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Tournament of Might and Magic

Submitted by biridius
This bundle is marked as approved. It works and satisfies the submission rules.
* 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


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

  • 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

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

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

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

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

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

Contents

ToMM v1.65 (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...
  1. biridius

    biridius

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    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?
     
  2. nuck001

    nuck001

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    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.
     
  3. tough_zai

    tough_zai

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    Hey there thats why.. We talk at other threads.. You made this one...
    I will try this map
     
  4. biridius

    biridius

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    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.

      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

     
  5. tough_zai

    tough_zai

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    nice one you updated it, nice work.
     
  6. Lt. Col. Noob

    Lt. Col. Noob

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    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.
     
  7. biridius

    biridius

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    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?
     
  8. Lt. Col. Noob

    Lt. Col. Noob

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    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.
     
  9. Lt. Col. Noob

    Lt. Col. Noob

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    Andddd here it is
     

    Attached Files:

  10. biridius

    biridius

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    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
     
    Last edited: Dec 23, 2019
  11. tough_zai

    tough_zai

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    @biridius you updated again.. your working to hard for this map...nice work,,
     
  12. biridius

    biridius

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    Update 1.57

    • 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: Jan 9, 2020
  13. biridius

    biridius

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    Update 1.58

    • 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)


     
  14. biridius

    biridius

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    Update 1.59

    • 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: Jan 23, 2020
  15. biridius

    biridius

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    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

    • 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: Jan 28, 2020
  16. biridius

    biridius

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    Update 1.61


    • 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

     
  17. biridius

    biridius

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    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.
     
  18. deepstrasz

    deepstrasz

    Map Reviewer

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    Such a guide would come handy. I don't think you'd need an external site. Might as well use the site's Pastebin.
     
  19. biridius

    biridius

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    Thanks! Didn't know about the Pastebin. Seems handy.
    Added a couple pages on Chaos and Summoning spells under the wiki tab, listing perks and spells.
     
    Last edited: Feb 13, 2020
  20. deepstrasz

    deepstrasz

    Map Reviewer

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    Be sure to click the permanent circle for them so they won't disappear after a week or so.