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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Revival!
Thread: Duel Map Revival! This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 23, 2016 06:43 PM bonus applied by kiryu133 on 09 Mar 2016.
Edited by Elvin at 12:20, 16 Feb 2022.

Duel Map Revival!

The duel map is back, more rebalanced than ever! Level up your hero, learn your spells, buy your artifacts and you are good to go



Tactical Duel Map + exe 27/05/21

[DISCLAIMER: This thread is no longer being updated, you can find the changes and new map link in the discord server, along with some friendly faces that are still dueling Hop in, everyone's welcome.]

The edited exe is meant to replace the original in the bin folder (C:Program Files (x86)UbisoftHeroes of Might and Magic V - Tribes of the Eastbin) as it is the only way to apply some hard-coded changes. The link already contains a backup of the original, replace the edited if you want to return to 3.1.

Fiur's sharp texture mod
Not required but great to have

FEATURES

- Army strength is close to week 6, Lvl 20 from Sphinx.
- More tools to adapt to a might or magic gameplay.
- Each side has one mage vault for each magic tier, two artifact merchants and a memory mentor.
- Heroes start with advanced racial skill.
- There has been some major unit, skill and spell rebalancing!

Special thanks to magnomagus, poly, Marko and JoonasTo for gameplay insights, testing and balancing

WHAT MAKES THIS MAP UNIQUE AND INTERESTING

- Ease and quickness in setting up your heroes compared to other arena maps.
- Simplified skill requirements to pick the build you want easier.
- More spellcasting freedom like in H3, skills are not required to learn high tier spells.
- First map with 25% wait for heroes! Now you can rearrange your atb order to improve your timing.
- No crazy starting atb values.
- Slow or weak abilities nicely boosted. Most abilities go big

THINGS TO KNOW!

- Mini wait(25%) added for heroes!
- Spells can now be learnt without wisdom or magic skills!
- Skill requirements more streamlined to favour choice over luck.
- Logistics and Enlightenment banned.
- Ammo cart has been disabled, make your shots count!
- Luck/morale bonuses only from skills and unit abilities.
- Luck bonus 100%->50%.
- Morale chance 10%->5%, 150%->165% ATB. Uncapped.
- Consume artifact/Benediction/Banshee Howl/Banish 100->50% Atb.
- Armageddon only accessible to Academy/Inferno/Dungeon.
- DV/wol/cotn banned.
- Regeneration now heals total hp like rez!
- Cold death does not apply to WM and phoenix summon.
- Spell masteries merged: Curses [curse/weakness/slow], Pain [confusion/decay/vulnerability], Blessings [bless/RM/haste], Abjuration [dispel/stoneskin/deflect], Storms [stun/freeze] effects.
- Summon elementals now summons mummies: Random Hex, life drain, confusion/tremors caster.
- Destructive spells only affected by sp artifacts.
- No Dark/Destructive immunity artifacts.


FACTIONS

HAVEN

Knight: 7/11/3/4

Haven gameplay is typically might based with light or dark support, whether defensively or charging forth in a hurricane of steel and fury.
Leadership: Only faction that can have both empathy/retribution.
Dark: Fallen Knight unique skill for +5 spellpower.
Destructive: 2->8%. Haven has low spell dmg but access to both cold steel and fiery wrath. Fire/Ice masteries also worth considering as they start with fireball and frost ring.
Summoning: 2->8%. Makes up for the lack of spellpower with Celestial Conjuring that summons +40% creatures and replaces mummies with celestials.
WarMachines: Ballista makes up for the lack of attack + knowledge with Artillery(-50% defence).
Sorcery: Removed since it is not needed.
 
- 10k gold for training. It can train 54 archers/50 footmen/12 priests, more if you save gold from merchant.
- Counterstrike 5/15/20%->15/40/45% retaliation bonus.
- Benediction 100->50% Atb. (+2 Att/Def/Morale, +15% Init)
- Twilight unlocked by Benediction.
- Celestial Conjuring(repurposed Fire Warriors) summons Fire Elementals->Celestials(Bond of Light, Immune to Puppet, Bravery).
- Conscript/Swordsman 100->50% stun, +50% chance.
- Marksmen [No Range Penalty], 8->6 maxdmg, Piercing Shot 3->4 tiles.
- Longbowmen No Range Penalty, [Scattershot 50%], 8->5 maxdmg, 8->9 Init.
- Footmen init 8->9.
- Battle griffins, 10->12 Init, [Rush Dive].
- Imperial griffin 200->150% Battle Dive, +[Rush Dive].
- Rush Dive 100->75%, 1->3 uses.
- Priests 9-12->13-17dmg, 80->60hp.
- Angels now have both [DV] and [Resurrect Allies].


