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Name: The Last Stand (Последний рубеж)
Map Type: Multiplayer Arena / Singleplayer Arena
Two-tier map: no
Number of players: 1 vs 1
Size: Small 96x96
Map Version: 3.2
Map Composition: This map contains no modifications.
Status: Development complete
Map Author: Frozensoull

System Requirements: Game version 3.1

Recommendations: 

For network play, it is recommended to use the PEST mod and enable "Simultaneous Turns" mode.

Map Description:

The map was created for network matches simulating final battles at different stages of the game (depending on the players' choice). 
AI game mode is also supported.

At the start, each player receives the maximum amount of all resources, a town, and a hero with unlimited movement points. 
In the town, all necessary buildings are constructed, while others are blocked.
Using various objects in the starting zone, players develop their hero. 

Description of all map functions and objects.

Initially, only one object is available to each player in the starting zone - the Transformation Crystal.
This object has 2 functions:

  • Transformation (reroll). This function allows for the random regeneration of the starting faction and heroes for both players. In multiplayer mode, this function can only be activated with mutual consent of the players.         
    To use it, each player must select "Request Transformation" in the crystal menu. If one player sends a request, the crystal begins to blaze with fire; if the second player also sends a request, the reroll function is executed. In single-player mode, a request from the second player is not required.
  • Duel Preparation Mode. When this function is selected by one of the players, objects for strengthening heroes open up, and the transformation function becomes unavailable.

In Duel Preparation Mode, the following objects are opened:

  • Arbiter. Allows players to set access to the Tavern, Thieves' Den, and Mentor.

    Access options are as follows: Tavern / Thieves' Den / Mentor / Tavern and Thieves' Den / Thieves' Den and Mentor / Tavern and Mentor / Full Access / No Access.

    After one of the players makes a choice at the Arbiter, this object is blocked.

    If a mode without the Thieves' Den was chosen, players will be offered to exchange information about their factions. If both players accept the offer, faction symbols for the players will appear near the portal from the starting zone.
  • Army Generators:

    Standard Army Generator. Provides players with an army consisting of creatures belonging to their factions that they could have gathered after a certain period of gameplay.
    Cross-faction Army Generator. Provides players with an army consisting of creatures from various factions that they could have gathered after a certain period of gameplay.

    Selection options are as follows: 1 month / 2 months / 6 months / 1 year / 5 years / 10 years / 15 years / 25 years.

    After one player chooses an army from one of the generators, the second player also receives an army with identical parameters. The standard and cross-faction army generators are blocked for both players.
    Players gain access to the "Fort on the Hill" object.
  • Fort on the Hill. This object allows players to determine how creatures in the army will be upgraded.

    Selection options are as follows: Leave creature upgrade choice to players (standard fort function) / Upgrade creatures randomly / Prohibit creature upgrades / Upgrade creatures only to grades / Upgrade creatures only to alt-grades / Upgrade creatures to a random line. 
  • Experience Generator. Increases the level of the players' main heroes to the selected value.

    Selection options are as follows: Level 10 / Level 15 / Level 20 / Level 25 / Level 30 / Level 35 / Level 40.

    Depending on the number of levels chosen, the following objects are unlocked:

    Level 10:
    Temple of Magic Charms (level 1 spell) - 2pcs,
    Temple of Magic Pass (level 2 spell) - 1pc.
    Temple of Magic Touch (level 3 spell) - 1pc.

    Level 15:
    Temple of Magic Charms (level 1 spell) - 2pcs.
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 1pc.
    Crystal of Revelation (+1 Knowledge) - 1pc.
    Planetarium (+1 Spellpower) - 1pc.

    Level 20:
    Temple of Magic Charms (level 1 spell) - 3pcs.
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 2pcs.
    Crystal of Revelation (+1 Knowledge) - 1pc.
    Planetarium (+1 Spellpower) - 1pc.
    Spell Library - 1pc.
    Artifact Shop - 1pc.

    Level 25:
    Temple of Magic Charms (level 1 spell) - 3pcs,
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 2pcs.
    Crystal of Revelation (+1 Knowledge) - 2pcs.
    Planetarium (+1 Spellpower) - 1pc.
    Arena (+2 Attack or +2 Defense) - 1pc.
    Spell Library - 1pc.
    Artifact Shop - 1pc.

    Level 30:
    Temple of Magic Charms (level 1 spell) - 3pcs,
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 2pcs.
    Crystal of Revelation (+1 Knowledge) - 2pcs.
    Planetarium (+1 Spellpower) - 1pc.
    Arena (+2 Attack or +2 Defense) - 1pc.
    Spell Library - 1pc.
    Artifact Shop - 2pcs.

