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


Admirable
Omnipresent Hero
What if Elvin was female?
posted January 23, 2016 06:43 PM bonus applied by kiryu133 on 09 Mar 2016.
Edited by Elvin at 10:45, 05 Sep 2019.

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 05/09/19

The 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. Keeping a backup of the original recommended but if you lose or overwrite it I can send it to you.

EXE CHANGES:

- Unit starting atb 0-5% instead of 0-25%.
- Mass spells 90% atb instead of 50%.
- Morale has no cap and triggers 5% per point instead of 10%.
- Spells can be learnt without wisdom or magic skills.
- Tent heals 150hp instead of 100.
- Chain lightning 25% reduction per jump instead of 50%.
- Soulfire damage greatly increased.
- Artificer tweaks: Init arties bit lowered, defense reduction improved etc.
- Flaming arrows no fire dmg, just defense reduction.
- Empowered armageddon now correctly deals meteor dmg, harms warmachines and applies fire effects.
- Offensive/defensive formation and nature's wrath now work for all factions.
- Chain lightning gains bonus damage after striking an arcane crystal.

Fiur's sharp texture mod

Not required but great to have

FEATURES

- Army strength is close to week 6, Lvl 20 from Sphinx.
- Might & Magic classes for each faction!
- One free magic skill to help plan your build and improve spellcasting choices.
- Spells can now be learnt without wisdom or magic skills!
- Each side has one mage vault for each magic tier, two artifact merchants and a memory mentor.
- Heroes start with basic 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


FACTIONS

HAVEN

Knight: 7/11/3/4
Cleric: 5/6/7/7

Haven works well whether defensively or charging forth in a hurricane of steel and fury. Training is no longer possible and the units have been rebalanced with that in mind. Counterstrike greatly improves unit retaliation damage and the hero's retaliation strike is twice as powerful. It is the only faction with access to both empathy and retribution in leadership, fallen knight in dark and one of the three factions with triple ballista. Both heroes are good with light or dark support, with the cleric able to make better use of high end spells like puppet/DV/rez.

- Both archers full range, one scattershot, the other penetrating shot.
- Conscripts and swordsmen small hp bonus because of reduced bash factor.
- Footmen +1 init(9)
- Battle griffins +1 init (11), instant dive for 50% damage.
- Priests more dmg at the cost of hp. Inquisitors get prayer, zealots get DV.
- Cavalry +3 defense.
- Angels +1 init/speed.
- Seraphs no longer casters. Immune to curse, incinerate, (passive) regeneration.


INFERNO

DemonLord: 11/3/5/6
Sorcerer: 6/3/9/7

Inferno units are swift and damaging but will fall fast without support. You may want to strike first if you expect a destructive barrage or an enemy charge but gating is otherwise preferable. Aim should be to weaken or disable the opponent's dps while mana drain and gating start giving you the upper hand. Inferno works wonders with leadership(tactics) or luck(soldier's luck) but any might skill will do. DemonLords are fine with dark / light support but sorcerers have more options. They can also make better use of hellfire and soulfire. Inferno is the only faction with swarming gate in luck and one of the few with teleport assault in light.

- Gated units appear faster and are quicker to act.
- Familiars steal 14 mana.
- Horned demon +2 init (10) and explosion nicely boosted.
- Leap toned down.
- Succubus seduction swapped with puppet for balance reasons.
- Pitlord +25% magic proof.
- Archdemon can relocate units from 9 tiles.


NECRO

Necromancer: 2/7/12/4
DeathKnight: 9/7/5/4

Necro units are tanky but not so high on damage and initiative. Might-heavy armies require defensive play while destructive casters require offensive with good spell support. 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 and has a first aid / plague tent bonus.

- Necromancy bigger bonus for lower tiers.
- Skeleton archer gains ranged protection.
- Vampire lord +1 init (12), more dmg.
- Torpor factor and duration decrease.
- Master Lich gains death cloud and banshee howl(unholy word)
- Banshee wail is improved.
- Death knight alt to ghost dragon. 11 init, 6 speed, rider charge and chance for curse, slow or frenzy.
- T7 +1 growth.