INFERNO

DemonLord: 11/4/3/7

Inferno gameplay is primarily offensive/control. Their units are swift and offensive but will fall fast without support. Aim should be to weaken or disable the opponent's dps while mana drain and gating start giving you the upper hand. DemonLords normally use dark / light support but can focus on destructive/summoning with succubus channeling.
Offense: Has Teleport Assault and Power of Speed.
Luck: Swarming Gate unique.
Leadership: 2->6%. Swift Gating and Gate Master unique. No empathy.
Light / Summoning: 2->6%

- Hellfire 10x->20x dmg, [also triggers on retaliations].
- Consume corpse 100->50% Atb, 1 mana per 30->60hp.
- Gating bonus 40/45/50->45/45/45%, starting Atb 0->35%.
- Familiars steal 14 mana.
- Horned demon 8->10 Init, Explosion 1->3 uses, 12->15Hp, +[Avenging Flames 2x].
- Cerberus 15->17Hp.
- Firehound 75->100% dmg to all targets.
- Succubus mistress 6->9Att, 6->7Def, 6->9 mindmg, 4->5 Speed.
- Succubus seduction->[Channelling], +[Fierce retaliation], 9->11 Init.
- Pitlord [+25% Magic Proof], 4->5 speed, 120->130Hp.
- Archdevils now both [Summon Demons] and [Relocate] units within 5 tiles.


NECRO

Necromancer: 2/7/12/4

Necropolis gameplay is mostly defensive/control. Units are tanky but medium damage/initiative and the faction's affinity for curses/summons/defense and mana leeching can offer great survivability. Necro is the only faction that starts with raise dead.
WarMachines: 2->6%. Plague Tent unique, first aid tent bonus.
Luck/Light: 2->6%
Leadership: Removed since it is not needed.

- Necromancy bonus 3 out of 7 stacks
(Max: 125 skel/70 zom/32 gho/12 vamp/6 lich/4 wig/3 dragon).
- Banshee howl 100->50% Atb. (-2 Luck/Morale, -15% Init)
- Skeleton archers 1->2 mindmg, 1->2Att, 2->6Def.
- Skeleton warriors no [Shield Allies].
- Incorporeal first attack [always misses], then alternates between hit and miss.
- Poltergeist can now Steal Ammo within 7 tiles.
- Vampire lord 11->12 Init, 9->11Att/Def, 7->8 Speed.
- Torpor factor decrease and duration 2->1.5 turns.
- Master Lich [Death Cloud].
- Wraiths now both [Harm Touch] and [Death Wail].
- Death knight alt to ghost dragon. 11 init, 7 speed, [Rider Charge] and [Random Hex] (curse, slow or vulnerability).


SYLVAN

Ranger: 3/11/5/6

Sylvan is good at offense or defense, might or magic. High initiative/mobility and avenger can put a lot of pressure on the opponent though your most damaging units are also the most fragile.
Sylvan is the only faction with rain of (imbued) arrows and high druids, giving it a distinct advantage in spellcasting despite the lack of high base spellpower.
Primary school Destructive->[Summoning].
Luck: Elvin Luck unique to sylvan/dungeon.
Leadership: Forest Guard Emblem unique.
WarMachines: 2->6%. Ballista makes up for the lack of attack + knowledge with Artillery. Imbue ballista unique. Imbued ballista no longer resets the hero's turn!
Dark/Summoning: 2->6%
Sorcery: 4->8%

- [Avenger] 40->100% chance for 100->40% dmg.
- Imbue arrow 0->10% Atb drop.
- Limited favoured enemies.
- Sprites lose wasp swarm, gain [Pixie Dust](random LvL1/2/3 curse/bless with wasp swarm instead of decay).
- War dancers [Agility], +1 Att/Def.
- Force arrow 50->25% defence reduction.
- Master hunter +[No Range Penalty], 5-8->4-6dmg
- Druid elder improved Stone Spikes.
- [Bond of Light] expert->advanced for friendly and enemy light spells.
- Unicorn blind 2->1.5 turns.
- Crystal dragons +[Crystal scales].
(immune to vorpal/hand of death)


DUNGEON

Warlock: 7/2/12/4

Dungeon creatures favour offense over defense but lack sylvan's initiative. To prevent losses you have to hit hard and fast with spells as well as units. Mana is in short supply so empowered spells should be used sparingly and units/spells should seek elemental chains to deliver maximum effect with minimum mana.
Primary school Summoning->[Dark].
Offense: Has Power of Speed and Teleport Assault.
Luck: Elvin Luck unique to sylvan/dungeon.
Leadership: 2->6%. Aura of Swiftness unique. No empathy.
Light/Defense: 2->6%

