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Tournament of Might and Magic

This bundle is marked as high quality. It exceeds standards and is highly desirable.
* Players: 1
* Genre: minigame
* Version: 1.69, 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 freely re-arrange your army, skills and item choices between battles
- 9-slot inventory system and 130+ different items, as well as 30+ item sets giving additional bonuses
- 12 heroes that can draw their armies from many different races
- 20 fights with 99 different randomized opponents + 20+ bosses
- 60 spells in 4 lores
- 10 skills, each with 5 secondary perks
- unlockable talents and achievements
- autosave, offering to continue next time you play the map

Gameplay

Wiki

Credits

Settings

Picking and levelling a hero

Army screen

Screenshots


163658-45f9d86b91dffc6438cba7592d0e4c34.jpg

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 30 skill points, +10 after each battle. Skill costs vary between heroes.
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.

There is a lot in the map that would take too much space to fully describe in-game or here in the resource page.
So I'll be adding some pages with descriptions of spells and such.
Chaos magic
Summoning magic
Light magic
Dark magic

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

163657-a6a1b9df8cb222b22c8c0c30af011316.jpg

By pressing Escape at any point during the game, you may chose your preferences:
- Language: English or Russian
- Text adjustment: on some screens 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 10 common skills and secondary perks, + 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 30 skill points
Each level you gain +10 skill points, +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.
163659-b3cce5230eb1e572e00ec88f59ab397a.jpg

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 a mercenary camp, it allows you to select different types of creatures.
Press on the two swords to proceed to the Inventory and chose items.
The flags allow you to change your team color.



Contents

ToMM v1.69 (Map)

Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.57

changelog

Screenshot


New features
- opponent's hero skills can now be checked in battle (if Q is toggled) by dragging on the hero
- some fireworks at the end of the game
- a message after leveling up that shows if new creatures/spells have been unlocked

New content
- Talents for Ice mage's, Naga, Dark ranger's and Farseer's creatures
- 4 New tier 5 spells, available from level 13 up
- - Chaos magic - Pandaemonium, randomly scatters troops on the battlefield and hurts non-Demon units
- - Light magic - Crusade, increases all units speed and heals them over time, effect lasts until the hero casts another spell
- - Summoning - Thunder clap, deals lightning damage 3x3 squares and stuns
- - Dark magic - Screams of the Damned, deals frost damage to everyone on the field, and drains mana of every caster and the enemy hero
- New items
- - Corrosive mail - may melt the armor of enemy melee attackers
- New mercenaries
- - Apprentice mages - increase the hero's spellpower, may cast Deflect missile

Balance changes
- Calcific blood ability nerfed from +3 defence per stack to +2
- Outcast initiative and health +1
- Units with "Explosion" ability only explode once, and lose the ability when resurrected

Fixes
- Resurrection spell effect prediction was calculated incorrectly

clap.jpg

 
Last edited:
Level 23
Joined
Apr 3, 2018
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Update 1.58

New feature

The rest


Bosses - now instead of a random opponent, you may challenge a champion.
(press the helmet button in the inventory, then choose a boss to fight)

- one strong stack of gnoll veterans, lots of gnoll archers and gnolls with bash
- the boss may bash with his attack, and after 3 hero turns casts Thunder clap
+ beating the Gnoll boss unlocks all talents for Gnolls&Poachers, and Skullcrusher [weapon, 3] +2 attack, -10% melee damage taken, hero attacks delay target's turn

- lots of tough melee troops
- the boss casts Crusade first turn, and his attacks may bash
- while Swordsmen are alive, all units have +1 morale
+ beating the Footman commander unlocks all talents for Footmen & Swordsmen, and the Rally flag item [offhand, 5]: +1 speed, +10% initiative

- four different elementals
- the boss casts expert chaos magic and has good magic resistance
+ beating the Elementalist unlocks the Elemental band [ring, 2]: penetrates 30% of enemy magic resistance and grants 3 charges of max-skill eldritch arrow


