MMH5.5 is an unofficial expansion pack for HOMM5 Tribes of the East or HOMM5 Complete and a spiritual successor to the popular WOG modification for HOMM3. The pack will include many new adventure objects, new larger battlefields, new heroes, new classes, new specializations, new skills, new artifacts, new adventure spells, new HD textures and a greatly improved RMG with more than 60 'visualized' Templates. The AI is much more intelligent and calculated much faster. Balance is also greatly improved both for small competitive multiplayer maps as well as crazy XXXL maps with countless epic battles vs Neutrals and AI.
Extended Adventure Map and battlefields
In MMH5.5 there will be around ~30 new adventure objects. Treasure vaults and dungeons will now have unique immersive interiors with larger battlefields, growing armies and new obstacles. The contents of the new locations is completely dynamic and follows an Oblivion/Skyrim inspired constantly scaling and endlessly randomized system. Armies and rewards will never be exactly the same again no matter how often you play a map. The resistance will scale up to the players strength no matter how long the game takes. Possible rewards are no longer static amounts of gold and resources, but can also include artifacts, spells, scrolls, wands, prisoners and small permanent skillboosts.
The Advanced RMG
The new RMG will fix the lack of great H5 maps and increase the replayability of the game. It combines the excellent 3D landscaping capability from the original H5 3.1 RMG with a complete overhaul and extension of the internal adventure objects, artifacts and monster placement mechanics. The advanced RMG is capable of properly balancing player starting zones and differentiate between early, mid and late game areas. It places all 30 new adventure objects and previously excluded adventure objects. The resistance is much stronger and various with 480 additional mixed neutral stack templates. The new RMG can create balanced PvP maps as well as gigantic singleplayer XXXL maps with hundreds of epic battles and all zones scaling up to crazy powerful heroes.
New Artifact Framework
MMH5.5 will be the first mod to add new artifacts to the game. Currently 34 new artifacts are added including 6 new ultimate items. The effective amount of artifacts in the game will now be the same as H3SOD. There will also be many new effects, in terms of unique effects the variation is actually far greater than H3. Furthermore Smart backpack items will increase the amount of effective slots to the same amount as H3/4
Enhanced Class/Skill/Spell System
MMH5.5 will have might/magic and balanced classes with ingame skilltrees and 8 secondary skill option for all 24 classes!. New framework with 18 heroes per faction, 6 heroes per class, all heroes have only professional quality Ashan style portraits and many newly programmed skills and specializations. Improved experience levels allow the player to fill more slots and level up to 40. Smart witch huts that ask questions and understand class differences. All set artifacts will be rewritten for 24 classes. Improved spell system with spellpower dependant light and dark magic, nurf/buff strength improves with spellpower or the creature stack size. See the Details
Faster AI and Performance
MMH5.5 uses the very fast reprogrammed H5_AIProcess31j.exe from Quantomas. New Quick-Combat loss correction scripts will keep the AI challenging even on the largest maps without losing calculation time. There will be a new 64bit exe file that can address more memory and fix performance and CTD issues H5 was having on XL maps. There will be new console commands and script functions. MMH5.5 will also have extremely easy team settings, the game will autodetect if there are more than 2 human players on the map and propose to make teams, if the proposal is refused the players continue as normal. In singleplayer a console command can be used on any map to play human vs all AI.
Campaigns and Maps
All old campaigns and singleplayer maps from H5/HOF are playable in MMH5.5 with new features. There are also 15 demo maps available that allow to explore all new adventure objects and features without the need to read the ARMG manual first.
Advanced Town Portal (optional)
The ability to teleport to any desired town from H3 is back in H5. In MMH5.5 the system is very simple and balanced. Every town with a mage guild lvl 5 receives a 'town gate' and all heroes can be teleported back to that town if desired, regardless of their level.
The new optional governance feature, introduced in RC4 will allow players to use secondary heroes to govern towns and gain experience points and skills by doing that. Governor heroes will also receive various special bonuses from the town buildings
Town & Dwelling Conversion (optional)
Starting from MMH5.5 RC3 it will be possible, but not obligatory, to play any H5 map with town & dwelling conversion. In H5.5 Town Conversion will be much better balanced then it was in H6. In H6 it made the game too simple, because it was too cheap to convert towns and there were not enough restrictions. In H5.5 Town Conversion can actually make the game more difficult, instead of easier. There will be various new RMG Templates available designed specifically for expert players who want the game to be harder and more chaotic with Town Conversion enabled.
Hotseat & LAN require script activation!
MMH55 is a script extension and H5 does not have scripts activated in multiplayer modes (Hotseat & LAN) by default. Therefore it is required to activate scripts on newly generated RMG maps and also on multiplayer maps downloaded from the internet (which don't have any scripted content) if you want to play those in Hotseat/LAN. You don't need to do this for playing in single player. All H5.5 default maps and included maps have scripts already activated.
