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Posts from [ТУРНИР-SoD] Тест Fresh Mod

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#1
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I. Rules and Templates

1. The tournament is played on SoD version 3.2(4.0) + the latest HD mod version + Fresh Mod of the latest version (6.2 at the moment) with the Gameplay Changes checkbox enabled.
2. Games are played with OH by default. By mutual agreement, games can be played without OH.
3. Templates:
(1) Anarchy 160% (2) Diamond (3) Mini-Nosta (4) 2SM4d(3) (5) Jebus cross (6) Mix8mm6lm (7) mt_diamond (8) 8xm12a (9) Spider (10) 6LM10b (11) h3dm1.

Attention, the Mix8mm6lm template must be downloaded separately via the link. The default version in the game is incorrect!

The right to strike out a template first is determined by a coin toss. The player who "wins the coin toss" chooses who will strike out first.

In a BO3 series, all played templates must be different. Standard striking, but 3 templates must remain. They are played in turn in the series. In the first game, the template is chosen by the player who lost the coin toss. In the second game, the template is chosen by the other player. If the score is 1:1, the last remaining template is played in the third game.


OH limit is 115 on all templates, except JC (117) and MiniNosta (122).
Timer on all templates is 16-8-2.
Roads:
6LM10b, h3dm1, mt_diamond, Diamond, 8xm12a, Spider, Mix8mm6lm - medium.
Jebus cross - fast.
Mini-Nosta, 2SM4d(3) - medium and fast.
Anarchy 160% - all.

4. Town selection is a random pair + trade.
The host generates a random pair of towns via a special button. Immediately after generation, each player may demand a regeneration once for 500 rollback coins against the opponent. If during regeneration at least one town repeats, the same player may (but is not obliged to) demand a free regeneration until a new pair of towns appears.
5. After the trade for the town, there is a trade for color. In case of identical towns in the pair, after the trade for color, there is a trade for the right to choose the hero.
6. Restarts 112. On mirror templates 111.
7. Hw rules:
Hill Forts, Obelisks, Library rebuilding - checkboxes disabled.
HW_rules, Gameplay changes, Mage Guild rebuilding, always two stacks, always built second level - checkboxes enabled.

8. It is allowed to level up and use Vidomina and Isra with expert necromancy.
Building the Necromancy Amplifier, Vampire Lords, Pixie Lords, and Psychic Lords is allowed.
Using Diplomacy and Hill Forts is allowed.
9. Other rules are standard.
10. By mutual agreement, any changes to the rules are permitted.

II. Regulations

1. Group stage: 4 groups. 1st and 2nd places advance to the upper bracket. 3rd and 4th places go to the lower bracket. All games are BO1.
2. Playoffs - double elimination.
Upper bracket games are BO3. The Grandfinal is BO5 starting from a 1:0 score.
The first round of the lower bracket is BO3, subsequent rounds are BO1. The lower bracket final is BO3.

In the group stage, a win awards 3 points, a draw – 1 point, a loss – 0 points.
Places are determined by points earned. In case of a tie in points, additional criteria apply in order of priority:
1) Berger coefficient;
2) Head-to-head result;
3) If priority cannot be determined by additional criteria, a tiebreaker game is played on the Jebus cross template with a blitz timer of 8-4-2.

Fixed schedule for the group stage. The numbers in the playing pairs are the numbers within the group.
Round 1. 01.08.2020 - 10.08.2020. Pairs: 5-4, 6-3, 7-2, 8-1.
Round 2. 11.08.2020 - 20.08.2020. Pairs: 8-4, 5-3, 6-2, 7-1.
Round 3. 21.08.2020 - 30.08.2020. Pairs: 8-7, 4-3, 5-2, 6-1.
Round 4. 31.08.2020 - 09.09.2020. Pairs: 8-6, 7-3, 4-2, 5-1.
Round 5. 10.09.2020 - 19.09.2020. Pairs: 8-5, 7-6, 3-2, 4-1.
Round 6. 20.09.2020 - 29.09.2020. Pairs: 7-5, 6-4, 8-2, 3-1.
Round 7. 30.09.2020 - 09.10.2020. Pairs: 6-5, 7-4, 8-3, 2-1.

