• Ending Support for AOS6
    As highlighted in our 12.10 Update notes, we will be ending support for AOS6 with the release of the 12.11 Update due to technical requirements. Those on AOS6 will need to upgrade to a device that supports AOS7 or above to continue playing DomiNations.

DomiNations Update 12.1 - Manufactory Arrives!

Update11_12-Banner.jpg


Greetings Leaders,

DomiNations Update 12.1 brings a large wave of features. The Manufactory arrives, adding an additional layer of strategy to your Troops and Bases. We also reveal another brand new Councilor that is set to release at the end of this year.



Manufactory.jpg

Manufactory
We're welcoming a brand new building in DomiNations: the Manufactory! Utilizing strategic assembly the Manufactory will enhance both your Troops and Defensive Buildings as you prepare to embark on a new era of strategic prowess. You can read more about this new feature in our Manufactory Blog Post!

For those who participated in the Manufactory Early Test Build and helped contribute feedback and data to this new building, we thank you! That data helped us to rebalance many of the Munitions from their ETB version. The team also made UI updates to help the readability of the screens you’ll be interacting with based on some of that feedback. There was a ton of positive information gained from this test that players like yourself helped contribute to this version of Manufactory.

Today we’re finally ready to dive into what you’ll need and can expect to see when Outfitting your Troops and Buildings.

Materials
All Materials produce a quantity of 10 at a time.
MaterialProduction TimeUnlock Level
Carbon15m1
Titanium30m1
Iron40m1
Platinum4h1
Thermic Brass1h15m2
Plastic25m2
Glass45m3
Polycarbonate20m3
Fiber Mesh1h20m4
Siliconite50m4
Biofoil1h10m5

Components
All Component assembly creates 10 at a time.
ComponentAssembly TimeMaterial RequirementsUnlock Level
Titanium Alloy55mCarbon x150
Titanium x60
Iron x60
1
Stainless Steel1h5mCarbon x120
Iron x70
1
Capacitor1h10mIron x80
Titanium x60
1
Advanced Wiring2hThermic Brass x20
Plastic x100
Titanium x80
2
Stabilizer1hThermic Brass x50
Iron x80
Titanium x20
2
Modular Support1h45mPolycarbonate x120
Glass x60
Iron x40
Carbon x 60
3
Thermoplastic2h30mThermic Brass x20
Polycarbonate x120
Glass x50
Plastic x120
Carbon x150
3
Processor1h40mFiber Mesh x20
Thermic Brass x20
Siliconite x120
Glass x20
Plastic x90
Titanium x40
4
Superconductor2h5mSiliconite x90
Thermic Brass x30
Plastic x100
Polycarbonate x80
Fiber Mesh x40
4
Electroless Plating3h20mBiofoil x20
Polycarbonate x70
Titanium x60
Glass x60
Iron x100
Fiber Mesh x30
5
Bioplastic2h30mBiofoil x40
Fiber Mesh x30
Plastic x120
Siliconite x100
Carbon x140
5