- Poison 1x->1.5x
- Invisibility 1->3 uses, 2->3 turns.
- Stalkers 12->13 init.
- Minotaur taskmasters Aura of Bravery 2->3.
- Mino Gladiators 8->9 Init, [Bravery 1->5]
- Dino rider 9->14Def, Rider Charge 20->12%.
- Brisk raider 9->13Def, 7-12->10-13dmg, 25->80% Wheel Attack.
- Hydra regeneration 30-40->40-60Hp.
- Acidic hydra 9-12->11-14dmg.
- Matriarch spellbook: Bloodlust->[Arcane Crystal].
- Shadow mistresses 10->13 Init, 5->6 Speed, +[Weakening Strike].
- Shadow mistresses get teleport animation to make up for their slow walking. Still count as walkers.
- Random Hex(repurposed Whip Strike) improved chance for slow, weakness or vulnerability [instead of Frenzy].
- Red dragons +[50% Fire-Proof], +[Immune to Mind Control]
(fear/frenzy/puppet).


ACADEMY

Wizard: 2/3/8/12

Academy creatures depend on spell support more than others. With three ranged units, it is recommended to stand your ground and focus fire on the highest dps units. Often you may be better off avoiding or stalling attacks to avoid retaliations. The challenge of academy is to make up for your lower might stats and medium spellpower with your high knowledge and you have two tools for that: Mark of the wizard(double casting) and artificer(unit stat bonuses based on knowledge). Other notable advantages are a better spell variety(magic library), redirection of single-target hostile spells(magic mirror) and swift revival(consume artifact). Academy works well with light/summoning, dark/summoning, warmachines/single school or destructive with warlock's luck. Attack and defense are rarer but solid.
Leadership: 2->6%. March of the Machines unique. No empathy.
Offense: 2->6%. Has Power of Speed and Teleport Assault.
Defense: 2->8%

- Free Mini arties, new formula:
[ Attack/Defence: 1+N/4->N/3 (+1 at 12/15/18)
[ Luck/Morale: 1+N/10->N/4 (+1 at 12/16)
[ Speed: 1+N/15->N/6 (+1 at 12/18)
[ HP: 1+N/5->N/3 (+1 at 12/15/18)
[ Armour Breaking: N/4 (+1 at 12/16)
[ Magic Protection: op logarithmic weirdness -> x2%
- Magic mirror triggers 40->35% of the time.
- Master Gremlin 2->5Att, Repair 5x->3x, 1->2 Uses.
- Gremlin saboteur [Warding Arrows].
- Elemental gargoyle Aura of Vulnerability 50->35%.
- Archmage [Dampen Magic] (can now shoot through allies).
- Battlemage 10->11 Init, 12->14Att, 10->25 mana.
- Genies 14-19->12-16dmg, 50->60Hp.
- Master genie now manual caster [haste/slow/RM/suffering/adv.phantom]
- Rakshasa raja 20->24Def, 8->9 Init.
- Titans now both [Call storm] and [Call Lightning].
- Call Storm ranged penalty 2->5%


FORTRESS

RuneLord: 5/8/7/5

Fortress troops can hold their ground, take some beating and systematically start pushing back. They do not deal much damage individually but between runes and incapacitating effects they don't have to. They have plenty of counters: Curses? Rune of exorcism. Destructive? Rune of revival, armoured and fire protection. Might? Incorporeality or dragonform.
Light: Runelore gets the most out of light magic.
Destructive: Medium spellpower but +50% to fire magic and preset fireball. Priests/Flamelords can apply mark of fire for +50%.
Summoning: 4->6%. Runic Armour unique.
WarMachines: Ballista makes up for the lack of attack + knowledge with Artillery. Unlocks Runic Machines unique in runelore.
Sorcery: 2->10%
Dark: 2->6%


- Limited resources for runes, same resource per rune tier.
- Runic Attunement 1->2 turns
- Rune of Revival 40% of fallen -> 30% of [max stack].
- Rune of charge and elemental immunity banned.
- Fear/Paw strike 100->50% atb drop, +50% chance.
- Mountain guards +[Shieldwall], 12->10hp, 2->5Att, 8->9 Init.
- Improved cripple factor.
- Berserker Att/Def 7->10.
- Mark of fire improved factor, 100->50% bonus.
- Flamestrike 120->100% dmg.
- Priest and flamelord fire immunity -> [50% Fire Proof].
- Both priests get [Minefield] and [Crossfire].
- Fire shield 20->25%, magma shield 40->50%
- Lava dragon gets +[Fire Shield], Liquid Breath 10x->15x.