III. Organizational Matters

1. The tournament is unofficial.
2. The tournament host and judge is Xocenk (ICQ: 703804372 Discord: Xocenk#2473). The organizers reserve the right to refuse participation in the tournament to a user without public explanation of reasons, and also to make any changes to the regulations and rules during the tournament if necessary.
3. Tentatively: tournament start is July 31 - August 1, 2020, registration for the tournament – until July 30 inclusive until 24.00 MSK
4. All tournament games count toward the seasonal rating. The list of tournament reports is also located at the beginning of this thread. For each played game, participants must submit a report and confirmation in this thread, created automatically.
5. Time limits: 10 days for one group stage game, 2 weeks for a BO1 playoff game, 4 weeks for a BO3 series.
6. Immediately after the start of the next stage or round, contact your opponent to make a preliminary agreement on games. To agree means to reach a consensus after negotiations and discussion. An offer without a response will not be considered an agreement.
7. Any temporary issues (internet, travel, personal) must be reported to the tournament hosts.
8. The preferred time for tournament games is daytime (12-24 MSK) on weekends and evening (19-24 MSK) on weekdays. If a participant is unable to play during this time, the host will interpret the absence of a game result in favor of the opponent.
9. Saves and HD_Crash_LOG (after crashes) of all games must be kept until the end of the tournament and presented upon request by the tournament host. In case of a connection loss, also save separately BATTLEsave.gm2 or BATTLE_non_continuable if available, which will be loaded to continue the game.
10. The tournament winner will receive a medal under their avatar.
11. 10 thousand rubles in prize money from Kventin, the mod developer. + 1 thousand from Morgot1982
Distribution 50-30-20%.

Key changes in Fresh Mod:
1. Always "good roads" for human players. That is, roads are guaranteed along all possible connections from respawn. (The only exception is Mix8mm6lm, where due to the algorithm, there is only one road from respawn.)
2. Exit into a one-way portal is excluded.
3. The probability of "bugged passages" between zones is significantly reduced.
4. At respawn, road blocks have a value of no more than 1/3 of the maximum in the zone.
5. Native troops from hives and conservatories.
6. On maps without water, water spells, artifacts, and the Navigation skill are excluded.
8. Movement point calculation and transfer between heroes inside the town.
9. Balanced acquisition of the "Town Portal" and "Dimension Door" spells. As of version 6.2, this also works on mirror templates!
10. Artifacts that grant health and speed bonuses do not affect undead.


Full list of changes in version 6:
1. Improved random map generator:
- Always "good roads" for human players. - In human players' starting zones, only mine guards and guards at 1/3 of the maximum zone value can block the road.
- Exit into a one-way portal is excluded. The generator now has 16 two-way portals: 8 standard + 8 entrances from one-way portals.
- The probability of "bugged passages" between zones is significantly reduced.
- Fixed the entry point of the road and guard for "wide" monoliths.
- The distance between passage guards is at least 1 tile.
2. In conservatories and hives, the player receives not angels and wyverns, but level 7 and 6 creatures of their starting town, proportionally to the  health points of Angels and Wyverns.

3. Diplomacy is returned to the game; it works even with the "HW rules" flag enabled, but with 2 restrictions: - neutrals whose total *AI Value* of the stack > 16,000 cannot join; for M and S maps, *AI Value* > 4,000 - creatures do not join if the hero's army contains undead. Examples of maximum possible joining stacks: 11 wyverns = 16000/1350. ; 3 angels = 16000/5019, 5 pit lords = 16000/2840, 13 pit fiends = 16000/1224, etc.
4. The "First Aid" skill additionally grants all living creatures in the army +1, +2, +3 to health at basic, advanced, and expert levels.
5. "Eagle Eye" triggers not after battle, but during it, at the beginning of each round, when your unit gets its first turn, you can learn a spell that the opponent has cast. The dependence of the skill level on the level of the spell being learned is removed - now even with the basic skill, you can learn a level 5 spell.

6. Artifacts that grant health and speed bonuses do not affect undead.
7. In the Hill Fort, vampires and levels 6 and 7 cannot be upgraded. It can only appear on snow, swamp, lava (only with the "HW Rules" flag enabled). When the "Gameplay changes" flag is set, the flag prohibiting the appearance of the Hill Fort is reset.
8. Isra's and Vidomina's specialization is reduced to 1%. Their regular "leveling" is restored.
9. Building the Necromancy Amplifier is allowed. Its bonus is reduced to 2%.
10. Building Vampire Lords is allowed. The Vampire Lord restores 25% of the damage dealt.
11. Conflux. Upgrading Magic Elementals is allowed. Building upgraded Fairies is allowed. The "Garden of Life" is required for construction.
12. Inferno. Upgrading Pits requires only Mage Guild level 1. Inferno portals do not require a fort and cost 4000.
13. In Tower, the second level is always built.
14. Astral doubles the spell power of Hypnotize at any level.

