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2 years ago
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Title: SkillTest Ultimate \ Random \ X4 \ Max \ Basic
Map name: SkillTest Ultimate \ Random \ X4 \ Max \ Basic
Two-level map: no
Number of players: 2
Size: Small
Difficulty level: Any
Map author: MegaDarts
Map description:

I present to your attention a map for duels, SkillTest Ultimate. 4 variations of the skill test with a choice of path + a basic version without paths.

SkillTest Ultimate is a familiar skill test where, at the beginning, a standard set is offered:

- 8 random artifacts from the tomb + a skeleton;
- 7 refugee camps;
- a box with 12500 experience + a hut with a skill;
- 3 monks with random primary, secondary skills, or spells;
- spells of levels 1, 2, 3, 4.

After collecting the starting set, the most interesting thing begins - the opportunity to get what you need most - an army, magic, or artifacts. The hero can go down one of three paths:

- The path of the Knight - arenas for 4 combat stats, 4 refugee camps, a temple of loyalty;
- The path of the Mage - mage coliseums for 4 magic stats; another 4 spells of levels 1, 2, 3, 4; a waterfall that doubles mana;
- The path of the Pirate - guaranteed relic and great artifacts, 4 tombs with artifacts.

After choosing a path, at the end of the day, a battle begins on a random battlefield.

Improvements to all maps:
- Unnecessary artifacts, skills, and heroes without useful combat secondary abilities have been removed.
- Non-combat secondary abilities have been removed from other heroes that existed at the time the map was released.
- Added the ability to take the Rune skill from update 1.8.0 (priests; hut; hero upgrade of Kronverk; also, yeti heroes have it at the start). Of course, there is also Keen Eye and Learning from update 1.7.2+.

5 versions of the template are available - regular, random, Max, x4, and basic.
- Ultimate (v.3) - three paths to choose from, the choice of path depends on you, moderate battles.
- Ultimate Random (v.3) - three paths to choose from, the choice of path does NOT depend on you, moderate battles.
- Max (v.2.3) - three paths to choose from, the choice of path depends on you, epic battles. There is significantly more experience, creatures, artifacts, and magic than in the regular version.
- Max Next (v.3) (beta) - new, an updated version with an enhanced mage path with a box for a spell of level 5. Completely update HD Launcher and HoTA!!!
- X4 (v.3) - an experimental template with four paths. By default, the fourth path is a balance, but you can add a T7 Fort on a hill or something else here.
- Basic (v.3) - a version of the map without paths and any additional features.

The maps are suitable for quick and short battles, best of all Best of 3/5/10/50 with alternating sides.

Version 1.7 received support for Factory heroes and the Dream Guardian artifact.
Version 1.7.2 received full support for Eagle Eye and Learning.
Version 1.8.0 v.3 (beta) received full support for Kronverk heroes and creatures, as well as the Rune skill!

All maps are in a state of permanent testing, bug searching, and rebalancing. Their quality may change with updates to HoTA and Heroes HD. Please write your wishes (what to fix, what to remove, what to add), this is extremely important.

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2 years ago
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1. 7 version of what? Heroes 3 or a map??
Where is the Ultimate Test 4 map??
In reply to vetalbon
2 years ago
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vetalbon
What is version 1.7 for? Heroes 3 or the map?
Where is the Ultimate Test 4 map?
Version 1.7 is for Heroes 1.7.

And what should the 4th path be? I've been thinking about this idea and have seen modified templates. But I don't see much point in a balance path. Putting a non-competitive Fortress on a hill there also seems like a dubious idea.

Above is the updated version.
1 year ago
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Skill Tests updated to reflect the new features of patch 1.7.2 (2025):

+ Eagle Eye has been reintroduced and is now a default skill for heroes. Eagle Eye now allows you to preview spells before and during battle, making it useful in duels.
+ Learning has been reintroduced and is now a default skill for heroes. Learning now provides additional levels, so why not?
+ Some heroes have been brought back. Currently, heroes are active based on the principle of "at least one useful skill." As many heroes as possible with unique skills will be brought back, as they have become much more important in the current version. Updates will also be timed to coincide with future versions of HotA.

I will be glad to receive reports of any problems found and suggestions.
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7 months ago
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thank you
In reply to vetalbon
7 months ago
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A test build of Skill Tests for Heroes 3 HoTA 1.8.0 has been released, with support for heroes and creatures from Kronverk. And, of course, with the Rune skill. The skill can be granted by priests (by default in HoTA) and a hut (added to the skill pool). It can be "caught" by Kronverk heroes (as far as I understand, the chance is not high - 4/112). To slightly increase the chance of battles with runes, the skill was given to 2 heroes at the start instead of the skills removed in duels: Spadum - Pathfinding -> Runes; Akka - Mysticism -> Runes (due to the fact that these heroes are yetis, who, according to lore, know runes). It will be adjusted based on player feedback and HoTA fixes.
vetalbon
thank you
You need to update to the new version!!!
In reply to DiArts
7 months ago
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Could you please swap the positions of the monks with skills and the artifact box? It would be more logical and familiar.

