The Tactical Duel Map is the map equivalent of the duel mode. You start with lvl 1 hero and week 6 army strength, level up via sphinx, buy artifacts, learn spells, upgrade and you're ready for battle! Interested in friendly games, tourneys, guides, replays, gameplay discussions or otherwise keeping an eye on the changes? If so join our discord community! More details in the Summary or the Files tabs.

Post news Report RSS Duel Map April Update [Part 1]

A new update is brewing! Coming soon⟨™⟩, here is a sneak peek in the meantime.

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This update is a major departure from the previous versions, in a good way :)

The Duel Map now has an ingame skillwheel, making it easy to check skill requirements without alt-tabbing or right clicking the skill descriptions on level ups. It was something that has long felt missing but required an ungodly amount of studying and work to get it done, hence the delay. Like any skillwheel mod, it adds a button in the skill screen which toggles faction skillwheels. Click your faction and you can see what unlocks what and skill descriptions if you mouse over.

wheel

The map's visual mods have been removed from the map and packaged into a single file that you put in the data folder. This has made the map light enough to send over discord(less than 8mb) but also allows me to add more good visuals without the map getting overweight :) Map updates are more frequent than visual updates so I hope you will pardon me for the inconvenience. There is also an optional green skin orc mod. This is packaged separately from the other visuals so you can use or leave out, depending on your taste.

greenorcs

On to the more minor stuff.

Faction access to mercenary camp(+2att/def, -3sp/-1kn) and garden of revelation(+3sp/+1kn/-2att/def) has been revised. The former is reserved for magic-focused classes and the latter for might-focused ones.

The native terrain bonuses have been removed so you can fight fairly anywhere, regardless of faction.

Ring of vitality and necklace of the bloody claw have been removed because they can really make a difference if they stack with vitality and/or battle frenzy. Especially in the hands of necro ^^

Some artifact relic stat tweaks like mask going from +2 attack/knowledge to +4 attack.

Druid Elder mana 18->21, making it possible to cast two stone spikes and one lightning.

Hitmen lose maneuver ability but gain tactical retreat in its place (good old goblin cowardice ^^). Going for a might build could significantly boost boost their survivability and retaliation damage - despite maneuver doing halving it. Now hitmen will not retaliate but still retreat, this time further out of enemy reach. This allows them to go into hiding anew and start plotting their next assassination :)


Rune of Magic control is back and copies enemy buffs instead of steal them. I was a little concerned about fortress units copying regeneration which is now on par with resurrection but 1) it uses the runemage's spellpower instead of the original caster so might fortress can't really abuse it 2) it uses the remaining duration that the original unit had at the time it was copied 3) in case of multiple buffs, getting regeneration isn't guaranteed.

alt necro

Scavenger Zombie alt added! No weakening effects, higher defence, can eat corpses to replenish its forces. On the flipside, it is too slow to abuse it.

Vampire Knight alt added! As any self-respecting vampire, they have no retaliation and life drain. But unlike lords they are walkers, slightly slower but tougher. Their added special is Battlerage (+5att/+2 init) which they cannot trigger by themselves, unless they are attacked.

Gremlin Trickster alt added! They cannot repair or sabotage but they get warding shot and 12 initiative. With these gremlins and colossus' bash, academy now has a use for soldier's luck!

Plus a couple of alt skins like the lich above. You can use them instead of their regular models.

The update is due Soon⟨™⟩ as there is still testing to be done. Cheers.
- Elvin

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