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 Semi Vanilla Duel Map

Basically 3.1 version with some balance tweaks.

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The semi-vanilla duel map is a side project, aimed at fans of the original 3.1 gameplay. Its goal is to introduce a healthy dose of balance while keeping the flavour and feel of the game as close to the original as possible. Simple and easy to understand tweaks, no skillwheel changes, nor hard-coded changes. Additionally, this map can serve as a global balance mod. By having it in the Maps folder, you can apply its balance changes to other maps or campaigns!

The main goal is for all heroes, skills, artifacts, unit upgrades and spells to be viable - as much as 3.1 allows anyway :) Due to the lack of hard-coded changes, a few issues remain. For instance, haven's enlightenment remains powerful (tho a bit rarer now) while Soulfire.. won't get any better! And similarly, the maximum starting Atb remains 25%. Love it or hate it, it's part of the 3.1 experience.

You can find the changes below though the changelog file in the downloads section is easier on the eyes!

GA

HEROES

HAVEN

Dougal (no change)
Ellaine +50 Peasants
Godric (Base Benediction boosted)
Irina (no change)
Klaus Jouster 10+1%*→20+1%*Lvl / Retaliation Strike 1%*→3%*Lvl
Laszlo (no change)
Maeve Windrider 1%*→0.8%*Lvl
Vittorio (no change)

INFERNO

Agrael Init 1%*→0.4%*Lvl
Alastor Sorcery/Mana Regen → Dark/Master of Mind
Biara Gate Keeper 1%*→0.8%*Lvl
Deleb Ballista Fireball +1 Sp
Grawl +Fireball
Jejebeth Sorcery/Magic Insight → adv Gating/Hellfire
Marbas (no change)
Nebiros +1 Att

NECROPOLIS

Arantir Avatar of Death minus Life Drain, Incorporeal
Deirdre (Base Howl boosted)
Kaspar (Necro starts with Ring of Machine Affinity)
Lucretia Mana Regen, Necromancy bas→adv
Naadir 20→24 Ghosts
Orson +35 Zombies
Raven Destructive → Master of Curses
Vlad Reanimator divisor 1/5Lvl→1/2Lvl

SYLVAN

Anwen Protection, Avenger bas→adv / Sword of Sylanna 2%*→1.5%*Lvl
Dirael +Hive spell
Gilraen Protection → Vitality
Ossir (no change)
Talanar +2 Att (compensation for the spec only working on original upgrades)
Vinrael +1 Att / Enlight bas→adv
Wyngaal Waylayer Atb 1%*→0.5%*Lvl
Ylthin Master of Blessings , Light bas→adv

DUNGEON

Eruina +4 Matriarchs
Kythra Estates → Recruitment
Lethos Poisoner 10%+2%*→2%*Lvl / +Master of Pain
Raelag Master of Initiative 1%*→0.2%*Lvl / +Sorcery/Arcane Training
Shadya Evasive 2%*→1.5%*Lvl / Defense/Evasion → adv Sorcery
Sinitar Catalyst 5%+1%*→10%+1%*Lvl
Sorgal +12 Dinos
Vayshan +30 Scouts
Ylaya Attack → Enlightenment
Yrwanna +15 Furies

ACADEMY

Faiz Disrupter divisor 1/3Lvl→1/1Lvl
Havez WarMachines bas→adv
Jhora (no change)
Narxes (no change)
Nathir Flamewielder divisor 1/3Lvl→1/2Lvl
Nur Inexhaustible 1/3Lvl →1/2Lvl / +1 Sp / -1 Kn / Sorcery bas→adv , Mana Regen
Razzak Defense/Vitality → Leadership/Diplomacy
Zehir Master of Elements divisor 1/3Lvl→1/4Lvl / less elementals spawn on death

FORTRESS

Brand (no change)
Ebba (no change)
Erling (no change)
Helmar Sacred Hammer 20%+3%*→2%*Lvl
Inga (no change)
Ingvar (no change)
Karli (no change)
Svea +Empowered Lightning/Chain Lightning / +1 Sp

STRONGHOLD

Garuna BloodDrinker Att 3→2
Gorshak (no change)
Gotai Warcry mana reduction 6→2
Haggash Centaur Mistress Atb 1%*→0%
Kragh Pounder 5%*→3%*Lvl
Shak'Karukat +4 Wyverns
Telsek (no change)

