mt_outcast 4.6
1 Hero mirror template.
1 Hero mirror template.
❖ Template consists of 3 Kingdoms. 9 zones, each Kingdom has 3 zones and cities. Players start in the middle.
❖ Template now can be played with teams (4 or 6 players/AI).
❖ Version with bots is played 1 vs 1 with allied bot to each player (red+brow / blue+green). For more info about bot behavior and mechanics look for "BOT MECHANICS" section.
❖ Subterranean Gates (45000/55000 average value guard) are the only mirror connections. 8 gates on the map - 1 for each zone except for starting zone.
❖ All monsters behavior is in range from 1 to 10. You can join guards without having Diplomacy, 75% monsters join and only for money.
❖ All artifacts are 2x value on treasure zones, 1.5x value on pre-treasure zones and standard value only on starting zone.
❖ Starting zone has exactly 1 scroll (5000 value), and it is guaranteed to be a control scroll (town portal, dd or fly).
❖ Level 4 shrines can only appear in starting zone.
❖ You can form power stacks of neutral creatures if you get neutral creatures template variation.
❖ Pandora boxes mostly contain t1 - t7 units and Quests will mostly reward you with t5 - t7 units.
❖ Terrain of zones is always random. However, there is a 66% chance of getting your own faction terrain or at least a terrain with no penalty.
❖ Very low chance to get extremely mad Pandoras or Quests (check F.A.Q.).
❖ Tier 5 level Air Boxes can be generated on zones 3,5,7 and 9. Value is 50000.
Check your HOTA version, if it's not go to: HOTA downloads
Download template.
Place your .h3t file into Heroes 3 > HotA_RMGTemplates directory.
Make sure that there are no subfolders otherwise it won't work. Don't rename the folder to avoid matching errors in lobby. Restart the game if template doesn’t appear on the list.
Standard 1 hero gaming rules.
Refer to these rules in case of conflicting opinions. If the situation at hand is not covered in this ruleset, then write about it in the feedback channel.
Recommended timers: 2 / 1:15 / 0:30 or standard JO timer 2 / 1:00 / 0:15;
L+U size;
Restart 1x113 (after players traded for heroes and colors). You have only 1 restart that can be taken either on 1, 2 or 3 day;
1 Hero 1 life. No surrender or running away from battle; Players are not allowed to hire any heroes from tavern. If your hero is dead - it means defeat;
No Draws. In final fights the player who deals the finishing blow wins the game (Reflected damage from Fire Shield and Magic Mirror also counts as a last hit for a player who casted these spells); The Fairy Dragon's innate ability to the Magic Mirror is equal to the cast spell of the player who owns it. The same is true for the Sultan-Efreet and his Fire Shield;
Players can do whatever they want with Subterranean Gates guards: fly over, join them, fight etc;
130% difficulty (15000 gold, 15 ore and wood and 7 gems / crystals / mercury / sulfur) is recommended OR;
Difficulty: 200% with coin flip. Each player can ban from 0 to 3 heroes. Whomever wins the coin flip - chooses hero and color first. NEVER PLAY FULL RANDOM on 200%, because when you will get Ufretin and opponent will get Gelu - you will find out why;
Monster strength: strong;
Water content: none;
Road types: fast;
Sim turns: 134, prolong if needed;
You CANNOT learn Earth Magic skill using any Conflux Town.
You CANNOT upgrade Estates. There are 4 ways to get vampire lords:
1) join vampire-lords;
2) join vampires and upgrade them in hill fort or upgrade them in your ally bot Necropolis;
3) hire vampire-lords in refugee camps;
4) hire vampires in refugee camps and upgrade them in hill fort or upgrade them in your ally bot Necropolis.
If player gets vampire-lords using any different way - it is against the rules of the template.
130% - [RH] Random Hero trade system. Random hero picker made by m'lords Grishous and Maralis Daniel is integrated into lobby template description. Click on that link under template description when you are already in the lobby. Random pair of heroes will be generated. First hero pair reroll is free. Each next reroll costs 300 gold. First players trade for heroes, then - for colors.
why is value so huge?