New
+ Some talents for Mountain king's, Alchemist's and Centaur chieftain's creatures

New mercs
+ Eredar can now be hired as mercs (tier 5)
+ Murloc Nightcrawlers (tier 4) - stealthy melee unit that reduces enemy morale and is immune to non-elemental magic (debuffs, drain life, etc).
+ Diabolists (tier 4) - also immune to non-elemental magic; may cast Pandaemonium or support spells.
+ Paladins (tier 5) - absorb half of any damage taken by nearby allies, are immune to non-elemental magic, and cast high-tier light magic spells

Balance changes
- Firewall (summoning) nerf: a firewall may not hit the same unit more than once per turn anymore (all 2 or 3 squares lit up in one cast count as a single firewall for this)
- Restoration (summoning) nerf: now reduces the target's attack and defence by 2 each time it's cast, if the target is not Undead
+ Apprentice mages (mercs) +1 max damage and defence
+ Gnoll-archers (mercs) got Maim ability, reducing target's attack and defence by 1 with each hit
+ Centaur archers (cent.chieftan) got a 25% first turn advantage
+ Centaur archers/runners (cent.chieftan) now get a Deflect missile buff when they move, 20-65% depending on the distance travelled
+ Footmen (archmage) now gain the Defence order [D] bonus when moving 2 squares or less

Opponent changes
+ Tier 1 priestess with dryads and archers - dryads split into 4 smaller stacks

Bug fixes
- Fixed miscalculation of spell effect predictions caused by Magic barrage perk (the effect now works at the end of the turn instead of before the spell is cast)
- Missing leadership, luck, sorcery & enlightenment perks when checking a hero's skills during battle
- Vitality perk miscalculation for ai units
- Morale/luck modifiers in the multiboard were incorrectly displayed for mercenaries
- Fixed incorrect damage prediction for a unit with Double shot that only has one arrow left

Misc
- new visual effects for Wasp swarm (summoning)


 
Level 23
Joined
Apr 3, 2018
Messages
460

Update 1.59

12 New bosses

Other

Screenshots


Added more bosses. Each awards talents for certain units and unlocks a unique item.

- tuskar hunters, fighters and mages
- the boss casts Ice shard, freezing the target's initiative
- the boss grants his units a 50-90% magic resistance, increasing with every dead stack
+ Reward: talents for tuskar fighters and mages
+ Reward: Axe Morkai [weapon, 4] when attacking an enemy unit with Defence higher than your unit's Attack, it does not reduce the damage.

Sharpshooter.jpg
- four stacks of marksmen and some mortar teams
- the boss may bash on attack and grants his marksmen special abilities that change over time
- on turn 1, stealth & maim
- on turn 3, dodge & maneuvering
- on turn 5, double shot & stunning shot
+ Reward: Rifle with markerlight [weapon, 2]: attacks of the hero mark the target, so it will take maximum damage from all attacks.
+ Reward: unlocks all talents for Marksmen/Riflemen.

- wards and iron golems in the corners
- the boss alternates between planting mines and spawning clockwork goblins for 6 turns, then switches to restoration
+ Reward: talents for Sappers and Clockworks
+ Reward: Goblin telescope [offhand, 3] +25% ranged damage

- abominations, skeleton grunts, revenants, skeleton archers
- the boss casts "screams of the damned" first turn, after that casts blindness, and may cast screams again
- if the skeleton archers are destroyed before other troops, they are replaced with summoned skeleton warriors
+ Reward: talents for skeleton warriors & archers
+ Reward: Ankh of Reincarnation [Neck, 4] +2 knowledge, 4 charges of max-skill Restoration

- doom guards, rock golems, satyr tricksters & firecallers
- troops may deal extra fire damage, like with Pitlord
- the boss casts fireball 3 times, then switches to restoration
+ Reward: unlocks talents for Satyr tricksters, firecallers and Doomguard
+ Reward: Hellfire stone [Neck, 5] +2 attack, +1 spellpower, one charge of Armageddon

