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Posts from [ТУРНИР-SoD] Тест Fresh Mod

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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 Xocenk
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#31
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Please register me for the tournament.
предпочитаю SOD (в лобби -Valkyrie-)

icq 755061980
In reply to Xocenk
#32
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Hooray! Hooray! Hooray!
Finally, a soda tournament on Heroes of Might and Magic Online!
Please register me.
In reply to Xocenk
#35
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Xocenk
In the new version of the fresh mod, the following fundamental changes will be implemented:

1. The specialization of Isra and Vidomina has been reduced to 1%.
Their normal "progression" has been restored.
2. Building the Necromancy Amplifier is now allowed. Its bonus has been reduced to 2%.
3. Building Vampire Lords is now allowed. A Vampire Lord recovers 25% of the damage dealt.
1.2 Isn't that a bit too harsh of a nerf? You reduced the Necromancer's power by only 2 times, and now they are rarely used; people use Transformers more often. But here, you've nerfed it by 5 times...

Also, let's look at HOTA. Vampires are allowed, but without boxes or hiding spots, no one uses them. And here, you've nerfed them even further.

The Necromancer nerf is quite significant; they are already the weakest Tier 7 unit, weaker than Angels. This is a strong weakening.
In reply to Morgot1982
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#36
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Morgot1982
Wasn't the nerf a bit too harsh? They reduced the number by only 2, and Necromancers are already rarely used; people use Transformers more. But here, they nerfed it by 5 times...

Also, let's look at HOTU. Vampires are allowed, but without boxes or hiding spots, no one uses them. And here, they were nerfed even more.

The Necromancer nerf is quite decent; the weakest Tier 7 unit in the game, instead of Angels, has been significantly weakened.

I agree, it looks harsh, but I haven't tested it.
In reply to Morgot1982
#37
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Could you provide more details about the "immediately nerfed by 5 times" claim? Was the percentage related to the Necropolis itself reduced?
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#38
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Morgot1982
Wasn't the nerf a bit too harsh? They reduced the Necromancer's power by only 2 times, and now they rarely use Necromancers, preferring Transformers instead. But here, they nerfed it by 5 times...
The Necromancer nerf is quite decent; it's the weakest Tier 7 unit, instead of Angels, which is a significant weakening.

The Necromancy percentages themselves haven't changed; they are still the same: 10, 20, and 30%.

The bonus percentage for Necromancy specialization has been changed.

That is, previously, the total Necromancy percentage for Isra/Vidomina was calculated as follows:
k * (1+0.05*N)
Where:
N - the hero's level.
k - the Necromancy percentage: 20% at the advanced level, 30% at the expert level.

Now the formula is:
k * (1+0.01*N)

That is, previously, Isra/Vidomina at level 10 had a 30% Necromancy rate, and now she has a 33% rate.
In reply to Grando
#39
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Grando
Could you elaborate on the "immediately nerfed by 5 times"?
Wasn't the percentage from the Necromancer itself reduced here?
No, it's about the specialization.
1) It turns out that Vidomina and Isra add 1% per level to the 30% Necromancy per level. That is, at level 20, Vidomina adds 30/100 * 20 = 6%!
2) In HotA, they add 5% per level, and the Necromancer adds 15%. That is, at level 20, Vidomina in HotA adds 15%, and it is only used in HotA when Gosh and Tant are banned.

The result is that Vidomina and Isra are useless specializations. Of course, they need to be nerfed, but I think by 2 times. Why immediately by 5 times?

The same goes for the enhancer.
In reply to Morgot1982
#40
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What nerf are you talking about?
Here, they unbanned something that you weren't even using in SoD. Isra and Vidomina were rarely played due to their weak skill builds. And they already get 30% undead bonus at level 2, which is much more important than the "hypothetical" 10-20 levels sometime in the future. And after that, the Necropolis grows without the need to heavily level up these heroes.
The Enhancement building couldn't be built. Now it's a guaranteed 2% undead bonus. And previously, only sometimes did Necropolis computer opponents get a 5% bonus.
The same story with vampires. They simply weren't in players' armies.

