(9 ratings)
Tournament of Might & Magic Features: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 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 GameplayWikiCreditsSettingsPicking and levelling a heroArmy screenScreenshots![]() 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 ![]() 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. ![]() 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. |
changelogScreenshotNew 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 |
New featureThe restBosses - 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) |
Such a guide would come handy. I don't think you'd need an external site. Might as well use the site's Pastebin.Should I make a wiki or blog listing all the different stuff in the map?
Like how spells are calculated, and how mechanics like initiative work.
Or more detailed descriptions of heroes and units.
Thanks! Didn't know about the Pastebin. Seems handy.Such a guide would come handy. I don't think you'd need an external site. Might as well use the site's Pastebin.
Be sure to click the permanent circle for them so they won't disappear after a week or so.Thanks! Didn't know about the Pastebin. Seems handy.
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!!!!!!!!!!!!!!!!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.
Update 1.64
New BossesotherBlood 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 |
Thanks!I played this today! It's definitely well made![]()
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.
- 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