SKILLS

Morale Atb 50%→40%
Luck Dmg 100%→80%
Tent/Ballista skills grant free Tent/Ballista
Tent 3→99 uses / 800→1000hp (with perk)
Necropolis has a free Ring of Machine Affinity to make their WM more viable.
Retribution Dmg 5%→4%
Empathy Atb 10%→8%
Defence 10/20/30%→8/16/24%
Banish Dmg 10x + 10*Sum → 10x + 50*Sum
Mana Burst Dmg 10*→15*Lvl
Corrupted Soil Dmg 3*→4*Lvl
StormWind Speed 2→1
Runic Armor Sp 4→8
Runic Machines Init 3→4
T3 Bloodrage pts 1000→800 / Dmg reduction 60%→55%
Luck Of The Barbarian 5%→15% (because it’s bugged and doesn’t improve with luck)
Stunning Blow Atb 10%→20%
Stamina Hp 10%→5%
Master of Lightning Atb 30%→60%
Ignite 33%→25%
Benediction Mor/Att/Def 1→2 / Init 10%→15%
HellFire Dmg 10+10x→30+15x
Banshee Howl Luck/Mor 1→2 / Init 10%→15%
Consume Artifact revival multi x10→x7
Magic Mirror 2%*→1.5%*Lvl
Arcane Excellence +100 mana→+20% Mana
Enlightenment chance (Haven & Stronghold) 2%→1% / Racial gets the missing +1%
Detain/Weaken abilities 25%→20%
Back to the Void damage x3→x2

lava

OBSTACLES

ObstaclesMaxArea 21→10
Lava obstacles 2x3→2x2
Dwarven Underground and Snow River arenas now spawn obstacles!

SPELLS

Some spells have had their advanced mastery bonus improved. This is to prevent Shatters from being too powerful. A player should stand a chance even when countered.

Buffs/Curses 3/6/9/12→4/6/8/10 (vulnerability remains as is)
Haste/Slow Init modifier 10/20/30/40%→20/22/25/30%
Regeneration No Mastery: duration 1→2 / Mana 8→10
Resurrection Adv Mastery: 60+15x→190+24x
Sorrow No Mastery: -Luck/Morale 1→2
Confusion 50/70/90/100%→25/40/55/70%
Puppet Master Adv Mastery: Duration x0.25→x0.2 , Init reduction 3%→2%
(Puppet was unaffected by Shatter, other than t7 becoming immune)
Firetrap No Mastery: #mines 2→4
Blade Barrier Hp 5/8/10/12 → 8/10/12/15
Summon Elementals Adv Mastery: Sp multi x1→x1.6
Hive Hp 10/20/50/100 → 80/120/160/200 / +2 Init
Firewall Sp multi 9/11/13/15→11/13/15/17
Chain Lightning Sp multi 10/15/20/25→12/17/22/27
Meteor Shower Adv Mastery: Sp multi 15→17
Deep Freeze Adv Mastery: Sp multi 15→24
Implosion Adv Mastery: Sp multi 20→32
Call of Blood rage bonus 10*→15*Lvl
Fear My Roar Mana 7→8
Battlecry Mana 10→12
Horde’s Anger damage x1→x0.8 / Mana 10→14

SPELL BANS

Armageddon
Curse of the Netherword
Word of Light
Divine Vengeance (except Seraphs)
Earthquake
Rune of Charge

UNITS

HAVEN

Training units 20→30
Conscript Bash ProcFactor 1.5→1
Crossbowman -1 Max Dmg / -2 Att
Marksman +2 Def / +1 Init / Precise Shot range 3→4 tiles
Squire Bash ProcFactor 1.5→1
Battle Griffin +1 Init / 1→99 dives / Rush Dive Dmg 60%→100%
Imperial Griffin -1 Att / -1 Max Dmg
Seraph +5 Min /-5 Max Dmg / +5 Mana

INFERNO

Mana Steal per weekly growth 4→2
Horned Overseer +2 Hp / +1 Init / Explosion 9+9x→50+15x / +2 uses
Horned Overseer, Horned Grunt, Vermin Dmg +1 Min /-1 Max
Cerberus +2 Hp
Succubus Mistress +3 Min Dmg
Seduction -25% efficiency
Searing Aura x10→x8
Pit Lord Fireball/Meteor bas→adv
Summon Other reach +2

NECROPOLIS

Skeleton Archer +1 Min Dmg / +1 Hp
Vampire Lord +2 Att/Def / +1 Init/Speed
Torpor Duration 2→1.5 / ProcFactor 3→2
Lich Master Raise Dead bas→adv
Banshee +1 Init / Death Wail Dmg x10→x15
Sorrow Strike Luck/Morale 3→2

