http://z7.invisionfree.com/Dom3mods/ind ... topic=1434
"Please use this thread to gather together snippets of information from beta testers or IW themselves regarding the contents and mechanics of dom4.
Nations
EA Machaka, Lion Kings
EA Ur, Mesopotamian Giants
MA Vanarus. Like MA Bogarus
General
Many sprites have been redrawn and the 3d terrain is also improved.
Many new monsters, spells, magic items, sites, random events and some nations too.
Modding
There is a good likelihood of moddable UI in patches
Modding is still done by text files and 2d art. Editor and paint program is sufficient.
Modding limits have improved: spells 1999, nations 101 to 199 available now, weapons, items etc unknown as yet.
The ability to specify a complete pretender list for a custom nation. No default includes.
The ability to define a set name for a monster. e.g. names for unique summons and heroes without using #nametype
Items can be nation restricted.
Mechanics
Thrones of Ascension. Claim thrones to gain extra powers and to win the game eventually. Thrones are always visible magic sites of level 1-3 with gems or effects and special effects only available to thrones. They are likely to have special guardians. They can be set as the victory condition. Hold the majority to win. It is the default victory condition but the old options are still available such as capital vps.
Teamplay, one pretender and one or more disciples per team if team game is chosen at start. All share the bless of the pretender. Each disciple is a prophet so no other prophets in the game. Exchange system in place for teams: items, gems, gold and provinces. Battles are individual nations and not combined forces. So far, it's unsure how multiple armies in a province work? Sequential fights? Single player nations can be in team games. Dormancy of disciples is one less than pretender but no gain in design points for the dormancy for disciples. Only the pretender gains points for dormancy. The choices of chassis are different for pretenders and disciples.
Rivers that can only be passed when frozen, mountain passes that can only be passed by special units and when it's warm.
Pierce, slash and blunt weapons have slightly different quirks. E.g. don't shoot arrows at skeletons. Creatures may have resistance. Resistances (slash/pierce/blunt) reduce damage of that type by 50% and are separate from armor. Each damage type interacts differently with the protection value and that is a separate mechanic from the damage type resistances.
Some afflictions are connected to weapon type such as arm loss.
Range restrictions on magic rituals and items and spells that can be used to boost ritual ranges.
Darkness and dark vision plays a more important role. Notably in deep seas, caves and sometimes during assassinations.
Global random events
Can build castle improvements like extra towers or extra supply storage
Province Defence dependent on the local population and some nations have easier or harder to organize it.
Reverse communions radically changed. Slaves do nothing as long as any master remains in the battle. However, if a master retreats the slaves cast and keep any buffs.
Major changes to recruitable SCs. The details are unclear yet.
Research cost goes up by level much faster. Not just fibonacci sequence but more severe. Example on normal: Level 9 is not 1800 points but 5000.
Leadership is now much more important. Includes both morale buffing and mitigation of low morale things like fear. The abilities are set at start of game and not by additions such as spells or items. So commanders now have a much more important role.
User Interface
From KO: "And a lot of UI improvements I'd say. It is annoying to test dom3 nowdays, since I miss UI features that makes dom4 more smooth." This implies GREAT improvement.
Scripts can be changed by individual spell or command by delete or by rewrite. No more rewriting an entire 5 slots.
Formations like line formation or skirmish formation.
Improved network support, turns can be resumed from any computer and turns can be marked as only half finished.
Verification of path and gem requirements of scripts is included. You will know if your mage can cast the script.
'Y' key hotkey improvements. No exact knowledge yet.
Greater detail in battle reports.
Inbox/Outbox and redo a message without redoing all messages.
Checkbox for use gems for ONLY scripted spells.
Unit information improved. eg: attack and total damage output values for each attack of the unit as well as the type of damage it does visible without drilling down.
The engine appears to be much faster. No details on why yet. Multi core use?
AI Improvements
Some AI improvements are pending. More detail coming slowly.
Pretender creation logic improved. No more all trash scales except LA Ermor. Ashen Empire and EA Mictlan always have awake pretenders (Edi: Did I interpret this right? Maer.)
Note: this post is being maintained by Maerlande. Errors and omissions should not be blamed on Sombre smile.gif"