DomiNations Update 13.1 - Commander Cosmetics

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Greetings Leaders,

This minor incremental update introduces a new Skin for Ripley, along with shaders for you to use across your Commander Customizations. Get an early look at an upcoming Legendary Artifact and the next Councilor. We’ve also added a few fixes and minor tweaks to various aspects of DomiNations in this update.


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Commander Cosmetics

Ripley gains a new Thanksgiving-themed Skin, titled ‘The Feast', accompanied by a special shader, too! You’ll also find brand new shaders adding even more combinations to your Commanders! Cosmetics and shaders can be purchased in the Store, but keep an eye out as we’ll be giving a FREE shader in November! The Feast will be available starting 11/17, but keep an eye out for future Shader releases!

Stardust Shader
Night Blossom Shader
Latte Shader
Spark Shader
Wonder Tactic Claim Timer Reduction

The following Wonders will have the timer for their Wonder Tactic reduced from 23 Hours to 5s:

  • Colosseum - Strength of the Gladiator
  • Terra Cotta Army
  • Brandenburg Gate - Blitzkrieg
  • Space Shuttle - Satellite
This means that your Wonder Tactics are now usable in EVERY attack that you make!

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New Artifact - Trundholm Sun Chariot (War)

The Trundholm Sun Chariot helps your defenses hold the line against enemy attackers.

Legendary Version

Tower DMG +6%
Air Defense DMG +6%
Invading Bomber HP -7%
Invading Transport HP -7%
All Defensive Towers DMG +6%

Mythical Version

Tower DMG +12%
Air Defense DMG +12%
Invading Bomber HP -13%
Invading Transport HP -13%
All Defensive Towers DMG +8%
Invading Airstrip Troop HP -11%

The Legendary Trundholm Sun Chariot will be first available in December! The Mythical Version you can expect to release in 2026.

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New Councilor - Lili’uokalani (Royalty)

Lydia Liliʻu Kamakaʻeha was born in Honolulu in 1838 and adopted into a chiefly household, where she grew up surrounded by future rulers of the kingdom. From an early age, she immersed herself in study and music, eventually becoming a masterful composer in her own right. While her music carried the heart of Hawaiʻi abroad, American businessmen and plantation owners were tightening their grip, seeking to profit from the islands at the expense of the very people she would one day rule. She ascended the throne as Queen Liliʻuokalani, determined to restore dignity and power to her people. Her solution was a new constitution that would roll back the “Bayonet Constitution,” which had been imposed by American-backed forces. This new legislation would return voting rights to Native Hawaiians and strengthen the monarchy’s role as a protector of the nation rather than a pawn of foreign business. Though her enemies forced her from power in 1893 with the help of the U.S. Marines, her legislative battle was not erased. Her legacy endures as one of defiance through creation: a queen who sought to defend her nation not with weapons, but with a constitution that imagined a more just and harmonious future.

Queen Lili’uokalani is of the Royalty Duty in Dominations. Adding her to your Council Chambers will strengthen the walls of your base and increase the damage from your Towers and Heavy Tanks.



CommonUncommonRareEpicLegendary
Wall HP +10%Wall HP +13%Wall HP +16%Wall HP +19%Wall HP +25%
Heavy Tank DMG +5%Heavy Tank DMG +8%Heavy Tank DMG +11%Heavy Tank DMG +16%
Tower DMG +8%Tower DMG +11%Tower DMG +16%
Invading Generals' Attack Speed -10%Invading Generals' Attack Speed -15%
Wall HP +25%

Queen Lili’uokalani can be recruited to your Council Chamber starting 12/1!


Additional Updates

  • Additional Security and cheat detection features have been implemented.
    • Primarily focused on Resource exploits.
    • We’ll be monitoring the intensity of this security implementation and making adjustments over time to help improve and prevent creating further scenarios where ‘false positives’ occur.
  • Fixed an issue where Offensive and Defensive Drones could be targeted.
  • Fixed a visual issue with the Troop Tray that would occur when removing units from your army.
  • Fixed an issue preventing players from being able to claim the Strike Chest Reward.
  • Fixed an issue where some players would see a network error when trying to upgrade Ironside.
  • Fixed an issue where Commanders could be deployed with a Tactical Helicopter. This was not intended behavior.
  • Fixed an issue where 'Exalted Benefactors' bonus wouldn’t apply correctly to the Air Defense blessing.
  • Fixed an issue where the Estate would appear as a Dawn Age house after upgrading to Robotics Age.
    • This also addresses the related Quest, which is completeable with this fix.
  • Fixed an issue where, in some instances, the Commander UI would rapidly move up and down.


We hope you’re enjoying the Robotics Age, the new upgrades, and Commanders! 13.0 Was a massive undertaking to deliver as much content as we did, and while 13.1 may seem small, there’s still more to come. Look forward to 13.2, where we’ll be making a change to a particularly explosive unit. See if you can spot what we’re doing!