    Level 35:
    Temple of Magic Charms (level 1 spell) - 3pcs,
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 2pcs.
    Crystal of Revelation (+1 Knowledge) - 2pcs.
    Planetarium (+1 Spellpower) - 1pc.
    Arena (+2 Attack or +2 Defense) - 2pcs.
    Spell Library - 1pc.
    Library (+2 Spellpower and +2 Knowledge) - 1pc.
    Artifact Shop - 2pcs.

    Level 40:
    Temple of Magic Charms (level 1 spell) - 3pcs,
    Temple of Magic Pass (level 2 spell) - 2pcs.
    Temple of Magic Touch (level 3 spell) - 2pcs.
    Crystal of Revelation (+1 Knowledge) - 2pcs.
    Planetarium (+1 Spellpower) - 1pc.
    Arena (+2 Attack or +2 Defense) - 2pcs.
    Spell Library - 2pcs.
    Library (+2 Spellpower and +2 Knowledge) - 1pc.
    Artifact Shop - 3pcs.

    After one of the players chooses a level for the hero, they must confirm the experience grant by using this object again.
    The second player will receive an identical level after interacting with the experience generator.

    The experience generator is blocked after the level is granted.
  • Random Decision Generator. Randomly selects hero levels, army, and access to Mentor/Tavern/Thieves' Den. Can only be used if players have not yet made choices at the Arbiter, Army Generators, or Experience Generator.
  • Faction Bonus Generator (active only for "Haven", "Inferno", "Necropolis", "Sylvan" and "Academy" factions). The object's function changes depending on the faction.

    Haven: The hero gains the ability to train higher-tier troops from lower-tier troops. The resource limit for retraining depends on the game stage and hero level. Retraining cost is affected by the "Counterattack" skill level and the presence of the "Experienced Commander" skill according to the description.
               
                     The following changes will occur when using this object:
                      - The Mentor becomes unavailable until the end of the game.
                      - Artifact shops become unavailable, and all unequipped artifacts are removed.
                      - All heroes except the main one are removed.
                      - Until exiting training mode, the hero cannot leave the same training hall zone.

    Inferno: The hero gains the ability to redistribute their primary characteristics; the redistribution limit is determined by the hero's level.
                    Level 10 - limit 5, Level 15 - limit 7, Level 20 - limit 10, Level 25 - limit 12, Level 30 - limit 15, Level 35 - limit 17, Level 40 - limit 20.         
                    Primary characteristic values cannot be less than 1 unit; characteristics must be reforged before the 5th day.
               
                     The following changes occur when entering characteristic reforging mode:
                      - The Mentor becomes unavailable until the end of the game.
                      - The hero can only interact with the forge, and all artifacts are removed.         
                      - After exiting reforging mode, all artifacts are returned to the hero, and they can interact with other objects.

    Necropolis: The hero gains the ability to raise creatures from the "Necropolis" faction. The resource limit depends on the maximum amount of "Dark Energy", game stage, presence of "Necromancer's Amulet" and "Pendant of Mastery" artifacts, as well as the "Lord of the Dead" skill.
                   
                     The following will occur when entering creation mode:
                      - The Mentor becomes unavailable until the end of the game.
                      - Artifact shops become unavailable, and all unequipped artifacts are removed.
                      - All heroes except the main one are removed.
                      - Until the resurrection ritual is complete, the hero cannot leave the underworld temple zone.

    Sylvan: The hero gains the ability to choose sworn enemies by killing a small squad of creatures.
                   
                     The following changes will occur when using this object:
                     - The Mentor becomes unavailable until the end of the game.
                     - Artifact shops become unavailable, and all unequipped artifacts are removed.
                     - All heroes except the main one are removed.

    Academy: The hero gains the ability to create mini-artifacts for strengthening creatures; the resource limit depends on the game stage.

                    The following changes will occur when using this object:
                    - The Mentor becomes unavailable until the end of the game.
                    - Artifact shops become unavailable, and all unequipped artifacts are removed.
                    - All heroes except the main one are removed.
                    - Until exiting mini-artifact creation mode, the hero cannot leave the town zone. 
  • Astrologer's Tower. Allows changing the week. (Standard function)
  • Random Artifacts - 5pcs.


After a player has visited the 3 main objects: "Arbiter", "Experience Generator", and "Army Generator", or used the "Random Decision Generator", they can leave the starting zone and teleport to the arena selection hall.

If playing in multiplayer mode, the "Portal from Starting Zone" must be used.
If playing in single-player mode against "AI", the "Portal from Starting Zone" will be blocked. To leave the starting zone, you must skip days until the 2nd week.
With the arrival of the 2nd week, the player and AI hero automatically leave the starting zone and are teleported to the arena selection hall.

