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[ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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#706
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Albert@s
I will say the same thing for the millionth time — to start playing in WT, you need to download it and start playing... I myself, after SoD, learned about this project — I was attracted by the information about simultaneous turns at the start, lured by one word — since simultaneous turns still don't work... At first, yes, it was awkward — a lot of new things, a ton of options and settings, a dynamic chat that makes even a seasoned cowboy like me cringe, a bunch of cool players, insane quality of games with daily player-provided video streams... but... time takes its toll — love for this Game took over — the advantages were immediately obvious — and I didn't doubt for a second that I would stay on WT... a little in order:
1) In the streams I immediately saw the checkmarks on units, hero splitting on Expert Scout, navigation in secondary skills, as well as some other unclear things — this was a bit stressful — but they explained to me that this is a game with classes and troop experience — I quickly figured it out — and turned off that stream — there was no time for that, I had to deal with the other changes before mastering (or not mastering) this...
2) The absence of necromancy — I don't even want to write about the benefit gained from this — necromancy is the evil of SoD — it's funny to read game reports of top players who won a game thanks to a Necro — there was a thought voiced here that necromancy in SoD is the same as demonology in WT — that's not true — I can say off the top of my head that you'll be able to demonize on WT on average once in 30 games (my opinion, and that's if you're not playing Inferno), while in SoD you get Necro in every 3rd game — regardless of which Castle you start with... if you finish at the sight of SoD's Necro — you need to see a sexologist — it's not right to break the game like that, getting troops out of thin air while considering yourself a big shot in this game))
3) The second level is built... anyone who tries to argue that this isn't the most important thing in the game, that it's not necessary, or that it's even bad... I'm not even going to explain anything — this is your final stop...
4) At the start, a hero always comes with three stacks of troops — within a small known range of variation... Forget about Tazar with 12 Gnolls, about Gurni without a Ballista, and many other terrible things that took so much of our time, effort, and nerves in SoD... it's all in the past)))
5) Earth Magic is no longer a top skill — the Slow spell itself has moved to Expert 2, Town Portal has moved to Fire Magic, the Anti-Magic spell now works on all 4 elements...
6) In Air Magic, Fly remains, DD has moved to Water Magic — the imbalanced Earth and Air are clearly being unloaded...
7) The cheaty Kyrre, Gunnar, and co. are nerfed — you can't walk so blatantly and brazenly from Kaliningrad to Nakhodka...
8) The convenient ability to immediately choose the template you want to play on.
I've gotten a bit tired of writing here... in short — what I wrote is practically the main differences between WT and SoD; after mastering this comes the game with experience and classes — don't bother your head with that for now, but I can guarantee — you won't escape it — the path of the interesting and unknown lies right through them — but that will come with time, you'll get there yourself — but later...
Anyone who has any pressing questions — feel free to ask — we'll answer and help — and as for writing a guide for getting acquainted with WT for SoD players — that's a very good idea — come on, eagles, whoever among us are the masters — we need to help the guys get comfortable, let's write a guide..))

A typical WT-player response. I can just see all the SoD lovers running to install WT after your post.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.