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You have to login, when you want use this functions!Overview 2022 PBEM Tournament Player Pool | PBEM | (Free slots)
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Description:
The Championsleague is ongoing and its season 2 is starting in April 2022.
The 2019 PBEM Duel Tournament is finished.
== Archive of old tournaments (please also check the Hall of Fame): ==
- A PBEM tournament (the 2015 PBEM Duel Tournament) was organized and started in 2015. It was split into 3 tournaments (16 players; 8 players #1 and 8 players #2). It entered its final phase (between the winners of each of the 3 branches) in October 2016 and was won by gabthegab in March 2017. Check out the report of: match #1 (report, match #2 (report), match #3 (report), match #4 (report) and to get an overview: the Final phase roster
- The 2016 2vs2 Team PBEM tournament started on 15 July 2016 and was won by team Coup de Grâce (gabthegab and Tussel) on 23 October 2018. The finale and the semi-finale (the match in between was conceded by team Green elephant).
- The 2017 PBEM Duel Tournament started on 31 January 2017 and was won by gabthegab on 18 October 2018. The finale(gabthegab vs Jean de Metz) and the videos.
The 2018 PBEM 2vs2 Tournamentstarted on 17 September 2018 and was won by Dread & Mac (DreadReapr and marcuspers) on 1 June 2020. The 3vs3 Tournament started on 12 February 2018 and was won by Dos Equis XX ($eeR+El_Lobo+Badok) on 30 April 2021 , it has its own, dedicated, Pool: 2018 PBEM Team Mini-Tournament Discussion Pool The Championsleague:
Season 1 started on 13 October 2021 and was won by mahimka. It ended on 4 April 2022. Season 2 should start on 25 April 2022.
17 | 18 | 19 | 20 | << first | < previous | next > | last >> |
Classes/races received for everyone except:
- gabthegab
- Marcuspers
- Evgendil
- Hiliadan
- rickyroo222
- Lightform
- Jundland Banshee
- Boze
- embahr
So basically all but 3 matches are ready to start. Please check the settings posted by your opponents and start the match. Once it is started, please update its status to "Ongoing" through the drop-down menu.
Round 2 should end around 16 January (16 November + 2 months).
Round 3 will use v1.18 of the balance mod (same as now).
== 2017 PBEM Duel Tournament ==
23 players joined, only 9 slots left to join: https://www.the-battlefield.c... />I am trying to get Zaskow to release the "tournament size" map in the beta branch of the balance mod but he is facing some bugs... I hope v1.2 will not be delayed too much as a consequence.
== Balance ==
Please provide feedback on these new priority changes for v1.21 (probably for round 2 of the 2017 PBEM Duel Tournament):
GC24
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
GC25
Earth Elemental cannot be obtained as a reward any more in the Forbidden Sanctum
GC26
Forbidden Sanctum's batte enchantment is Mass Bless / Mass Curse and Shock Missile cast every turn on a random enemy unit
GC27
Sunken City's battle enchantment is Frost Missile (cast every turn on an enemy unit)
GC28
Sphynx Temple's Greater Immolation affects 2 enemy units every round (was 1)
GC29
Hall of the Forefather's battle enchantment is Vengeful Totem: enemy units are affected by Glacial Totem and one enemy unit is hit by Vengeful Frost every turn
GC30
Ziggurath's battle enchantment is Filth Pith
GC31
Lost City's battle enchantment is Bell Tower
GC32
Castle of the Lich King's Batte Enchantment is Lich King's Undying Army: all defenders have Undying and enemy units get 20% Spirit Weakness.
GC33
Healing is once per battle (was cooldown 3).
Shamans and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
GC34
Transform Mana Node can target any Mana Node (was can target only basic - i.e. non elemental - Mana Node)
Ro16b
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Th08b
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Pa01
Guerilla Tactics apply to all units (was only Infantry and Irregular)
Pa02
Hide Out costs 40 CP to cast and has an upkeep of 15 mana/turn. Disjunction cost is 55 CP (was 60 CP and 20 mana/turn ; disjunction cost was 80 CP)
Pa02a
Hide Out gives Invisibility to all your units in enemy’s domain (was All friendly units in enchanted city's domain are invisible). It costs 700 RP, 150 CP, is tier V, has an upkeep of 40 mana/turn and its disjunction cost is 170 CP (was 60 CP and 20 mana/turn, 120 RP, tier II; disjunction cost was 80 CP).