The building that balanced morale was removed from the Warriors' portal; without it, the game feels incomplete.

Could you please revert it to how it was? It would be great!



Added after 13 hours 41 minutes
DiArts


Please write down your suggestions (what to fix, what to remove, what to add); this is extremely important.

I'm talking about the max version.

After playing a hundred games, I can tell you what I've noticed, specifically due to the changes mentioned above:

1) The entire game now revolves around artifacts (magic was already weaker than other aspects).

*Without morale, troops are useless; if you have peasants, it's an automatic loss, even if you have 6 all and a lot of everything from the start.

2) You easily get unnecessary skills from the monks.

3) Meteor Shower, Chain Lightning – there's no variety.

Just a few changes have turned the game into a "flip a coin" situation instead of requiring a little thought in the first 15 seconds. You go in, you go out – if you have any doubts, welcome; I'll just take artifacts against magic/troops. I'll win 8.5 out of 10 games without even thinking.

In reply to Костя Лашатка
7 months ago
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Kostya Lashatka

Could you swap the monks with skills and the building – it would be more correct and familiar.

The building that leveled morale was removed from the Warriors’ Portal – it’s not quite right without it.

Could you please bring it back as it was? It would be really cool.

1. The monks are placed before the building, not after, because the monks and the hut can provide a rare skill, such as runes, and now it can be upgraded through the building. In my opinion, the ability to upgrade a random skill from the monks and the hut is a plus.
2. Leveling morale removes the need for the Leadership skill and artifacts. And this building (Temple of Loyalty) is not very popular among players. A fort for upgrading creatures and a garrison with additional slots for creatures, in my opinion, is a more useful innovation.

It is quite possible that after testing, something will be reverted. Nevertheless, you can easily open the map using an editor and change everything to your liking. I am not against posting alternative versions of the map in this or a separate topic.

However, Max has his own rules of "more is better," so there may be balance issues and additional objects are not an error. Here is a version with the Temple of Loyalty. Thank you for testing!
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In reply to DiArts
7 months ago
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DiArts

1. The monks are placed before the box, not after, because monks and the hut can provide a rare skill, such as runes, and now it can be leveled up through the box. In my opinion, the ability to level up a random skill from monks and the hut is a plus.
2. Morale balancing eliminates the need for the Leadership skill and artifacts. And this building (Temple of Loyalty) is not very popular among Heroes players. A fort for upgrading creatures and a garrison with additional creature slots, in my opinion, is a more useful innovation.

It is quite possible that after testing, some of this will be reverted. Nevertheless, you can easily open a map using the editor and change everything to your liking. I don't mind posting alternative versions of the map in this or a separate thread.

However, Max has his own rules of "more is better," so there may be balance issues and additional objects are not a bug. Here is a version with the Temple of Loyalty. Thank you for testing!

Monks before the box is more about randomness than skill.

You get a Knowledge bonus at the start, and the monks give you fire, luck, ballistics, and leadership. That's about randomness.

Regarding the temple, the chance that you will have a maximum of 3 Factions is about 0.0...%, so pure Leadership can hardly help at all. Therefore, the temple balances the value of turning towards "troops" more or less. Without it, even with sunshine and expert Leadership, morale is not always positive.

I play about a hundred games a day with the same people - in the version that exists now (before the temple was added), morale doesn't matter; you always turn based on artifacts and compare stats. Upgrading troops, even if you're lucky and have 4 Champions and 16 Manticores, doesn't stand a chance against artifacts in terms of morale; we've explored this thoroughly.

By the way, thank you for reminding me about the editor; I haven't used it in 25 years!)

*I swapped the monks, removed Dragon's Blood (the potion is too strong for a Tier 4 artifact), and added temples - there is more variety now, and now warriors have a chance (in the "war" direction) due to morale. Magic still sucks; I need to come up with something about that...

And also - some heroes still have various Logistics skills - I haven't figured out how to remove them yet).

7 months ago
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Updated the wizard's path on the SkillTest Max 1.8.0 map (the new version is attached in the header). Enhanced it with a box that provides bonuses to all magic skills (the hero will learn spells according to their Wisdom).
Kostya Lashatka
And also - some heroes still have various logistics skills - I haven't figured out how to remove them yet.
In Tools - Map Specifications. They are mostly found in new heroes. I manually remove unnecessary skills for the game mode from new heroes in each new version, but some might have been missed. It's better to report such bugs.
In reply to DiArts
7 months ago
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DiArts
Updated the Mage path for the SkillTest Max 1.8.0 map (the new version is attached in the header). Enhanced it with a box that provides bonuses to all magic skills (the hero will learn spells according to their Wisdom stat).
In Tools - Map Specifications. These are mostly found on new heroes. I manually remove useless skills for the game mode from new heroes in each new version, but some might still be present. It's better to report such bugs.
Here, the "box that provides bonuses to all magic skills" is again an imbalance, as if it immediately negates the purpose of spellbooks, which are already rare and important!

