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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Tournament of Might and Magic, v1.54

Submitted by biridius
This bundle is marked as approved. It works and satisfies the submission rules.
* Players: 1
* Genre: minigame
* Version: 1.54, unprotected
* Game version: 1.24+


Tournament of Might & Magic
This map emulates turn-based combat like in HoMM5.
You play against 20 randomly selected opponents, one after another, on a grid of 120 squares.
After each fight you level up.
Features:
- functional AI
- Turn based combat with Initiative scale showing turn order
- Action camera
- you may re-arrange your army, skills and item choices between battles
- 8-slot inventory system and 130 different items, as well as 31 item sets giving additional bonuses
- 12 races with 10 different creatures each + mercenaries
- 20 fights with 99 different randomized opponents
- 56 spells in 4 lores
- 10 skills, each with 5 secondary perks


  • [​IMG]
    How to play
    1. At the start of the game, pick one of the 12 races available, each represented by their Hero.
    2. Choose skills. You start with 3 skill points, +1 after each battle.
    Use the button with two swords to continue, or cancel button to reset skills and rearrange skill points.
    3. Choose troops. You get points for troops after each battle. Clicking on a unit once hires a growth, for example, 22 Gnolls at once. You can rearrange these points between battles.
    4. Choose items, you start with 4 item points +1 for each battle
    5. Deploy your army. You can split stacks by pressing R. Press Z when ready.
    Use Escape to open the settings menu, W to order troops to wait, S to open spellbook, D to defend.

  • Credits for models:
    - Tranquil
    - WILL THE ALMIGHTY
    - Urkdrengi
    - Amaruak
    - Vermillion Edict
    - Lord_T
    - HerrDave
    - Direfury
    - Eagle XI

  • [​IMG]
    By pressing Escape at any point during the game, you may chose your preferences:
    - Language: English or Russian
    - Text adjustment: on some wc3 versions the engine shifts text tags to the right. This option allows to correct that.
    - Action camera: how often the camera angle shifts to show the attack.
    - Replay losses: if this is turned on, when you lose a battle you don't level up, and the next fight will be against the same opponent
    - Mirror matches: turn this off if you want to avoid ever playing against your own race
    - Hints, Unit speech: you may turn them off if they are annoying you.
    - Difficulty: each level increases the AI's stats and army

  • Each hero has access to 7 skills + a unique innate ability, and may hire 10 different types of creatures.
    After every battle the hero levels up, gaining points to spend on skills, units and items.
    They can be reset and re-arranged between battles.

    At level 1, you get the first two creature types, access to Tier 1 spells, 4 item points and 3 skill points
    Each level you gain +1 skill point, +1 item point, and a number of army points.
    Level 3: the third creature type is unlocked.
    Level 4: you get access to Tier 2 spells
    Level 7: you get the fourth creatures, and access to Tier 3 spells if you have the appropriate Basic skill, like Basic Chaos magic
    Level 10: the last, fifth creature type, and access to Tier 4 spells if you have an Advanced magic skill
    Level 14: Tier 5 spells with Expert magic skill

  • After chosing skills, you buy an army using the army points.
    [​IMG]
    Click on a unit to hire a growth, like 2 Knights. Units without teamcolor will be available later.
    You may press the cancel button to reset and re-arrange your army.
    If you press on the button with two arrows, it changes the choises to alternative creatures, or back.
    Press on the two swords to proceed to the Inventory and chose items.
    The flags allow you to change your team color.

  • [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

Contents

ToMM v1.54 (Map)

Reviews
deepstrasz
Changes made, Approved. By the way, the enemy has the same colour as you now if you choose another than the default one. You should make it so that if you right click the action/spell cancels not executes. Melee heroes still fly and overlap the...
  1. biridius

    biridius

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    1.36
    - alternate units for night elves
    --- Sentinels: attack and return back, reduce enemy speed
    --- Assassins: invisible beyond 6 squares, short ranged shooting, move away from melee like centaurs
    --- Snipers: archers that may ignore defence
    --- Claw druids: may cast "restoration" once. May roar on attack, boosting army's melee damage. Turn into bears on "Defend" order [D], gaining speed, damage, knockback, but losing spellcasting.
    --- Chimaeras: dragons that may halve enemy armor for a turn.