It is huge for all other templates. Here the main goal was to have challenging fights in all stages: early game, middle game and late game (don’t forget about value of artifacts + 3 zones have the same faction) and you have much more army than on any other template, except for JO / Duel, Clash of Dragons and some others.
why is Armageddon enabled?
Because I am not a fan of bans with questionable reasons. You have all resistance artefacts here, interference artifacts, it is not like “Oh look, I got Armageddon, it is gg now for opponent”.
why Diplomacy is banned but you still can join 75% creatures for money?
To have the ability to join monsters from the start without rolling Diplomacy skill (some classes can take it earlier or later, you can also not get it at all sometimes or you can get it too late) fits a lot better for mirror balance. It also leads to some spicy trades because gold means more and can influence gameplay from the beginning of the match.
why is Dracon / Gelu / Crag / Tazar etc are not banned on a mirror template?
Because playing on 130% allows you to trade a lot for the Hero and usually trade should cover the difference. If you think that Gelu will win Ufretin having 0 against 30000 - good luck. Anyway, you can reroll hero on 130% and ban from 0 to 3 heroes on 200%.
why add troll 2 gold / exp Pandora boxes and quests?
Cuz u too ez. Pandora box (lore and HoMMIII campaigns have some examples) is not always an object that buffs your hero or gives something good like gold of spells, I want to see Pandora's box rarely punish a player instead, like it was in Heroes of Might and Magic campaigns (remember those boxes, when you could be attacked by hordes when you open it?) Chances for them to be generated is very-very low though.
why I don’t have Fort in my town? Is it a bug?
No. The No-Fort variation of this template is intentional and you get certain bonuses as compensation, like having an extra samwill and ore pit in the starting biome and many other things.
why not just leave your native terrain?
Because some objects can be generated only on a specific terrain. This template allows for the possibility to play as Necropolis while having Genie lamps, Oasis or Pyramids. This presents HoMMIII from a different side.
Don’t ignore the control scroll in the starting zone, even if you didn't find it week 1-2-3. It is 100% there;
Always try to visit Hut of the Magi (Opens Eyes) in your starting zone;
Don’t ignore mines in order to save 400 movement points, sometimes it's better to build Magic Guild or Army;
Don’t ignore t4 shrines if you can and if hero also has advanced “Wisdom” skill;
Be aware of Plague weeks, it can happen every 1 day of new month.
If you make fast in the bot town/mine, you will not be able to retrieve your army back;
Bot faction have to be set random (bot faction will always differ from player's and 3rd one);
On 130% difficulty bots will never hire more than 4 heroes;
Bot has 3 different behavior patterns (warrior, builder and explorer), and on a mirrored template brown and green will have the same pattern;
There are 4 different starting biome types where bot can spawn:
1) with fort and weak guards;
2) with fort and average guards;
3) without fort and weak guards;
4) without fort and average guards;
Bot uses "Town Gate" object, but will always teleport to their own towns;
Player can use "Town Gate" object to teleport to both their own and bot towns; be careful when using "Town Portal", if bot's town is the closest one - you will be TPed to bots town;
Bot will sometimes send you resources (as bigger you deficit in a certain resource, more like bot will send you this resource);
Be careful! If you break guard to a Pandora box or an artifact and there is a bot hero nearby, it will be most likely "stolen" by a bot;
You can upgrade units in the towns of the allied bot.
Version 4.6 (including standard, bots and team versions):
❖ Eagle Eye, Learning and First Aid skills unbanned;
❖ Undead King artifact is banned;
❖ Ash, Ryon, Xsi, Darkstorn and Floriber heroes unbanned / Roland, Xyron, Vokial, Tankred and Geon heroes banned.
The command version has been updated to version 4.5. It can be played with 2 to 6 players/AI. Differences from the regular version:
❖ A control scroll has been added to the starting zone of brown/orange players, all other scrolls in these zones have been removed;
❖ The magician's hut and level 4 shrines have been added to the brown/orange starting zone;
❖ Removed boxes on the 5th air level;
❖ The value of dragon utopias in all zones is 10,000;
❖ The value of artifacts in the brown/orange starting zones has a 1x multiplier instead of 1.5x;
❖ The filling of the “pre-treasure” of the brown/orange players has been brought into relative compliance with the similar zone of the red one;
❖ The resource mines of the brown/orange players are brought into relative agreement with the similar zones of the red one.