SYLVAN

Ranger: 3/11/3/8
Druid: 2/5/8/10

Sylvan is good at both offense and defense, might and magic. High initiative and avenger can put a lot of pressure on the opponent though your most damaging units are also the most fragile. As a faction comprised of mostly damage dealers, a single dark or destructive spell won't slow your offensive much while silver unicorns can make those even riskier. Sylvan is the only faction with rain of (imbued) arrows, imbue ballista, nature's wrath(attack) and amongst the few with Elvin Luck and triple ballista. Imbued ballista still resets your hero turn but now the hero acts before the next ballista shot. The hero is also a little more likely to act and imbue before the ballista's first turn. With that in mind, the return of triple ballista and the druid's stats, the high druids no longer have channeling ability. Worth noting that sorcery will not work with rain of arrows or imbued spells though it is always good for summoning.

- Limited favoured enemies.
- Sprites gain pixie dust(random caster) and lose wasp swarm.
- Blade singers -1 speed(6), Blade dancers damage boost.
- Force arrow 30% def reduction from 50%.
- Master hunter no range penalty.
- High druid +4sp channeling, more light spells. caster(haste/stoneskin/regen/antimagic)
- Pristine unicorn att/def reduction.
- Crystal dragons gain crystal scales(immune to vorpal/hand of death)


DUNGEON

Warlock: 7/2/12/4
Overlord: 10/4/7/4

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 elemental chains as often as possible to deliver maximum effect with minimum mana. Overlords chains deal double damage to make better use of their racial, whether in physical combat or destructive. Dungeon is the only other faction with Elvin Luck.

- Improved poison, stalkers +1 init (13).
- Invisibility 3 turns.
- Blood sisters gain blade dance for differentiation.
- Minotaur gladiators gain battlerage while taskmasters aura of bravery +3.
- Dino rider 10% def reduction while brisk raiders 40% wheel attack.
- Hydra regeneration boost to 40-60.
- Matriarchs gain weakening strike(-2), arcane crystal instead of RM.
- Shadow mistresses gain weakening strike and 13 init.
- Red dragons mind immune(fear/puppet).


ACADEMY

Wizard: 2/3/8/12
Battlemage: 7/6/6/6

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(casting double the spells) and artificer(bonuses directly based on knowledge). Other notable advantages are the magic library which improves your spellcasting options, magic mirror that can redirect enemy single(not aoe) hostile spells and consume artifact which which can swiftly revive creatures. Academy's unique abilities are artificial glory and march of the machines in leadership. Academy works well with light/summoning, dark/summoning, warmachines/single school or destructive with warlock's luck. Attack and defense are rare and both work wonderfully.

- Mini arties for free, no magic protection though.
- Elemental gargoyle vulnerability 35%.
- Archmage can now shoot through allies, Battlemage +4 att.
- Master genie now proper caster(haste/slow/RM/suffering/minefield/phantom)
- Call storm / lightning improved, more uses.


FORTRESS

RuneLord: 6/10/4/5
RunePriest: 5/6/8/6

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. Runelore gets the most out of light magic and is thus my recommended magic. Destructive is generally weaker than other factions but you can make up for that by applying mark of fire and following up with firebolt/ball/wall or armageddon. Dark magic and summoning are fine alternatives. Fortress is the only faction with runic armour in summoning, offensive/defensive formation in leadership and runic machines, along with triple ballista in wm.

- Limited resources for runes.
- Mountain guards toned down, gain reinforcements.(Spawn equal stack when making their first attack)
- Improved cripple factor.
- Bear roar factor reduced, now armoured.
- Berserkers get Giant slayer.
- Battleragers cripple instead of bash.
- Mark of fire improved factor, 50% bonus.
- Priest and flamelord fire immunity changed to 50% fire proof.
- Both priests get mindfield. Flame keepers get crossfire.
- Flamestrike 80% dmg but gets two uses.
- Lava dragon gets fireshield, dmg toned down.


STRONGHOLD

Barbarian: 13/8/2/3

Stronghold forces are durable and offensive, with good mobility. Stronghold gameplay rewards offense, which keeps feeding your rage and further protects 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 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). Shout is excellent as it speeds up the rage accumulation and warmachines can provide good ranged support against factions that can keep you pinned down. Shatter skills have been revised: You can get two out of three from quest huts for free(shatter des is banned) and they lower mastery by 1 which is about 10% weaker.