Hydra.jpg
- Large stack of Hydras in the center, water elementals and ocean spirits on the sides
- The boss casts Mass poison, then starts spawning 2 stacks of venomspawn each turn for 6 turns, while also doing Counterspell
+ Reward: unlocks talents for Hydras and Ocean spirits
+ Reward: Scales of the Hydra [chest, 4] +2 attack, increases troops health by their level

- lots of air elementals, some syrens and dragonhawks
- the boss starts with a thunderclap, then casts lightnings
+ Reward: unlocks talents for Syrens and Dragonhawks
+ Reward: Aeonic staff [weapon, 5] +5 spellpower, one charge of Thunder clap

- 4 stacks of orc witches, 2 stacks of treants and 1 large stack of corrupted treants
- The boss casts slow, poison, disrupting ray. May cast drain life or counterspell.
- If a treant stack is destroyed, the boss gains increased spellpower and summons a Phoenyx.
+ Reward: unlocks talents for witches, treants and corrupted treants
+ Reward: Stingy charm [Neck, 3], allows to cast Wasp swarm twice and grants +3 Attack.

- two stacks of slayers, and juggernauts
- the hero casts righteous might, haste, then inspires
- every turn of the boss, the toughest stack of the player becomes frenzied and will attack any nearest unit
+ Reward: talents for slayers & juggernauts
+ Reward: Gutting blade [weapon, 4] increases maximum damage of creatures by their level

Grandmaster.jpg
- paladins protecting snipers, spellbreakers and knights
- the hero casts endurance, righteous might, haste and crusade
- the paladins absorb damage from other stacks and may deal massive Smite damage to your main damaging stacks
+ Reward: talents for Knights & Black knights
+ Reward: Blade of Conquest [weapon, 5] +5 Attack, one charge of Crusade

- three stacks of tanks supported by pikemen and riflemen
- the hero gains +2 initiative each turn until it reaches 20, and alternates between three phases
- phase 1: Smoke screen: changes the weather to fog until its next turn, reducing ranged damage of units without "no range penalty" by 30%. Also grants its troops "Defend" bonus and prepares a counterspell.
- phase 2: Cluster rockets: deals random damage to all player's troops and delaying their turn.
- phase 3: Fireball: area damage, reduces defence for a turn
+ Reward: talents for Steam tanks
+ Reward: Cluster rockets [scroll, 5] the hero unleashes Cluster rockets on their first turn, same effect as the boss

Maiev.jpg
- wardens, assassins and huntresses
- the boss casts mass righteous might, mass haste, then mass slow
- after that, the boss alternates between restoration/entangle and normal attack, which applies debuffs like Dark ranger's
+ Reward: talents for Assassins and Huntresses
+ Reward: Fan of knives [offhand, 4] +21% melee damage, +50% maximum hero damage

New mercs
+ Drowned knights [T3] - poison the target and reduce its morale; resist magic and convert initiative into defence when they take damage
+ Wardens [T5] - throw daggers that poison and confuse the target, may damage all nearby enemies when hit in close combat
+ Spirit walkers [T4] - cast banish and dispel, knockback in close combat; banish themselves on defend order, becoming immune to physical attacks
+ Tuskar hunter [T2] - throw spears at short range, have a first turn advantage and are effective against large creatures

Balance
- The effect of "firelord" perk, corrosive armor and the corrosive breath ability is reduced by 20% (rounding down) during Rain
- Rain reduces defence of mechanical units by 2
- Martyrdom ability damage dealt to the martyr is reduced by 40%

Fixes
- missing teamcolor on the boss selection screen
- "thunderlord set" spellpower bonus now also affects thunder clap
- casting "banish" on a friendly unit is no longer affected by magic resistance

Sharpshooter
Sharpshooter.jpg


Ancient Hydra
Hydra.jpg


Grandmaster
Grandmaster.jpg


Maiev
Maiev.jpg


 
Last edited:
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.60
New feature
You may now rotate the camera in combat using the arrow keys. In this mode, you can't give orders. Press Escape to reset.