Version 4.5:
❖ Fixed a bug with a graphical bug in the template generator, due to which the "First Aid" skill was available. Now First Aid is banned, as it should have been;
❖ Shrines and Airship Shipyards have been removed from the template;
❖ The Ancient Altar has been removed from the "Anarchy" template (1 of 116), and the starting zone will have 1 of 3 types of terrain: snow, grass, dirt;
❖ Factory hero Frederic is available and Todd is retiring;
❖ The item in the template rules regarding the price of a paid hero roll has been changed: 300 coins (from 500).
Version 4.4:
❖ The template is adapted for patch 1.7. Pandora's boxes for the Factory are generated consistently;
❖ Versions of the template with neutral zones are adapted for patch 1.7;
❖ Floriber and Bertram are banned. Tavin and Merdok are available;
❖ Fixed a bug where the artifacts "Recanter's cloak" and "Cloak of Silence" were available on 50% of the templates. Now the chance of their generation is 25%;
❖ Fixed a bug where Pandora's boxes for Cavalry and Champions were generated under incorrect conditions;
❖ The "Keeper of Dreams" artifact is available on 12.5% of templates;
❖ The Airship Shipyard has a 50% chance of appearing in the starting area;
❖ On the "Anarchy" template, the Ancient Altar is available in the starting area (1 template out of 116);
❖ On the version without bots, hiring heroes in the tavern is prohibited;
❖ The spell "Summon Water Elementals" is available on 50% of templates and only where there is "Armageddon";
❖ The artifacts "Eclipse Amulet" and "Seal of Sunset" are each generated 25% less often;
❖ The Sanctuary has a chance to be generated in a random zone in 50% of templates.
Version 4.3:
❖ In the starting area, from 0 to 4 (before from 0 to 2) unguarded monoliths can be generated, leading to a random location. The chance is proportional.
Version 4.2:
❖ All monolyths on zones 2,4,6 and 8 now have roads;
❖ All Subterranean Gates on zones 2,4,6 and 8 now have roads;
❖ New Subterranean Gates values are distributed between 36k and 64.5k uniformly.
Version 4.1:
❖ The skill "Scholar" is only allowed on the version with allied bots, and "Learning" is prohibited;
❖ The skill "Learning" is only allowed on version 1 vs. 1, and "Scholar" is prohibited;
❖ The frequency of generating the "Dragon Utopia" object has been slightly increased (200 for all templates, 180 for templates with neutral creatures);
❖ Dwelling of the Inferno faction "Failure" (t5 creature) is not generated in zones 1, 4 and 8 (zones of the native Kingdom);
❖ Alternate randomly zones 3 and 7 or 5 and 9 will have medium guards instead of strong;
❖ Zones 2 and 6 always have weak guards;
❖ Artifact "Boots of speed" is available on all versions.
Version 4.0 with bots:
❖ Template is played with Allied-AI (red+tan and blue+green);
❖ Monoliths in AI zone now are guarded (6000 value);
❖ Road to AI zone now is 9000 value (was 6000 before);
❖ Miriam unbanned, Illor banned.
Version 4.0:
❖ Miriam unbanned, Illor banned.
Version 3.9:
❖ Artifact "Shaman's Puppet" is now generated in only 50% of template (was 100%);
❖ Artifacts "Runes of Imminency" and "Demon's Horseshoe " are now generated in only 75% of template (was 100%);
❖ Frequency of "Dragon Utopia" generation slightly increased (from 100-120 to 100-140);
❖ Boxes containing all "Air Magic" spells are now containing only lvl 5 spells of "Air Magic". Value is same (50000), generation frequency decreased from 200 to 160;
❖ Artifacts "Bird of Perception", "Stoic Watchman", "Emblem of Cognizance" are returned to the game. Each one of them has 42% chance of generation, the chance of generating all 3 is 8%;
❖ If players start with no-fort, two of the treasury non-native zones (3 and 5 OR 7 and 9) will have average guards instead of strong ones. It will happen only on maps without neutrals.