STRONGHOLD

Barbarian: 13/8/2/3

Stronghold forces are durable and offensive, with good mobility. Stronghold gameplay rewards offense, which feeds your rage and shields you from damage. Orcs have two weaknesses: Dark magic(shatter dark recommended) and being caught with their pants rage down. They are more vulnerable in the first turn so you may want to keep your key units in the back lines against fast, might-heavy chargers. They have good odds vs destructive and the opponent is forced to focus fire on one unit at a time to prevent its rage from building up again. They work well with any might skill but particularly leadership and defense (due to the rage mechanics). Warcy is an excellent skill as it speeds up rage accumulation and warmachines can provide good ranged support against factions that can keep you pinned down(and Lvl 1/2/3 dark counter with tent).
Shatters: You can get one for free from quest huts(except shatter des) and they lower mastery by 1.
Wacry: 2->8%

- Bloodrage 65->35% reduction, LvL3 rage 1000->750pts.
- Mighty warcry +6->+10 levels (+50% effect)
- Horde's Anger and Fear my Roar banned.
- Puppetted units -50 -> +50 rage/turn
- Hero attack on enemies 0->+30 Rage. (Like warcries)
- Defile magic triggers more often at 30% effect. [Cannot 100% block spells].
- Set snares -1/-2 speed. [Cannot 100% stop].
- Centaur marauder +1 init/speed/hp, [Fierce Retaliation]
(so maneuver 50->100%)
- Mauler 12->15hp. Lvl 3 rage Bash -> [Double Attack]
- Sky daughter 12->13 Init, speed 4->5, Chain Lightning -> [Infernal Chain].
(Infernal Chain is like chain lightning without reduction per jump and no element. Requires a sacrifice to use, can be cast for free as long as you have 15 mana.)
- Executioner 14->15Att, 10->13Def, 8-12->9-13dmg.
- Chieftain order no longer hurts allies and won't remove blind.
- Executioners [Immune to Puppet].
- Foul Wyvern 10->12 Init, Venom 5x->10x, Regeneration 30-40->40-60Hp.
- Paokai Lightning Breath->[Sweep Attack 50%].
(Because of Lightning Breath retaliation bug)
- Evil eye -3->-2 luck.
- Untamed Crushing Blow 100->50% stun, +50% chance.
- Cyclopes [Immune to Puppet], Range Penalty, +[No Range Penalty].
(50% dmg at all ranges instead of 25% far, 50% close)


FULL SKILL CHANGES

Logistics and Enlightenment banned.
Limited to no cross-skill requirements.
Aura of swiftness limited to dungeon.
Luck bonus +100->50%. The modifier also affects warlock's luck.
Morale 10->5% chance for +150->165% ATB.
Luck/Morale cap 5->10.
Battle elation +100 rage because of the above.
Retribution 2% dmg/morale.
Battle frenzy +1 min/max -> +1 maxdmg.
Intelligence 50->25%
Ignite 33->25% dmg for 3 turns.
Chilling Armour 5->20%.
Stormwind -10->-20% initiative, -1->0 speed penalty.
Celestial Conjuring(originally fire warriors) summons Fire Elementals->Celestials(Bond of Light, Immune to Puppet, Bravery).
March of the machines also gives +2 morale to golems.
Consume artifact returns less hp.
Consume artifact/Benediction/Banshee Howl/Banish 100->50% Atb.
Swarming gate triggers +15% per luck point, boosts gating by 150%.
Ballista dmg increased, has 14 shots.
Tent 3->5 uses for 100->150hp. Necromancer tent 100->340hp.
Ammo cart has been disabled!
Corrupted soil, mana burst, stunning blow, retal strike boosted.
Runic armour 4x->6x.
Excruciating strike +50%->100% chance for 100% hero dmg.

SPELLS

DUNGEON Summoning -> Dark
SYLVAN Destructive -> Summoning


Mass spell 60% of hero turn.
Standard buffs/curses +4/6/8.
Master of Blessings bless/RM/haste.
Master of Abjuration dispel/stoneskin/deflect.
Mass dispel 20->15 mana.
Anti-magic now also works on enemies.
Regeneration t2->t5, duration 4->3.
Regeneration now heals total hp like rez!
Master of Curses curse/weakness/slow.
Master of Pain confusion/decay/vulnerability.
Confusion(40/50/70%) and vulnerability(-3/4/6), 4x4->mass
Decay 32->65 dmg, 5->3 turns.
Puppet duration 1/Sp turn -> 1 turn + 0.4/Sp.
Summoning spells improved.
Earthquake banned.
Summon hive +hp, casts Exp->Adv wasp swarm.
Summon elementals now summons mummies: Random Hex, life drain, caster(confusion, tremors)
(Tremors works like meteor shower with earthquake visual effect.)
Summoned phoenix Immune to Puppet and Cold Death
Master of Storms now includes both stun/freeze effects.
Frost ring does not divide freeze effect.

