Posts from Templates for HotA.
- Generation settings: size XH+U, water - islands, strong monsters, 8 players
- The brown AI is closest to the red player, and the green AI is closest to the blue player. The remaining players are equidistant from each other.
- Based on 8xm8
- Compared to 8xm8, the number of zones between players has been reduced, some guards have been weakened, and the value of objects in regular zones has been limited (relics cannot appear in regular zones), and 9 treasure zones have been added.
- Regular zones can only be on the surface.
- Utopias are prohibited in regular zones.
- Each treasure zone consists of two connected zones: one on the surface, one underground.
Description of the surface treasure zone:
- Always on rocks
- It can only be reached by ship or with air control.
- Sometimes there are buggy passages, where you can walk into the treasure zone like in SoD, when a mine is generated on the border with such a zone. Players should agree before the game starts whether they can use buggy passages. For better balance, it is recommended to play with the rule that such passages cannot be used.
- Usually, you can sail to the treasure zone, but sometimes they are generated in such a way that you cannot land, only jump in with a dreadnought or fly.
- There is 1 village
- There are always 3 pirate caves: this is an analogue of conservatories, but instead of griffins, there are pirates, and instead of angels, they give sea serpents.
- There is a passage to the underground treasure zone.
- There are no other objects, except for quest huts.
Description of the underground treasure zone:
- These are the richest zones.
- Guaranteed two utopias.
- Guaranteed three taverns, but they are guarded.
Other:
- In the surface and underground treasure zones, the diplomacy system has been adjusted: monsters only join for money, but they join 100%, not 50% as usual. In the other zones, diplomacy is standard.
- The number of taverns has been increased in the water, and sea utopias can also be found.
- There cannot be taverns in regular zones.
- Shipyards are generated quite randomly: one player may have a shipyard right on their starting zone, while another only has one in the following zones. It is not possible to balance this in the current version of the map generator. For this reason, the map is based on 8xm8 - so that there are small zones, and you can run to the neighboring zones and find a shipyard there. Also, the shipyard may have a guard or not - this is also random (if the shipyard is generated as a passage, there will be a guard, but it may also be generated as an object without a passage, in which case there will be no guard).
Changes have been made compared to the previous version based on feedback from players:
1. Made the content of surface zones without villages and towns more abundant: copied the settings from 8xm8. Now, relic artifacts can also be found there. However, I left the restriction on utopias in such zones.
2. Added the possibility for artifacts to be generated in surface treasuries.
3. Added a mandatory external town portal to underground treasuries.
Final description of the template, taking into account the adjustments:
- Generation settings: size XH+U, water - islands, strong monsters, 8 players
- Based on 8xm8
- Compared to 8xm8, the number of zones between players has been reduced, some guards have been weakened, and 9 treasury zones have been added.
- Regular zones can only be on the surface.
- Utopias are prohibited in regular zones.
- Each treasury zone consists of two connected zones: one on the surface, one underground.
Description of the surface treasury zone:
- Always on rocks
- It can only be reached by ship or with air control.
- Sometimes there are buggy passages, where you can enter the treasury by land, like in Soda, when a mine is generated on the border with such a zone. Players should agree before the game starts whether they can use buggy passages. For better balance, it is recommended to play with the rule that such passages cannot be used.
- Usually, you can sail to the treasury, but sometimes they are generated in such a way that you cannot land, only jump in with a DD or fly.
- There is 1 village
- Up to 3 pirate caves: this is an analogue of conservatories, but instead of griffins, there are pirates, and instead of angels, they give sea serpents.
- There is a passage to the underground treasury.
- There are also artifacts and quest huts.
Description of the underground treasury zone:
- These are the richest zones.
- Guaranteed two utopias.
- Guaranteed three taverns, but they are guarded.
- Guaranteed external TP.
Other:
- In surface and underground treasury zones, the diplomacy has been adjusted: monsters only join for money, but they join 100%, not 50% as usual. In other zones, diplomacy is standard.
- The number of taverns has been increased in the water, and sea utopias can also be found.
- There cannot be taverns in regular zones.
Generation problems:
Due to the limitations of the current template editor and random map generator when using water, players may have different starting positions in terms of roads and shipyards. Sometimes the generator changes a road into a shipyard, and it is not yet possible to influence this. Also, sometimes a passage between zones is not generated at all. For now, this can only be taken into account when restarting. The ideal starting position on this template: two roads to adjacent zones and a shipyard without guards at the starting location. The worst starting position is one road to a shipyard and that's it. I hope that in the future, the capabilities of the template editor and random map generator will be expanded. And it will be possible to achieve more balanced starting positions on templates with water. For now, the current template is partly experimental and will require further improvements in the future. But games on it will allow you to explore gameplay with water and plan steps to improve the balance when playing with water in the future.