New bosses

Firelord

Leper preacher

Corpse taker

The rest


fire.jpg
Level 10-20
- fire elementals, infernals and hellfire chariots
- the boss casts phoenix and armageddon, spawns firewalls in random squares, may summon infernals
- the boss gains mana when a stack is hurt, like dark ranger
- the boss ignores 40% of your spell resistance (a 50% resistance becomes 50*0.6 = 30%)
+ Reward: Infernal gem [offhand, 5] +3 spellpower, one use of Infernal (deals damage and stuns in 3x3 area, summons a stack of Infernals, size depends on total damage)

Level 3 - 6
- abominations, zombies, outcasts and fanatics, with three stacks of peasants behind
- the boss casts mass endurance, then crusade; may cast restoration on zombies
- the boss weakens the target with his attack, -3 attack/defence
- the boss may blow up corpses of destroyed stacks
- fog makes units without "no range penalty" deal 30% less damage when shooting
+ Reward: talents for zombies & abominations
+ Reward: Skull wand [weapon, 4] +2 attack, allows to blow up a corpse up to 4 times, dealing earth magic damage depending on its starting health

Level 7 - 9
- meat wagons, necromancers, ghouls and abominations
- the boss casts slow, enfeeble and weakness
- if your units don't move, they take damage
- the boss may summon zombies and abominations out of corpses on the field
+ Reward: talents for necromancers and ghouls
+ Reward: Ribcage cuirass [chest, 4] +2 attack & defence, -1 morale of all units (does stack with Tyrant's gauntlets)

New units
- Hellfire chariots [T4]: may cast corpse explosion and fireball.
- Meat wagons [T5]: splash attack that reduces attack and defence of every target by 3.
- Infernals [T5]: retaliate to melee attacks, return melee damage with fire shield, and are immune to magic.

Fixed
- the effect of "fog" weather was not taken into account for ranged damage prediction
- "inspire" perk (leadership) tooltip showing when aiming with a spell on a friendly unit
- increased space in the inventory from 24 to 30 slots per slot type to accomodate all the new items

Balance
- PotM: archers growth reduced by 10%

Other
- Cluster rockets (item) - use is now optional, added to the end of spellbook, works in the same manner as a scroll
- Added a special effect for "Contagion" ability (zombies, meat wagons, plague murlocs)
- Added order buttons on the left side of the field
- action camera now follows the hero when a melee hero uses his normal attack


 
Last edited:
Level 23
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Apr 3, 2018
Messages
460

Update 1.61

New stuff

The rest



New Hero: Questing Knight
- chooses all of his creatures from mercenaries; but has no access to talents.
- all spell lores are available, but no magic skills; instead, has a new "Free lance" skill
- the usual penalties for mercenaries do not apply (except wavering from casualties, which can be reduced by the new skill)
- secondary perks include doubling scroll usage, retaliating when not usually possible, stealing ammunition, reducing enemy spellpower, slowing down large creatures

Knight vs Jaina.jpg

- sorceresses in the corners, covered by paladins; knights & apprentices
- turn 1: the boss creates explosive arcane crystals in the middle of the battlefield, and prepares a counterspell
- turn 2: changes the weather to snow (increasing frost damage) and summons some water elementals
- after that, alternates offensive magic with shielding her units & counterspelling
- ignores 15% of magic resistance; the apprentices increase her spellpower significantly and protect themselves with "deflect missile"
+ Reward: talents for Sorceresses
+ Reward: Crystal mantle [chest, 4] enemies do not deal bonus damage for having higher Attack than your Defence.

- Dreadlord [T5] cast infernal, blindness or confusion; fast, but relatively low health, compensated with vampirism and stealth
- Sea giants [T4] may taunt and maim all nearby enemies
- Draenai scout [T2] stealth, hit and run, cast faerie fire
- pikemen added to mercenary camp [T1]

- Hateful set (Helm of Spite, Searing scroll, Ring of dampening magic): every turn the hero's attack damage increases by current level, and units attack increases by 1.
- Brawler set (Belt of Giant strength, Hearthstone, Lion ring): the hero may attack again at the end of each turn.
- Guardian set (Arcanite shield, Dragonhide mail, Protective charm): Halves the benefits of Luck and Morale on enemy units.