The following changes occur after leaving the starting zone:

  • The main hero's mana pool is fully restored, and all unequipped artifacts are destroyed.
  • All heroes except the main one are removed.
  • If the hero has the "Logistics" skill, they receive bonus characteristics depending on the skill level.
  • If the hero has a cross-faction army, they receive +2 units to "Morale".
  • All creatures from the "Dungeon" and "Inferno" factions receive a health bonus in battle against the "Stronghold" faction (only for standard armies).
  • War machines are given to the hero if they have the corresponding skills.
  • For the "Fortress" faction, a resource limit for using runes will be set.
  • Mentor, Tavern, Thieves' Den, and Artifact Shop become unavailable.
  • The player's opponent can challenge them to the arena.


In the arena selection hall, players cannot attack each other; they must choose one of 10 arenas for battle or use a random one.
To fight on a random arena, use the "Challenge to Random Battlefield" object located in the center of the hall.
To choose a specific arena for battle, move to the desired arena and use the "Challenge to Duel" object. In this case, your opponent's hero will be teleported to your arena.

One of the following conditions must be met to use the "Challenge to Duel" and "Challenge to Random Battlefield" objects: either both players have opened the portal from the starting zone (for multiplayer), or the second week has arrived (for single-player).

Other Features:

  • Starting bonus - random artifact.
  • The following are excluded from starting hero generation: Ruthger, Alastor, Kaspar, Wingael, Irbet, Jalib, Sveya, Haggesh. Each faction has 7 available heroes.
  • Heroes "Argat" and "Vinrael" receive 1 additional level when visiting the "Experience Generator".
  • The starting hero is considered the main hero. You can change this by hiring a new hero and dismissing the old one. All map functions work only with the main hero.
  • All heroes lack a starting army.
  • All travel spells, including "Town Portal", are disabled.
  • "Horde Rage" and "Battle Fury Rune" spells are disabled.
  • If players have not activated duel preparation mode within 4 days, it will be activated automatically on the 4th day.
  • If players have not visited the Arbiter, Experience Generator, or Army Generator within 5 days, they automatically receive minimum experience and a standard army on the 5th day. Unlocking the Mentor, Tavern, or Thieves' Den will be impossible.
  • In the Necropolis standard army, 15% more creatures are generated (to compensate for the "Necromancy" racial skill).
  • The AI hero always has spells from the magic schools they have studied. In "Novice" and "Warrior" difficulty modes, the AI uses circles 1 to 3; in "Veteran" and "Hero", it can use circles 4 to 5.
  • Players cannot leave the battlefield.
  • The following artifacts are removed from generation: Shackles of Inevitability, Mask of Justice, Pouch of Infinite Gold, Boots of the Open Path, Traveler's Boots, Sum of Infinite Gold, Crown of All-Seeing, Horn of Plenty, Turban of Enlightenment, Chainmail of Enlightenment, Sea Elf Sextant, Staff of the Underworld, Ring of Speed, Wand with Random Spell, Scroll with Random Spell.
 

Screenshots:
(Clickable)










Download Links:

Latest version for original balance: https://yadi.sk/d/Yvo1gVfMzxoRuw

Latest version for "UNIT" modification: https://yadi.sk/d/Yvo1gVfMzxoRuw

Previous versions: https://yadi.sk/d/SDhd0MvFDUG5Ag


Change Log:

Version:

1.1 - Release on 20.08.19

Hotfix #1 - on 21.08.19

  • Removed game freeze during army grant.

Hotfix #2 - on 01.09.19

  • Players are now prohibited from leaving the battlefield.
  • "Tavern" building disabled for AI.
  • Fixes to the army size formula. Now creature growth according to original game balance is taken into account, along with all special buildings that increase growth.
  • Fixed an army generator bug where "Stronghold" faction heroes could receive incomplete armies.
  • The following artifacts are removed from generation: Shackles of Inevitability, Mask of Justice, Pouch of Infinite Gold, Boots of the Open Path, Traveler's Boots, Sum of Infinite Gold, Crown of All-Seeing, Horn of Plenty, Turban of Enlightenment, Chainmail of Enlightenment, Sea Elf Sextant.