Pa03
War Anthem costs 20 CP to cast (was 30 CP). If it fails, the unit suffer -100 morale instead (was no effect if it failed).
Ea01
Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP).
Ea02
Domain of Earth gives +1 defense to allied units in the enchanted city’s domain.
Ea03
Slow costs 9 CP and 300 RP (was 10 CP and 350 RP).
Ea04
City Quake costs 90 CP (was 100 CP)
Ai01
Domain of Winter costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
Ai02
Domain of Winter gives +1 ranged damage to allied units in the enchanted city’s domain.
Ai05
Artic Empire gives Inflict Chilling and Inflict Frostbite to units in your domain.
Ai07
Air Master gets Dark Storm instead of Wind Ward. Dark Storm is a strategic spell which gives -2 vision range to all enemy units. It costs 2500 RP and 600 CP, is tier VII, its disjunction cost is 500 CP and its upkeep 80 mana/turn.
Ai07a
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Cr02a
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Cr02b
Domain of Life gives +5 HP to allied units in the enchanted city’s domain.
Cr04
Temperate Empire gives +1 defense and +1 resistance to allied units in your domain.
De04
Blight Empire gives Inflict Curse to allied units in your domain.
Wt01
Water Master gets Hail Storm instead of Drench the Land. Hail Storm is a strategic spell and causes 5 physical damage and 5 frost damage to all units and gives Weaken for 1 strategic turn to all Machines or Undead up to 2 hexes away from its center. It costs 350 RP, is tier IV, costs 90 CP.
System notification
Information 2016 PBEM Tournament Player Pool
System notification
Information 2016 PBEM Tournament Player Pool
Round 2 has started! Your match has been generated and the hosts are the teams on top on the roster here (or first in the game blog): https://www.the-battlefield.c... />For hosts, please host the game and post screenshots of the settings as in round 1.
For all, please send your class/race to judges (Fistandantilus, Markymark and me). Please don't send it to a judge if he is your opponent! I currently have class/race for rrrrookie & jonny thunder, West Coasters, The Baballas, Reapers.<
Round 2 is played with the Main branch of the PBEM & Single Player balance mod: http://steamcommunity.com/sha... It has just been updated with v1.18 a few minutes ago by Zaskow.
Please note: teams Phoenyx Rising and Bastards of the North's positions may change, I reported the match before the result was known to speed up the launch of round 2.
Please start your match as soon as possible! Round 2 lasts only 2 months and it's short! Good luck and have fun all!
Reminder: you can check the rules here https://www.the-battlefield.c...
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Information 2016 PBEM Tournament Player Pool
The Main branch of the mod is going to be updated with v1.18 as soon as the 2 remaining matches end (so probably tomorrow).
It's not planned to use v1.2 in the 2vs2 team tournament for now (though that may change in the future but we'll communicate at least 1 round in advance). So the 2vs2 team tournament should stick with v1.18.
(the next DUEL tournament will use v1.2 though)
Can we access the official mod for round two now?
I have found references to 1.16 and 1.18, but I thought
you mentioned 1.2.
Reminder of rule 5: "A team cannot play the same class or race that it played in its latest match. BEFORE the match, you must let the Judges (but not your opponents) know what class and race you will play for your upcoming match by private message in the Battlefield website. For example, if your team played Human Theocrat and Warlord Frostling in your last match, for your next match, you cannot be Human, Frostling, Theocrat or Warlord (all the 4 are forbidden).
Both players in a team can play the same class/race as long as they respect the restrictions explained above."
I've received the class/race of Reapers and rrrrookie & jonny thunder so far.
Please note that the following teams are likely to surrender round 2: King Serpents (Evgendil left the community) and Team Mariusz (inactive). We need to discuss among judges how to deal with that, regarding the application of rule 5.
Round 2 will be officially generated (and matches will be created here in the Battlefield, with associated game blog) as soon as the 2 remaining matches end (they need to finish the ongoing turn when the deadline expires + report with screenshot of score and then judges need to announce the winners).
Registrations are still open for the next Duel Tournament: https://www.the-battlefield.c... Currently 14 players joined!
Remember there will be prizes for this tournament (see details here https://www.the-battlefield.c... so a payment system will be opened later this year, with the recommended contribution set at 3€ (you can join without paying but then you cannot win any prize).
For those who haven't yet, please vote What would be the best system to prevent participants to choose always the same class/race in the next tournament?