Munitions
You can look forward to a total of 16 Munitions each with 10 Levels of benefits to take advantage of! Each level will require a varying amount of Components to upgrade. Each Munition will require your Troops and Buildings to be at a particular level in order to be outfitted to them.
MunitionUnit/BuildingLevelAge Unlock
Field KitMusketeer
Fusilier
Bazooka
Guard Mortar
Heavy Gatling Gun
Veteran Wall Sapper
Saboteur
Level 1 - Healing Received +10%
Level 2 - Movement Speed +3%
Level 3 - HP +4%
Level 4 - Movement Speed +3%
Level 5 - Attack Speed +3%
Level 6 - HP +6%
Level 7 - Attack Speed +4%
Level 8 - HP +6%
Level 9 - Attack Speed +4%
Level 10 - Healing Received +25%
1 - Industrial Age
Reinforced PlatingCuirassier
Bunker - Level 1
Garrison - Level 8
Rocket Arsenal - Level 1
Stable - Level 6
Air Defense - Level 1
Cannon Tower - Level 4
Mortar - Level 5
Redoubt - Level 2
Sniper Tower - Level 1
Tower - Level 1
Level 1 - DMG Taken from Ground Troops : -5%
Level 2 - HP +3%
Level 3 - HP +3%
Level 4 - HP +3%
Level 5 - HP +3%
Level 6 - DMG Taken from Ground Troops -5%
Level 7 - HP +5%
Level 8 - HP +5%
Level 9 - HP +5%
Level 10 - Damage Taken -5%
1 - Industrial Age
Composite LiningCarbineer Raider
Armored Car Mk.1
Zeppelin Mk.1
Recon Mk.1
Biplane Mk.1
Transport Mk.1
Assault Vehicle
APC
Attack Helicopter
Supply Train
Tactical Helicopter
Level 1 - DMG Taken while Moving : -5%
Level 2 - HP +2%
Level 3 - DMG +3%
Level 4 - HP +2%
Level 5 - DMG +3%
Level 6 - HP +4%
Level 7 - HP +4%
Level 8 - DMG +5%
Level 9 - HP +4%
Level 10 - DMG Taken from Defensive Buildings -5%
1 - Industrial Age
L.R.E. OpticsMRL Mk.1
Veteran SMG
Tactical Helicopter
Air Defense - Level 4
Anti-Tank Gun - Level 7
Mortar - Level 8
Machine Gun - Level 5
Sniper Tower - Level 5
Tower - Level 11
Level 1 - DMG +10%
Level 2 - DMG +4%
Level 3 - HP +4%
Level 4 - HP +4%
Level 5 - DMG +4%
Level 6 - Attack Speed : 3%
Level 7 - HP +6%
Level 8 - Attack Speed : 3%
Level 9 - DMG +6%
Level 10 - Range +1
2 - Atomic Age
Communications RelayHowitzer
Heavy Field Mortar
Veteran Machine Gun
Veteran Bazooka
Heavy Tank Mk.3
Main Battle Tank
Level 1 - DMG Taken from Defensive Buildings -5%
Level 2 - HP +4%
Level 3 - Damage : 4%
Level 4 - HP +4%
Level 5 - DMG +4%
Level 6 - Attack Speed +3%
Level 7 - DMG +6%
Level 8 - HP +6%
Level 9 - Attack Speed +3%
Level 10 - Assault Rally Effect +15%
2 - Atomic Age
Rapid Deployment RadioAPC
Bunker - Level 4
Garrison - Level 10
Rocket Arsenal - Level 1
Tank Depot - Level 10
Level 1 - Troops gain "Protect" when spawned (Duration determined by the level of your Protect Tactic)
Level 2 - HP +4%
Level 3 - HP +4%
Level 4 - HP +4%
Level 5 - HP +4%
Level 6 - Spawn Speed +1
Level 7 - HP +6%
Level 8 - Spawned Unit HP +8%
Level 9 - Spawn Speed +1
Level 10 - Max Deployed Troops +2
2 - Atomic Age
Adaptive CamouflageStrategic Infiltrator
Valiant Combat Engineer
Level 1 - DMG from Defenders -5%
Level 2 - DMG +4%
Level 3 - Hitpoints : 4%
Level 4 - DMG +4%
Level 5 - HP +4%
Level 6 - DMG from Defenders -5%
Level 7 - Movement Speed +6%
Level 8 - HP +6%
Level 9 - DMG +6%
Level 10 - Cannot be targeted when deployed for 10s
3 - Space Age
Braced PlatingHeavy Tank Mk.8
Heavy Assault Vehicle
MRL Mk.3
MBT Mk3
Veteran Supply Convoy
Elite Attack Helicopter
Level 1 - Healing Received +10%
Level 2 - HP +4%
Level 3 - HP +4%
Level 4 - Damage : 5%
Level 5 - HP +4%
Level 6 - Healing Received +10%
Level 7 - HP +6%
Level 8 - Attack Speed +3%
Level 9 - Attack Speed +3%
Level 10 - DMG Taken when Stationary -5%
3 - Space Age
H.A.V. RangefinderValiant Motorcycle Raider
Armored Car Mk.7
Heavy Assault Vehicle
Elite Attack Helicopter
Elite Artillery
Level 1 - DMG Taken While Stationary -5%
Level 2 - HP +4%
Level 3 - HP +4%
Level 4 - DMG +4
Level 5 - Movement Speed +3%
Level 6 - DMG +6%
Level 7 - Movement Speed +6%
Level 8 - DMG +6%
Level 9 - Attack Speed +5%
Level 10 - Range +1
3 - Space Age
B.D.A.R. ToolsMBT Mk5
Advanced Artillery
MRL Mk.7
Desert Patrol Raider
Armored Car Mk.11
Heavy Assault Vehicle Mk.3
Air Defense - Level 11
Anti-Tank Gun - Level 11
Mortar - Level 12
Machine Gun - Level 9
Sniper Tower - Level 13
Tower - Level 15
Level 1 - Heals while Stationary +1%
Level 2 - HP +5%
Level 3 - HP +5%
Level 4 - HP +5%
Level 5 - DMG +5%
Level 6 - Heals while Stationary +0.5%
Level 7 - DMG +7%
Level 8 - HP +7%
Level 9 - HP +7%
Level 10 - Heals while Stationary +1.5%
4 - Information Age
Obstruction TransmitterAdvanced Infantry
Advanced Rifleman
Desert Patrol Raider
Advanced Combat Engineer
Adept Infiltrator
Advanced Artillery
Advanced Supply Convoy
Advanced Field Mortar
Heavy Assault Vehicle Mk.3
Adept Machine Gun
Armored Car Mk.11
APC Mk.9
MRL Mk.7
Level 1 - DMGTaken while Moving -8%
Level 2 - DMG +6%
Level 3 - HP +5%
Level 4 - Movement Speed +5%
Level 5 - DMG +6%
Level 6 - HP +7%
Level 7 - HP +7%
Level 8 - DMG +8%
Level 9 - DMG +8%
Level 10 - Assault Rally Effect +20%
4 - Information Age
DRFM JammerSupersonic Recon Mk.1
Vanguard Bomber Mk.1
Vanguard Fighter Mk.1
Vanguard Transport Mk.1
Level 1 - DMG Taken from Traps -5%
Level 2 - HP +3%
Level 3 - HP +3%
Level 4 - HP +3%
Level 5 - HP +3%
Level 6 - DMG Taken from Traps -5%
Level 7 - HP +5%
Level 8 - HP +5%
Level 9 - HP +5%
Level 10 - DMG Taken from Air Defense -10%
4 - Information Age
Emergency Alert SystemBunker - Level 10
Garrison - Level 16
Rocket Arsenal - Level 4
Tank Depot - Level 18
Level 1 - Spawn Speed +2 Seconds
Level 2 - HP +4%
Level 3 - HP +4%
Level 4 - HP +4%
Level 5 - HP +4%
Level 6 - Spawn Speed +1
Level 7 - HP +7%
Level 8 - Spawned Unit HP +7%
Level 9 - Spawned Unit HP +7%
Level 10 - Spawned Troops are Immune to Betrayal for 10s
5 - Automation Age
H.T.E. RoundsCaptain’s Bazooka
Captain’s Attack Helicopter
Captain’s Heavy Tank
Level 1 - Movement Speed +10%
Level 2 - Damage : 4%
Level 3 - HP +4%
Level 4 - DMG +4%
Level 5 - HP +4%
Level 6 - Attack Speed +3%
Level 7 - Attack Speed +3%
Level 8 - DMG +6%
Level 9 - DMG +6%
Level 10 - Bonus DMG +15%
5 - Automation Age
Explosive RoundsCaptain’s Infantry
Captain’s Battle Tank