Tomorrow (September 24) at 6:00 PM Moscow time, a game on this template is planned between Gomunguls and Tvaryna, with a cast by msstudio on Twitch.
I'll leave this here just in case.
King's Bounty - Per aspera ad astra
*this is probably not the right topic for this. the article about King's Bounty is in the new templates topic...
The core idea is that there are no conservatories of any type. Development occurs solely through your own army. Super arts, Dimension Door, and explosions are prohibited. In short, nothing that could suddenly and irreversibly propel you or your opponent into an unreachable lead. At the starting respawn, there is a village of the same type. There are 2 AI players who must have different city types. On the AI respawns, there should be one Dragon Utopia. There are no other utopias. Plenty of Pandora's boxes.
I present the Quadro duel template.
The essence is that there are no conservatories of any type. Development occurs only through your own army. Super arts, Dimension Door, and explosions are prohibited. In short, nothing that could suddenly and irreversibly put you or your opponent in an unreachable lead. At the home respawn, there is a village of the same type from the start. There are 2 AI players who must have different city types. There should be one Dragon Utopia at the AI respawns. There are no other Dragon Utopias. Plenty of Pandoras.
But where is the template itself? You could have at least left a link to some cloud service...
But where is the template itself? At least leave a link to some cloud service...
Just put it together according to the scheme, come on!
Introducing the Quadro duel template.
The essence is that there are no conservatories of any type. Development happens only through your own army. Super arts, Dimension Door, and explosions are prohibited. In short, nothing that could suddenly and irreversibly push you or your opponent into an unreachable lead. At the starting respawn, there is a village of the same type. There are 2 AI players who must have different city types. On the AI respawns, there should be one Dragon Utopia. No other utopias exist. Plenty of Pandoras.
A template for 1v1 games. The goal during its creation was simple: to reduce variance while increasing spectacle and diversity.
Concept and differences from Jebus:
- Allow players to accumulate real army power on their base not only through creature banks but also through external dwellings.
- Increase the frequency of using units that are practically not used in games on Jebus.
- For each starting zone, a small treasure has been created, with a weakened Guardian and a passage to the main treasure (center), to make alternative gameplay possible with strengthening in the mini-treasure.
- All Guardians have been strengthened, taking into account the increased potential of the starting zones.
- The types of central towns of small treasures and the main treasure coincide, but differ from the starting towns of the players. This allows you to build powerful stacks after leaving the starting zone by using boxes and external dwellings.
- There are 3 villages in the starting zones of the players to expand the road network and thereby increase the size of the areas accessible near the roads.
- Some objects on the map are either prohibited or have a changed value. For example, level 30 heroes are prohibited in prisons, and a fixed number of magic wells with a high value are located in the center.
- The frequency of objects has been largely reworked.
Download link: http://tiny.cc/h3canyons
I will be very glad to receive feedback and criticism.
Since everyone really missed Jebus Cross and its variations, here's another one for you.
The goal was to solve several problems with this template (including secondary ones that have been requested):
- Create a serious template with zones where all guards are native joinable monsters (since the editor allows it)
- Make a "basement" with a unique mechanic, rather than one more fkn' zone
- Address complaints that Jebus games are about who gets more Griffin Conservatories, Hives, Angels, Behemoths
- Do this without cutting the gameplay down to "only external dwellings and Karabas"
- Address complaints that Jebus has little town building and economy
- Address complaints that Jebus has no underground, making the template lack certain game content and be somewhat incomplete
- Make a "Cross-like" template competitive with Outcast in terms of PvP ratings
- Create something between Outcast and Cross: with the same clear and familiar map geometry and gameplay principles; without an overabundance of Conservatories / Zealot Hives / Faerie Hives / Behemoth Pens and overused starters; with 8 heroes; while preserving roughly understandable game logic; preserving randomness, various development paths, the potential to turn the tables 180 degrees, etc.; without 311; without a pull-timer; without (fanatical) removal of magic/heroes, etc. [well, except maybe the starters that got boring on JC and the ones that are absolutely dominant on this meaty template :3];
- Create something offering an alternative to Outcast and Cross, so the template has distinctive features not found in other variations, giving a reason and motivation to play: gameplay based on joins in a special zone of native meat, complemented by external dwellings for building up the hometown, and Karabas that can serve as a starting point for assembling a strike stack, not just a stripped-down Cross;
- Include non-standard content like cut objects, campaign heroes, etc. (within reason)
In short, ladies and gentlemen, allow me to present to your attention the peculiar AntiJebus (a).