Firewall 15x->20x, 3->2 turns, 16->12 mana.
Chain lightning stuns all struck units with master of storms.
Armageddon now only accessible to Academy, Inferno and Dungeon.
Infernal chain added to sky daughters. Works like chain lightning except it does not get halved per jump.
Elemental artifacts removed.
Runes of the same tier now cost the same resource.
[Rune of charge and elemental immunity banned.]
Warcries rebalanced.
Horde's anger and Fear my Roar removed.
Divine Vengeance removed, only accessible to angels.
CotN, Wol removed.


SKILL REQUIREMENTS

DARK

Master of Curses
Master of Pain => Corrupted soil
[Haven] Fallen Knight

DEFENSE

Vitality => Defensive Formation / Stand Your Ground => Preparation
Evasion => Last Stand
Counterspell

DESTRUCTIVE

Master Of Storms => Cold Death / Cold Steel => Frost Armour
Master of Fire  => Fiery Wrath / Ignite => Mana Burst

[Haven]
Master of Fire  
Master Of Storms
Fiery Wrath
Cold Steel => Frost Armour

LEADERSHIP

Divine Guidance => Empathy [Except Academy/Dungeon/Inferno]
[Haven] Divine Guidance => Empathy / Retribution
[Inferno] Divine Guidance => Swift Gating / Gate Master
[Dungeon] Divine Guidance => Retribution / Aura of Swiftness
[Academy] Divine Guidance => Retribution / March Of The Golems
[Sylvan] Forest Guard Emblem => Retribution
[Fortress] Runic Attunement => Retribution
[Stronghold] Battle Elation => Retribution

LIGHT

Master Of Blessings => Stormwind / Eternal Light
Master Of Abjuration => Refined Mana / Guardian Angel [Except Necro]

LUCK

Magic Resistance
Misfortune => Warlock's Luck
Soldier's Luck => Elvin Luck [Sylvan/Dungeon]
[Inferno] Swarming Gate

OFFENSE

Archery
Tactics => Offensive Formation
Battle Frenzy => Power of Speed [Nec/Dun/Inf/Aca]
Power of Speed => Teleport Assault [Aca/Inf/Dun]
[Stronghold] Back to the void [Unlocked by Might over Magic]

SORCERY

Intelligence => Distract
Arcane Training => Swift Mind

SUMMONING

Banish
Master Of Conjuration => Elemental Balance
Master Of Earthblood => Fog Veil
[Haven] Celestial Conjuring
[Fortress] Master Of Earthblood => Runic Armour

WARMACHINES

First Aid => Plague Tent [Necro]
Ballista => Artillery [Haven/Sylvan/Fortress]
[Sylvan] Ballista => Imbue Ballista [AVENGER]
[Fortress] Ballista => Runic Machines [RUNELORE]

WARCRY

Warcy of Rage => Bloodfire
Warcry Training => Mighty Warcry




COUNTERSTRIKE

Benediction => Twilight
Retaliation Strike

GATING

Hellfire
Mark of the Damned
Consume Corpse => Soulfire

NECROMANCY

Spirit Link
Banshee Howl
Boneward

AVENGER

Imbue Arrow => Rain of Arrows / Imbue Ballista [Unlocked by WM]

IRRESISTIBLE MAGIC

Elemental Vision
Empowered Spells

ARTIFICER

Mark of the Wizard
Magic Mirror
Consume Artifact

RUNELORE

Greater Rune
Tap Runes
Runic Machines [Unlocked by WARMACHINES]

BLOODRAGE

Pressed Attack => Stunning Blow => Excruciating Strike
Might over Magic => Corrupt Dark
Memory of our Blood
____________
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Map also hosted on Moddb

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 23, 2016 06:44 PM
Edited by Elvin at 18:55, 23 Jan 2016.

Tldr, upgrades are more or less balanced with each other, spells are more spellpower-based and advanced abilities are easier and more intuitive to get due to simplified requirements. Typically a game takes 5-10 mins to build your hero and 5-20 mins for the battle, enjoy

Anyone interested in a friendly game feel free to message me.
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted January 23, 2016 11:56 PM

Guess if I am going to build a proper tournament mode into the game, I should take a look.

What H5 version is required to run the map as intended?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 24, 2016 10:49 AM

The latest, tribes of the east 3.1.