- wasp swarm from the "stingy charm" now correctly delays the target's turn with expert skill instead of the hero's skill level
- selected mercs/alternative creatures now properly saved in the autosave
- fixed the game ending after losing on level 20 despite "replay losses" on
- "sacrifice" spell may no longer be dodged by your own unit
- entangling roots model no longer stays behind after the affected unit was teleported by blink/pandaemonium
- repeatedly opening the mercenary camp screen no longer floods the screen with text
- fixed hero's speech interrupting when casting wasp swarm

- Infernal spell: damage and number of summoned infernals less dependant on spellpower
- Fire shield ability buff: now returns 10% of your unit's health as fire damage, up to the damage dealt by the attacker
- Felbeasts & Spellbreakers lost Purge/Mana leech, got new ability "Feedback" to deal double damage to summons and burn mana of the opponent with each attack (1 mp per 150 hp).

- added "-unstuck" command in case the game engine manages to freeze in the middle of a unit's turn
- camera rotation improvements; clicking on the grid will center the camera there
- added a lightning effect to Corpse explosion spell
- added special effect to Barrier spell
- undead/mechanical abilities now show in the ability preview on the army screen
- added camera sway for meteors/thunderclap/infernal
- removed action camera from thunderclap
- smoother "eclipse" spell animation
- added turn counter in place of lumber
- removed old ability descriptions from quests menu
- a few more talents for dwarves/goblins

 
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.62
Mainly bug fixes - a couple of them were gamebreaking (making the game stuck)

Bug fixes
- fixed logistics perk of questing knight breaking melee units
- fixed interaction between abilities "counter-attack" and "assault"/"attack twice" breaking the game
- camera center after clicking in the cintematic mode is now reset immediately on escape instead of at the start of the next turn
- fixed Crusade special effect appearing on dead stacks
- Retribution buff correctly removed when the affected stack dies
- boss speech when doing their unique abilities

grail.jpg

New Boss: Grail Knight [level 3+]
- 5 random mercenary units
- casts retribution on two stacks, then crusade and bashes with normal attack
- Reward: The Holy Grail [offhand, 6]: +2 knowledge, +20% magic resistance, 3 charges of Resurrection.

Mercs
- added goblin soldiers, flamethrowers, steam tanks and tinkers; high elf archers; orc raiders

Other
- new model for the hero "Questing Knight" (simple re-texture with a few new animations, made it a few years ago). The old knight model looked too similar to Bandit lord on the title screen, and had no "Spell" animation.
 
Last edited:
Level 11
Joined
Jul 17, 2013
Messages
544
Update 1.62
Mainly bug fixes - a couple of them were gamebreaking (making the game stuck)

Bug fixes
- fixed logistics perk of questing knight breaking melee units
- fixed interaction between abilities "counter-attack" and "assault"/"attack twice" breaking the game
- camera center after clicking in the cintematic mode is now reset immediately on escape instead of at the start of the next turn
- fixed Crusade special effect appearing on dead stacks
- Retribution buff correctly removed when the affected stack dies
- boss speech when doing their unique abilities

View attachment 347097

New Boss: Grail Knight [level 3+]
- 5 random mercenary units
- casts retribution on two stacks, then crusade and bashes with normal attack
- Reward: The Holy Grail [offhand, 6]: +2 knowledge, +20% magic resistance, 3 charges of Resurrection.

Mercs
- added goblin soldiers, flamethrowers, steam tanks and tinkers; high elf archers; orc raiders

Other
- new model for the hero "Questing Knight" (simple re-texture with a few new animations, made it a few years ago). The old knight model looked too similar to Bandit lord on the title screen, and had no "Spell" animation.
Hey you still working on this? i saw heroes 5 models for wc3 it would be nice if u could add them i can help you find them Edit: and u have to make this map multiplayer!!!!!!!!!!!!!!!!
 