Screenshots






Why Anti? Well, usually Jebus is about: look for how many Hives, Zealot spires at the respawn, maybe a Conservatory, abuse Behemoth pens, if none - 111.
On this template, such an approach is a priori impossible - the number of creature banks per zone is limited to 1, like the Red Tower. You should play by all means transporting native power stacks from the basement and from day one collecting money for joining/town building/splitting/transporting, wisely distributing resources, planning the economy, etc. (well, in theory, this is only alpha) - fortunately, the freed-up space is now taken by various treasure banks, mines, loose resources in the basement, a boosted town, and other leveling in the basement, etc.
Because of this, the template is both very similar and at the same time very unlike regular Jebus, although it is Jebus. Hence the name was born.
Why α? Because who knows how it works and if it works at all, but it probably should (since I tinkered with it for 2 months, tweaking it). If anyone has reasoned ideas on how to improve it or super-skills for taming the GSK's bucking - welcome.
!!!The goal of the template is game diversity and fun, there is no talk of any better balancing whatsoever; balancing here is achieved the same way as on any other Jebus - by increasing the sample size of games, not in each individual game. Chances are also roughly equalized by the bidding.
The bidding rating is deliberately different from other templates.
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!Although I managed to achieve generation stability, to be safe on alpha it's better to write right after generation which side you generated on: top/bot left/right. That is, for example, if players write "BL" and "TR" - it's ok, but if "BL" and "BR" - tech rest, if you don't want to play like that. By the way, respawns generate neatly in the corners, this makes generation more stable. Overall, not a drawback, maybe even a plus. Although maybe I'll still manage to conjure something with zone sizes and sparseness to make it more traditionally random for Jebus.
!Rarely, GSK throws a monolith in the center instead of gates (although it shouldn't, but GSK is finicky), which generally doesn't affect anything and is easily accepted as is, just the transition down won't be cell-to-cell, but slightly offset. Purely aesthetically not as cool as gates, but it even adds variety. I'm thinking of making the transition random monolith/elevator, but that's a bit ugly, at least in the current paradigm of central basements (4 pieces on each player's side).
!Very rarely, the respawn basement might be connected to the center respawn - flying there is unplanned and is supposedly treated as a rules violation and disqualification, i.e. tech loss (though I don't call for choking people for not knowing/accidentally). However, it happened once [when I was messing with zone sizes, it seems not since then] that there was a passage there without a partition. In short, don't go where the monsters are already different and a different zone is geographically visible, to be safe.
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Description:

Description
●under each respawn there is a basement; in the center - 4, one on each player's side (in theory, but not in practice with GSK Kappa )-●in the respawn basements the terrain is underground (but for Inferno - lava), in the central ones - randomly underground/lava
-●the monsters in them are completely joinable, to get to the objects you either need to join (they will offer, if you have enough money), or chase them away (if you have no money/refused the join), or catch up (leveling up with Gnolls/Zombies)
--●joining works 50% according to recommended HotA rules
--●values of joining units (in all basements, guard level is enhanced):
----●respawn:
------●7500 [prepare 7±3k gold]: mine
------●5334/5639 [prepare 5±3k gold]: visitable objects, underground gates
------●500: loose resources, small objects - unguarded
----●basement:
------●20750 [prepare 30±10k gold]: Dragon Utopias (2 per zone), gates, underground gates
---------●top targets for joining and strengthening in the center, can house t4...t7 (+Sea Wolves)
------●7500 [prepare 7±3k gold]: mine (same as respawn)
------●5561 [prepare 5±3k gold]: everything else (same as respawn)
-●the value of objects is selected so that approx. t2...t4 monsters are generated, calculators are useless, except to find out what can be generated
-●the native town is duplicated in the basement for dynamics of transporting and for external dwellings
-●in the basement there is a mage hut that will reveal the central basements; a fire pillar to reveal the entire basement area at once for planning transportation
-●in the basement there are gates for transportation dynamics; if found quickly, you can transport the first joins to the starting zone on day one
-●there is a road connection to the underground through the Underground Gates, i.e. via elevator, but ranged guards love to sit up top (while the guard is joinable only from the basement side, and from above - normal clearing), so gates are more skillful (to any town, but one-way and could be 3 days away off-road in a winding spot, whereas the transition could be 3 steps away)
