Judge: Gorbunak
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8 players, Size L+U, Strong monsters, No water, Medium roads, Difficulty 160%
Game settings: Tournament rules, GamePlayChanges, Rebuild Mage Guild and Library, ban cartographers - check these boxes.
Simultaneous turns mandatory (default 115).
!!! If identical towns are rolled - a new pair of castles is generated.
Computers play on different teams
!!! Carefully check the settings. A technical restart due to incorrectly set options is possible up to and including turn 112
!!! If the computers, their bonuses, and heroes are set incorrectly - the game will not count
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It is allowed to level and use Vidomina and Isra with expert necromancy.
It is allowed to build the Necromancy Amplifier, Vampire Lords, Pixies, Psychic Elementals, Phoenixes
It is allowed to use Diplomacy, Hill Forts (cannot upgrade lvl 7 creatures)
It is allowed to use level 4-5 scrolls without building a Mage Guild.
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 a value less than 5001 are generated in the same zone as the sought artifact.
3. One-way portals are excluded.
4. The appearance of "buggy" passages between zones is completely excluded.
5. Road block value no more than 1/3 of the zone's maximum value.
6. On maps without water, water spells, artifacts, and the Navigation skill are excluded.
7. Movement point calculation and transfer between heroes inside a castle.
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 more convenient to view in the table.
- Always "good roads" for human players.
- In all zones, guards along the road are generated with MaxValue of the Zone / 3.
- Excluded entry into one-way portals. Increased number of monoliths 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.
- Completely excluded the appearance of "buggy" passages between zones.
- Fixed the road entry point and guard placement for "wide" monoliths.
- 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.
These are always generated so that one can enter the other zone by defeating only one of them.
- Completely excluded the appearance of water on the map: "flooded zones", "water strips", "lakes", etc.
- Completely excluded the appearance of "mountain" zones, as well as narrow strips of zones in the underground.
- Improved road generation and display algorithm.
- Completely excluded the appearance of "shifted" guards.
- Fixed the appearance of a straight road going through all obstacles.
- Fixed a rare crash of the RMG during river generation.
2. In Conservatories and Hives, the player receives not Angels and Wyverns, but level 7 and level 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 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 there are undead in the hero's army.
4. The "First Aid" skill additionally gives all living creatures in the army +1, +2, +3 health at Basic, Advanced, 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 cast previously. The dependency of the skill level on the learned spell's level is removed - now even with the Basic skill you can learn a level 5 spell.
6. Health-boosting artifacts do not affect undead.
7. In a Hill Fort, level 7 creatures cannot be upgraded. Hill Forts can only appear on snow, swamp, lava.
8. Necromancer.
- 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.
- Amulet of the Undertaker gives 2.5%, Vampire's Cowl - 5%, Dead Man's Boots - 7.5%.
- Creatures with health lower than a Skeleton cannot be placed in the Skeleton Transformer.
- Isra and Vidomina have their normal "leveling progression" restored.
- Building Vampire Lords is allowed. Vampire Lord recovers 50% of damage dealt.
9. Conflux.
- Upgrading Magi Elementals is allowed. Its cost is 1350.
- Building upgraded Sprites is allowed. Requires "Garden of Life" to build.
- Firebird growth reduced from 2 to 1. Their upgrade is allowed. Phoenix growth remains unchanged - 2.
10. Inferno. Upgrading Pits requires only Mage Guild level 1. Portal of Summoning does not require a Fort, costs 4000.
11. Tower.
- Astral doubles the power of the Hypnosis spell at any level.
- Added generation of the Golem Factory on snow (value 4500).
- Roof gives 3-5 resources (originally 1-5).
12. Balanced acquisition of "Town Portal" and "Dimension Door" spells.
With the same pace of building the Mage Guild, the maximum gap in obtaining these spells will be 3 days:
Initial MG built - 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 a Mage Guild is allowed.
Their value changed:
- 22500: Town Portal, Dimension Door, Fly.
- 13000: Implosion, Resurrection, Armageddon, Summons, Chain Lightning, Meteor Shower, Berserk, Inferno.
- 4000: Sorrow, Counterstrike, Clone, Prayer, Fire Shield, Frenzy, Slayer, Magic Mirror, Sacrifice.
- 1000-3000: Spells level 1-3 unchanged.
14. Campaign heroes (except Gelu) are allowed everywhere except mirrors. Dragon's starting army changed to the standard Tower starting army. These heroes cannot be selected at the start (similar to Mullich).
15. *AI Value* changed. Efreet Sultans: *2842* (was 1848). Faerie Dragons: *31,000* (was 19580). Monks: *565* (was 485).
16. Rebuilding the Mage Guild is possible from any level (in Rampart, to rebuild MG1, click on the MG roof).
17. You can view used movement points by holding the "Alt" key.
18. Pressing "E" allows exchange between heroes in a town.
19. Neutrals guard objects around them, except for resources, treasure chests, and campfires.
20. You can refuse a skill at a Witch Hut and a 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 a built MG5.
23. The "anchor hex" bug is fixed - Wall of Fire, Force Field can be placed on any available hex.
24. When attacking banks, the guard description is shown.
25. In battle, the duration of cast spells is shown.
26. In battle, the number of creatures killed by damage is shown.
27. A hero can enter the Mage Guild without a spellbook or money.
28. Extended spell description in the spellbook on right-click on a spell. Takes into account skills, specialization, artifacts, and hero SP. Shows - Wall of Fire damage, number of summoned elementals, number of resurrected HP, cost of TP and DD in MP, etc.
29. In battle, when casting a harmful/beneficial spell, the number of killed/resurrected *creatures* is shown.