
Dear friends, I would like to tell you a little about the structure of the Epic Balance Battle map for Heroes of Might and Magic III. The idea behind the map is to put players on as equal footing as possible, while creating individual territorial landscapes and faction-specific hero upgrade bonuses. The map was created entirely manually; every tree and every stone were placed on the map without using obstacle tools. In the Alpha version of Epic Balance Battle, there are eight standard cities: Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, and Fortress. The map also contains only standard objects from Heroes of Might and Magic III: The Restoration of Erathia; this was done so that the map could run on absolutely any version of Heroes of Might and Magic. And the map was created using the vanilla editor, which, unfortunately, cannot fully reveal all of the author's ideas. This was done intentionally, again, so that the map could start on absolutely any version of Heroes of Might and Magic. After the Alpha version, of course, work will continue on the Beta version, which will only be able to run on a version of the game with the unofficial Horn of the Abyss expansion, or possibly The Shadow of Death, but it will gain flexible settings for magic, artifacts, abilities, and skills, a wide range of available objects, and the addition of new ones. There will be keys, gates, portals, new types of lands, and much more. But that's for the future; right now, I will describe the structure of the Alpha version of the map and its features.
First, I would like to say that it will take the same amount of time to explore the territory for each of the cities. For example, if you want to explore your territory with one hero, visiting each object without taking it, and then return to the castle, the game time will show the first month, fourth week, and one day. Of course, depending on how you distribute your turn points, the time may increase or decrease, but on average, it is the same.
Second, I would like to say that there are objects on the map that improve Attack, Defense, Magic, and Knowledge stats. There are a total of 56 of them on the map: 14 of each of the above. But they are not distributed evenly, but based on faction affiliation. In the following example, Attack will be denoted by the letter "A," Defense by the letter "D," Magic power by the letter "M," and Knowledge by the letters "K." So, on the territory belonging to the Castle, you can find A-3, D-1, M-1, K-2.
Rampart has the following objects: A-1, D-3, M-1, K-2.
Tower: A-1, D-1, M-2, K-3.
Inferno: A-2, D-2, M-2, K-1.
Necropolis: A-1, D-1, M-3, K-2.
Dungeon: A-1, D-1, M-3, K-2.
Stronghold: A-4, D-1, M-1, K-1.
Fortress: A-1, D-4, M-1, K-1.
Third, let's talk about artifacts. As we know, in the game, artifacts are divided into 4 groups and are divided by level: Treasure, Minor, Major, and Relic. In total, there are 123 of them in the game, not counting the combined ones. We are not counting the combined ones again because of running the map in Alpha for the vanilla Heroes, where it is not possible to assemble a combined artifact, but no one prevents you from playing this map through SoD and HotA, where you will still be able to assemble some of them. Why some? you ask. I'll explain: In the map, I added only artifacts belonging to the Treasure, Minor, and Major grades at this stage; there are no Relics on the map. This was done so as not to unbalance the game, and the main way to gain characteristics was through visiting objects on enemy territories. I described above where you can get which characteristics, and there are plenty of them on the map in total. Adding Relic artifacts is possible in the Beta version, but to get them, you will have to work hard. So, there are 37 Treasures, 21 Minor, and 37 Major artifacts in the game. If we divide, say, 37 artifacts by 8 cities, we get the number 4.6, and if 21/8 = 2.6, and I had to decide how many of them to place on the map. I decided to place 4 Treasures, 2 Minor, and 4 Major artifacts for each player. Thanks to this decision, we will not get duplicate artifacts when generating the map, and at the same time, they will almost always be present in the game. The total number will be as follows: 32 + 16 + 32 = 80 instead of 95, which I think is quite acceptable.
Fourth, let's talk about monsters and guards. Since we have already talked about artifacts, the chance of joining your army of creatures guarding good artifacts is set to a minimum; the rest of the creatures are set to default. With the exception of guards between territories and castle guards, they will not join you under any circumstances. Playing as any of the cities, your borders will be blocked by four types of Elementals: Earth, Water, Air, and Fire. The number of them is calculated in such a way that at the start of the map, for example, there will be significantly fewer Earth Elementals than Air Elementals, but the total amount of health will be the same. So, it's up to you to decide which ones to break through. The most difficult thing here was to place them fairly and equally for all cities, considering that the map is not a chessboard, but has its own individual landscape for each faction. In addition, each city has guards in the garrisons, and even your garrison, which has been surrounded. It's up to you to decide whether to save it and replenish your army, or let it guard your borders. After numerous runs and balance adjustments, the AI invasion is calculated to be plus or minus by the beginning of the 4th week, so that by that time you have already had time to explore your territory of the map. You will also be able to meet Golems on the map, which guard gates and castles.
Fifth. The map also has Easter eggs, hints, events, and hidden objects. The most necessary resources are located at the maximum distance from the starting city, which makes their quick search and capture a priority. Each city has one well, which makes the game a little more difficult because there is not always enough mana until a certain point. If you find an abandoned mine, be sure that the resource you need will never appear. Perhaps there is a lot more that can be told, but it will be more interesting to play on your own.
And finally. When playing in an alliance, the alliances are divided as follows: Castle and Rampart, Tower and Fortress, Inferno and Necropolis, Dungeon and Stronghold. All of this can be changed, as you like, make changes, consider your suggestions and ideas. Do not hesitate to write your impressions and wishes after running the Alpha version; after the approval of the basics, I will start working on the Beta version. Thank you all. And in the future, I will provide a schematic structure of the map.