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You have to login, when you want use this functions!Overview 2022 PBEM Tournament Player Pool | PBEM | (Free slots)
Recommended turn order based on play times:
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.
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Gladis, Marcuspers, and me are available today to play Arena games! gabthegab might join the party too! The Arena is a new game mode to play AoW3 with short tactical battles between human players (no empire building, only fights)!
Check out the Arena Player Pool for instruction on how to play the Arena. Come to the chat to get help or find an opponent!
On another topic, have a look at the latest news article published on the BF: Key videos of competitive AoW3 play and new video library
== Balance ==
These changes will be confirmed for v1.24 (next week) if no further feedback:
Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
These changes require additional feedback and are considered for v1.24:
Ne15a
Undeads that attack a unit with Necromantic Aura get “Mind Control Immunity†if the Aura fails its 7 spirit attack check on them (units with “Mind Control Immunity†cannot be affected by Necromantic Aura).
Ne22
Animate Ruins costs 110 CP (was 60)
So10
Summon Fantastic Creature can be used on Water hex (was only on land)
Beyond these three, v1.24 should not include other changes... The rest should be for v1.25.
About 42 days left. 1 week extension is under discussion to compensate for the Winter holidays.
== Balance ==
Reminder: we had only 10 votes in the poll to help calibrate the assessment of Racial Governance upgrades. So please vote: What Racial Governance (RG) upgrade do you usually take when playing living Goblin? You can check the current RG here (without balance mod, but balance mod doesn't change Goblin RG): http://age-of-wonders-3.wikia... />
These changes are confirmed for v1.24:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench) Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
These changes might be confirmed for v1.24 if no further feedback:
Fe03
Unicorns get Healing on Elite
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
System notification
Information 2017 PBEM Tournament Player Pool
== Balance ==
A poll has been launched to help calibrate the assessment of Racial Governance upgrades, please say What Racial Governance (RG) upgrade do you usually take when playing living Goblin? You can check the current RG here (without balance mod, but balance mod doesn't change Goblin RG): http://age-of-wonders-3.wikia... />
These changes will be confirmed for v1.24 if no further feedback:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Fe03
Unicorns get Healing on Elite
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench)  Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
== Misc ==
I started uploading the videos of Round 5 match Hiliadan (Draconian Sorcerer) vs Mr. Hawk (Draconian Sorcerer):
The playlist: https://www.youtube.com/playl...
Reminder: we started discussion on a big and complex topic, Racial Governance, and need more people to join the discussion: http://aow.triumph.net/forums... For instance, here are some targets we are proposing for RG1:
ECONOMY
Early game: equivalent to +15 gold/turn over the whole empire
Mid game and later: limited effect – the boost should not scale up too easily at later stages because it’s very easy to get RG1 with new races
MILITARY
Early game: 1 T1 unit receive a excellent boost (making it equivalent to a T2) or 2 units receive very good boost equivalent to 2 medals – the boost can be a useful ability, doesn’t have to be only a raw power boost
Mid game and later: keep the boosted units useful
These changes require additional feedback and are considered for v1.24:
Dr19a
The Dreadnought ability Fireproofing gives +60% Fire Protection and Lava Walking. It requires Forge Aprons. (was called “Lava Walkingâ€, was giving +100 % Fire Protection and did not require Forge Aprons)
Fe01
Fey Dwelling’s buildings:
Buttercup Meadow (T1 building): 100 gold (was 150 gold)
Nightshade Hollow (T3 building): 250 gold (was 200 gold)