Version 3.8:
❖ Monoliths between zones 3-7 and 5-9 now might generate either off-road or on-road, with connection repulsion or without it;
❖ Increased value of "Dragon Utopia" to 10k in the starting biome and 20k in all other biomes;
❖ Added a possibility to generate a magic box in the starting biome. This box will contain level 1 spells of 2 random magic schools (total of 6 combinations) and has value of 5k;
❖ Slightly decreased generation frequency of army boxes in the starting biome (except for the templates with neutral creatures);
❖ Fixed bug of missing connections in all templates (would rarely happen starting from 3.0 version);
❖ Artifacts "Ring of Suppression" and "Intimidating Mask" are generated on 20 templates out of 116 (was 5 from 116);
❖ Gold mine is generated only in 50% of templates. Templates with gold mine will have "Armageddon" spell enabled, templates without gold mine - disabled;
❖ Improved logic of algorithm responsible for mirror connection generation;
❖ All air magic pandora boxes frequency on zones 3,5,7 and 9 decreased from 300 to 200 and now is equal to other Pandora Boxes on those zones;
❖ Decreased values of Subterranean Gates with bigger distribution range. New gate values are distributed between 41k and 69.5k uniformly. (For comparison in 3.4 values were between 45k and 60k, in 3.7 - between 55k and 70k).
Version 3.7:
❖ Offence and Defense skills enabled on 100% of templates;
❖ Learning and Estates skills unbanned;
❖ Quest rewards for army will only suggest tier 7 units now (5-7 before);
❖ Pandora Box with all air spells can generate on zones: 3,5,7,9 (1 maximum per zone). Value of such a box is 50000;
❖ Monoliths between zones: 3-7 and 5-9 added. They can generate both with roads or not, value is 15000.
Version 3.6:
❖ Logistics skill banned;
❖ Sorcery skill enabled;
❖ Interference skill enabled 100%;
❖ The "Attack" and "Armor" skills are mutually exclusive, meaning this is the following: on templates where "Attack" is available, "Armor" will be unavailable and vice versa. 50 to 50%;
❖ Artifacts: "Golden Goose", "Sniper's Bow" and "Plate of Fading Lights" are generated 50% less often. On 50% of the templates, instead of the "Golden Goose" and "Sniper Bow" there will be their composite artifacts-parts;
❖ Your own pre-treasure zone guards are now set to strong (were medium before on all versions);
❖ Artifacts: "Ring of Suppression", and "Intimidating Mask" are generated only on 5 templates out of 116;
❖ Artifact "Pendant of Courage" is allowed. It is generated only on 4 templates out of 116;
❖ Quest rewards are greatly enhanced: in 50% of cases it will be troops, in 18% - experience, in 32% - gold;
❖ Subterranean Gates guards increased by 15% on average;
❖ On 1 template out of 116 (anarchy) diplomacy, logistics, offence and armorer skills are enabled.
Version 3.5:
❖ Logistics skill enabled;
❖ Animate dead spell enabled only on templates where players start on zone with neutral creatures and no fort;
❖ Angels dwelling enabled only on starting zone;
❖ Angels and archangels pandora boxes disabled. Instead of them more cavaliers boxes was made;
❖ Interference skill enabled only on 20% of templates;
❖ Orb of vulnerability can spawn with 50% less chance.
Version 3.4:
❖ There is always 1 scroll of control at the starting zone on mt_outcast 3.4 , as before;
❖ Cartographers have been removed from all template options (3.4, 3-scroll and team versions);
❖ Changed the numbering of command template and template with 3 scrolls.
Only for team version:
❖ Mirror connections now work properly. You can play this template 2v2, 2v4, 3v3 etc.
Version 3.3:
❖ 2 Control scrolls on starting zone now generates if players start with fort built (instead of none-native terrain before);
❖ Armageddon spell now has 50% less chance to be presented on template;
❖ "Turbo" version with 3 scrolls on starting zone added. You can download it below or here.
Version 3.2:
❖ Templates for 1 vs 1 and command templates are separated. The bug of the absence of mirror links in command templates is not fixed in any way known to me. While this will be a beta, where players in teams will definitely need to be located in different planes. You can download it separately below.