 

2.0 - Release on 12.04.20

  • Starting bonus selection disabled. Now the starting bonus is a random artifact.
  • "Battle Fury Rune" spell disabled.
  • Portal from starting zone disabled when playing against "AI". To enter battle with AI, you must wait until the second week.
  • Random arena teleportation function upon arrival of the 2nd week removed. Now on the 2nd week, teleportation goes to the arena selection hall.
  • Hero "Wingael" removed from generation.
  • Starting army removed for all heroes.
  • Instant experience grant after using the experience generator removed. Now after level selection, hero improvement objects open immediately, and levels are granted only after repeated interaction with the generator.
  • Fixed a bug in single-player on "Hero" difficulty where Level 40 was selected at the experience generator, but the AI hero received only 34.
  • Fixed a multiplayer bug where simultaneous use of functional objects (army generator, experience generator) caused the function not to execute or execute incorrectly.
  • Fixed a bug with repeated use of the "Sworn Enemies Generator". The object will be blocked after first use.
  • Unlimited movement points function improved.
  • Visual effect on blocked objects changed.
  • Experience and army generators' functionality expanded. Now they have more selection options.
  • "Spell Library" object added, available from hero level 20.
  • 2 new arenas added (snow and ship battle).
  • Ability to return via portal to the starting zone added (multiplayer only and before the 2nd week).
  • Check for use of not only army generator but also experience generator added. Now if players do not visit the experience or army generator within 5 days, they receive minimum standard army and experience on the 5th day.
  • "Necromancy" skill compensation added. Now 15% more creatures are generated in the Necropolis standard army.
  • "Arbiter" object added. Now at the start, Mentor, Tavern, and Thieves' Den objects are blocked for both players. Access can be obtained from the "Arbiter".
  • "Cross-faction Army Generator" object added. Provides players with an army consisting of creatures from various factions that they could have gathered after a certain period of gameplay.
  • "Random Decision Generator" object added. Randomly selects hero level, army, and access to Mentor/Tavern/Thieves' Den. Can only be used if players have not yet made choices at the Arbiter, Army Generators, or Experience Generator.
  • "Challenge to Duel" and "Challenge to Random Battlefield" objects added. These objects allow summoning an opponent to the battlefield.
  • Functionality for "Fort on the Hill" object added. Now players can choose the creature upgrade method: manual upgrade / random upgrade / prohibit upgrades.
  • Spell learning function for AI added. Now the AI hero always has spells from studied magic schools. In "Novice" and "Warrior" difficulty, AI uses circles 1 to 3; in "Veteran" and "Hero", it can use circles 4 to 5.
  • Main hero notification function added. When hiring or dismissing heroes, notifies which hero is currently the main one.
  • Starting zone exit control function added. Now if a player leaves the starting zone via portal or the second week begins, the following changes occur:
  • - Main hero's mana pool fully restored, and all unequipped artifacts destroyed.
  • - All heroes except the main one removed.
  • - If the hero has "Logistics" skill, they receive bonus characteristics depending on skill level.
  • - War machines given to the hero if they have corresponding skills.
  • - If the hero has a cross-faction army, they receive +2 units to "Morale".
  • - Mentor, Tavern, and Thieves' Den become unavailable.
  • - Player's opponent can challenge them to the arena.

 

3.0 - Release on 10.10.20

  • "Transformation Crystal" object added. Allows players to start duel preparation by opening preparation objects (Arbiter, Generators, etc.), or with mutual consent of both players, randomly change faction, hero, and starting artifacts.
  • Player faction announcement function added. Works only with mutual consent of both parties and if the "No Thieves' Den" option was chosen at the Arbiter.
  • The "Sworn Enemies Generator" object is now by default a "Faction Bonus Generator". This object changes its functions depending on the player's faction.

           - For the "Sylvan" faction, the "Sworn Enemies Generator" function is performed. The hero gains the ability to choose sworn enemies by killing a small squad of creatures.
           - For the "Inferno" faction, the "Infernal Forge" function is performed. The hero gains the ability to redistribute their primary characteristics; the limit is determined by the hero's level.
           - For other factions, the "Faction Bonus Generator" is unavailable.

  • Fixed a bug in the "Sworn Enemies Generator" object where some creatures could not be selected as "sworn enemies".
  • Fixed interaction between "Secret Advantage" ability and starting zone exit function. Now the hero retains the additional +100 mana provided by this ability.
  • Fixed a bug where the starting army was not removed when hiring some heroes.
  • Fixed the duplicate artifact removal function in inventory upon leaving the starting zone.
  • The 5 starting artifacts generation function rewritten; now they cannot be identical. This rule does not apply to "Artifact Shops".
  • All "Artifact Shops" are blocked after leaving the starting zone.
  • The following artifacts removed from generation: Scroll with Random Spell, Wand with Random Spell, Staff of the Underworld, Ring of Speed.
  • Players no longer receive experience from defeating an opponent's hero or visiting the "Sworn Enemies Generator".
  • "Sacrificial Pit" and "Market" buildings are no longer available in towns.