I will be happy if the map gives you any ideas Regular duels just do not cut it, they lack the element of choice. No random artifacts, no random spells, static builds.. There are no surprises to be had when every game should be different!
____________
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Locksley
Locksley


Promising
Famous Hero
Wielding a six-string
posted January 24, 2016 12:07 PM

Downloading

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 24, 2016 02:11 PM
Edited by magnomagus at 14:12, 24 Jan 2016.

Quote:
Artificer
Lvl 2 mini arties allowed maximum.



how do you enforce this in game?

..while I was trying to find an answer I noticed in your archive heroclass is a txt file, I'm not sure modifications to that are working
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 24, 2016 03:58 PM
Edited by Elvin at 16:06, 24 Jan 2016.

I never practically enforced that, in official tournaments I simply put this in the rules. But I just noticed that one can delete a skill and it won't appear in level ups so maybe there is a way to cap artificer to advanced. In the next version abilities with no combat application like estates will be removed. Ofc this only applies to basic abilities that do not unlock advanced ones.

EDIT:

You are right, I must have added it accidentally.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 24, 2016 05:30 PM

New version uploaded, now mass spells have a 4x4 area of effect Far more balanced considering they cost half a hero's initiative.

Also useless abilities pruned.



Anyone knows if it is possible to improve the first aid healing or plague tent? Plague tent in particular is pointless to pick, triple ballista does a much better job.

I also didn't find a way to remove expert artificer. Any help appreciated.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 24, 2016 05:37 PM

tent cannot be modified on map level, Check deflaktors thread in modders workshop.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2016 09:06 AM

Just the thread I needed. I see enlightenment also requires a patch, damn you Nival!
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abssalom
abssalom

Tavern Dweller
posted January 25, 2016 10:01 AM

WoW nice job!!! Downloading and testing it!

Btw i think you should remove eternal servitude from necro, pretty useless and annoying.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2016 10:15 AM

Thanks I have, I just didn't make a full list of deleted skills. More improvements to come.

Btw this map is meant for playing with a human player in lan(I use gameranger myself) or hotseat. If you want to test by yourself I recommend hotseat and controlling both sides. Have fun!
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Map also hosted on Moddb

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 31, 2016 05:45 PM
Edited by Elvin at 14:32, 07 Feb 2016.

Update 1.4 on its way

Changelist

- Sphinx now gives lvl 20.

- Gating mastery(+20% gated troops) moved to gating tree.

- Swift gating moved to gating tree. Requires gating mastery.

- Aura of swiftness removed as first turn charges can be potentially devastating.

- Academy's artificial glory and march of the machines moved under recruitment.

- Divine guidance moved under empathy to combo with empathy.

- Academy and dungeon artifact merchant and trade guild restored.

- As such, academy and dungeon no longer get a random artifact.

- Dungeon's magic university now gives +1 power/knowledge instead of 2.

- Haven now has 25 cavaliers and 20 priests by default. You can still train archers, footment or priests.

- Rule of no paladin training added in map description.

- Skirmisher's cripple factor 1.3 from 0.7. Still under testing.

- Foul wyvern 6 venom(+1), 110hp(+5), regen 60-80(double), immune to frenzy.

- Blood fury 17hp(+1)

- Matriarch no melee penalty.

- Stone defender +2hp as shieldguard is better.

- Whitebears get armoured.

- Skeleton archer gets magic proof 25%.

- Divine vengeance is back at lvl 5, nerfed.

- Seraphs get regeneration, divine vengeance master increased to expert since it's weaker.

- Cleansing chance to dispel is now 50/70/90 +1% power from 60/80/100.

- Haven's pariah is now a basic dark skill.

- Arcane library spell preferences improved for more diverse options.

- More artifacts added, with a little rebalancing.

- Certain skill chances improved, to support more diverse builds. This does not involve enlightenment or shout.

- Boneward moved to necromancy since necros are weak vs destructive.

- Fog veil and stomrwind reduce init by 10% instead of 20% now.

- Chilling bones are now unlocked by vitality instead of protection.

- Marksmen piercing shot triggers within 4 tiles instead of 3.

- Ring of machine affinity introduced. It causes first aid tent to heal 200hp and adds an extra ballista shot. As a result, triple ballista is removed from the warmachines tree.

- Lightning stun increased to 50% from 30%.

- Mysticism moved from sorcery, erratic mana appears in its place.

- Cold steel moved to destructive from attack.

- Sap magic now a basic destructive ability.

- Retribution now moved to leadership, unlocked by recruitment. Haven still has access to divine guidance, empathy and retribution at the same time.

- Barbarian's intelligence now a basic enlightenment perk.

- Memory of our blood now gives 60-90 rage from 50-100.