==== PBEM 2vs2 Team Tournament ====
2 matches still ongoing. Next round starts on 15 November. Please check the roster (https://www.the-battlefield.com/aow3/index.php?page=tourneyroster&tourneyid=5) to see who you will face and then send your class/race to the judges not involved in your future match.
It's a double elimination tournament so teams who lost have a 2nd chance, please check the loser bracket.
==== 2015 PBEM Duel Tournament ====
The match Skuns vs Fistandantilus has not yet started, waiting for Fistandantilus, and also waiting for v1.18 on the main branch of the balance mod (will happen on 15 November after the end of round 1 of the Team Tournament).
==== Balance discussion ====
@all: please check my message below listing all the new and old proposed priority changes and please provide feedback.
@Imperium about hero leveling: most of the things that allowed XP farming have been removed already: heroes and leaders do not get XP for non-attack abilities and the XP counters of units (see the Wiki http://age-of-wonders-3.wikia... have been reduced. I don't think it's possible to go much further in that direction (we can further reduce the XP counters for T2 and above maybe) and we rather need to increase the XP necessary to level up.
==== Misc ====
There is a new poll: What is the best class according to you?
Please also note that the ranking system will be updated. One of the big change is that the 1000 points floor will be removed: if you lose and that brings you below 1000, you'll not longer stay at 1000, you'll be allowed to fall below. A news article will explain the changes soon.
I'm only a rookie PBEM player but I agree that hero levelling should be nerfed especially if some players manage to level up to 15 in that many turns ! But maybe it takes special circumstances to achieve that, so could you elaborate on the means to do such a quick hero levelling ? Maybe we need to nerf only a specific mechanism which gets exploited instead of the whole hero levelling system.
PBEM 2vs2 Team Tournament: only 3 matches are still ongoing following the end of Reapers vs Jonny Thunder & rrrrookie today.
Please remember that it's a double elimination tournament so losers play a 2nd match! Please check the roster: https://www.the-battlefield.c... />For those who know their opponents already, please send your class/race to judges not involved in our match. Next round will probably start on 15 November and not earlier as the 2 replacement matches will probably not end before.
Balance: the changelog for v1.2 has been confirmed: http://aow.triumph.net/forums... />However, feedback on the changes proposed in my earlier post are still very welcome and necessary! We'll try to get v1.2 in the beta branch as soon as possible to test it but I think we'll need a v1.21 for the 1st round of next PBEM Duel Tournament, as we lacked time to confirm many proposed changes for specs, healing and high-level sites.
@gladis: mmh, yes but at the same time I think removing all XP for Touch abilities or other abilities would be a big nerf for units. It has been removed for heroes & leaders in the balance mod but I don't think it's such a big issue with units. Please check this page which explain XP gains http://age-of-wonders-3.wikia... (please note that the XP counters are lower in the balance mod, killing XP for heroes is lower and heroes+leaders do not get XP for non-attack abilities)
Speaking about the Guardian Angel, she/he should definetly get MC! It´s a unit who fights for clear principles. Same for the other Angels if they don´t have MC..
The pace of hero leveling is currently much faster than the pace of production and summoning. For instance, it's hard to produce or summon a good combat stack with some T3 before turn 25-30. But you can easily get a good combat stack by reaching lvl 11 with Theo or Necro and mind controlling your enemies. You can also easily get stacks with very good stack boosts like Blood Brothers or Divine Justicar and then do high-level sites and snow ball (with units, items and techs).
The aim of slowing down hero leveling is to bring it in line with the pace of production and summoning so that games are not won through heroes but through heroes, production, summoning, skills at the tactical and strategic level.
+10% or +20% is clearly not enough. We need to move lvl 15 to at least turn 30 so that's +100%. Of course, in some games, that will mean nobody ever reach lvl 15 (like in my current 4x2 game, we're turn 47 and nobody is lvl 15 but that's mainly because cbower left) but actually in some cases (including that 4x2 where I'm AD so prefer to give XP to my animals which can evolve), the pace of leveling is also determined by the choice between giving XP to your units or to your heroes.
So the proposed scale of levels aims to:
- keep more or less the same pace of leveling up to lvl 5 (and even to lvl 7), to make it easy for new heroes to bridge the gaps with older heroes and because there is no issue pre-level 5
- slow down lvl 9 (Convert for Theo, Ghouling Strike for Necro)
- significantly slow down lvl 11 (Divine Justicar for Theo, etc.) and above (top abilities at lvl 13)
That would be a drastic change and would probably require some adjustments after it's made (if it is).