15. Campaign heroes are allowed (everywhere except mirrors), except Gelu. Dragon's starting army is changed to the standard Tower starting army. These heroes cannot be selected from the start (similar to Mutare).
16. *AI Value* changed. Efreet Sultans: *2842* (was 1848). Faerie Dragons: *31,000* (was 19580). Monks: *565* (was 485).
17. Mage Guild rebuilding is possible from any level (in Rampart, to rebuild Mage Guild level 1, you need to click on the Mage Guild roof).
18. Balanced acquisition of the "Town Portal" and "Dimension Door" spells. As of version 6.2, this also works on mirror templates!
With the same pace of Mage Guild construction, the maximum gap in obtaining these spells will be 3 days:
Initial Mage Guild construction - 0% chance
1st rebuild - original chance
2nd rebuild - original chance * 2
3rd rebuild - original chance * 3
4th rebuild - 100% chance

19. You can view expendable movement points by holding the "Alt" key
20. Pressing the "E" key allows trading between heroes in town
21. Neutrals guard objects around them, except resources, chests, and campfires.
22. When hovering over a Scholar, the status bar shows the type of bonus it grants - skill, cast, stat
23. The "Conflux" town is allowed to appear in all zones (relevant primarily for JC).
24. In "Conflux", the Grail cannot be built if there is no town with a built *Mage Guild level 5*.
25. Fixed the "anchor hex" bug - Fire Wall and Force Field can be placed on any available hex.
26. When attacking banks, the guard description is shown
27. In battle, the duration of applied spells is shown
28. In battle, damage is shown in the number of creatures killed
29. A hero can enter the Mage Guild without a spellbook or money
30. Extended spell descriptions in the spellbook on right-click on a spell. Skills, specialization, artifacts, and the hero's SP are taken into account. Shown - Fire Wall damage, number of summoned elementals, number of resurrected HP, TP and DD cost in MP, etc.
31. In battle, when casting a battle\healing spell, the number of killed\resurrected*creatures is shown
32. "Anarchy" mode. If the "HW rules" flag is NOT set, then mod changes marked with * are disabled from this table.

List of participants as of 30.07 (29 people):
1844 Xocenk
1798 Puzzz0
1791 Herolwy
1769 kamukag3e
1719 Russel_lDHl
1718 Gorbunak
1716 sonic111
1704 Sanin
1701 ЯR
1691 Dima Surmay
1650 AYMAN
1632 Morgot1982
1632 theShevanesian
1588 Мирон
1539 Meo
1538 Grando
1530 Dorsaj
1521 Kexibq2134
1514 Elven_Troll
1481 Matematik
1462 rus12345
1426 gizmo-war222
1390 maxbraga
1300 noangel
1227 igrayukakMogy
n/r Gezelligheid
n/r Denis1980
n/r Valkyrie
n/r Narkos
Gee - declined
ICQ - 703804372
Discord - Xocenk#2473
In reply to Dima Surmay
#17
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In the new version of the fresh mod, the following significant changes will be implemented: 1. The specialization of Isra and Vidomina has been reduced to 1%. Their regular "leveling up" has been restored. 2. Construction of the Necromancy Amplifier is now allowed. Its bonus has been reduced to 2%. 3. Construction of Vampire Lords is now allowed. Vampire Lords recover 25% of the damage they inflict. 4. Construction of enhanced Faeries is now allowed. Construction requires a "Garden of Life." 5. The cost of the Gates of Hell has been increased to 4000. 6. Heroes from the campaigns are now allowed, except for Jelu. The Dragon's starting army has been changed to the standard starting tower. These heroes cannot be selected at the start (similar to Mullich). Added 14 minutes later It may seem that this is a slight buff to the Necropolis (simply by removing restrictions). But remember that the mod already included a weakening of skeletons: artifacts that provide bonuses to health and speed do not affect undead. Also, the Necropolis no longer receives Angels in the Conquest mode. Regarding the Faeries. In the first week, you won't be able to upgrade them or build Firebirds. So, you'll have to make a choice.
ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
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#18
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Xocenk
6. Heroes from campaigns are allowed, except for Jelu. The Dragon's starting army has been changed to 1-2, 1-2, 1 wizard.

There is still discussion about the Dragon.
You really have to be out of your mind to seriously allow playing as the Dragon with wizards :eek:

As for the other heroes from the campaigns, it's not that important. Also, it wouldn't hurt to reconsider the starting army of Mutari and Mutari Drake, as the number of troglodytes is too low. The presence of a book at the start also raises questions, but not as significant as playing as the Dragon :smile35:

