Tournament of Might and Magic

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* Players: 1
* Genre: minigame
* Version: 1.65, 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 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

Gameplay

Wiki

Credits

Settings

Picking and levelling a hero

Army screen

Screenshots


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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.
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

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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.
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 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.

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Contents

ToMM v1.65 (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...

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,110
Be sure to credit everyone: Resources in Use by ToMM v1.29 Eng | HIVE and those from other sites.
This is not an RPG, it's Strategy/Risk. Please replace the tag.

  1. You should explain the the quest log or somewhere in the game what stuff means: morale, luck and others which are not that intuitive.
  2. Why can't I select the revenant, tuskarr and magnataur?
  3. 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.
  4. You could/should make it PvP too for at least 1v1.

Well, tried it on 1.30.4, started the battle. It crashed after some lightning (on the screen it said something about haste).
Seems to have good potential, a King's Bounty/HoM&M type of game. However, until it works without crashing, it's null. We don't approve maps that only work on certain game versions.

Awaiting Update.


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  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 13
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Apr 3, 2018
Messages
231
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.
 
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deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,110
PvP is out of question as it'd take a complete rewrite and it's hard to find players.
Well, basically you could just copy the triggers for every player.
Explaining it in a quest log is pointless as no one ever reads anything, but here we go:
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.

Just also try making it work on 1.30.4. If it does, then I'm pretty certain it'll work on future patches as well.
 
Level 13
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Let's just say it's not as simple as copying triggers lol.

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.
 

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,110
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.
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.
 
Level 13
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Apr 3, 2018
Messages
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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.
Forgot to mention, you need to press R again to disable the split mode once you are done splitting.

Added some quests with the technical info I posted before, and unit ability descriptions.
Tried to optimise pathfinding so it would may be stop crashing on the new patch (my old code is horrible).

Please tell me if it works.
 
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deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,110
Forgot to mention, you need to press R again to disable the split mode once you are done splitting.
It works!

What about letting the player at least change colour if you're not able or wanting to make PvP?

Amazing how you made the units face the cursor.

  1. No melee combat sounds (hit, swing etc.)?
  2. The camera sometimes maybe it shouldn't be so close so you could see melee units better hitting each other. Also, maybe some more camera angles?
  3. Hero attacking units looks weird. I suggest giving them 522 movement speed, collision off instead of making it look like a projectile face sitting the target.
  4. Not all heroes have glow. Either choose other models be them from the game or custom or just use this: How to add Hero Glow without Modeling
  5. Would be neat if you could split equally or even choose the number.

Really good stuff. You could turn this into an actual HoM&M experience with castles, mines and all that.

Sadly, when the murloc attacked my centaur archer, the game instantly closed.

EDIT:
Played with the night elves vs night elves, Dark Ranger and vs the Renegade Wizard, vs bandits. All worked fine.
Problem is that Huntress are uncomparable to those Revenants which are at least two times more powerful.
Seems like the AI is usually more powerful later on. Or at least some racial units are stronger than others since I had little problems fighting the centaur afterwards. Got a crash when the huntress attacked a centaur archer with bounce effect towards a harpy. When I attacked the harpy to bounce on the centaur archers I didn't get a crash.

EDIT2:
I can't save this map with 1.31.1 PTR without getting code errors. Basically, those have to be fixed for the map to work properly, hopefully.
BiridiusHoM&Mmap.png

(previous comments: ToMM v1.31 Eng)
 
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Level 13
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Apr 3, 2018
Messages
231
Thanks.

Got a crash when the huntress attacked a centaur archer
when the murloc attacked my centaur archer, the game instantly closed.
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.

1.31
- applied the same fix to centaurs maneuvering ability to stop it crashing the game.
- added hero glow; adjusted hero attacks target position
- added player color selection; text and initiative scale colors will stay red/blue for now
- reduced the AI's revenants in number, slightly buffed huntresses
 
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deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,110
Changes made,
Approved.