Unicorn Glade (unlocks Unicorn) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and directly buildable)
Nymph Pond (unlocks Nymph) costs 100 gold and is unlocked by Buttercup Meadow (was cost 150 gold and is unlocked by Fairy Charm)
Aphrodisiac Flowers (2nd defensive building) is unlocked by Fairy Charm (was unlocked by Nymph Pond)
Fe03
Unicorns get Healing on Elite
Ar01
Undead Archon Dwelling’s buildings:
Graveyard (Infantry) costs 50 gold (was 100)
Charnel House (Archer) costs 50 gold (was 100)
Sigil of Awakening costs 50 gold and 25 mana (was 50 gold and 50 mana)
Obelisk of Undeath (gives Cursed to enemy units in domain) costs 75 gold and 25 mana (was 75 gold and 50 mana)
Barrow (Caster) costs 90 gold and 50 mana (was 100 gold and 50 mana)
Haunted Vault (Wraith) is unlocked by Sigil of Awakening and Obelisk of Undead (was unlocked by Barrow, itself needing these 2 buildings) and cost 135 gold and 40 mana (was 160 gold and 40 mana)
Mausoleum (Titan) costs 250 gold and 110 mana (was 250 gold and 75 mana)
Ar02
Chamber of Rite gives Heal Undead to all Supports in the domain
Ar03
Obelisk of Undeath gives all Undead in the domain Undeath Aura, which heal them 6 HP / strategic turn. Obelisk of Undeath requires Sigil of Awakening (was could be built directly) and contributes to unlocking Chamber of the Rite (which also requires the Barrow)
Me01
The Mermaid’s Cove can be built without pre-requisite (was: needs Deep Sea Trench). The Abyssal Ridge requires the Siren’s Rock and the Deep Sea Trench (was: needs Siren’s Rock, which needs Whispering Rocks and Mermaid’s Cove, which needs Deep Sea Trench)  Â
Na01
Serpent Hall and Viper Fortress cost 65 gold and 50 mana each (was 75 gold and 50 mana) and Altar of the Great Mother costs 170 gold and 75 mana (was 150 gold and 75 mana)
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Hallebardier, Orc Impaler are available at Barracks (was War Hall).
Guard House is unlocked by Barracks (was War Hall).
A new discussion has been launched to balance Racial Governance: http://aow.triumph.net/forums... />It would be good to have several players joining it to agree on what boosts we want RG to achieve, and what guidelines should we set to design new, more balanced RG choices.
An article has been published to announced v1.23, check it out on the Battlefield: PBEM and Single Player Balance Mod v1.23 released: a small but impactful update
== Misc ==
Check out the two latest videos from the 2017 PBEM Duel Tournament:
Highlights:
– turn 15: 1st meeting between Hiliadan and El Lobo
– turn 20: epic manual combats to clear a Sphynx Temple and complete a Quest from the Dragon Dwelling with the Warlord Leader and AD hero of Hiliadan
– turn 25: Hiliadan obtains Great Healing Shower from a Wizard Tower Ruins cleared 5 vs 6 (but with Regrowth)
– turn 28: Hiliadan reaches Monoculture
– turn 29: Hiliadan reaches Master Smith
– turn 31: the Leader, AD and King Reed Serpent of Hiliadan starts moving toward El Lobo’s Throne, while the movements of El Lobo’s army are being spied upon.
– turn 33: Hiliadan takes El Lobo’s Throne after mounting a freshly hatched Gryphon, he uses Death March to send flying reinforcements above rapids, while his Swimming units circle the rapids through water. El Lobo sends back his nearby troops to fight back.
– turn 35: El Lobo’s troops fail to beat his opponent’s army and Hiliadan keeps the Throne. Heptatopia is reached.
– turn 36: final battle and end of the game.
Summary of key events by Marcus:
First Metropolis - Me Turn 25
Summon the first T4 - Me turn 27
Hellbrick takes my first city and start his invasion - Turn 27
Monoculture - Hellbrick Turn 32
Hellbrick destroys my Throne - Turn 35
Research a T6 spell - Hellbrick Turn 35
I finish Hasty Plunder on the first city I took from Hellbrick and manages to stay alive and keep my summons - Turn 35.
I have control over 3 of Hellbricks old cities and clear a Forbidden Sanctum and are able to cast summons again - Turn 38
Hellbrick attacks me, loses the battle and surrender - Turn 43
System notification
Information 2017 PBEM Tournament Player Pool
All matches were completed in round 5! Round 6 starts today!