3.1 - Release on 15.10.21
  • Creature upgrade options added to the "Fort on the Hill" object:

       - Upgrade creatures only to grades.
       - Upgrade creatures only to alt-grades.
       - Upgrade creatures to a random line.           
  • "Imp" creature excluded from cross-faction army generation.
  • Fixed a bug where the starting zone could be left before duel preparation began.
  • Fixed a transformation bug; previously, the player's starting artifact was not preserved when performing this function.
  • Fixed a bug with "Challenge to Random Battlefield"; it previously failed if the "Stone Halls" arena was randomly generated.
  • The 5 random artifacts are now generated after duel preparation begins, rather than at map start.
  • Opponents can no longer be attacked in the battlefield selection room. To attack an enemy hero, use the "Challenge to Duel" or "Challenge to Random Battlefield" object.
  • To access the "Infernal Forge", it is now necessary to visit not only the "Experience Generator" but also the "Arbiter".
  • To access the "Elven Arena", it is now necessary to visit not only the "Army Generator" but also the "Experience Generator" and the "Arbiter"; additionally, using this object causes the following changes:

       - Mentor becomes unavailable until the end of the game.
       - Artifact shops become unavailable, and all unequipped artifacts are removed.
       - All heroes except the main one are removed.
  • Now when using the "Portal from Starting Zone", a resource limit for using runes will be set for players of the "Fortress" faction; the limit is determined by the game stage. This change does not apply to AI.
  • Functionality of the "Faction Bonus Generator" object expanded:

    For the "Academy" faction, the "Mini-Artifact Forge" function is performed. The hero gains the ability to create mini-artifacts for strengthening creatures; the resource limit depends on the game stage. When using this object, the following changes occur:

      - Mentor becomes unavailable until the end of the game.
      - Artifact shops become unavailable, and all unequipped artifacts are removed.
      - All heroes except the main one are removed.
      - Until exiting mini-artifact creation mode, the hero cannot leave the town zone.
  • "Artifact Forge" building is now unavailable from the start; temporary access can only be obtained via the "Faction Bonus Generator". This change does not apply to AI.
3.2 - Release on 25.03.22

1) Creature growth recalculated for all factions at all game stages. The main goal of this change is to bring growth closer to more realistic values from the perspective of a player's turn-based development.
2) Functionality of "Faction Bonus Generator" object expanded:
For the "Necropolis" faction, the "Underworld Temple" function is performed. The hero gains the ability to raise creatures from the "Necropolis" faction. The resource limit depends on the maximum amount of "Dark Energy", game stage, presence of "Necromancer's Amulet" and "Pendant of Mastery" artifacts, as well as the "Lord of the Dead" skill. When using this object, the following changes occur:
- Mentor becomes unavailable until the end of the game.
- Artifact shops become unavailable, and all unequipped artifacts are removed.
- All heroes except the main one are removed.
- Until the resurrection ritual is complete, the hero cannot leave the underworld temple zone.
AI is also capable of using this functionality.
3) Creature growth bonus in Necropolis standard army, previously created to compensate for "Necromancy" racial skill, has been removed.
4) Functionality of "Faction Bonus Generator" object expanded:
For the "Haven" faction, the "Training Halls" function is performed. The hero gains the ability to train higher-tier troops from lower-tier troops. The resource limit for retraining depends on game stage and hero level. Retraining cost is affected by "Counterattack" skill level and presence of "Experienced Commander" skill. When using this object, the following changes occur:
- Mentor becomes unavailable until the end of the game.
- Artifact shops become unavailable, and all unequipped artifacts are removed.
- All heroes except the main one are removed.
- Until exiting training mode, the hero cannot leave the training hall zone.
AI is also capable of using this functionality.
4) Fixed display of name and description for "Faction Bonus Generator" with "Mini-Artifact Forge" function for player #2. 
5) Resource limit increased for "Academy" and "Fortress" factions.
6) Minor changes to the interface of Army Generators, Fort on the Hill, Transformation Crystal.
7) All spell learning objects are now linked. Using any one of them will also use other available spell objects, except for the spell library.
8) The following heroes removed from generation: Ruthger, Alastor, Kaspar, Wingael, Irbet, Jalib, Sveya, Haggesh. Now each faction has 7 heroes.
9) Heroes "Argat" and "Vinrael" now receive 1 additional level when visiting the "Experience Generator".
10) "Mentor" functionality expanded; it is now possible to set a limit on skill changes.
11) All creatures from "Dungeon" and "Inferno" factions receive a health bonus in battle against the "Stronghold" faction (only for standard armies). The bonus activates upon exiting the starting zone portal.
12) Fixed bug where "Mentor" was not blocked when using the "Elven Arena".