Last edited:
Level 23
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Apr 3, 2018
Messages
460
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.63
- "-auto" command - on/off, makes your army fight on its own; works exactly the same as the enemy ai.
- "-unstuck" now finishes the current turn instead of losing the fight; the command fails if a new turn begins or a unit takes damage within 10 seconds
- added battle log for all the damage messages during battle, so they don't obscure the battlefield
- moved the cursor hint to the cursor position
- command list in quests

- Phoenix: attack & defence reduced by 5; on death turns into an egg with initiative 8, when its turn comes a new phoenix is born at 50% scale position
- Crusade effect reduced by 30, but increased by 2x Spellpower
- Ice trolls "no melee penalty" replaced with "attacks twice" (now benefit from the "hunting knife" and synergize with wolves better, but their retaliation is weaker and they are more vulnerable to enemy retaliation)
- when you use a spell granted by an item (scroll), and you already have Expert skill in that lore, the spell is cast at 1 level above Expert

- Phoenix egg [neck, 5] allows to cast Phoenix once
- Boots of travel [feet, 4]: all units gain Teleport ability.

- the battle happens in darkness (eclipse), reducing morale and luck by 1 and giving everyone stealth
- dreadlords and two each of voidwalkers, faceless ones, ghouls
- the boss ignores 50% of magic resistance
- turn 1: affects all of your living units with Sorrow, reducing morale by up to 3
- turn 2: casts Pandaemonium, scattering troops randomly
- turn 3+: smites the toughest unit with Implosion and makes it frenzied
- reward: talents for voidwalkers and faceless ones
- reward: Fang of Malganis [neck, 6] +20% vampirism, 2 charges of Drain life

- buff effect for Antimagic
- special effect for Smite
- some fidgeting with flying height
- draenai scouts, dreadlords and diabolists controlled by the AI should now cast their spells
 
Level 23
Joined
Apr 3, 2018
Messages
460

Update 1.64

New Bosses

other


Blood Pact [level 7 - 9]
- 2x heretics, 2x outcasts, warlocks, witches, obsidian statues
- the statues are shielded with a barrier halving any damage taken
- boss casts mass enfeeble, mass curse and misfortune; may cast fireball or sacrifice
- bypasses 30% of magic resistance
- each time the boss casts sacrifice, he will summon a huge stack of imps, felguards or doomguards; the less stacks are healed by the sacrifice, the more demons come
Reward: talents for warlocks, heretics and obsidian statues
Reward: obsidian athame [offhand, 4] +4 Attack, +1 Spellpower, penetrates 30% of magic resistance.

Troll chieftain [level 1-2]
- 2x ice trolls, 2x ice shamans, 1x grim riders
- the boss ensnares the player's army, then inspires his own troops
- ice trolls have "double shot", and grim riders get "pack attack"
Reward: talents for ice trolls and grim riders
Reward: Troll blood [scroll, 3] +3 defence, allows to cast Regeneration once

Mercenaries
- added teamcolor to better distinguish units on the screen
- New unit: Demon hunters [T5]: Large, Feedback, Fire shield, Dodge, Shadow resistance

Bug fixes
- Countershot no longer triggers from Maneuvering
- summoned units no longer dodge the damage that removes them at the end of the battle
- removed noise from folded log lever animation
- added automatic anti-stuck check to player ai same as normal ai
- game autosaved in a previous version no longer works on new versions of the map

Balance
- Infernal damage reduced by 4-10, increased growth to 3
- Heretics now inflict curse, but lost -1 initiative and minimum damage
- Dwarves: bronze dragons replaced with Griffon riders (flying short range unit with shock)
- Claw druids now cast Regeneration instead of Restoration
- Arcane towers got Feedback
- Freezing attack effect capped at 0.4 turns