Registrations opened on 15 October and we currently have 13 players registered! Please join here: https://www.the-battlefield.c... />
=== Balance ===
We are getting close to finalizing the changelog for v1.2 thanks to the contributions of several of you and especially mauvebutterfly, marcuspers, Jean de Metz, Eskild, Skuns453Lirik902, Shakey and more recently Hellbrick!
Here are new priority changes for which we need feedback to confirm if we include them in v1.2 or not (please check the summary table for more details, check the "Comment" column https://docs.google.com/docum... />GC19
T4 all have Mind Control Immunity
GC20
Skilled Adventurer’s Slingshot (Common) has Slingshot and Animal Slayer (was Slingshot and Befriend Animal)
Siren’s Musical Box is Epic-rarity and has Siren’s Vail (was Strong rarity and had Seduce)
Ashes of the Reaper (Epic) has Turn Undead, Undead Slayer and Energy Drain (was Control Undead)
Karissa’s Perfume (Legendary) has Cause Berserk (Medium Range, cast Berserk on target enemy unit) (was Seduce)
Divine Sceptre of the Theologian (Mythical) has Weaken and, once per battle, can give Instant Wrath to target touched unit (was Convert + Weaken)
Meandor’s Autobiography (Mythical) has High Elf Slayer + Human Slayer + Black Bolts + Invoke Death (was High Elf Slayer + Human Slayer + Black Bolts + Inflict Ghoul Curse)
GC21
Items produced in the Arcane Item Forge can add the following abilities: Lesser Charm, Lesser Befriend Animal, Lesser Control Undead, Lesser Seduce (was Charm, Befriend Animal, Control Undead, Seduce)
Lesser Seduce has spirit strength 10
GC22
Items produced in the Arcane Item Forge which gives mind-control abilities, immobilization abilities (Entangling Touch, Freezing Touch, Petrifying Touch, Stunning Touch, Webbing Touch) or Healing are associated to Weapon items (were associated to Use items)
GC23
Heroes and leaders now require more experience to level up, with 25% more time needed to reach level 5, +40% to reach level 9, +72% to reach level 13, +88% to reach level 15 and then +400 XP / level instead of +200 XP / level
(See full details in this XP table)
Fi01
Domain of the Sun costs 160 RP, 50 CP and 20 mana/turn (was 180 RP, 70CP, 30 mana/turn).
Fi02
Domain of the Sun gives +1 fire damage to allied units in the enchanted city’s domain.
Fi03
Tropical Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
Fi04
Tropical Empire gives Inflict Immolation to units in your domain.
Cr01
Domain of Life costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
Cr03
Temperate Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
De01
Domain of Corruption costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
De02
Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
De03
Blight Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
Wt01
Artic Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn)
Old ones:
AD17
Independent Spiders and Serpents lose the Evolve ability (only summoned and produced units keep it)
Ne06g
Ghouling Strike does not give any damage bonus (was +5 physical, +5 blight)
Ne09a
Energy Drain has a physical strength 10 (was spirit strength 10)
Ne13b
Raise Corpse can reanimate only corpse of previously alive units (not corpses of Undeads)
Ne14
Devour Corpse heals 20 HP (was 25 HP)
Ne15
Undeads that attack a unit with Necromantic Aura get “Immune to Necromantic Aura†(cannot be dispelled) if the Aura fails its 7 spirit attack check on them. Units with “Immune to Necromantic Aura†cannot be affected by it.Â
Ne16
Whispers of the Fallen cannot appear in the Research Book or be already researched at the beginning of the game
Ne17
Whispers of the Fallen is Tier 2 and costs 120 RP (was Tier 1 and 60 RP)
Ne18
Whispers of the Fallen provide 2 RP per unit tier for each unit killed in combat. Fallen Heroes provide 10 RP (was 3 RP per unit tier and 15 RP)
Ro06a
Rogue heroes and leaders can choose Antiserum for 4 points at level 5. Antiserum can be used once per battle on a Poisonned unit (touch ability): it heals 10 HP and gets 100% Blight Protection for one round.
Antiserum does not heal units on the strategic map
Ro09
Rogue heroes and leaders can now choose Assassin’s training: all units in the stack now have Backstab (stackable with other Backstab) – cost 7, available at level 11
Ro15
Rogue heroes and leaders’ Charm is a touch ability (was Short range)
Th05
Divine Justicars costs 12 points (was 10)
Wa09
Death March causes units getting extra movement to become Tired until the end of the (strategic) turn.