    - bug fixes
    - reduced tier 5 units growth.
    - preview of units when dragging the cursor during deployment
    - terrain obstacles should be less annoying now

    - pitlord has red orcs for alternate units
    - imps, helhounds, felguard, bandits and marauders abilities changed
    - many shooting spellcasters now have "magic attack"

    - earth elementals may now taunt
    - wasp swarm now deals earth damage and can be resisted
    - magic glove damage nerfed
     
    Last edited: Jun 30, 2019
  2. biridius

    biridius

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    1.37
    - alternative units for Dark ranger
    --- Satyr firecallers: ranged, become stronger with each attack
    --- Arachnatids: may taunt, may reduce enemy attack
    --- Unbroken ones: may bash, resist magic, immune to attack reduction
    --- Witches: ranged wave attack, cast Bless, Curse and Wasp swarm
    --- Chimaeras: dragons that may melt enemy armor. Night elves get Green dragons instead.

    - changed racial skills for Naga and Night elves to make them more interesting
    --- Naga sea witch grants her troops frost armor as long as she has at least half of her mana
    --- Night elves have a 25% chance to avoid half of any damage they take

    - a few new tier 1 enemies
    - some other, minor adjustments and bug fixes
     
    Last edited: Jul 16, 2019
  3. biridius

    biridius

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    Sorry for updating too often, I'm just afraid my laptop might die and I could lose the file.

    1.38 changelog

    Alternative units for nagas and ice mage
    New ai opponents
    Some AI opponents now have names
    Unit descriptions when composing your army
    Sounds for melee attacks, stone spikes spell, and enrage ability
    Changed ice mage, naga and alchemist racial skills
    - Frost armor is now ice mage's ability
    - Nagas start the battle with slow movement, but gain more speed over time
    - Alchemist gets the old ice mage skill of getting bonus spell power when units take damage, in addition to his one-use buff spells
    Settings menu on Escape
    - action camera frequency - change how often you want the camera to close up
    - text alignment - some wc3 versions have misplaced text tags, here you can adjut it
    - mirror matches - if you don't like fighting against your own race, turn this off
    And as always, lots of small adjustments here and there with balance, unit skills, ai, etc
     
  4. biridius

    biridius

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    Alternative units for demons coming soon.
    WC3ScrnShot_072219_233256_01.jpg

    Also there will be new units for the savage faction (centaurs, razormanes, ogres, harpies)
    And hints that can be turned off in the settings menu on Esc
     
    Last edited: Jul 22, 2019
  5. biridius

    biridius

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    1.39 changelog
    - Alternative units for Pitlord and Centaur chieftain
    - Hints during battle, may be turned off in the settings menu on Escape
    - Proper inventory system with 7 slots, no more wearing three helmets
    - New ai opponents, now there are 20 different opponents for tier 1 (first two battles) and 80 opponents in total
    - Bug fixes, interface changes
     
  6. biridius

    biridius

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    ToMM changelog 1.40
    - 15 new spells, changing the way each of the 4 lores can be played
    - 10 new perks
    - 8 Alternative units for dwarves and goblins
    - 13 Artifact sets (check quests) - giving bonuses for some item combinations
    - Each hero class now gets access to 7 skills, instead of 6
    - Buffs are now always shown on units

    As well as new enemies, items, small balance/visual changes, bug fixes

    Edit: and new bugs too, lol. They aren't significant so I didn't notice them before publishing the update.
    - Demons alternative level 4 creature is wrong one, it should be overlords, not mortar teams
    - AI gets a free wait action after casting elementals/phoenix
    - preparation skill always works
    - sometimes Blink spell refuses to select some units as target
    If anyone finds other bugs, please tell me.
     
    Last edited: Aug 1, 2019
  7. nuck001

    nuck001

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    - I could only split my forces when their number is an even number.(32,16,etc.) In fact,I would like to split my grunts into four groups,something like (1+1+1+39),how am I supposed to arrange such a formation?

    split.jpg

    - Do range troops suffer from a reduction of damage when their targets are too far?In HoMM5,there is an icon(broken arrow) reminding players of damage reduction.However I haven't notice such a funtion in your map.

    half-ranged.jpg
    HoMM

    half-ranged_01.jpg
    Your map

    Despite those issues I've found,it's really an amazing map.You've done a great job,almost 100% simulating the gameplay of HoMM5.I had a great time enjoying it.Thank you!
     
  8. biridius

    biridius

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    Thanks!
    - I found it difficult to implement the interface for this, so splitting units is only done in growths like 14 riflemen or 2 knights at a time. Also imo units of 1 grunt blocking paths or taking off retaliations are a little silly.
    - I forgot about this, will try to add cursor hints about range, retaliation, etc. Thanks for the idea!
     
  9. nuck001

    nuck001

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    Thanks for your reply.
    Well,it depends on how you designed the AI which I'm not sure how it works for now.But if I may,I'd like to show you the importance of splitting troops into 1+1+1+N in HoMM5.