- Defense now gives 8/16/25% reduction from 10/20/30%.

- Skill texts updated.

More to come!
____________
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Map also hosted on Moddb

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abssalom
abssalom

Tavern Dweller
posted February 17, 2016 12:51 AM

WoW Excellent!! We are doing a lan tourney this weekend, so we definetly going to play your map!! Excellent job!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2016 08:05 AM

Glad to hear it You know what, save some replays for me!

Will see if I have made any improvements in the meantime and upload the latest. Will also add a TLDR guide to using skills and alternative upgrades as it is hard to keep track of all the numbers.
____________
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Map also hosted on Moddb

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 17, 2016 04:52 PM
Edited by Elvin at 20:23, 28 Dec 2016.

NOTABLE CREATURE AND SKILL CHANGES ~ TLDR VERSION!

GENERAL CHANGES

- Attack and defense stats bonus 3.3% from 5%.
- Light/Dark buffs/curses now affected by spellpower.
- Mass spells cost 90% atb from 50%
- Starting morale +1 from +2.
- Luck bonus +65% from +100%.
- Ballista dmg improved, 24 shots from 99.
- Tent heal improved, 5 uses from 3.
- Destructive spell cost and damage rebalanced.
- Cold death unavailable, ice spells improved.
- Logistics removed.
- Enlightered removed, key abilities merged with sorcery.
- Useless perks removed, easier skill requirements.

RACIALS

Training cap at 50 units.
Gating bonus reduced, gated units appear faster.
Necro can pick 3/7 extra undead stacks.
Artificer values tweaked.
Bloodrage protection reduced.



FACTIONS

HAVEN

- Brutes/conscripts and Vindicators/squires +1 speed/init for viable mass training.

Choice between 3 archers:
Longbowman (scattershot)
Marksman (precise shot within 5 tiles)
Crossbowman (no range penalty).

- Battle griffin dive is instant to make up for low init. Slower but tankier than imperial griffins.

- Choice between 3 priests: Inquisitor(haste/stoneskin/bless/cleansing)
Zealot(slow/vulnerability/weakness/cleansing)
Battlepriest(ranged retaliation, more offensive).

INFERNO

- Mana stealing nerfed.
- Horned overseer better tanking stats(+ boosted explosion) vs leaper special jump(nerfed).
- Cerberi +2hp, +1 max dmg to bridge the gap with firebreathers.
- Pitlord +1 init, +1 speed, +25% magic proof. Spell mastery improved.
- Both devils a bit tougher, with bravery.

SYLVAN

- Wardancer minor boost while Wind dancer -1 speed and agility nerf.
- Master hunter better vs low def units + 20% atb stun while arcane better vs high def units(30% reduction) + push back special.
- High druids also get bloodlust.
- Pristine unicorns now receive light spells at adv mastery.
- Emerald/crystal dragons -1 init. Crystals are now immune to insta-kill effects!

DUNGEON

- Poison boost.
- Stalkers get agility.
- Mino guards +2 def/init but 5 less hp than taskmasters.
- Grim raiders 10% charge bonus, brisk raiders 40% wheeling. Both get +1 init!
- Shadow Witches ranged/caster with no melee penalty, Mistresses melee/caster with invisibility, swift attack and higher hp.
- Blackies +1 init!
- Red dragons get mind immunity.

ACADEMY

- Elemental gargoyle elemental vulnerability nerfed. Both mechanical now.
- Battlemage improved ranged dmg, archmage can now shoot through adjacent allies.
- Djinn sultan for random caster(exp mastery), vizier for 1-3 luck gambler.
- Both titan specials boosted.

NECROPOLIS

- Skeleton archer added ranged protection and 25% magic proof.
- Vamp lord for better damage/init, vamp prince for torpor(nerfed).
- Lichmaster now has sorrow instead of weakness.
- Banshee wail aoe improved.
- Ghost dragon basic sorrow(-2 luck/morale).

FORTRESS

- Skirmisher cripple factor improved.
- Berserker get dmg boost, bash and giant slayer.
- Mark of fire priest factor improved, bonus reduced.
- Priest and flamelord fire immunity to 50% fire proof.
- Thane and dragon hp slightly reduced.
- Lava dragon liquid flame improved.

STRONGHOLD

- Centaur nomad get +1 max dmg/hp and cripple, marauders -1 speed.
- Mauler hp and assault factor improved. Warmonger hp nerfed.
- Sky daughters can cast chain lightning from the start.
- Foul wyvern's venom dmg boost, +5 hp.
- Untamed +1 init.
- T3 rage effects reduced, can get accessed faster.