Moreover, if a Mage simply appears, and any specialization you want gives you bonuses to all magic skills, that's incredibly overpowered. Then you won't care about troops or artifacts at all; it's a terrible imbalance. Magic could have been enhanced by adding a couple of shrines (one tier 3, one tier 4) and a couple of towers that provide +1 Knowledge/Power.
Balance is found gradually, not by making such drastic changes.

With the same logic, you could give Warriors 10 Archangels right away and put the Alliance artifact in their inventory immediately – it's equivalent. Overall, I'm in favor of careful balancing.

In reply to Костя Лашатка
7 months ago
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Kostya Lashatka

Here, a box containing all magic items creates another imbalance, as if it immediately diminishes the value of books, which are already rare and important!

Moreover, if a mage simply appears, and you have any specialist you want, all the magic items will be available, which is incredibly overpowered. In that case, it doesn't matter what troops or artifacts you have; it creates a terrible imbalance. Magic could be strengthened by adding a couple of shrines – one tier 3 and one tier 4 – and a couple of towers that provide +1 knowledge/power. Balance is achieved gradually, not by making such drastic changes!)

With the same logic, you could give warriors 10 archers right away and put an entire Haven faction into the artifacts – it's equivalent. In general, I'm in favor of careful balancing.


Well, it's generally a template about being overpowered, but I agree that no single branch should be an incredible imbalance. In the new editor, you can create a box with a random level 5 item; maybe that would work. I've updated the map.
In reply to DiArts
7 months ago
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DiArts
Updated the wizard's path on the SkillTest Max 1.8.0 map (the new version is attached in the header). Enhanced it with a box that applies to all magic (the hero will learn spells according to their Wisdom).
In Tools - Map Specifications. These are mostly for new heroes. I manually remove unnecessary skills for the game mode from new heroes in each new version, but some might have been missed. It's better to report such bugs.
The pair logistics are downloading at full speed - but I still don't understand how to remove them using the specifications.
In reply to Костя Лашатка
7 months ago
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Kostya Lashatka
Pair logistics is working perfectly, but I still haven't figured out how to remove it through the specification.
Yes, this is a bug, thank you for testing!

I fixed Pair, and disabled Tanta without abilities. I also added a chance for Leadership in the Hut, which was missing by default.
In reply to DiArts
7 months ago
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DiArts
Yes, it's a bug, thanks for testing!

I fixed Pyre, disabled Tanta without abilities. I also added a chance for Leadership to the Hut, which was missing by default.

For some reason, Halon had Mysticism, so I downloaded your latest version so I wouldn't have to edit it myself - the only thing is, I removed Dragon's Blood again ))) it's too imbalanced.

 

I logged in - I didn't notice that the box was after the Monks again))) I'll fix it now and enjoy it)



Added 1 hour 55 minutes ago
Kostya Lashatka

For some reason, Halon had Mysticism, so I downloaded your latest version so I wouldn't have to edit it myself - the only thing is, I removed Dragon's Blood again ))) it's too imbalanced.

 

I logged in - I didn't notice that the box was after the Monks again))) I'll fix it now and enjoy it)

Something's strange - after skipping a turn, there's a very long loading time, what's causing it?

And another question, I asked on Twitch, but no one gave a clear answer - is something blocking the Eagle or is it a bug? When I have an Expert Eagle, I see the opponent's skills (I learn some before the battle, but during the battle, I can't learn them in any way, even after several uses?)



Added 21 minutes ago
Kostya Lashatka

For some reason, Halon had Mysticism, so I downloaded your latest version so I wouldn't have to edit it myself - the only thing is, I removed Dragon's Blood again ))) it's too imbalanced.

 

I logged in - I didn't notice that the box was after the Monks again))) I'll fix it now and enjoy it)



Added 1 hour 55 minutes ago

Something's strange - after skipping a turn, there's a very long loading time, what's causing it?

And another question, I asked on Twitch, but no one gave a clear answer - is something blocking the Eagle or is it a bug? When I have an Expert Eagle, I see the opponent's skills (I learn some before the battle, but during the battle, I can't learn them in any way, even after several uses?)

 

Update - something's wrong with simultaneous turns, where should I report it? (((



Added 37 minutes ago
DiArts

Yes, it's a bug, thanks for testing!

I fixed Pyre, disabled Tanta without abilities. I also added a chance for Leadership to the Hut, which was missing by default.
Basically, the situation is this - simultaneous turns are enabled, everything is as usual, but an hour ago (when I started playing your version) - so, when you skip a turn or the time runs out (I set 2 minutes) - it doesn't matter, the blue side starts its turn again! In your version - can you explain what you did and why? It turns out I can look at the artifacts and then go through the turn again, basically, alarm alarm - fix it urgently) and tell me what it was?

Added 4 hours 19 minutes ago
in general, the situation with your map remains buggy, I'm playing on mine - everything is the same there, only I didn't remove or change the shrines for the mages (I suggested adding them, not replacing them, I'll think later about how many to put where) + I looked at how to create an event for a random spell, it's a real pain ))))) it's a pity you can't copy and paste it into the neighboring map))

Added 12 minutes ago
and another question about the number of summons - when I get a Rogue, there are not many units, and it gives a limited number of summons - how can I remove these restrictions? Or is it supposed to be like that?

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