@xlnt, Marcuspers and AlX, please send your class/race to the appropriate judges. I already sent him my class/race.
xlnt and AlX are hosts.
If we use all the days of this round, we would be synced more or less with the 2vs2, that's great!
If we finish before, we'll probably have to use v1.22 again for round 7 as I don't think it's reasonable to use v1.23 before round 6 of the 2vs2 ends, especially since it looks like very few people are testing it.
Only 2 matches left ongoing and it's likely they will end before the deadline (which ends in about 24 days), so please prepare your class/race for next round! Round 6 uses v1.22, round 7 will use v1.23.
For those anticipating round 8, as explained in rule 5: "As there are only 7 classes, after your 7th match, the "counter is reset", i.e. you can play all the class/race again. However, in your 8th match, you cannot play the class or the race that you played in your 7th match.".
== 2016 PBEM 2vs2 Team Tournament ==
Only about 69.5 days left before the end of round, the teams involved in the 2 matches are encouraged to prioritize the games of this tournament above all other games.
== Next Tournament ==
I'm personally not going to organize a new PBEM Tournament before several months (though someone else might?) but if you have ideas for the rules and settings, you can already share them here: http://aow.triumph.net/forums... />
== Balance ==
v1.23 has been released on the beta branch of the balance mod: http://steamcommunity.com/sha... The changelog is up to date at the usual place: https://docs.google.com/docum... />I encourage everyone to use the beta branch for all new games, to benefit earlier from improvements to balance and help us get feedback before official release on the main branch. Thanks to all who will play on the beta branch!
Also, a new big topic has been opened for discussion: Brainstorming: sub-classes and races for heroes/Leaders and balance That follows a poll How best to balance all heroes and their abilities and also make them more interesting? As usual, opinions welcome and needed!
This is confirmed for v1.24:
GC46
Domains of XXX spells can be researched by Necromancer (were not displayed in the research book of Necromancer) and their non-morale bonus apply to Undead, Elementals and units of Magical Origin (these three types of units still do not start to “Like†the climate due to the spell) (was Undead, Elementals and units of Magical Origin do not benefit from the stat boost
== Misc ==
54 people shared their opinion on the best mods for AoW3, but I'm pretty sure several of you haven't voted yet. Please take a couple of minutes to rank the best mods in the ongoing poll.
System notification
Information 2017 PBEM Tournament Player Pool
System notification
Information 2017 PBEM Tournament Player Pool
It wasn't elite Shadow Stalkers by the way, that would be another 5-10 turns.
The following 2 changes are added to the changelog of v1.23 (please check the link and note the 2 changes that may not be implemented due to technical issues):
Ne21
Ghouled cities can be Plundered and Hasty Plundered (was only possible to Purify, Raze or – if playing Necro – Migrate them)
Ro17
Succubi cost 150 gold and 30 mana (was 170 gold and 30 mana)
The rest did not make it due to insufficient feedback in support of them.
If all goes well, v1.23 should be released on the beta branch by the end of next week.
The target is to get the changelog of v1.24 confirmed for the end of round 6 of the 2vs2 Tournament, i.e. in about 3 months.
== 2017 PBEM Duel Tournament ==
It was previously said: "v1.22 used for round 5, probably v1.23 for round 6". It now seems short to use v1.23 for round 6 given that only 38 days are left before the end of the round. As a consequence, v1.22 will be used for round 6. v1.23 will be used for round 7.
== 2016 PBEM 2vs2 Team Tournament ==
Reminder: round 7 will use v1.23.
== Misc ==
A new poll has been launched: What are the best mods according to you? Time to vote!
Marcus released several advanced strategy tutorials on his channels, check them out:
- how to get a stack of Shadow Stalkers by turn 20: https://www.youtube.com/playl... />- challenge: possible to get the following 3 units at Elite by turn 17? King Serpent, Queen Spider, Shaman: https://www.youtube.com/watch... />- how to get Eldritch Horror by turn 25: https://www.youtube.com/watch...