    The basic logic of AI in HoMM5 is:
    a) Search all its targets,lock on its first priority.The level of priority is influenced by:
    i. If the target could be hit directly.
    ii. Shooter's priorities are always higher than melee units when they are in the same priority level.

    b) Attack or move towards its first priority.In the meantime,avoid potential attack from other targets as few as possible.

    c) Next turn,loop phase A and phase B.

    As a matter of fact,such an AI designed by Nival Interactive has some intentional flaws which encourage players to take advantage of.Here's an typical example:

    Isabelle has encountered a lot of zombies,how could she survive without casualties?
    mf_01.jpg
    As you can see,the Zombies couldn't attack anyone in the first turn.So they began to search a priority taget,but which one,Peasants or Archers? :p

    If Archers hadn't been surrounded by 3 single peasants,Zombies would have moved towards Archers' position at full speed.
    mf_01_if.jpg

    However,they moved towards fourty-seven Peasants instead.Because Archers were protected,leaving Peasants be Zombies' first priority.The reason zombies moved only one step is obvious,for they must safely approached to the Peasants without being hit by 20 Footmen.
    mf_02.jpg

    Players could change the positions of Peasants and Footmen little by little,making sure Zombies only move one step ahead every turn.
    mf_03.jpg
    An interesting strategy of HoMM5,isn't it?

    I mean,despite your map is rather a duel map than a farming-creep-map,old school HoMM fans are always keen on splitting their units into 1+1+1+N style.Anyway,it's your call.Splitting issue is just a tiny little flaw of this map after all.
     
    Last edited: Aug 2, 2019
  10. biridius

    biridius

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    Sorry, I didn't mean silly in a strategic sense. It just feels wrong to me.

    My ai is similar but simpler. It chooses a priority target and tries to approach safely if it is a slower melee unit, but it will ignore lesser threats.
    If the player's strongest unit is ranged or faster than the ai's, the ai will just run forward. If there is a lesser unit in reach, the ai attacks the strongest unit it can, preferring to attack units that can't retaliate and from the top left direction.
    It will try to block archers of high enough strength while hitting a unit near the archers.
    After a couple turns of safe approach kiting, the ai "loses temper" and there is a random chance it will just run forward.
     
  11. nuck001

    nuck001

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    Oh,I see.A smart design indeed,maybe better than HoMM5.Keep it up!
     
  12. InSaNe_97

    InSaNe_97

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    Soo good!
     
  13. biridius

    biridius

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    Update 1.41 changes:
    + added cursor hints at the top of the arena showing selected spell, shooting at close/long range, enemy retaliation, stealth, and when the splitting mode is on during deployment
    + 4 new terrain types in addition to jungle: town, graveyard, snow, desert
    + added goblin sappers and shredders, rearranged some other dwarf and goblin units levels
    + new item slot - scrolls, 11 new items allowing to cast a spell with maximum skill once per battle
    + a few new enemy builds for tier 2 (battles 3 to 6)
    + fixed some bugs
    + added a message that appears when you correctly equip an artifact set
     
  14. biridius

    biridius

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    Update 1.45
    - "give up" button
    - an option to retry lost battles in the Escape menu - when turned on, losses don't level you up and you play the next battle against the same opponent
    - multiboard showing vanquished foes
    - on a win, a message shows how close it was
    - some items now require a certain amount of wins
    - new spell "Eclipse", Tier 4 Dark magic (requires level 10 and Advanced Dark magic skill)
    - unit sounds (speech), may be turned off in the Escape menu
    - changed melee heroes attack
    - new items and sets
    - bug fixes, balance changes, interface improvement
    - improved terrain
    - map size reduced by 1 mb
    - may choose Russian localization in the Escape menu, English is default
     
    Last edited: Aug 14, 2019
  15. biridius

    biridius

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    1.47
    - bug fixes
    - initiative scale & teamcolor improvemens
    - new enemies
     
  16. biridius

    biridius

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    1.49 changelog
    - initiative scale animation
    - difficulty options on Esc (each level of difficulty is +3 attack & defence, +1 spellpower and +10% troops)
    - around 20 new ai opponents, now there are 98

    some polishing
    - highlight for possible Restoration spell targets
    - highlight for Sunstrike target square
    - now you can pick a random hero
    - more smooth unit movement
    - mass Fortune, Misfortune, Entangle and Bloodlust now correctly hasten next turn like other mass spells
    - added current level indication in place of food resource
    - debuffs are no longer shown on dryads if they don't affect them
    - balance, ai improvements, bug fixes, etc
     