Author's Comment:

Development complete, enjoy your game.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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I think it will be difficult to find a use for yet another turn-based strategy simulator when real-time strategy games already exist. Nevertheless, the project looks interesting, but since there are no changes to the game itself, there will be a lot of default imbalances in each of the presented scenarios.
Нет войне.
In reply to Gerter
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Gerter
I think it will be difficult to find a use for yet another turn-based strategy simulator when there's already a real-time strategy game available. Nevertheless, the work looks interesting, but since there are no changes in the game, there will be a lot of default imbalances in each of the presented scenarios.

Perhaps it should have been stated right away that this map was not intended by me as a tournament discipline and was created only for one purpose: to conduct online matches based on the original game balance, simply skipping the stage of gradual player development. Therefore, looking for some kind of widespread use for it is probably unnecessary...

It is quite suitable for a quick friendly online match.

As for the default imbalance, I'm afraid this is an inevitable phenomenon in early versions. Map balance is a tricky thing... it needs to be refined...
There is probably still something to work on :)


Added 1 hour 18 minutes ago
Hotfix #1 - from 08/21/19
Fixed the game freeze when calculating the army.
The download link has been updated.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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Couldn't find an opponent. Entered a one-way portal, and there are 8 two-way portals leading to empty squares. Where is the opponent?
In reply to Antik
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Antik
Couldn't find an opponent. Went through a one-way portal, and there were 8 two-way portals leading to empty squares. Where is the opponent?

If you are playing against the AI, on the second week, both you and the AI hero will be automatically teleported to one of the arenas. You just need to skip turns until the second week.

In multiplayer, the teleport function works the same way. But if the players are ready earlier, they can teleport to the room through a one-way portal and choose one of the 8 arenas themselves.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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Why is Horde Fury disabled? It's unfair, and besides, Orcs have only 3 useful spells that cost mana. With large armies, Horde Fury is top-tier, followed by Roar and War Cry. The rest aren't valuable, except maybe +morale against Necromancers, and even that only lasts for 1 turn. And what will the Orc do against a Necromancer with large armies if Horde Fury is disabled? Just attack directly?

When I play Campaigns with large armies, this is the most frequently used spell. Why can't it be used here?
Secondly, I'll download it now, but I still don't understand if the 4th and 5th level spells are unavailable?

+ A suggested change: instead of automatically upgrading the fort on the hill, randomly upgrade creatures (or don't upgrade them at all; it would be more interesting to see all 3 upgrade levels, removing the player's choice, like in 3x3 battles, introducing a random factor). This would be much more interesting because the choice of a favorite upgrade is usually obvious. Or, make this an optional setting, like "Enable automatic creature upgrades without player choice?"

The idea itself is very interesting. I like the 3x3 battles in Heroes; this is something similar. I'm going to try it out.
https://c2n.me/43kdggT, https://c2n.me/43kdodM, https://c2n.me/43kdCHe + absolute defense. I'm curious what an Orc https://c2n.me/43ke0Vk without Horde Fury will do against a hero with a mega-army.

+ He fled the battle after losing half his army https://c2n.me/43kf44O. Was there a mod that prevented fleeing?

Added after 1 hour 43 minutes
Overall, I really liked the map. If it also had random upgrades and Horde Fury restored, it would be even better
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vasik
Why is "Rage of the Horde" disabled? It's unfair, and besides, Orcs have only 3 useful spells that cost mana. With large armies, "Rage of the Horde" is top-tier, followed by "Roar" and "War Cry." The rest are not very valuable, except perhaps for +morale against Necromancers, and even that only lasts for 1 turn. And what will the Orcs do against a Necromancer with large armies if "Rage of the Horde" is disabled? Will they attack directly?

When I play in Campaigns with large armies, this is the most frequently used spell. Why can't it be used here?

This spell has been tested repeatedly at different stages of the game within this map and in almost all modes, and in almost all of them, it provided a huge advantage, not to mention "Blood Fury," which absorbs a significant portion of the damage. It is quite difficult to defeat an Orc in the later stages of the game.

The "Rage of the Horde" spell itself is too powerful, and it doesn't require anything from the hero except a lot of meat; it's not even tied to magic and costs very little mana. And if we consider the later stages of the game, for example, 2 years or 5 years, this spell, based on the amount of meat, can destroy half of a stack of tier 6-7 creatures, and all in just one cast, something Chaos can only dream of... Besides, as far as I know, disabling this spell is a fairly common practice.

vasik

+ a suggested change: instead of automatically upgrading creatures in a fort on a hill, upgrade them randomly (or not upgrade them at all; it would be more interesting to see all 3 tiers, removing the player's right to choose, as in 3x3 battles, a random factor). This would be much more interesting because the choice of a favorite tier is usually obvious. Or, make this an option, like "enable automatic creature upgrades without the player's choice?"