Tired units get -50% movement in tactical combat
Wa11a
Scout Death March (new spell) can be researched for 140 RP, is tier II and cost 20 CP to cast. It affect only Irregulars (excluding Sphynx) and has the following effect: All units in target friendly army gain additional MP equal to their maximum MP until end of turn. All affected units lose 50% of their current HP. The MP capabilities of the units in combat are not affected.
Death March requires Scout Death March to be researched. Researching it costs 200 RP and is tier III (was 140 RP and tier II)
Units can be affected only by one of the two spells each strategic turn.
Wa12
Death March can be casted only once per (strategic) turn
Ha09i
Brew Brothers cost 75 gold and 20 mana (was 70 gold and 20 mana)
GC19 - No. Many already have mind control, and I think that is good enough. Also considering mind control has lost power, I think mind controlling a T4 is a good reward.
GC20 - No. I understand why people want these items changes and that my opinion here will be unpopular, but I like the randomness that these items provide and am worried we are eliminating too much of the luck factor from the game.
GC23 is interesting. I think if this got implemented then there would not be a need to set a level cap in games anymore. This is not a vote yes or no.Â
Thanks Tussel for the feedback, as Dread said, the idea is indeed that after 7 matches, the counter is reset and you can replay all the class/race. I suggest to say all except the ones from your last match.
Rules and settings are under discussion so please check them and post in the pool or in the official forum to discuss them: http://aow.triumph.net/forums... />
It's here to register: https://www.the-battlefield.c... />
=== PBEM 2vs2 Team Tournament ===
Following discussions among judges, we agreed to keep the text of the rules unchanged (though we will probably add an article to make clear that judges might adapt the rules when necessary based on circumstances, as we did recently). We recognize we took too much time to announce the extension and will do our best to avoid that in the future.
In order to remove uncertainties on the exact date of the end of the round (which may happen suddenly if both match #2 and #4 ends abruptly), we decided that if matches #2 and #4 end before 8 November, the remaining matches will have up to 1 week to end, before applying rule 2 (biggest combined score wins).
=== Balance ===
We have 2 weeks left before the end of the month and at that point, I'll need to give a changelog to Zaskow so that he can start work on v1.2.
So we need to choose if we implement some key changes.... Feedback on:
Ne20
Inflict Curse costs 5 (was 4)
(Inflict Curse costs 4 and Inflict Enfeebling Fever costs 5 whereas the former is stronger)
AD06b
Arch Druid leaders and heroes’ Lesser Befriend Animal and Befriend Animal have strength 9 (was 10) and 11 (was 12) respectively
Ro16b
Rogue leaders and heroes’ Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Th08b
Theocrat leaders and heroes’ Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
GC19
T4 all have Mind Control Immunity
GC20
Skilled Adventurer’s Slingshot (Common) has Slingshot and Animal Slayer (was Slingshot and Befriend Animal)
Siren’s Musical Box (Strong) (was Seduce)
Ashes of the Reaper (Epic) has Turn Undead, Undead Slayer and Energy Drain (was Control Undead)
Karissa’s Perfume (Legendary) has Cause Berserk (Medium Range, cast Berserk on target enemy unit) (was Seduce)
Divine Sceptre of the Theologian (Mythical) has Weaken and, once per battle, can give Divine Wrath to target touched unit (was Convert + Weaken)
Meandor’s Autobiography (Mythical) has High Elf Slayer + Human Slayer + Black Bolts + Ghouling Strike (was High Elf Slayer + Human Slayer + Black Bolts + Inflict Ghoul Curse)
GC21
Items produced in the Arcane Item Forge can add the following abilities: Lesser Charm, Lesser Befriend Animal, Lesser Control Undead, Lesser Seduce (was Charm, Befriend Animal, Control Undead, Seduce)
Lesser Seduce has spirit strength 10
GC22
Items produced in the Arcane Item Forge which gives mind-control abilities, immobilization abilities (Entangling Touch, Freezing Touch, Petrifying Touch, Stunning Touch, Webbing Touch) or Healing are associated to Weapon items (were associated to Use items)
GC23
Heroes and leaders now require more experience to level up, with 25% more time needed to reach level 5, +40% to reach level 9, +72% to reach level 13, +88% to reach level 15 and then +400 XP / level instead of +200 XP / level
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Information 2016 PBEM Tournament Player Pool