  1. By the way, the enemy has the same colour as you now if you choose another than the default one.
  2. You should make it so that if you right click the action/spell cancels not executes.
  3. Melee heroes still fly and overlap the enemy target.
  4. How do you clear the text on the screen to see the battlefield?
(previous comments: ToMM v1.31 Eng)
 
Level 13
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Messages
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Update 1.33
- the text for magic mines exploding was untranslated
- added a button to switch to alternative units, only Death knight, Farseer and Bandit King for now
- color selection now works properly; enemies have their color randomized between fights

Death Knight alt units:
- Skeleton warriors instead of archers: stronger but can't shoot
- Ghouls instead of zombies: faster and vampiric
- Fiends instead of banshees: may shoot, inflict Slow
- Gargoyles instead of necros: may fly, become statues on "Defend" order
- Statues instead of abos: may shoot, cast Blindness and Implosion
 
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Level 4
Joined
Apr 7, 2009
Messages
91
cool map, if you add in more units and what not over time it'll be great. Maybe have it for 4-8players so you can challenge people for games and what not.
 
Level 13
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1.34
- added more terrain and obstacles on the field
- now you can choose player color during the game, on the army screen
- added a delay before the AI's actions
- the AI shouldn't sacrifice fast units as much as it did
- changed a few abilities and stats
- Archmage now has alternate units
 
Level 13
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1.35
- 10 new perks
-- "Brutal blow" for Offence, improving hero attack
-- "Brace yourselves" for Defence, allowing the hero to give troops the "Defend" order bonus
-- "Inspire" for Leadership, the hero may hasten a unit's turn
-- "True strike" for Luck, increasing minimum damage
-- "Eagle eye" for Enlightenment, increasing spell power each time the opponent cast a spell
-- "Cursed earth" for Dark magic, which damages enemy troops if they don't move
-- "Sanctuary" for Light magic, increasing spell resistance when casting buffs
-- "Illusionist" for Summoning, improving Mirror image and Barrier spells
-- "Wrath of stone" for Chaos magic, allowing earth spells to slow down enemy movement
-- "Counterspell" for sorcery, allowing to block the next enemy spell
- Gnoll overseers now have proper abilities
- archmage has rock golems as alternative to iron golems
- a couple new tier 1 enemies
- other small changes and fixes

Edit: 1.35b quickly fixed a small bug with skills, where choosing the first (old) 3 perks of a skill was impossible, and the new 4th perk was being selected instead of the three
 
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Level 13
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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
 
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Level 13
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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
 
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Level 13
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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
 
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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
 
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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.
 
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Level 6
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May 8, 2014
Messages
168
- 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!
 
Level 13
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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?
- 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!

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!
 
Level 6
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Messages
168
Thanks for your reply.
imo units of 1 grunt blocking paths or taking off retaliations are a little silly.
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.
 
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Level 13
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Thanks for your reply.
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.
 
Level 6
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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.
Oh,I see.A smart design indeed,maybe better than HoMM5.Keep it up!
 
Level 13
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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
 
Level 13
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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
 
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Level 13
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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
 
Level 13
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Changelog 1.50

UI

Bug fixes

Balance

Weather effects

Other

Screenshot


- 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


 
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Level 13
Joined
Apr 3, 2018
Messages
231

Update 1.51

Changes

Screenshot


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

 
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Level 7
Joined
Feb 10, 2011
Messages
134
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
 
Level 13
Joined
Apr 3, 2018
Messages
231
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
 
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Level 13
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Apr 3, 2018
Messages
231
ToMM v1.54 changelog
New features
- Mercenaries: you may now replace a unit in your army with a mercenary unit.
Click on the mercenary camp button and choose which level of creatures you want to replace.
Mercenaries do not benefit from the hero's Luck or Morale, and only from half of the hero's Attack and Defence.
Further, once they are reduced to half their starting strength, mercenaries count as summoned units - if they are your last unit, you will lose.
- Team color for unit names in text messages and in the multiboard
- a duration hint for Entangling roots when dragging cursor on a target