New item
- Power threads [feet, 3] +1 all stats

Other
- added special effects for Sacrifice spell

 
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.65
Spells

- Wisdom perk no longer grants Basic skill level; now only unlocks access to spells
- added camera sway to Armageddon & Implosion
- added a special effect on hit to Fireshield ability and the similar effect from items
- Flight spell now lasts until the end of the battle, instead of one turn only

Bug fixes
- fixed "replay losses" interaction with bosses resetting them to default ai behaviour
- fixed Wisdom allowing to re-cast spells from items like Cluster rockets
- fixed Countershot working even if the firer is blocked by an enemy near it
- fixed incorrect unit name when a boss uses "Inspire" perk
- fixed ai Paladins trying to cast Smite on mechanical units and skipping their turns
- certain frost attack talents now change projectile model correctly

Other
- added animation for wavering mercenaries running away at the end of the battle
- more talents, mostly for goblins/dwarves
 
Level 5
Joined
Oct 4, 2008
Messages
149
I have always wanted to make a HoMM5 map in wc3 as it's one of my favorite games, but unfortunately it's way above my paygrade. So having seen this I was really happy that such a thing existed.

I played for like 10 minutes before the game crashed however, as I'm playing on an older version of the game. Still, I was very impressed with what I've seen, mainly the grid, mob splitting, seeing the movement of your opponent etc. Haven't seen anything like that in wc3 before. And also a very nice interface, giving you the access to the stats of units at all times.

If there's a minor complaint I have, it's that I would love to see the town development and resource management aspect of HOMM5 as well, and not just combat.
 
Level 23
Joined
Apr 3, 2018
Messages
460
Update 1.69
chaos dk.png
  • can now select different units without the mercenary penalties; the creatures available vary between heroes
  • skills now cost different amount of skillpoints, typically 8-12; all heroes get all skills available
  • ai units can use talents now
  • questing knight now summons a stack of knights instead of reducing mercenary penalties

  • undead can now be poisoned
  • disrupting ray now also damages mechanical units, damage equal spellpower times armour reduction
  • dryads only have earth and shadow magic resistance instead of full magic immunity
  • shadow resistance ability changed from 100% to 50% reduction of non-elemental effects
  • Summoning, Master of Life hastens the turn of the resurrected creatures
  • Summoning, Illusionist grants stacks summoned by Mirror image the Incoreal ability, making them resistant to physical damage
  • changes to some enemy armies strength
 
Last edited:
Level 14
Joined
Jan 16, 2009
Messages
716
I played this today! It's definitely well made :peasant-thumbs-up-cheers:
I couldn't progress far enough because I was getting stomped from the second battle onwards. I will have to try again.

Here are some notes I took while playing.
  • Picked Random Hero. Maybe the game should display the hero trait when randomly picked.
  • Pretty nice UI but not always clear. I still don't fully understand how the unit drafting works. I had to make a lot of choices before I even knew how to play the game.
  • The battles are really well made !
  • Archers seemed very weak, dealing 1-2 damage while enemy one was dealing 10 and could double hit.
  • Dealing 0 damage and getting retaliated on, dealing 0 damage to an archer with a melee unit, Archmage dealing 0 damage - all those felt bad.
  • I don't really understand what I was doing wrong. Like my rolls are 1-2 if not 0-2 while theirs is 7-22.
  • A lot of texts over the units make it hard to read sometimes.
  • Gave up that second fight and on to the next one.
  • The third one was even harder, the fel orcs rolls were 3 times as high as mine. I must have missed something.
 
Level 23
Joined
Apr 3, 2018
Messages
460
I played this today! It's definitely well made :peasant-thumbs-up-cheers:
Thanks!
  • Dealing 0 damage and getting retaliated on, dealing 0 damage to an archer with a melee unit, Archmage dealing 0 damage - all those felt bad
The 0 damage thing. The night elves have dodge so each unit has a chance to avoid damage once, but it's reset when their turn comes. So you have to gang up on their units one by one, so that even if they dodge one of the attacks, the rest go through.
I may have made this ability a little too strong.
 
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