Also, it should be added that these heroes cannot be chosen at the start because the hero pool is larger than 16. In order for them to be available for selection, some of the regular heroes should be banned. That's the mechanic.
In reply to Xocenk
#19
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Please register me for the tournament. I like the tournament; the main thing is that it's a SOD tournament, not a HOTA tournament.
艰难获胜 herolwy
In reply to Dirty_Player
#20
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Dirty_Player
It should also be noted that these heroes cannot be chosen from the start because the hero pool is larger than 16. In order for them to be available for selection, some of the regular heroes should be banned. This is the mechanic.
Thank you, I've added it.
Dirty_Player
As for the other heroes from the Campaigns, it doesn't really matter. Also, it wouldn't hurt to review Mutari and Mutari Drake's starting army; the number of troglodytes is too low. The presence of a book at the start also raises questions, but not as significant as playing as a dragon :smile35:.
Indeed, these two Lords have a book. The army size in the stacks is the same as for standard heroes. However, according to heroesportal, they have fewer stacks. We will check this; Kventin has the ability to make the number of stacks standard if necessary.
Dirty_Player
You have to be really out of your mind to seriously allow playing as a dragon with Wizards :eek:
1) This is a test Tournament. The mod contains quite a few untested solutions. Some adjustments may be made during the tournament regarding what has been changed by the mod.
2) As I see it (not involved in the mod development):
There will be 2-4 Wizards at the start for the Dragon, not enough to be a powerful stack.
They reduce the army's morale by -1.
They give a penalty on snow (as well as on other terrains with a penalty, if they arrive at the tavern second).
Will this be more imba than Gosha or Tant? Mullich? Some new variety taken from the original.
ICQ - 703804372
Discord - Xocenk#2473
In reply to kamukag3e
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#21
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kamukag3e
I like the Tournaments; the main thing is that it’s SOD, not HOTA.
Do you think that after all the changes (good or not so good – it doesn’t matter), the fresh mod is still SOD? What we have now is closer to WT.

I just can’t understand the logic: we are ready to play with such changes, but not with HOTA. :confused: And we need to emphasize this.

Added 10 minutes ago
Xocenk

2) As I see it (not involved in the mod development):
There will be 2-4 Wizards at the start for the Dragon, not enough to be a powerful stack.
4 at the start + 4 from the mage upgrade = 8, which is already a very strong stack for week 1.
Xocenk
They give a penalty on snow (as they do on other terrains with a penalty, if they arrive at the tavern second).
No, they don’t give a penalty, just like any neutral creatures.
Xocenk
Will this be more imba than Gosha or Tant? Mullich? Some new variety taken from the original.
The Dragon is much more imba than Jelu (who is banned). Spells decide. And there’s extra randomness. As for the Necromancers, they are only being strengthened, when, in my opinion, we need to move in a different direction. In general, I’m not claiming anything, just thinking out loud.

As a pure fan thing and for a test tournament, it’s quite suitable. If the mod is a claim to balance, then it looks like nonsense.
In reply to Dirty_Player
#22
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Dirty_Player
4 from the start + 4 from the mage upgrade = 8, which is already a very strong stack for the 1st week.

No, it doesn't give a penalty, just like any neutral creature.

The Dragon is much more overpowered than Jelu (who is banned). Spells decide the outcome. And there's extra randomness. As for the Necropolis, they only get stronger when you need to move in a different direction, as I think. Overall, I'm not claiming anything, just sharing my thoughts.

As a fun thing and for a test tournament, it's quite suitable.
Yes, the Dragon buffs the Tower. But you can't choose him. If he comes with an army, there will be smaller stacks of towers, gargoyles, and golems. Let's see what this venture leads to.

I forgot about carrying neutral creatures. I guess I'm a noob.

Even without an army, Jelu will allow you to upgrade a stack of marksmen to snipers, which is really cool.

There was some nerfing of the Necropolis. In the final, skeletons under spell protection won't be able to catch up with anyone. I hope that the percentage will be reduced in the future. For now, it's about reversing the bans on building, which is not bad.
ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
#23
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I like the changes in HotA because they aren't barbaric. The changes in FM were made more for testing the balance; they hardly claim to be a complete rebalancing of the game right now, as some of the decisions look very questionable. But on the other hand, this is at least some progress for SoD, which is better than nothing at all.
Discord: Gezelligheid#2508
In reply to Xocenk
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#24
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Xocenk
Even without an army, Jelu will allow you to upgrade a stack of Marksmen to Snipers, which is really cool.
Yes, that's really powerful. But a Dragon without an army also greatly buffs any castle, because even a single Wizard with free casts will be devastating. As a result, it will help not the Tower, but, for example, the Necropolis :D
In reply to Dirty_Player
#25
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The Dragon will arrive with the standard starting army of a Tower. Therefore, it will only be able to acquire Wizards through upgrading Mages and Monks.

Thank you to everyone who responded regarding this!
ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
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#26
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I thought the HotA community was constantly tweaking their version, but after reading this, I'm a bit shocked! It's better to play HotA than this fresh mod! P.S. Only the original SoD!
:smile19:698286888
In reply to Xocenk
#28
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Please register me for the tournament.

Hooray, finally a new SOD tournament! :)
ICQ: Elven_Troll
In reply to Xocenk
#30
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Please register me for the tournament.