Level 1 - Attacks Deal Splash DMG (Splash DMG is 50% of Unit’s DMG)
Level 2 - DMG +6%
Level 3 - DMG +6%
Level 4 - HP +6%
Level 5 - HP +6%
Level 6 - Attacks Deal Splash Damage +50% (Splash DMG is now equal to unit’s DMG)
Level 7 - Attack Speed +3%
Level 8 - Attack Speed +3%
Level 9 - HP +8%
Level 10 - Splash DMG Radius +0.50
5 - Automation Age
Ejection SeatsCaptain’s Fighter Mk.1
Captain’s Bomber Mk.1
Level 1 - DMG Taken from S.A.M. Battery -5%
Level 2 - DMG +4%
Level 3 - HP +3%
Level 4 - DMG +4%
Level 5 - DMG +4%
Level 6 - HP +5%
Level 7 - DMG +6%
Level 8 - HP +5%
Level 9 - DMG +6%
Level 10 - Spawns 1 Paratrooper when Destroyed
5 - Automation Age

CharlotteRay_Councilor.jpg

New Councilor - Charlotte Ray (Diplomat)
The next Councilor to join DomiNations is Charlotte Ray. Under the initials C. E. Ray, Charlotte became the first woman to graduate from Howard University with a Law degree and cemented her place in history as the first African-American woman to become a lawyer in the United States.
She will be available starting 12/18/23!