  17. biridius

    biridius

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    Changelog 1.50


    • - Spellbook: higher tier spells are now shown before lower tier spells
      - Inventory: items are now sorted by cost, with unavailable items at the end of the list
      - Recruiting army: if you have a unit maxed, their texttag will be red
      - Sounds when recruiting a unit
      - Improved teamcolor glow for initiative scale icons
      - the multiboard now shows how soon a unit's turn will come (as a percentage after initiative) - when it reaches 100% the unit gets a turn

    • Fixed a dozen bugs, major ones being:
      - Game getting stuck when calculating ability chance for a dead stack because of division by zero;
      - Texttag overflow - spellbook texttags are now removed when it is closed to prevent overflow;

    • - "Covenant" bot nerfed, -20 skeletons and -10 zombies in each stack
      - Spiders gained Inflict slow, but lost 2 health each
      - Black Knights speed reduced by 1
      - changed troop cap on all levels
      - Sunstrike now deals 50% more damage to demons to compensate their fire resistance (because it is a "holy" spell, it shouldn't be weaker against them)
      - changed the "attack vs defence" formula to 1.05^(a-d), now these stats should be more valuable and consistant
      Adding 3 points of defence will always reduce damage by 13,7%
      Adding 3 points of attack will always increase damage by 15,7%

    • The current weather now affects the battlefield.
      - Sunlight increases Sunstrike damage by 20% and reduces Undead units defence by 5
      - Rain increases lightning damage by 20% and reduces fire damage by 20%
      - Snow increases frost damage by 20%
      - Wind reduces ranged attacks damage by 20%
      - Moonlight increases Undead, summoned units, Night elf and Demon attack by 5

    • - AI improvements for fast melee units, and for Chaos spells aim
      - AI may now cast Entangling roots
      - summoned units die at the end of combat, instead of just standing there while the screen fades out
      - 2 new achievements
      - Achievement requirements are now shown in the quest menu
      - 7 new items and 1 new set
      - added black player color

    • Night elf T2.jpg

     
    Last edited: Sep 1, 2019
  18. biridius

    biridius

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    Update 1.51

    • UI
      - Added Item sets to the Inventory UI instead of quests, as 3 special "slots"
      icons of unaffordable sets are red and at the end of the list
      drag the mouse on a set's icon to see what items it requires; also highlights used slots
      - Highlight for possible targets of Frenzy and Flight
      Content
      - Added unit on hit animation
      - 20 new items and 11 new sets
      - 3 new achievements
      Balance
      - Reduced attack/defence modifier to 4%
      - Changed health of most units
      - Changed some ai opponents
      - Some item sets were changed
      - Weather effects reduced in power
      - Wards may now fire when blocked, but can't retaliate and lost 1 hp each
      Bug fixes
      - Fixed alchemist potion texttags
      - Fixed ability chance for dead stacks, again (there was a typo)
      - Weather does not instantly vanish at the end of a battle
      - Knockback removes roots from the target
      - Fixed flying units model being stuck in the ground at first
      - Entangling roots fix
      - 1.51c fixed critical Counter-attack bug and bear druids animation bug

    • sets eng.jpg
     
    Last edited: Sep 13, 2019
  19. Oraien

    Oraien

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    An unbelieveable game! I have just played it and the first time I started it, I was confused as there was too many things and I didn't understand it all but after playing it for a while, I figured it all and then was able to enjoy it so much! It grabbed me and I spent the whole evening playing it :D
    5/5
     
  20. biridius

    biridius

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    Changelog 1.52
    New features
    - Save/load: saves the game after each battle; when you start a new game, a dialog appears asking if you want to load the last saved game (because default wc3 save feature doesn't work for my map for some reason)
    - "Back" button for the inventory and recruitment screens
    Bug fixes
    - floating units [banshee, revenant, doomguard, talon druid] are no longer hanging up in the air at the start of a battle
    - fixed gargoyle in statue form animations on hit
    - fixed Orb of Lightning proc on enemy centaurs/assassins maneuvering attack
    - fixed units with "always shoot" ability being able to retaliate until their first turn
    - fixed Farms fighting back in close combat :D
    - fixed units in roots not turning around
    - changed the way flying units height changes to less wonky
    - proper damage hint for Hand of Darkness spell
    Balance
    - orb of venom, venom blade stacking poison damage reduced from 10 to 7
    - Purity set nerfed, no longer increases skill level beyond Expert
    - Diabolist set formula changed, less dependant on the damage inflicted
    - Retribution spell now punishes ranged attacks as well, but no longer punishes retaliation
    - most spells damage changed, mostly reduced or made less reliant on spell power
    - most Ice and Naga units tweaked
    - some AI opponents buffed
     
    Last edited: Sep 18, 2019