SUMMONS

Elementals get tier 5 stats and guaranteed +1 morale.
Phoenix has immunity to mind(puppet/fear), guaranteed +1 morale.



SKILLWHEEL ~ TLDR VERSION!

ATTACK

Frenzy
Tactics -> Offensive Formation
Archery
Excruciating Strike[Inferno(motd), Orc(powerful blow]

DEFENSE

Vitality -> Defensive Formation / Last Stand
Evasion -> Stand your Ground -> Preparation

LUCK

Soldier's luck -> Misfortune / Critical Hit
Erratic mana -> Warlock's Luck
Resistance -> Warrior's Luck(Haven, inferno, sylvan, orcs)

LEADERSHIP

Steel Resolve(+2 Def) -> Retribution
Divine Guidance -> Empathy
Artificial Glory -> March of the Machines / Retribution (ACADEMY)
Battle Elation -> Retribution (ORCS)
Runic Attunement -> Retribution (FORTRESS)
Divine guidance -> Empathy / Retribution (HAVEN)

SORCERY

Arcane Training -> Intelligence
Magic Insight -> Swift Mind / Teleport Assault
Sap Magic -> Mana Burst / Counterspell -> Distract

DESTRUCTIVE

Master of Fire -> Ignite / Fiery Wrath
Master of Ice -> Cold Steel
Master of Storms -> Sap Magic


LIGHT

Master of Blessings -> Eternal Light / Refined Mana
Master of Wrath -> Stormwind
Master of Abjuration -> Guardian Angel
Twilight [Haven(Benediction), Dungeon, Necro(Banshee Howl)]

DARK

Master of Curses -> Dark Renewal
Master of Mind
Master of Pain -> corrupted soil

SUMMONING

Master if Summoning -> Elemental Balance / Fire Warriors
Master of Earthblood -> Fog Veil / runic armour [Fortress]
Master of Animation -> Banish

WARMACHINES

First Aid Tent -> Plague Tent(Necro)
Ballista -> Triple Ballista(Hav, Dwa, Dun, Aca) / Imbue Ballista(Sylvan)

(Orcs, sylvan, inferno no access to triple ballista)



GATING

Consume Corpse
Hellfire -> Hellwrath
Mark of the Damned

NECROMANCY

Banshee howl
Spirit Link

AVENGER

Imbue Arrow -> Rain of Arrows
Forest Rage -> Forest Guard Emblem

COUNTERSTRIKE

Benediction -> Intelligence(renamed Spirituality)
Retaliation Strike -> Unstoppable Charge

ACADEMY

Magic Mirror
Mark of the Wizard
Consume Artifact

DUNGEON

Empowered Spells
Elemental Vision

STRONGHOLD

Powerful Blow -> Stunning Blow
Memory of our Blood
Might Over Magic

RUNELORE

Runic Machines
Greater Rune
Tap Runes
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Pitlord
Pitlord


Known Hero
posted February 18, 2016 07:41 PM

i really enjoyed these duel maps for ToE, perhaps i will reinstall if there are enough people willing to play it with me

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 21, 2016 10:19 PM
Edited by Elvin at 23:08, 21 Feb 2016.

1.44 version up

- Skill/ability texts updated.
- Bearhide wraps and dwarven smithy hammer removed.
- Set bonuses removed.
- Divine vengeance removed.
- Regeneration removed from seraphs. Now they have DV and RMG as before.
- Dungeon enlight now 15%, attack 10%.
- Flaming arrows now part of warmachines.
- Offensive formation added to knight, ranger, warlock and demonlord. Unlocked by tactics.
- Stand ground replaces protection as a basic defense perk. It unlocks preparation for all classes and defensive formation for haven and sylvan.
- Demonlords now get retribution. Why didn't they already have it?
- Know your enemy moved from enlightenment to avenger. It is unlocked by deadeye shot.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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abssalom
abssalom

Tavern Dweller
posted February 22, 2016 02:15 PM

We demand a Elvin's Skillwheel We are playing tommorrow, so i will save replays for you, we will be using the new version too.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 22, 2016 07:28 PM
Edited by Elvin at 16:27, 23 Feb 2016.

Coming up in next version:

LUCK

Soldier's luck -> Dead man's Luck
Erratic mana -> Warlock's Luck
Resistance -> Luck of the Barbarian

SORCERY

Arcane Training -> Arcane Excellence
Magic Insight -> Arcane Brilliance / Teleport Assault
Sap Magic -> Counterspell / Distract

AVENGER

Imbue Arrow -> Rain of Arrows (Since it's useless without imbue anyway)
Deadeye Shot -> Know your Enemy

GATING

Master of Gating -> Swift Gating
Consume Corpse
Hellfire -> Hellwrath
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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