation commands: ...labcost, ...templecost
  • New event commands: #req_notanycode, #req_mnr, #req_deadmnr

Mar 6, 2018
Dominions 5 - Warriors of the Faith - johan
There was a bug in the scheduling that made the arena death match much too common. This update also brings new independents with bronze armaments to the early ages and Twiceborn now has more suitable chassis for some non-humans. Also a bunch of new mod commands and minor fixes.

General
  • New independents with bronze armament for the early ages
  • More type of chassis for the Twiceborn ritual
  • Setting to disable click sound
  • Arena too common fix
  • Fix for purgatory message
  • Castles without any units must still be conquered in a battle
  • Battle performance improvement

Modding
  • Globals can occur in indep provinces by default
  • Event with no effect can occur too
  • New weapon commands: #dt_realstun, #dt_interrupt, #dt_bouncekill
  • Fix for #bird and #djinn bodytypes
  • New monster commands: #minsizeleader, ...tattoo
  • Item type 9 = crown
  • New site commands: #recallgod, #domwar
  • New nation commands: ...labcost, ...templecost
  • New event commands: #req_notanycode, #req_mnr, #req_deadmnr

External Visions - teambitclub
The last update of External Visions includes the following changes:
(v1.12)

-Fixed a bug with the achievement 'The universe' which made it impossible to obtain
-Fixed a glitch that showed wrong opened/closed states for chest in the map that was introduced in the last update
External Visions - teambitclub
The last update of External Visions includes the following changes:
(v1.12)

-Fixed a bug with the achievement 'The universe' which made it impossible to obtain
-Fixed a glitch that showed wrong opened/closed states for chest in the map that was introduced in the last update
...