System notification
Information 2017 PBEM Tournament Player Pool
We cannot give specific rules for the number of warnings before disqualification because that would encourage people to suddenly have X-1 reloads in a game, where X is the number we announced as the level where you get disqualified.
Basically, the principles are: a small number of warning without proof in one game = disqualification or game loss; if you get many such warnings in separate games, you still get disqualified; if you have an abnormal number of warnings, even with adequate proofs, you also get a game loss or disqualification.
So there is a difference between both types of warning: with proofs judged adequate or without such proofs, and the count is both by game and on the whole tournament. But judges have some flexibility to avoid people trying to get through loopholes.
== Balance ==
The preliminary changelog of v1.23 has been released: http://aow.triumph.net/forums... />
These changes require additional feedback and are considered for v1.23 (if enough positive feedback by next week) or for v1.24:
3 changes whose main idea is to prevent early clearing of sites that give Secret Spells that can break games:
GC26
Forbidden Sanctum's batte enchantment is Mass Bless / Mass Curse and Shock Missile cast every turn on a random enemy unit
GC26a
Forbidden Sanctum no long have a defender set containing Nymphs and Shamans
GC27
Sunken City's battle enchantment is Frost Missile (cast every turn on an enemy unit)
And a few more, including a variant of Gas Masks where Choking can't be dispelled to avoid the AI getting crazy trying to dispel, wasting CP in auto:
Ne21
Ghouled cities can be Plundered and Hasty Plundered (was only possible to Purify, Raze or – if playing Necro – Migrate them)
Dr18b (same as Dr18a except that Choking can't be dispelled to avoid the AI getting crazy trying to dispel, wasting CP in auto)
Dreadnought heroes can choose Gas Masks at level 7 for 5 points: units in the stack led by this unit get 40% Blight Protection and are immune to Choking Fumes and Suffocate. Undead, Elemental, Machines and Incorporeal are not affected.
Choking Fumes target all units on the battlefield when it is cast and gives them Choking until end of battle (was a battlefield enchantment and could be disjuncted to remove Choking). The Choking ability is a blight passive debuff: it can be removed by Cure Disease (but not by Dispel Magic).
Magma Forge casts Choking Fumes every turn (the battle enchantment can be disjuncted to prevent Choking Fumes to be cast every turn but units will keep Choking, except if cured or dispelled).
Ro17
Succubi cost 150 gold and 30 mana (was 170 gold and 30 mana)
Or03
Orc Impalers get “Impaling†(Impalers get a chance with each attack to immobilize the attacked unit) and cost +5 Gold
GC53
Draconian Charger, Dwarf Deepguard, High Elf Union Guard, Halfling Farmer, Human Halebardier, Orc Impaler are available at Barracks (was War Hall).
From what I understand, there should be some sort of difference between warnings for reloads with proof and without those.
Can anyone explain what is the difference? also how many warnings are leading to serious disciplinary action? are warnings counting towards a single game or the tournament?
Round 6 of the PBEM 2vs2 Team Tournament is about to start, we are waiting for Fistandantilus and Warlord Keldon to report their victory.
Unfortunately both games on round 5 ended up by score. Fortunately, the two eliminated teams will get another shot at staying in the course for the Final through a qualification game to replace team West Coasters: Bastards of the North will face rrrrookie & Jonny Thunder in parallel to the normal matches of round 6.
Reminder: round 7 should use v1.23 of the balance mod.
== Balance ==
One topic has been slow to move forward and is slowing down the whole balancing process so more feedback would be welcome. The topic is how to make rarely used units more useful/interesting. The list of proposed changes for non-Dwelling units is split into three different posts in the same thread on the forum. It would be very very useful if 1 or 2 players could provide feedback on the forum on that thread. Here are the three posts:
http://aow.triumph.net/forums/topic/making-currently-rarely-used-units-more-useful/page/3/#post-253326
http://aow.triumph.net/forums/topic/making-currently-rarely-used-units-more-useful/page/4/#post-253654 at the bottom
http://aow.triumph.net/forums/topic/making-currently-rarely-used-units-more-useful/page/6/#post-257408
v1.23's preliminary changelog will be announced in about 1 week.
