Tournament of Might & MagicFeatures:
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.
- 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 30+ item sets giving additional bonuses
- 12 races with 10 different creatures each + mercenaries
- 20 fights with 99 different randomized opponents + 20+ bosses
- 60 spells in 4 lores
- 11 skills, each with 5 secondary perks
- unlockable talents and achievements
Picking and levelling a hero
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.
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.
Credits for models:
- WILL THE ALMIGHTY
- Vermillion Edict
- Eagle XI
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.
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.
Well, basically you could just copy the triggers for every player.PvP is out of question as it'd take a complete rewrite and it's hard to find players.
That's like saying it's pointless for games to have tutorials or any explanations. So, I'm just going to skip this ignorant list.Explaining it in a quest log is pointless as no one ever reads anything, but here we go:
I don't know exactly what causes the issue. You'll have to debug that yourself on 1.30.4 with game text after certain triggers or how you know to do it.I have no idea why it doesn't work on the new patch and how the hell casting haste has anything to do with it. It just creates a special effect and changes a couple array variables.
Forgot to mention, you need to press R again to disable the split mode once you are done splitting.How could I move the units without splitting them on the battlefield before starting? Tried starting another battle after restarting the game with other heroes and the game just went exitus.
It works!Forgot to mention, you need to press R again to disable the split mode once you are done splitting.
It seems the centaur's maneuvering ability is the same unoptimised pathfinding algorithm I copied and pasted. It calls ExecuteFunc a lot and unnecessarily. I'll fix some of these things and update it.Got a crash when the huntress attacked a centaur archer
when the murloc attacked my centaur archer, the game instantly closed.
- 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?
- 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.
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!
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.imo units of 1 grunt blocking paths or taking off retaliations are a little silly.
Sorry, I didn't mean silly in a strategic sense. It just feels wrong to me.Thanks for your reply.
Oh,I see.A smart design indeed,maybe better than HoMM5.Keep it up!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.
- 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
- 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
- Added unit on hit animation
- 20 new items and 11 new sets
- 3 new achievements
- 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
- 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
Thanks for the review and the bug reports.
I made this map years ago and it seemed to work fine on 1.29. Will try to rework some old awful code and improve performance 'cause I don't want it to just end up resting for all eternity somewhere in my folders. For now whoever has old wc3 can play this. I'm also planning to add alternative units for all of the races. PvP is out of question as it'd take a complete rewrite and it's hard to find players.
Morale and all this other crap are exactly the same as in Heroes of Might and Magic 5, most spells and skills are from there too.
Explaining it in a quest log is pointless as no one ever reads anything, but here we go:
- Luck: a chance to deal double damage, 10% per luck point.
- Damage: how much damage one creature in the unit does. E.g. a footman does 1-3, so 20 footmen do 20-60.
- Health: per creature. If a unit of 9 hp footmen takes 100 damage, it kills 11 footmen in the unit and hurts another one for 1 hp.
- Attack/Defence: the difference increases/decreases damage by about 5% per point of difference. E.g. if a grunt with 5 attack hits a footman with 10 defence he does 25% less damage. The formula is non-linear, so a 20 points higher defence does not make you invincible, it only reduces damage by 58%.
- Initiative: all units start the game with a random spread of 0 to 10% on the initiative scale (so it's not always fixed who goes first), and run through it in circles with their initiative. whoever gets to 100% first gets a turn. A unit with initiative 12 will get 50% more turns than a unit with initiative 8, so will sometimes get two turns.
- Morale: a chance that troops will be "eager to fight" so their next turn comes 2 times faster. Undead and other non-living things don't have that.
- Speed: how many squares a unit can walk in a turn. A diagonal move counts as 1.4 squares.
- Ranged units have limited ammunition, and may not fire if there is an enemy unit in a square next to them.
- All this techical stuff is not important to know, there's a scale showing turn order, and a hint how much damage you can do when dragging the mouse over enemy units.
The haste thing is the AI buffing its army to get more initiative, there are different opponents using different spells. Some summon and resurrect their stuff, others debuff your army, others buff themselves, and some prefer straight fireballs and lightnings.
Units in the army are locked until certain levels, so at first you can only have the first two.
ToMM update 1.55
New talent system that allows you to customise units in your army.
Click on the spellbook icon in the army menu to access the talent interface.
You unlock a random talent each time you win a battle, they carry on between games (saved in cache).
Each unit has up to 4 different talents, you may choose one.
A talent changes the way a unit is played, for example, Zombies may explode on death instead of weakening enemies.
Right now only creatures for Archmange, Death knight and Bandit lord have talents.
- Elementals may now be hired as level 3 mercenaries, mortar teams as level 4 mercenaries
- New tier 2 mercs "forsaken", resist magic, may curse on hit and have "pack attack" ability
- Apprentice robe [chest, 1]: +1 spell power
- Missing bloodlust for ice troll shamans
- Wavering mercenaries no longer take extra damage from Dispel and Purge ability
- Poison damage, retribution, fire shield effects, and smite may no longer be dodged
- Certain conditions leading to a victory registering twice
- A bug that made normal units count as mercenaries in certain conditions
- A possible initiative scale miscalculation with centaur chieftain's racial ability
- Revived units with 'always shoot' ability counter-attacking in close combat
- Language setting always defaulting to english, even if you chose russian before
- Possible targets highlight being too optimistic for frenzy etc
- Zombie health increased, damage reduced
- Spellbreakers speed, initiative and ammunition reduced by 1
- Pack attack ability now does 50% damage instead of 33%, but the effect of hellfire, orb of lighting and contagion ability on it is reduced
- Orb of venom, venom blade now stack 12 damage per hit instead of 7, but no more than a third of the damage of the hit
- The effect of these items does not trigger from fire shield, retribution and poison itself anymore, or if the hit was dodged
- Dwarf bear riders damage increased, mortar teams min damage reduced
- Increased guard towers damage
vr. 1.31 ( 126.96.36.19964 to be exact ) .. and with a invalid license key but hey it still works. Rarely, it crashes in my other maps(campaign,games) still worth mentioning.That's weird. The function that initializes the army must have failed to run for some reason.
Anyone else has this problem? Which version of wc3 are you playing on?
Does it persist after restarting the game?