MMH5.5 has higher system requirements ,you can pretty much consider the H6 requirements as applicable. Otherwise you may suffer from adventure map lag. MMH5.5 uses more detailed landscape textures. Next-gen core-ix processors with high clockspeed on single core really make the AI 'fly' and are highly recommended.
All MMH5.5 functionality works automatically on all H5 default multiplayer maps and also old RMG maps, user maps that don't contain any modding content. Adventure Objects like crypts and witch hut will automatically convert to the new functionality, but of course since these maps are made before this mod they don't contain any new objects. Therefore you have to play Advanced RMG maps to check out all new stuff on your first map. I will add additional demo maps, so the mod can be played right away without even the need to read through the ARMG manual first.
A new version of Might & Magic: Heroes 5.5 is ready for download but as mentioned in my previous article it is currently called beta and Creaturepedia is not yet included. Despite the fact that it is called beta it should have less bugs than any previous versions, since I did fixed many additional bugs in this version and also improved all spell descriptions. Since this is the first version that increases the level cap of heroes to 99, I cannot be 100% confident there are no issues with it, but I did not encounter any issues while playing with it myself, so we’ll see. Most of the balance updates were explained in my previous article, so in these release notes I will primarily discuss new features.
The Arcane eagle is a new Academy creature in MMH7 and will now also make its way into MMH55. Quote from MMH7 Lore:
‘In his treatise “On the Nature of the Spirit World”, the great scholar Sar-Aggreth made a tentative classification of Spirits. He noticed that greater Spirits often took the form of majestic birds. It is therefore no surprise that when Wizards of House Anima tried to materialize the most powerful energies of the Plane of Magic, the resulting beings looked like majestic eagles of pure mana.’
The process of summoning elementals with shatter skills is significantly improved and much better connected to Ashan Lore. Also now every faction has its own unique summoned creature, not used by the other factions. So technically every faction has 8 creatures and it is not just elementals anymore. The eagle was added to the game to make this possible and the heroes that had Manticore & Mummy specializations are modified, because now all heroes of those factions will get those creatures. The wolf was moved to sylvan because it fitted there esthetically much better. Fortress now uses air elementals because it is lore wise allowed and complements them much better from gameplay perspective. Haven uses water elementals for same reason (no destructive creatures in faction). The creatures are then divided as follows: Academy (Arcane Eagle), Haven (Water Elemental), Inferno (Fire Elemental), Sylvan (Wolf), Necropolis (Mummy), Dungeon (Manticore), Fortress (Air Elemental), Stronghold (Earth Elemental).
New Duel Mode
In previous versions of MMH5.5, the Duel mode was pretty much broken, since no modifications were made to adjust it to the new class system. In this version, thanks to Skeggy, the Duel mode will be fully restored and will be more balanced than the previous version. Remember you can also play duel mode against the AI, even though it is categorized under multiplayer. Activate auto combat for the army you don’t want to play immediately after the battle starts.
-Battle animations can be speed up significantly.
-Mapmixer utility was updated, now fixes non-reflective water and fixes to NCF mixing.
-Issue with white water in editor was fixed.
-Reduced brightness of snow textures to prevent eye annoyance.
-Fixed Necropolis mage guild showing wrong icons & visuals.
-Tower Damage has new formula and increases with town level. (Credits: Deflaktor)
-AI aggressiveness was optimized as much as possible within limits of possibility (only applies to offensive AI).
-Added option to disable all in-town artifact merchants in user settings.
-Game credits section was updated.
I would like to add an additional notification recently a french translation of the mod was added to the addon section, so currently the mod is translated in russian, polish, french & czech. However the coverage of all those translations will probably drop ~10-15% for this beta release. I will post more useful info for translators on heroescommunity.
First ever NCF Configuration Utility allow you to add/remove creatures easily, make custom packs or just add some of your own! News on future plans and...
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The latest version, this version is called beta for gameplay testing purposes and translations & creaturepedia are not yet updated. Install the mod on...
The 'official' interactive reference manual for Might & Magic: Heroes 5.5, now also includes all artifacts & spells. Made by dredknight. Unlike previous...
Application manager for NCF! Please refer to installation instructions below.
Optional Compatibility patch for using MMH5.5 RC9b with New Creatures Framework. Read instructions below!
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Highest Rated (9 agree) 10/10
MMH5.5 brings Heroes 5 at another level. Best Heroes game. - brilliant ARMG with a lot of map Templates. - new Skill Tree, significantly improving game balance and bringing 3 classes per race. - new, larger Battlegrounds at New Sites, with growing numbers of creatures. - new Artifacts and artifact Sets. - town and creature dwelling Conversion. - Town Gate that gives choice to which town to teleport. - town Governor feature. - improved Leveling of heroes, improved spell and creature Balance. - significantly…
Dec 10 2015 by BelisariusMK