New mercenary units
- Gnoll Archers (level 1) - shoot, may attack in close combat and run away
- Gnoll Veterans (level 2) - may dodge, may counter-attack first, and their attacks reduce enemy Morale.
- Plague murlocs (level 2) - poison the enemy and reduce their stats.
- Gnoll Wardens (level 3) - throw lightnings that inflict Slow and purge buffs.
- Ice shamans (level 3) - trolls that freeze the enemy when they attack, may cast dispel.
- Skeleton grunts (level 3) - melee unit that may bash, gets higher stats with each attack, and is tough against ranged attacks.
- Spellbreakers (level 3) - tough against both magic and ranged attacks, and make enemy spells cost more mana, like imps do.
- Ballistas (level 4) - pierce through multiple units and may not be tied up in close combat.

New items
- Book of the Dead [Death Knight only]: increases Knowledge by 3 and summons Skeletons or Skeleton archers.
- Ring of dampening magic: reduces the opponent's Spellpower by 3 (to a minimum of 1).
- Helm of Spite: +3 defence, and the same spell power reduction.

Balance changes
- Centaur Chieftain's racial ability effect increased from 5-25% to 7-35%.
- Night elf dodge chance capped at 50%
- increased tier 4 unit cap by 1 level
- Voodoo doll price increased to 2, but effect increased from 50% to 65%
- changed some units stats
- wizard slippers and mana gem now require hero level 5
- swapped some T3-T4 units for Ice, Naga and Drow, and changed their stats/abilities
- AI opponents tweaked accordingly
- AI difficulty defence and attack bonus reduced to +2 instead of +3
 
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Level 13
Joined
Apr 3, 2018
Messages
231
BTW, anyone tried this map on reforged? I heard it now allows customs, but don't have it because *several pathetic excuses*
I want my maps to work on all versions if possible.

Do buttons get messed up (they use an imported trackable model)? Does the code still work, or does it crash? Anything weird?
May be some screen shots of how it looks?
 
Level 6
Joined
May 8, 2014
Messages
168
Most of mapmakers from Hiveworkshop are worried about the compatability of old maps,but few of them did (or will) purchase Wc3:R.

I'm afraid Blizzard has made a big mistake by preventing editor-experts from testing that BETA,which in my opinion should be available for everyone.
 
Level 7
Joined
Nov 10, 2012
Messages
231
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.


Hey there thats why.. We talk at other threads.. You made this one...
I will try this map
 
Level 13
Joined
Apr 3, 2018
Messages
231

ToMM update 1.55

Added

Fixed

Balance


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.

Other
- 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

 
Level 2
Joined
Nov 9, 2019
Messages
29
Hello, after downloading this map i don't know if I am winning or not playing right.
I choose pitlord as the hero. I have done steps 1-4 and my issue is with number 5 deploying the troops.
I have only one gnome and the other troops i spent on step 3 is not appearing when i am now on step 5. And after step 5 i just think maybe it starts with just one unit... but after I press start the enemy Ai just moves a little and the match is over?(they don't fight) it goes back to the skill screen with points intact. After spending all the points and going back again to deployment still I have only gnome .. a single one.
 
Level 2
Joined
Nov 9, 2019
Messages
29
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?
vr. 1.31 ( 1.31.1.12164 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.
Yes, i have tried it to three times.
 
Level 13
Joined
Apr 3, 2018
Messages
231
Update 1.56
Added
- Talents for Night elves, Demons, Wild races
- unit abilities can now be seen on the army screen: drag the mouse on a unit, and icons will appear at the bottom of the screen. Track the icons to see ability descriptions.

Balance
- Armageddon now deals more damage if the target is in the center of the battlefield
- Bounce ability now counts as ranged damage
- Quill spray damage increased from 25% to 33%
- Preparation attack bonus increased from +3 to +4

Fixed
- Changed the way unit ability lists are shown during battle to display actual abilities under effects of talents, morph, etc instead of pre-written descriptions
- uninitialized variable preventing units from being created if you didn't take mercs
 
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