SYLVAN

Sprite Wasp Swarm 0%→10% atb
War Dancer +1 Min Dmg / +2 Def/Hp
Master Hunter +1 Init/Def/Min Dmg / Shots 16→24 / Warding ProcFactor 1→1.5
Arcane Archer -2 Min/-3 Max Dmg / Shots 16→12
High Druid max Channeling Sp 20→13
Druid Elder Stone Spikes none→adv
Rage of the Forest Init 5→4

ACADEMY

Djinn Sultan +5 Hp
Combat Mage +1 Init
Rakshasa Raja +2 Def / +1 Init
Call Storm Dmg x10→x20 / ranged penalty x1%→x2% / +1 use

DUNGEON

Assassin Poison Dmg 1x→1.5x
Stalker +1 Init / +2 Invis uses
Minotaur Guard +1 Init / +3 Def
Rider Charge Def reduction 20%→15%
Wheeling Attack Dmg 25%→70% / triggers after 1→0 tiles
Hydra Regeneration Hp 30-50→60-90
Foul Hydra +2 Min/Max Dmg
Shadow Mistress +1 Init / +2 Invis uses / +Weakening Strike
Shadow Matriarch/Mistress Confusion none→adv (because of Confusion nerf)
Red Dragon +Immune to Puppet

FORTRESS

Mountain Guard +1 Min Dmg / Prepared Position Def 5→10
BearRoar small creatures ProcFactor 2→1.5
Battlerager Bash ProcFactor 1.5→1
Berserker +3 Att/Def
Rune Patriarch Firewall adv→bas
Flamestrike Dmg x1.2→x1
Mark Of Fire Multiplier 200%→150% / ProcFactor 1→2
Lava Dragon can now harm allies / Liquid Flame Dmg x10→x20

STRONGHOLD

Rage loss from Destructive 0→50
Nomad Centaur +1 Hp/Init/Min Dmg / +Fierce Retaliation
Mauler +3 Hp / Lvl 1 rage bonus -3 Hp
Sky Daughter +1 Init / +4 Mana
Executioner +Immune to Puppet / +3 Def
Foul Wyvern +2 Init / Regeneration Hp 30-50→60-90
Venom Dmg 5x→10x
Untamed Cyclops +30 Hp / +Immune to Puppet
Bloodeyed Cyclops +Immune to Puppet

SUMMONS

Air Elemental +10 Hp
Earth Elemental +5 Init / +1 Min/Max Dmg
Fire Elemental +2 Init / -1 Min/-5 Max Dmg
Water Elemental Sp modifier x0.3→x1

2arties

ARTIFACTS

Ring of Machine Affinity: +Def 1→0 / 20000→15000 gold
Elemental boosters: 6000→15000 gold / Minor→Major
Book of Power: 9000→14000 gold
Skull of Markal: +Sp/Kn 5→4 / -2 Morale→-2 Defence / 22000→15000 gold
Ring of Sar-Issus: 20000→15000 gold
Staff of Sar-Issus: +2 Sp / 20000→15000 gold
Cuirass of the Dwarven Kings: 17500→15500 gold
Greaves of the Dwarven Kings: 17000→15500 gold
Helm of the Dwarven Kings: 17000→13000 gold / Relic→Major
Shield of the Dwarven Kings: 17000→15500 gold
Ring of Celerity: 8700→12500 gold
Tunic of the Carved Flesh: 4700→6000 gold
Helm of Chaos: 5500→6000 gold
Sandals of the Saint: 16000→15000 gold
Dragon Eye Ring: 13000→11000 gold
Dragon Talon Crown: 10500→8500 gold

ARTIFACT BANS

Non combat artifacts
Magic Scroll
Armour of the Forgotten Hero
Cloak of Death's Shadow
Elemental Waistband
Lion Crown
Pendant of Mastery
Ring of Banishment
Ring of Speed
Ring of the Unrepentant
Rune of Flame
Staff of the Netherworld
Magic Tomes
Unicorn Horn Bow
Windstrider Boots

Some of the above have a harder impact on the game compared to others and nothing short of hard-coded changes could fix that. Others are the exact opposite and mostly clutter the merchants. I could just add some +Sp or something but we have enough of those. Ideally niche artifacts should boost well the one thing they’re supposed to boost but that's not possible here.. :)
Any artifact that affects Initiative or Magic Resistance by more than 10% is too much. Same with artifacts that affect Luck/Morale by more than 2 points - Lion Crown for instance counts as +4 skills.
Windstrider Boots or Unicorn Horn Bow can at times single-handedly win games.
The Rune of Flame bypasses the ban on Rune of Charge which can also decide games.
The Tomes are fine but the map already has an arcane library and some extra shrines.

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