Are you sure you played SoD with HotA rules?
In HotA, it's only used when Gosha and Tant are banned.
Until 2020, starting with Vidomina was popular. Now, people started using Tant only because they buffed Mysticism and nerfed Oil.

According to your calculation, Vidomina at level 20 has 36% with the current version. And in HotA, it's 30%.
ICQ - 703804372
Discord - Xocenk#2473
In reply to Morgot1982
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#41
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Morgot1982
Let's look at HotA again. Vampires are allowed, but without boxes or hiding spots, no one will use them. And now they've been nerfed even more.
There, the value of vampire hiding spots has also been significantly increased.
Therefore, it's not easy to assemble a good stack – you can only get it from a box.

Even 15 original vampire lords are very powerful, with good stats and a shield, you can already take on a level 1 Utopia.
In reply to Kventin
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#42
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Please don't touch the original heroes; there's no need to make any changes, additions, or adjustments, or to nerf them, etc.! Experiment with the HotA version; any kind of modification is welcome there!
:smile19:698286888
In reply to Xocenk
#43
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Xocenk
What nerf are you talking about?
This is an unbanning of something you never used in SoD at all. Isra and Vidomina were almost never played due to their useless leveling.
I always used them, and not just me in saves, if they showed up. I don't care about their leveling at all. They just rode around collecting skeletons — who would bother making them mages? They're quite convenient, starting to necromancy immediately without investment.
Xocenk

And they already get 30% necromancy at level 2, which is much more important than a "wet dream" of level 10-20 sometime in the future. And necromancy keeps growing without grinding those heroes.
Well, yes, that makes them another Nimbus, without Eagle Eye and a Srakar without Resistance — equally useful specializations. Level 3 is fast, sure, but the specialty is clearly garbage. As for level 20, it's doubtful, but level 10 is pretty quick to reach. Before, at level 10 they became like regular necromancers, and then they got better.
Xocenk

The boost building couldn't be built. Now it's a guaranteed 2% necromancy upgrade. And only sometimes from computer necromancers we got a previous 5% boost.
Same story with vampires. They just weren't in players' armies.
Did you even play SoD with HW rules?
Why 5%? The computer's boost gave 10%. It's 5% in HotA. 2% — well, they made another (not very) useful building like Excavated Graves. The payoff and cost match.
Xocenk

Before 2020, starting with Vidomina was popular. Now they only pick Tanta because mysticism was buffed and oil was nerfed.
By your calculation, Vidomina gets 36% at level 20 with the current version. In HotA it's 30%.
That's right. Only in HotA, compared to all heroes having 15%. Even 20%, let alone 30%, looks like a decent specialty, and they still don't use it. But here, compared to everyone having 30%, a specialty with 36% at level 20, which as you noted is mostly in "wet dreams," looks like a joke.

Added after 22 minutes
Kventin
Also, the value of the external vampire dwelling is significantly increased.
So getting a good stack isn't easy — you can only get it from a box.

Even 15 original Vampire Lords is very powerful; with good stats and a shield, you can already take a low-end Dragon Utopia.
Well, taking a low-end one is doubtful — more like a max-level Griffin Conservatory. Still, there's no way to get 15 original Lords without external dwellings and Pandora's Boxes by week 2. After that, they're not as relevant. In my opinion, with modded ones, you'll only be able to handle levels 1-3, or some barely crawling dendroids, and the upgrade costs way too much — 20 resources and 2 buildings (the boost building in this form is also useless in my opinion). It's not that necromancers are weakened; it's more like a useless option emerges. You'll be able to find out who gets necromancers, whether they upgraded vampires, but I don't think anyone will. Unless there are a couple of external dwellings near the town.
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#44
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Please register me for the tournament.
ICQ 423164784

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#45
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Please register me for the tournament.
icq 718927032
skype: goshanstop.ru
discord: puzzz0#3215