- Goblins now switch sides when dropping below 20%!
- Defile magic triggers more often at reduced effect.
- Centaur marauder gets double retaliation so maneuver is 100%.
- Mauler hp boost, -1 init. Gets +1 init instead of speed from rage.
- Warmonger gets +1 init instead of speed from rage.
- Sky daughter can cast chain twice after first sacrifice. Their spellbook contains infernal chain(like chain lightning without damage reduction per jump).
- Executioners/Chieftains/cyclopes immune to puppet.
- Chieftain order no longer hurts allies.
- Wyvern get venom boost.
- Paokai scavenger nerf, sweep attack instead of lightning breath.
- Evil eye -2 luck.
- Untamed cyclops dmg toned down.


SKILL CHANGES

Logistics and Enlightenment banned.
Limited cross-skill requirements.
Aura of swiftness banned.

Attack and defense bonus at 3.5% for better combat pace.
Luck bonus at 50%. The modifier also affects warlock's luck.
Morale 5% chance for +65% ATB. Cap has been removed.
Retribution 2% dmg/morale.
Ignite 20% dmg for 2 turns.
Consume artifact 33% init, returns less hp.
Swarming gate triggers +15% per luck point, boosts gating by 50%.
Ballista dmg increased, has 18 shots.
Tent several uses at 150hp. Necromancer and death knight tent at 340hp.
Ammo cart has been disabled!

Corrupted soil, mana burst, stunning blow boosted.
Excruciating strike doubles hero dmg.

SPELLS

Dungeon now has dark instead of summoning.
Sylvan now has summoning instead of destructive.

Mass spell bonus/duration reduced. They consume 90% of hero turn!
Anti-magic now works on enemies.
Confusion and vulnerability mass.
Decay more useful for low sp heroes.
Puppet lasts 1 turn.
Summoning spells improved, summons cannot get negative morale.
Animate Dead 15% Hp reduction.
Earthquake banned.
Summon hive sturdier, casts advanced wasp swarm.
Summon elementals now summons mummies: Hex attack, life drain, caster(confusion, raise dead, tremors)
Summoned phoenix immune to mind spells.
Destructive costs and modifiers rebalanced.
Infernal chain(fire) added for units. Tweak of unused uber chain, works like chain lightning except it does not gets halved per jump.
Tremors(earth) added for units. Tweak of unused uber meteor with earthquake effect.
Elemental boosters and luck/morale artifacts removed.
Rune of charge and immunity banned.
Runes of the same tier now cost the same resource.
Warcries rebalanced, battlecry no speed bonus.
Horde's anger and Fear my Roar removed.

SKILL REQUIREMENTS

DARK

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

DEFENSE

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


DESTRUCTIVE

Master Of Ice => Cold Steel
Master Of Storms => Lightning Rod / Fiery Wrath
Ignite => Shatter Armour / Fiery Wrath

LEADERSHIP

Divine Guidance => Empathy
Tactics => Retribution
[Academy] Artificial Glory => March Of The Machines
[Haven] Divine Guidance => Empathy / Retribution

LIGHT

Master Of Blessings => Refined Mana / Eternal Light
Master Of Abjuration => Guardian Angel [Except Necro]
Master Of Wrath => => Stormwind / Teleport Assault[Academy/Dungeon/Inferno]
Twilight [unlocked by Dark]

LUCK

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

OFFENSE

Archery
Battle Frenzy => Offensive Formation
Pressed Attack => Stunning Blow => Excruciating Strike
[Stronghold] Back to the void [Unlocked by might over magic]

SORCERY

Arcane Training => Spirituality => Swift Mind
Counterspell => Distract

SUMMONING

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

WARMACHINES

Ballista => Artillery [Haven/Sylvan/Fortress]
[Sylvan] Ballista => Imbue Ballista  
[Fortress] Ballista => Runic Machines
First Aid => Plague Tent [Necro/Dungeon/Inferno]
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
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
What if Elvin was female?
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


Honorable
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
What if Elvin was female?
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
What if Elvin was female?
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


Honorable
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
What if Elvin was female?
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
What if Elvin was female?
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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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
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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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
What if Elvin was female?
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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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
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
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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
What if Elvin was female?
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.
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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
What if Elvin was female?
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
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