EDIT 11/5 1:53PM - Tournament of Glory updates has failed our QA process and is no longer on track to release in 13.1.
 
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Both bombers and mortars do need significant nerfs. But you can't just nerf one side and completely break its competitiveness.
After this nerf I can predict that top bomber attacker’s time on top defenders will be 2:40-3:00, and on O bases will be more than 1:30. But skilled mortar attackers can still easily get 1:15-2:00 on all defenders and sub 1:20 on most O bases.
I agree. If their base hp is reduced by 20% or even 30%, they’ll still remain competitive in time wars. However, reducing their movement speed completely ruins them. I can fully accept nerfs to the bomber's base hp and damage.
 
The game developers are several months behind reality. For six months, Bombers were very strong, as was widely reported. But they're only just now starting to nerf them. Currently, Mortars are already much stronger than Bombers. Therefore, we expect a Mortar nerf in March 2026. Everything is going according to plan.
 
for bombers maybe give them a damage penalty to wonders and resourcse buildings as well and maybe reduced damage not movement speed.

mortars after all research reduce their range to 5 or 4 cause the obstruction transmitter gives extra range under rally and reduce their troop multiplier from 5 to 4 times damage.
 
@Harlems369th
Reducing how many buildings a bomber can damage in a row?
That wouldn't be so bad but nerfing the speed that players had to upgrade would be typical of this company's give-then-take strategy.
Rather than nerfing troops all the f*cking time - after people spent months & money to improve - I maintain that spamming troops is the problem, not the troops themselves.
Top attackers have one thing in common, they either spam bombers or mortars or helis or APCs - because that's the easy way to win. Limit the number of any one troop type in a combo and the overbalance problem goes away - and so does the constant need of this company to nerf everything. :rolleyes:
 
mortars after all research reduce their range to 5 or 4 cause the obstruction transmitter gives extra range under rally and reduce their troop multiplier from 5 to 4 times damage.
Yes but don't forget the drone that takes away any extra range - while leaving the defending buildings with their +1 range.
Just another give-then-take example from the devs.
 
I used to be a decent attacker but am now middle range. I must say, being in the middle is still challenging and occasionally means 0 stars in war although using 4 black hawk TT makes that far easier (but is rare for this group). It feels like the majority of players are in the middle or lower, while players referencing the likes of 400 EDST have to, what, be less than 1% of the player base? Granted the most vocal part, but surely a minority.

Then take all the lower age players, like say Gunpowder. A max gunpowder offense struggles against a max gunpowder defense, for example. It's clear the commander made that worse for them.

All I mean to say here is keep in mind that there is a wide range of players. Granted I do not know what percentage the top 1% generate in terms of revenue, but I just hope everyone here remembers that the majority of players are poor attackers that, for example, used demolition on silo back before it was effective. But I guess that's good, as now it suddenly works so they feel more success and enjoyment without knowing why.
 
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Limit the number of any one troop type in a combo and the overbalance problem goes away - and so does the constant need of this company to nerf everything. :rolleyes:
It's an interesting approach. The museum would need to be diversified, and the extremely high percentages would disappear naturally.
However, there is a catch: the interface. Even with just a few troop types, the bar is not long enough; we are constantly swiping back and forth and never have in plain sight what you actually need at the moment. With even more troops, the list becomes longer and even more complicated to use. In my opinion, we then also need a rework of the controls, e.g., narrower panels, two rows, or at least a customizable order.
 
It's an interesting approach. The museum would need to be diversified, and the extremely high percentages would disappear naturally.
However, there is a catch: the interface. Even with just a few troop types, the bar is not long enough; we are constantly swiping back and forth and never have in plain sight what you actually need at the moment. With even more troops, the list becomes longer and even more complicated to use. In my opinion, we then also need a rework of the controls, e.g., narrower panels, two rows, or at least a customizable order.
Agree about the longer list but I imagine that's a bigger issue for wars where people have detachments and TTs and whatever else. Troop deployment is quicker with detachments so each player has to decide what's the lesser of two evils.
I tried detachments when they first came out but went back to my previous playing style for this very reason.

"The museum would need to be diversified, and the extremely high percentages would disappear naturally."
Yes, people would naturally diversify their museum - and the insane boosts should balance out. Seems logical, doesn't it?
 
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The problem is less easier than that, the thing is that how defenders are gonna defend if they don’t have the ”means” or tools” to defend??

examples:

1- an attacker send an undetected recon, scan your MS, followed by 2 or 3 demos, and your MS is gone! disappear! How the defenders are gonna defended against that??? Or do we just call it “an act of God” !!!

2- a Lego attacker, grabbing more than 350% or 400% edst from both museum and showcase, makes your buildings unable to spawn defenders! How are you gonna defended against that? There are NO sufficient lines of DST to counter that! Among all the legendaries, only 4 or 5 legendaries provide DST compared to more than a dozen giving EDST. Give us the tools to defend and we will defend!! Simply make the number of legendaries equal, O legendaries should be equal to D legendaries, and problem solved!!

