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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@TheWise Can you please confirm or elaborate? Thanks.

When assigning a munition, you can only assign it to one type of building or troop? eg: reinforced plating can only be assigned to one type of building (towers OR tank depots OR bunkers, etc) or only to one type of troop (MBT) - not all defensive towers or all defender spawning buildings?

And, it says -5% damage taken from ground troops so if I assign it to the tank depot, does this benefit the building or the troop? or both?

And and, If I assign it to the MBT barracks troop (offense), I presume it affects the same troop produced by the tank depot (defense)?
 
@TheWise I just finished Saladin in the University and get Hold the Gate just yesterday, and finally all of my tank depots and garrisons deduct to 10 seconds per additional waves.

I want to check if the new components which provide additional wave spawn time deduct can break the 10 second limit? It is important because this is the reason I want to produce.
 
@TheWise I just finished Saladin in the University and get Hold the Gate just yesterday, and finally all of my tank depots and garrisons deduct to 10 seconds per additional waves.

I want to check if the new components which provide additional wave spawn time deduct can break the 10 second limit? It is important because this is the reason I want to produce.
no, the 10s is lowest spawn rate you can get, but if you make much more reduction on that, it can make invading force with the one add your spawn time much less on effect
 
A Question about update 12.1

*There was an article about reducing time and builders in update 12.1, is that an hoax or is it still coming?
 
Manufactory seems great so far. A lot of potential and very guiding. There is not much to ask.
My only disagreement is that only Automation age players get 4 slots to produce materials. All the other ages are getting 2 of them. You could open 1 or 2 more for Drone Agers and Information at least.
 
First - Kudos for making what is perhaps one of the richest environment and most complex mmpog available for ios and android. Second - please be mindful of what most of us play this game for - the team player v player arena. Outside of a few farmers most of us play this game for the team element. You have done absolutely nothing to encourage community and team interaction. Please focus on this or risk losing much of your player base.
 
  • We’ve made another pass on the Burj Al Arab Wonder to properly utilize the building’s benefit.
Unfortunately, my Burj Al Arab is still not working.
I purchased Starterpack 1&2, and get two house from inventory. Now i just get -2% upgrade time reduction, so only these two houses are counted😂
 
So let me get this straight: when assigning a munition, you can only assign it to one type of building or troop? eg: reinforced plating can only be assigned to one type of building (towers OR tank depots OR bunkers, etc) or only to one type of troop (MBT) - not all defensive towers or all defender spawning buildings?

And, it says -5% damage taken from ground troops so does this benefit the building or the troop? or both?

And and, If I assign it to the MBT barracks troop, I presume it affects the same troop produced by the tank depot? (offense & defense)
Depends upon how many munitions you have and the limits of the munition. In the case of reinforced plating more than one building can have it, but you only need to equip it to one slot in your manufactory menu for that building. If you equip it to the tower for example ALL of your towers (if they meet the level requirement of the munition) would share the benefits. If you want it on a Mortar building too you would have to have another reinforced plating to do so and it would benefit all of your Mortar buildings that meet the level requirement of the munition.

Benefits to defending troops will be highlighted in their description. It will say something like "Spawned Unit HP +X%" like it does for the Rapid Deployment Radio Munition.
Munitions applied to the offensive version of the troop will apply to the defending version of the troop.

Also check out our Manufactory post here as well if you have any other questions as there might be answers there!
 
Manufactory seems great so far. A lot of potential and very guiding. There is not much to ask.
My only disagreement is that only Automation age players get 4 slots to produce materials. All the other ages are getting 2 of them. You could open 1 or 2 more for Drone Agers and Information at least.
I was suggested this in ETB. This is absurd why to give such advantage to automation age players vs drone...
 
I hate assuming anything @TheWise , so can you please confirm all of these new manufactory buffs/debuffs apply in war and not just the main pvp game? Also, will a spy in war reveal any buffs in the manufactory? Or will it be blind to opponents? thank you
 
Nice update so far! Including a few bugs which is tradition by now. Hope they get sorted soon.

One thing I don't understand, and I say that as an attacker: why nerf heli range, only to allow them to equip rangefinder with +1 range? They will bypass all defenses again.
edit: ok defenses can have +1 too, so it will be equalized after some time
 
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Thanks for the good job! I mentioned in the test forum that transport damage is useless and it was supposed to be changed but I think there is still these bonuses for transports and not for paratroopers
 
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