These changes are confirmed for v1.23:
GC33a
Combat Healing starts with an initial 3 turns cooldown (was 4 turns).
GC49
Public Bath costs 120 gold (was 150)
GC40a
Spell upgrades for heroes cost 4 (was 5), except:
– Chaos Rift (stay at 5)
– Chain Lightning (stay at 5)
– Last Stand (stay at 5)
– Slayer’s Doubt (stay at 5)
– Stiffen Limbs (stay at 5)
– Repair Fortification: costs 3
GC51
Heroes appearing in Cosmic Events have Mind Control Immunity
These changes require additional feedback and are considered for v1.23:
GC52
A new setting is available for “Defenders Strengthâ€: “Strong with Normal rewardsâ€: Treasure sites do not give +50% reward value any more
This one is the potential replacement for Gas Masks. It has some significant difference, so we need more feedback on it:
Dr18a
Dreadnought heroes can choose Gas Masks at level 7 for 5 points: units in the stack led by this unit get 40% Blight Protection and are immune to Choking Fumes and Suffocate. Undead, Elemental, Machines and Incorporeal are not affected.
Choking Fumes target all units on the battlefield when it is cast and gives them Choking until end of battle (was a battlefield enchantment and could be disjuncted to remove Choking). The Choking ability is a blight passive debuff: it can be removed by Cure Disease or Dispel Magic.
Magma Forge casts Choking Fumes every turn (the battle enchantment can be disjuncted to prevent Choking Fumes to be cast every turn but units will keep Choking, except if cured or dispelled).
== Misc ==
A vote on the best mods for AoW3 as of 2017 is being prepared. A shortlist of 20 mods need to be selected, please express your support for your favourite mods which are in the list in this post (follow the exact link, it's just 1 post on p.2, no need to read the whole discussion): https://steamcommunity.com/ap... />
I started uploading the videos of my game vs El Lobo on Round 4 of the 2017 PBEM Duel Tournament. Here is the link to the playlist, starting with turn 1:
Hiliadan (Tigran Warlord) vs El Lobo (Human Necromancer)
About 10 days left to produce a first draft of the changelog of v1.23. I followed up with the two extended groups of discussion for balance to get more opinions on the proposed changes. If you didn't receive any PM but would like to participate in the discussions, please contact me.
These changes will be confirmed for v1.23 if no further feedback:
GC33a
Combat Healing starts with an initial 3 turns cooldown (was 4 turns).
GC49
Public Bath costs 120 gold (was 150)
GC40a
Spell upgrades for heroes cost 4 (was 5), except:
– Chaos Rift (stay at 5)
– Chain Lightning (stay at 5)
– Last Stand (stay at 5)
– Slayer’s Doubt (stay at 5)
– Stiffen Limbs (stay at 5)
– Repair Fortification: costs 3
GC51
Heroes appearing in Cosmic Events have Mind Control Immunity
These changes require additional feedback and are considered for v1.23:
GC52
A new setting is available for “Defenders Strengthâ€: “Strong with Normal rewardsâ€: Treasure sites do not give +50% reward value any more
GC40b
CP upgrade costs for heroes are reduced to 5+5+5+5+6+7+7 = 40 in total to get to 85 CP (was 5+5+7+7+7+9+9 = 49)
Destabilized Mana Core costs 60 CP (was 50 CP)
== 2017 PBEM Duel Tournament ==
Almost all the matches started or about to start.
Only missing the class/race of Mr. Hawk.
PLEASE MAKE SURE YOU STARTED WITH THE MAIN BRANCH of the balance mod. If you started with the beta branch, please contact judges immediately and pause your game.
== PBEM 2vs2 Team Tournament ==
Some issues happened on the match Bastards of the North vs Sinners. As Fistandantilus is involved in the match, Markymakr and I decided to nominate a 3rd judge to help us: Marcuspers will help on this case.
Some final checks need to be made on the other match but the winning team should be announced soon.
So round 6 is delayed a bit but hopefully should be able to proceed soon!