Version 3.1:
❖ The template is adapted for team play. You can play 2v2 or 3v3 both in alliance with a human / bot and not (But remember: a bot cannot be forced to use only 1 hero);
❖ The rule to only beat the Underground Gate Guards goes to hell. Now it's up to the players to do whatever they want with the guards (join, fly, don't fight). At the same time, the protection of the Underground Gates has been strengthened by an average of 10,000 values;
❖ Starting area has a chance to generate an unguarded dragon utopia;
❖ Magic on all templates now works according to one system: only the spell "Haste" is prohibited;
❖ Recanter's Cloak and Cape of Silence now generate 50% less frequently;
❖ Quests have been reworked. They now give troops / gold (from 2 coins to 66666 coins). The chance of getting 2 coins per quest is now about 10%;
❖ On all templates where the relief of the starting zone does not correspond to the faction type, 2 scrolls of control are generated on the starting zone. If this is not clear, then you can always check it like this: in the template description it will be written: mt_outcast dirt, for example;
❖ About 10% chance to start with two cities/villages at once;
❖ Only for team template variations (for 4 or 6 players): 2 scrolls of control are generated when the terrain on the map does not match the factions of the castle. The template description will say: mt_outcast dirt team, for example.
Version 3.0:
❖ Weak monster guards on all templates with neutral Kingdoms.
Version 2.9:
❖ Portals on starting zone on templates with cut magic (35000 average value Subterranean Gates) are removed;
❖ Portals on starting zone on templates with full magic (45000 average value Subterranean Gates) can be generated at a range from 0 to 2 (in 2.8 there were always 4 portals);
❖ Medium monster guards is set on starting zone on all templates having neutral creatures (was weak before), and monsters behavior on starting zone only on such templates is set to 1-7 which means more friendly (was 1-10 before);
❖ Upgrading estates is now forbidden by template rules. There are only 3 ways to get vampire lords in game: get them in refugee camp, join vampire lords or join vampires and upgrade them in hill fort. If both players agree, they can play without this rule of course, but I am preparing a final version for tournament, and on tournament I don't want to see vampire kebabing, same as in regular matches.
Version 2.8:
❖ New link for this web-site made under template description.
Version 2.7:
❖ Connections between 1 and 3,5,7,9 zones are now monoliths (0 value guards);
❖ Monoliths between 2 and 6 zones removed;
❖ Random hero picker made by m'lord Grishous is integrated into lobby template description .
Version 2.6:
❖ Maximum 1 Portal of Glory per zone;
❖ More roads on the template (watch scheme below). Starting zone has now roads to all other zones. Zones 2,4,6 and 8 have monoliths. Templates with 45000 average Subterranean Gate value will always have roads leading to those monoliths. Templates with 35000 average Subterranean Gate value can either have those roads, either not;
❖ Maximum 3 tier 4 level shrines can spawn on starting zone (4 max before). Usually only 2 will spawn. Maximum 3 tier 3 shrines can spawn on starting zone (1 max before).
❖ Earth Magic as skill is disabled. Haste is always banned; templates with 35000 average value Subterranean Gates have Implosion, Armageddon, Haste, Water summons, Air summons and Fire summons disabled; You CANNOT learn earth magic using any Conflux town;
❖ Artillery, Mysticism and Intelligence as skills enabled;
❖ Value of Subterranean Gates is now random. Templates with more spells will have it at range between 45000 and 50000 (45500, 46000, 46500, 47000, 47500, 48000, 48500, 49000, 49500, 50000).
Templates with less spells will have this range value from 35000 to 40000 (35500, 36000, 36500, 37000, 37500, 38000, 38500, 39000, 39500, 40000).
❖ Mad anarchy template (1/116 chance with many combo relics enabled except for "Angelic Alliance") has 66666 Subterranean Value Guards.
