Judge: Gorbunak
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8 players, Size L+U, Strong monsters, No water, Medium roads, Difficulty 160%
Game settings: Tournament rules, GamePlayChanges, Mage Guild and Library rebuild, ban cartographers - check these boxes.
Simultaneous turns mandatory (115 by default).
!!! If identical towns are rolled - a new town pair is generated.
Computers play on different teams
!!! Carefully check the settings. A technical restart due to incorrectly set settings is possible up to and including 112
!!! If computers, their bonuses and heroes are set incorrectly - the game does not count
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Leveling and using Vidomina and Isra with expert necromancy is allowed.
Building the Necromancy Amplifier, Vampire Lords, Pixies, Magogs, and Phoenixes is allowed.
Diplomacy and Hill Forts are allowed (7th level creatures cannot be upgraded)
Using level 4-5 scrolls without building the Mage Guild is allowed.
1. Computer players prioritize building their army.
3. The "Angel Wings" artifact is excluded.
4. The cost of Town Portal, Fly and Dimension Door spells is increased 5 times.
5. Seer's Huts with value below 5001 are generated in the same zone as the sought artifact.
3. One-way portals are excluded.
4. The appearance of "bugged" passages between zones is completely excluded.
5. Road guards have value no more than 1/3 of the zone maximum.
6. On maps without water, the following are excluded - water spells, artifacts, and the Navigation skill.
7. Movement points calculation and transfer between heroes inside a town.
8. Balanced acquisition of "Town Portal" and "Dimension Door" spells. Also increased the value of scrolls with significant spells.
The full list of changes is easier to view in the table.
- Always "good roads" for human players.
- In all zones, guards with MaxValue Zone / 3 are generated along the road.
- Exit to one-way portals is excluded. The number of monoliths is increased to 32 = 2*(8 two-way + 8 one-way entrances).
- Connection between two identical zones always forms only one monolith/underground gate.
- Improved object placement algorithm.
- Mines, passage guards and objects cannot be blocked by terrain.
- Improved zone shapes and proportions.
- The appearance of "bugged" passages between zones is completely excluded.
- Fixed the road entry point and guard for "wide" monoliths.
- The distance between passage guards is at least 1 tile.
- Implemented - "Double main passage guard".
A passage between zones with a road on the surface is guarded by 2 different guards.
They are always generated so that you can enter another zone by breaking through only one of them.
- The appearance of water on the map is completely excluded: "flooded zones", "water strips", "lakes", etc.
- The appearance of "mountain" zones, as well as narrow strips of zones in the underground, is completely excluded.
- Improved road generation and display algorithm.
- The appearance of "shifted" guards is completely excluded.
- Fixed the appearance of a straight road going through all obstacles.
- Fixed a rare RMG crash during river rendering.
2. In Conservatories and Hives, the player receives not Angels and Wyverns, but 7th and 6th level 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 set, but with 2 restrictions: - neutrals whose total *AI Value* of the stack > 20,000 cannot join; for M and S maps *AI Value*> 4,000 - creatures do not join if the hero's army contains undead.
4. The "First Aid" skill additionally gives 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 start 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 5th level spell.
6. Artifacts that add health do not affect undead.
7. In the Hill Fort, 7th level creatures cannot be upgraded. It can only appear on snow, swamp, and lava.
8. Necromancers.
- Necromancy skill percentages changed to 10%/15%/20%.
- Building the Necromancy Amplifier is allowed (gives 5%), but each subsequent one gives half as much as the previous one.
- The Amulet of the Undertaker gives 2.5%, the Vampire's Cowl - 5%, the Dead Man's Boots - 7.5%.
- Creatures with less health than a skeleton cannot be placed in the Skeleton Transformer.
- Isra and Vidomina have their usual "leveling" restored.
- Building Vampire Lords is allowed. The Vampire Lord restores 50% of the damage dealt.
9. Conflux.
- Upgrading Magic Elementals is allowed. Its cost is 1350.
- Building upgraded Sprites is allowed. The "Garden of Life" is required for construction.
- Firebird growth reduced from 2 to 1. Upgrading them is allowed. Phoenix growth remains unchanged - 2.
10. Inferno. Upgrading Pits requires only Mage Guild level 1. Inferno Gates do not require a Fort and cost 4000.
11. Tower.
- Astral doubles the spell power of Hypnotize at any level.
- Added Golem Factory generation on snow (value 4500).
- The Skyship gives 3-5 resources (originally 1-5).
12. Balanced acquisition of "Town Portal" and "Dimension Door" spells.
With the same Mage Guild building pace, 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
13. Using level 4-5 scrolls without building the Mage Guild is allowed.
Their value is changed:
- 22500: Town Portal, Dimension Door, Fly.
- 13000: Implosion, Resurrection, Armageddon, Summon Earth Elemental, Chain Lightning, Meteor Shower, Berserk, Inferno.
- 4000: Sorrow, Counterstrike, Clone, Prayer, Fire Shield, Frenzy, Slayer, Magic Mirror, Sacrifice.
- 1000-3000: Level 1-3 spells unchanged.
14. 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)
15. *AI Value* changed. Efreet Sultans: *2842* (was 1848). Faerie Dragons: *31,000* (was 19580). Monks: *565* (was 485).
16. Mage Guild rebuild is possible from any level (in Rampart, to rebuild the Mage Guild level 1, you need to click on the Mage Guild roof).
17. You can view spendable movement points by holding the "Alt" key
18. Pressing "E" allows trading between heroes in a town
19. Neutrals guard objects around them, except resources, chests, and campfires.
20. You can decline a skill at the Witch Hut and the Scholar.
21. The "Conflux" town is allowed to appear in all zones (relevant for JC).
22. In "Conflux", the Grail cannot be built if there is no town with Mage Guild level 5 built.
23. Fixed the "anchor hex" bug - Fire Wall and Force Field can be placed on any available hex.
24. When attacking banks, the guard description is shown
25. In battle, the duration of applied spells is shown
26. In battle, damage is shown as the number of creatures killed
27. You can enter the Mage Guild with a hero without a spellbook or money
28. Extended spell descriptions in the spellbook on right-click on a spell. Skills, specialization, artifacts, and hero SP are taken into account. Shown - Fire Wall damage, number of summoned elementals, number of resurrected HP, TP and DD cost in MP, etc.
29. In battle, when applying a combat\healing spell, the number of creatures killed\resurrected is shown

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