Tiers are mainly chosen based on what the hero is geared towards or based on the tactics against the opponent, so disabling the ability to choose a tier is questionable. I'm afraid the tactical aspect might suffer from this. But I will still think about it; maybe it's worth making the ability to change tiers optional.

Perhaps there are other opinions on this?
vasik

The idea itself is very interesting; I like the 3x3 battles in Heroes; this is something similar. I'm going to try it out :)
https://c2n.me/43kdggT, https://c2n.me/43kdodM, https://c2n.me/43kdCHe + absolute protection; it's interesting what an Orc https://c2n.me/43ke0Vk without "Rage of the Horde" will do against a hero with mega AI.

So far, tests against the original AI show that it doesn't play very effectively under equal conditions with the player. I'm considering strengthening the AI by increasing its army, stats, or influencing its chances of winning in some other way.
vasik
+ it fled the battle after losing half its army https://c2n.me/43kf44O; did anyone have a mod that prevented fleeing?

Overall, I really liked the map; if there were random upgrades and "Rage of the Horde" was restored, it would be even better.

This is interesting because the AI was not originally supposed to have the ability to flee. We will fix this :smile16:
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Thank you for the detailed feedback with screenshots. It clarified a lot.
In addition, I found another point in them that I had overlooked, so there is something to work on :)
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[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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Let me clarify a bit about random upgrades; I meant the following:
1) Both the player and the AI cannot choose upgrades; the map does it for them.
2) By random upgrade, I mean that, for example, in a Knight's army, there would be Peasants 1, Archers 2, Footmen 1, Griffins 3, etc. That is, not a mono-random upgrade (where all units are level 1 or level 2 or level 3), but simply units with a random upgrade for each level.

+ Also, one more small detail: we probably need to determine a starting bonus, either an artifact for each player or something else for each player (this "something else" could be something they have or don't have, while an artifact might give one player an unnecessary advantage).
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Hotfix #2 - dated 09/01/19
Players are now prohibited from leaving the battlefield.
The "Tavern" building has been disabled for AI.
Changes to the army size formula. Now, the increase in creatures is taken into account according to the original game balance, along with all special buildings that increase the growth rate.
Fixed a bug in the army generator, which caused heroes from the "Stronghold" faction to receive an incomplete army.
The following artifacts have been removed from generation: Shackles of Inevitability, Mask of Justice, Bag of Infinite Gold, Boots of Open Road, Traveler's Boots, Pouch of Infinite Gold, Crown of the All-Seeing, Horn of Plenty, Turban of Enlightenment, Chainmail of Enlightenment, Sextant of the Sea Elves.

Download link updated.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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I played around a bit, and the battles turned out to be quite good.
Here's a fun example: troops with random upgrades, random secondary skills, and I set the mage to auto-battle. In the battle, I controlled the Necromancer because he's weaker. It resulted in an interesting fight:

Week of Light (-2 luck/morale for dark creatures)
Opponents:
Mage Faez, level 40 (9/8/31/38), army
* Ring of Speed 10%, Ring of Sinners, Bow, Dragon Crown, Mage Robe, Boots of 10% Resistance, Lion's Amulet, Necromancer's Cloak, Horseshoe
* Darkness, Chaos, Light (all additional skills - main ones), Defense (HP+2, general skill - leather armor, staunch defense), Education (Baldric + Magical Reward)
Useful spells: general (weakness, slow, magic bolt, vulnerability, haste, stone skin, dispel, dodge), antimagic, vengeance, berserk, blindness, cold.

Necromancer Raven, level 40 (14/23/33/19), army
* Mage Staff, Necromancer's Helmet, Hero Armor, Boots of Speed, Necklace of Victory, Tome of Light, Sandro's Cloak, Clover
* Chaos (fire, air, mana burst), Darkness (mind control, weakness, and mark of darkness), Light (blessing, protection, twilight), Logistics (0 use), Education (Baldric)

Useful spells: general (divine strength, stone skin, dispel, dodge, concentration), antimagic, vengeance, berserk, vampirism.

The hero doesn't have Subjugation, which would have helped. I didn't win, but the battle was good.