-●in the basement there are tons of loose resources that will quickly go towards joins/town building, but collecting them requires heroes and the most profitable logistics/skipping of various riffraff
-●in the basement there is a lot of leveling, scholars, a well
-●in the basement there is a level 5 prison, level 1 might also generate, refugee camp
●ultimate starters are replaced/removed (including some freaks with navigation to make life not so sweet, and freaks with eagle eye so they don't feel the most useless)
●what I've been itching to do for a long time - BAN ANIME; necros will have tons of Vampires here, with anime their decomposed rear end will stick together
●uber creature banks are limited (1 per zone like the red tower)
--●their role here is purely supportive (unless the faction is not native), although, if max stacks appear, it may match a weak Cross distribution (but even 4 angels is never weak, and if found in every zone as 4, it's quite fat (and if playing Castle with portals and Archers, it's totally imba))
--●cut ones may appear: wizard tower on snow/sand, lamp in sand, pirate cave on rock
●instead of creature banks, treasure banks are more frequent
--●the Hovel is back on swamp
●instead of creature banks, external dwellings are more frequent
--●in the basement t2...t5
--●above ground t5...t7
●additional gold mine at respawns and in basements (for economy + better joins generate on it)
●artifacts are slightly adjusted, relics are spaced out a bit more with artifacts, low-tier artifacts cleaned of trash:
--●some sets are already assembled into relics:
----●Diplomat's Cloak, Legion, Cloak of the Undead King
--●some sets are assembled in addition to allowed individual components:
----●Horn of Plenty, Goose, Ring of Magi
--●minor: eagle eye artifacts removed until skill rebalance fix + Pendant of Death
--●the rest of the junk is designed to maintain the thermal regime below the belt as usual
Tips (in general, you'll see for yourselves when you play, but for those interested in specifics):
● now you need to split up on 2 levels
---above ground look for money objects, loose resources, mines, external dwellings, Karabas, creature banks scattered one each
---the basement is content-rich, but needs to be transported: gates, basement scouting with view/eyes in the center, searching for strike stacks t1...t5, loose resources, scrolls, low-tier artifacts (but sometimes very fat ones), one level 5 prison, the rest only level 1, external dwellings
● aim for guards in the central undergrounds costing 30±10k gold, which can be either a pack of weaklings or overrated units like 36 Zealots/20 Dendroids/7 Hydras/15 Nagas, or a few good t6, t7, like 3 Archangels/3 Titans/5 Black Knights/5 Devils/14 Efreet Sultans/20 Nixes, etc., so scouting is very useful
● joins will run away if you don't have enough money, which is where part of the control goes - sometimes desired stacks will block passages/objects or there are simply so many that you don't have enough money to join, causing a skip
• Visions is top, allows you to know exactly how much money is needed so the meat doesn't flee
● plan your town building from day 1 - the mid-game will likely rely on high-level dwelling growth from 2 towns, which are needed at least to cover shooters
• in general, the start has become fatter and faster, which is probably good, since incredibly fast games are not expected on this template anyway, and finding the game's thread is much easier
● in the basement there is a mage hut that will reveal the central basements, location, faction, possibly directly fat join stacks
• exiting on week 2 is not bad, but good; here you won't suck up all the Zealot spires and Hives in 5 days, rushing to break the opponent's control
• joining is tied to unit cost, so the best join is the best meat in terms of price/performance
• the dilemma of what to invest in/skip will be the main scourge and focus for tempo here, because this stuff is literally around every corner - you need cash for joins, for external dwellings, for town building, for splitting, which, however, is easily replenished by treasure banks and loose resources; find the balance, find the Geese, the cash flow will be very large
• external market is ultra-top
• for Dungeon, land only boosts guards, if someone wants to level up on them
• roads now also lead to basements, so reading will be a bit harder, although "reading" tools have also increased in number
• ultra MLG strategy: reveal a fat ungraded stack in the center basement, build the matching dwelling for the upgrade, and transport it back and forth via gates; though, this is only in theory
Strategies:
●Castle: Orrin - substitute for Valeska; ez suck up a ton of Archers and go break anything; anything = look for portals (Griffin Conservatories) and breed Angels, maybe build Archangels, and burn cash on all this to the max (in this respect, the game here is much more stable and clear than on Jebus, allowing the old good strong sides of Castle to shine); you can also collect combo artifacts, since there are 3 specialists for them in the game, all unlocked.