Version 2.5:
❖ Vampire dwellings are banned on your own Kingdom zones;
❖ Ballistics skill enabled;
❖ Neutral cities will randomly spawn with fort or no fort;
❖ Value of Subterranean Gates guards are reduced to 45000/30000 (before it was 45000/35000);
❖ Shield spell is banned on 45000 Subterranean Value Gates templates;
❖ Stone skin spell is enabled on 30000 Subterranean Value Gates templates;
❖ Cancer Town Portal spell is banned everywhere. If you want to get all the troops from your cities and teleport in front of attacking DansGame face opponent and defend - BibleThump ; if you want to just press 1 click and teleport all over the map - BibleKek , spend movement points now, spend time and pray for Town Gates lucky spawn. No more GG if your hero won't roll earth magic or will get it as last skill, CANCER BROKEN MAGIC HOTA FIX THIS CANCER!"""!!!!!!!!!!!!;
❖ Some changes on 45000 Subterranean Gates Guards templates:
-Pendant of Reflection as combo artifact enabled;
-Everflowing Crystal Cloak, Everpouring Vial of Mercury, Eversmoking Ring of Sulfur, Ring of Infinite Gems enabled (to get more cancer artifacts and less stats BibleKek);
-Cornicopia disabled.
❖ On templates with Cartographer (3/116 chance) Cartographer can now spawn on 3 zones (1 on each Kingdom) to prevent 1 of the players to miss it;
On one of them (1/116 chance) many combo relics are enabled, it is mad anarchy with open map variant.
Version 2.4:
❖ Slayer spell enabled;
❖ Template with only 1 neutral creatures biome added;
❖ 6 templates out of 58 can have high tier level units on your starting Kingdom faction side biomes (like it was in 2.2);
❖ Cartographer chance is reduced to 3/116;
❖ Divided magic system:
on 50% of templates in pack you will have 1 spell system enabled, on 50% - another (watch description).
Important question: how can I differ it in game? The answer is ez if you are not as ez: if you see 45000 value Subterranean guard - you will get extensive magic spells, if value is 35000 - there will be +- old spell system.
Orb of silt and orb of tempestuous fire disabled on extensive system.
Version 2.3:
❖ Estates skill banned again, reason - to make heroes with this starting skill more valuable while trading;
❖ Artifacts enabled:
"Pendant of Death", "Pendant of Life", "Pendant of Free Will", "Pendant of Holiness" - crypts/churchyards/black towers will now have much more random chances to get good stuff. Quests also can require one of those pendants now;
"Wizard's Well";
"Elixir of Life" as combo artifact can spawn only on templates with neutral units;
"Recanter's Cloak" and "Cape of Silence".
❖ Sir Mullich is enabled, Sorcha is disabled because there is already equal hero - Queen Catherina;
❖ Zones 4 and 8 (zones with your native units) now have less pandora boxes: mostly there will spawn tier 1 - tier 3 creatures, tier 6 - tier 7 units are disabled on these zones (reason is to encourage anti-defender/builder gameplay);
❖ 3 templates out of 48 in pack (1 with fort, 1 with no-fort, 1 with neutral creatures) can have Cartographer on starting zone and old Hill Fort with tier 1 - tier 7 creatures;
❖ Monster behavior on starting zone is set to 1-7 (1-10 before) on all templates with none-native terrain so they become more friendly;
❖ Neutral templates have 2x more chance to be generated.
Version 2.2:
❖ Estates skill unbanned;
❖ Town Gates object now has 200 value (10000 by default) and maximum frequency on all zones;
❖ Unguarded teleport will spawn between 2 and 6 zones. Usually it will have roads.
Version 2.1:
❖ New link for this web-site made under template description;
❖ Swamp terrain on your starting zone is removed, unless you play Cove or Fortress. There are almost none exotic objects being generated on the swamp, it just slows down the gameplay. Chance of getting neutral creatures is slightly more now;
❖ Artifacts enabled: "Ring of Oblivion", "Orb of Vulnerability".
Banned Secondary Skills
Added Secondary Skill
Banned spells:
"Animate dead" spell is available only when players start without a fort and with neutral main biome.
"Haste" spell is disabled in magic guilds and tomes of air magic on all templates.
"Armageddon" spell available 50% / 50% (available if golden mine generated in starting zone).
"Summon Water Elementals" spell available 50% / 50% (available if golden mine generated in starting zone).
Banned Artifacts
Added artifacts
Banned Heroes
Added Heroes
Made by John Denver. Twitch link: https://www.twitch.tv/john666denver