We are just demanding to be equal, that’s it!! Currently two third of the legendaries are O, this needs to change so they will be 50 - 50! Is that too much to ask?
 
For me the main reason for any imbalance between offense and defence is the recon TTs. Without them, demolitions won't kill any building so easy.
Bombers won't need to rebalance at all and Lego wont kill top D bases under 2mins.

Recon is the main issue for any imbalance, for years.

Just remove their stealth first run and reduce their bonuses damage slightly ( around 200% from 280) and everything will be fine.
 
Bombers won't need to rebalance at all and Lego wont kill top D bases under 2mins.

Recon is the main issue for any imbalance, for years.

Just remove their stealth first run and reduce their bonuses damage slightly ( around 200% from 280) and everything will be fine.
No, now mortars can kill all top D bases in sub 2’ without using any recon. Those fake ‘top’ mortar attackers maybe cannot do that. They kept struggling on defenders before the tactics rebalance and they only can clear defenders in good time with the help of demo.
 
Something that worrying me is that when they say " rebalance" an op troop or tactic, they turn it to useless. So many examples ( HT, Commandos, AHs, fighters, sabotage, betrayal etc)
I'm afraid they will do the same to bombers & lego. The only two viable options now.

They have no balance on their rebalances lol 😂
 
Something that worrying me is that when they say " rebalance" an op troop or tactic, they turn it to useless. So many examples ( HT, Commandos, AHs, fighters, sabotage, betrayal etc)
I'm afraid they will do the same to bombers & lego. The only two viable options now.

They have no balance on their rebalances lol 😂
If they nerf bomber’s movement speed like in their video clip. Then bombers are completely dead in time wars. There’s no turning back just like fighters. Even the best bomber attacker in this game today would completely abandon them after such a rebalance.
 
If they nerf bomber’s movement speed like in their video clip. Then bombers are completely dead in time wars. There’s no turning back just like fighters. Even the best bomber attacker in this game today would completely abandon them after such a rebalance.
Definitely
 
@Harlems369th I want to give an idea for this "rebalancing"
First of all, I believe that you, the developers, shouldn't just listen to the defenders. Every time you nerf a troop, they ask for another one.

I think you should put a maximum bonus limit, like 300%, and in addition to the enemy defender's spawn time, you could put a limit of 275%. But it would also be interesting to put this limit on the defense as well.

One thing I've always wanted to say is that bombers aren't as strong as the defenders say. The game is for those who pay, so everyone who has money to spend has 5 bombers and 5 fortress storage. So either you accept the fact that P2W players are good and overpowered, or you put a maximum limit.

Why do I think this? Many members of my alliance don't even have museums and lose to attackers. I have 3 accounts, one defensive and two offensive.
One of the offensive accounts was a fighter (224% damage), so I gave up on it after the balancing.

The defensive account loses to anyone with a mortar, but against a bomber, since no enemy is P2W, it always wins.

Another account was a bomber and I still use it, and on it,

I don't win against any defender, even with 325% health and over 100% damage.

Regarding mortars, they are strong and overpowered, but that's all due to the Mongol coalition, which makes them turn into a machine gun with high damage. You should reduce their speed by about 20% (it's possible to see the clear difference in attack without coalition and with Mongol coalition, many say it's from the combined buffs, but the coalition gives 76%!!)
So regardless of your choices, I ask that you please think about the weak too, all those people who invested so much in a museum...
Don't forget that many players like me had to abandon the tank museum, fighter and after this update, bomber museum. But defenders... they always have the same museum, sometimes with a different one to remove some annoying troop, like the bombers...
To solve the bomber problem, remove the special buildings and limit the bonus to a maximum of 300% or a specific maximum life for each troop/building...
 
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They don’t need to do any of these, just put D legendaries equal to O legendaries, and we can manage.

Currently two third of the legendaries are O, and only one third or even less is D. This is causing a big impact in showcase. EDST and dst lines are a good example.

Furthermore, destroying the MS with a recon and 2 or 3 demos should not be possible, because defenders have no means to defend against that. It is making the MS useless and without any power And completely out of the equation. Things need to be done to bring back MS to life.
 
Happened with mold gold too so probably. Would like a confirmation though
It looked odd to me, too, but I asked several times leading up to the release, as notes go through multiple passes from all parties involved before going live. However, like Mold Gold, this one also didn't have the correct information, which was confirmed today.

Trundholm info has now been corrected for Mythical.
 
It looked odd to me, too, but I asked several times leading up to the release, as notes go through multiple passes from all parties involved before going live. However, like Mold Gold, this one also didn't have the correct information, which was confirmed today.

Trundholm info has now been corrected for Mythical.
Thanks for following up on this. Looks good now 😍
 
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