----actually imba, needs testing in a revert and review if necessary
●Rampart: Mephala is not banned; Elves take longer to level up than Archers, but afterward, my respects; collecting Pepegs is top: speed and handling - excellent; but dragons are ultra-pain, in the first week they are only buildable without Grands with tons of cash invested and mediocre impact, otherwise feed logs, bind the enemy, and blind with horns.
----Grands with Pepegs eat up the respawn perfectly, but further on you need to see what to exit with and when
●Tower: heroes are standard; breeding Gremlins would be totally imba, there are quite a few of them from external dwellings, town building and external dwelling guards in the basement, so they are under-rolled on regular objects, Genies on the contrary are over-rolled, they also spawn from dwellings and are built instead of wild sucking from the respawn; it's clear that the meat between them is not as imba, but try playing from magic, kiting with Golems, if there are many Masters you can collect, though the basement will probably be flooded with hordes of Golems; up top there is 1 Lamp, 1 Workshop, and 1 Wizard Tower (and they are also in the center); but building Titans is not so easy, though without them, it's probably hard to get a good power spike.
----due to the high cost, a revert is required, and the Gremlin-Billy Genie tandem ends up nerfed; if it gets too tough, like on JC before, you can add more Lamps, though with dwellings and banks it should be fine
●Inferno: Fiona/Nymus/Marius are available; Gogs are valued, Dogs are expensive, while Pit Lords might be at the mine on 111, seasoned with a bunch of Demons around; ungraded ones are more flexible for Demon farming; Efreet Sultans and Devils are b/k, just top, just find the money.
----I hope at least here Demon farming will work, though even without it, it will be strong here
●Necropolis: necro specialists are available; Bones don't animate, only transform, joining Zombies is overpriced for processing, Skeletons are simply useless, but upgrading Vampires and rolling shit is a nice thing, curing/ghosting under Vampiring is not bad, but knighting is overpriced
----it would seem without Animate Dead and necro-cheese Necros are noticeably weaker, but I might have to cut something else because of the Vampires
●♂Dungeon♂: Lorelei/Jeddite/Lamar; Harpying is in place, you can collect Medusas, doubling up on Dragon dwellings, taken by upgraded Harpies, combined with town building is quite good (Mutare/Tazar on Dragons might work).
----looks just as powerful and strong, so bidding is fairly standard
●Stronghold: Crag Hack/Gundula/Dessa are in place, the specialist for Behemoths is unlocked; the focus on Wolfing remains, Orcs are still weak, Ogres similarly; priority - dwelling spawning and building up Behemoths (finding a Zealot Hive is nice) and Cyclopes
----essentially the same, so bidding is fairly standard
●Fortress: Alkin/Tazar/Bron looks good; Wystaning is available, maybe there's a point in saving up suits for Bron, but in general - breed Basilisks and Wyverns to break through various control
----considering there's now plenty of native meat and no need to drag anyone else around the swamp, quite strong
●Conflux: Solmyr/Luna and others; micring with Sprites, kiting is very pleasant, especially since they are cheap, playing with Storms under Bless is even more pleasant, and then it's all about building up Phoenixes/Faerie Dragons (maybe find the Red Tower)
----without Luna, of course, a completely different town, but it has its advantages
●Cove: Bidley here takes Pirates to a new level, but I really wanted to unlock him, but I didn't dare to unlock Tarka - Nixes under his specialty, with Offense and Defense from 111 are just wild; and there will already be plenty of Nixes anyway, probably the game will revolve around them; going for Sea Worms/Nix Warriors will also make sense, Whirlpools will help apply debuffs; having Pirates, Penetrators will probably not be particularly needed and are too expensive, and Nixes will come from town building too.
----I really wanted to add gameplay based on Bidleys, allowing you to scrape together a decent stack that flushes anyone from a distance and throws them without retaliation without penalty, but I see positive sides even in the rating change from anti-top to top; a revert should keep things somewhat in check and diversify the gameplay
I registered specifically to say thank you for AntiJebus; it's an interesting template. I'm a PVE player who plays against the AI in my spare time, and I really enjoyed it. The only thing is that the Dungeon with neutral castles and Dragon Utopias is sometimes quite empty—meaning there's literally just one castle, 2 Dragon Utopias, 1 City Gate, and that's it.
Also, the neutral castles in their area don't always match my faction (I played twice, both times as Wharf. The first time all castles were Wharfs, the second time—both were Castle).