I'll add another interesting battle. It would have been a guaranteed loss against the computer, but as it was, the mage managed to handle 400 out of 600 enemy mages.
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vasik
I played a bit, and the battles turned out to be quite good.
Here's a fun example: troops with random upgrades, random artifacts, and the mage on auto-battle. I controlled the Necromancer in battle because he's weaker. It resulted in an interesting battle:

Week of Light (-2 luck/morale for dark creatures)
Opponents:
Mage Faez, level 40 (9/8/31/38), army
* Ring of Swiftness 10%, Ring of Sinners, Bow, Dragon Crown, Mage Robe, Boots of 10% Resistance, Lion's Collar, Necromancer's Cloak, Horseshoe
* Darkness, Chaos, Light (all additional skills - main ones), Defense (HP+2, general skill - leather armor, staunch defense), Education (Baldric + Magical Reward)
Useful spells: general (weakness, slow, chain lightning, vulnerability, haste, stone skin, dispel, evasion), antimagic, vengeance, berserk, blindness, cold.

Necromancer Raven, level 40 (14/23/33/19), army
* Mage Staff, Necromancer's Helmet, Hero Armor, Boots of Speed, Necklace of Victory, Tome of Light, Sandro's Cloak, Clover
* Chaos (fire, air, mana burst), Darkness (mind control, weakness, and darkness seal), Light (blessing, protection, twilight), Logistics (0 benefit), Education (Baldric)

Useful spells: general (divine strength, stone skin, dispel, evasion, clarity), antimagic, vengeance, berserk, vampirism.

The hero doesn't have Subjugation, which would have helped. I didn't win, but the battle was good.

I'll add another interesting battle. It would have been a guaranteed loss against the computer, but as it was, the mage managed to defeat 400 out of 600 enemy mages.

Unfortunately, I couldn't load your save, but from the preview, I saw that you're using an old version of the map. I recommend updating it, as several critical bugs have been fixed.

And what's the point of playing in Multiplayer mode if the second player is on auto-battle?
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[Модификация]NewTransformUndead-Таблица поднятия нежити.

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Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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These are battle recordings, not saves, but the map has been updated, the computer no longer cheats, and useless (in battle) artifacts don't appear. I don't know why they don't load; these are Heroes NCF with a couple of mods.

But I take 2 players for random leveling and artifact selection, using it to level up the hero myself. The heroes intentionally take skills in reverse order (4-3-2-1 and in a circle) so that the heroes are a bit noobish, and the factor of randomness plays a role. Then I play as the player who will lose in the autobattle (including the possibility of getting logistics without useful skills, or chaos magic, or even a hero without magic) :). It's not always possible to win; in the second recording, it was difficult to win as a mage, losing 400 out of 600 mana, and in the first, I couldn't win at all).

In the end, there is an initial imbalance, which is not always possible to overcome by playing against the computer with approximately equal armies.
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vasik
These are battle recordings, not save files, but the map has been updated, the computer no longer cheats, and useless (in battle) artifacts don't appear. I don't know why they don't load; these are Heroes NCF with a couple of mods.

But I use 2 players for random leveling and artifact selection to level up the hero myself. The heroes intentionally take skills in reverse order (4-3-2-1 and in a circle) so that the heroes are a bit weak and the random factor plays a role, and then I play as the player who loses in the auto-battle (which may include logistics without useful skills, or Chaos Magic, or even a hero without magic) :) It's not always possible to win; it was difficult to win as a mage in the second recording, after losing 400 out of 600 mana, and in the first, I couldn't win at all).

They are defined as save files; there are no recordings. However, it doesn't matter.

If you are leveling up both players, then you already know what your hypothetical opponent is leveled up in, and this completely removes the element of surprise, because this is the main tactical variable.

To each their own, as they say. In any case, I'm glad that the map interested you
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[Модификация]NewTransformUndead-Таблица поднятия нежити.

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Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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It seems there's a bug: if you choose armies with 2 months of preparation and a level 40 player against the AI (at the start of the game against the AI), the AI will get level 34 (almost 35).

Also, as a minor issue, the Ring of Exile is missing (it hasn't appeared even once in a very large number of games).
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It seems there's a bug: if you choose armies for 2 months and a level 40 player against the AI (at the start of the game against the AI), the AI will get level 34 (almost 35) (when choosing player vs. player, both get level 40).

Also, as a minor issue, the Ring of Exile is missing (it hasn't appeared even once in many games).

Regarding the level 40 for the AI hero. This bug does exist, and I'll look into it when I have time.

I can say in advance that this is related to the AI's behavior on "Veteran" and "Hero" difficulty levels. This bug does not occur on "Warrior" difficulty, and the AI hero receives level 40 as it should. Therefore, I recommend not changing the difficulty from "Warrior," especially since the AI behaves the same in battle, regardless of the chosen difficulty, and the behavior on the map is not important.

The Ring of Exile was not removed from the generation, and it appeared a couple of times during map testing.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884

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