The War version of Charlotte Ray will be defensive-focused. While the Primary version reduces enemy defenses!
CommonUncommonRareEpicLegendary
Wall HP +6%Wall HP +8%Wall HP +10%Wall HP +13%Wall HP +16%
Defensive Missile Silo DMG +5%Defensive Missile Silo DMG +7%Defensive Missile Silo DMG +9%Defensive Missile Silo DMG +12%
General DMG +7%General DMG +9%General DMG +12%
General HP +9%General HP +12%
Air Defense DMG +20%
CommonUncommonRareEpicLegendary
Enemy Wall HP -6%Enemy Wall HP -8%Enemy Wall HP -10%Enemy Wall HP -13%Enemy Wall HP -16%
Enemy Missile Silo DMG -5%Enemy Missile Silo DMG -7%Enemy Missile Silo DMG -9%Enemy Missile Silo DMG -12%
General DMG +7%General DMG +9%General DMG +12%
General HP +9%General HP +12%
Enemy Air Defense DMG -20%

Museum Loadouts - Progress Update
And finally, an update on the highly-requested Museum Loadouts feature. The team has entered its final stages of testing to bring you this quality of life adjustment in the new year. As you’ve read above, the 12.1 update is quite substantial in size so we apologize for the additional delay in getting this part in your hands, but we will keep you updated here on the forums as soon as more information is available.

Extensive Security Investigation
At multiple points this year we implemented additional security measures to combat cheating in DomiNations. These measures resulted in periodic ban waves, and while doing so, laid out additional groundwork to further determine the avenues in which players were manipulating the game and finding sources of vulnerability. That work has resulted in the permanent banning of over 4,000 malicious accounts with the release of 12.1. We’ll continue to monitor known vulnerabilities and utilize similar methods in the future to prevent and combat further manipulation of the game.

Additional Updates
  • Fixed an issue where defenders spawning from Rocket Arsenal wouldn’t appear, leaving only shadows.


DomiNations update 12.1 has begun rolling out now! Leaders will be able to install the update as soon as it populates for your region on both Android and iOS devices!

EDIT: Burj Al Arab fix wasn't a part of this update.
 
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I was suggested this in ETB. This is absurd why to give such advantage to automation age players vs drone...
I disagree. Auto age doesn't have much extra to distinguish it from the other ages. Having a nice boost to this building helps us out a lot.
 
there is a bug where health bars show up but never go away and one goldmine still takes 2 citizens
 

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I was suggested this in ETB. This is absurd why to give such advantage to automation age players vs drone...
Maybe they will give drone 3 slots in the future?
In any case, as an average player l was never short of RSS in Info or drone age - it's Auto age that has kicked up the difficulty in getting RSS so this is definitely need here.
 
@Harlems369th @TheWise Could you please answer the following question: During the testing phase was there an opportunity given to participants to test and offensive player vs a defensive player that included museums, coalitions and munitions?
 
Thanks Guys, nice concept and graphics….this looks promising! Quite eager to dive into it..@TheWise any plan to further expand the map? Using mountains (defensive units), using the ocean (submarines for example would be cool!) or expand land….we start to be tight…lol
 
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Does anyone knows if the donated troops come with the buffs of the new building (manufactory).
So if I have assigned 2 munitions on mortars, when I donate them within the alliance, does the extra hp or any other buff follow the troops
@TheWise
 
I\m curious why the raw materials are produced ten times more and are consumed 10 times more. Why not produce 2 Platinums and use 2 instead of producing 20 and using 20?
 
For War purposes, is the status of your outfitted Munitions frozen at the start of War Day?
Much like museum, you can swap out munitions during planning day up until war begins. The difference in Manufactory is that even during war you can swap out munitions, during the war your army will retain the setup you had at the time of the planning phase while you can freely change your Munitions for regular multiplayer.
 
Great Update, very interesting. one question though: what are the new “health bars” that have appeared on some buildings ? In my case on traps but I saw some on other buildings by other players. A bug or something of significance ?
 
There is a known issue where some Munitions do not apply correctly to the defensive version of units. Currently, only the H.T.E. Rounds and Explosive Rounds benefits do not carry over, all other Munitions are working correctly at this time.

We're also aware that the units spawned from the Ambush Trap do not receive any Munition benefits.

We are working on a solution to get these instances working correctly and benefitting the defensive version of their respective units.
 
@TheWise
"Track" is a very useful feature. But she has one drawback. Here's how it shows up:
1) Put some kind of “Outfitting” on “Track”
2) Accumulate the materials necessary to create one or more “Assemblies”
3) Click on create “Assembly”
4) Go to the "Production" tab and look at the amount of materials required to create "Outfitting" - it has not changed. But the amount of available materials has decreased to create the "Assembly". This creates the impression that there are not enough materials.

Solution:
When creating an "Assembly", subtract the amount of remaining materials for the production of "Outfitting". Marked in yellow in the second screenshot.


1.JPG




2.JPG



3.JPG
 
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This may be a dumb question, apologies in advance — with the Field Kit… is the healing automatic or is that % only in addition to another healing element being triggered?
 
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