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.
Translated in 7 languages
This mod is currently translated in 7 languages, translations can be downloaded in addon section, translations for older releases will still work on newer releases but will cover ~90-99% of the ingame text. Updated translations are WIP.
Please verify everything in FAQ before reporting crashes or malfunctions. Be aware the new AI+8 skills does not work in LAN, LAN vs AI can only be played with provided MMH55_Utility.exe file.
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.
EDIT: Patch RC13a was released!!! changelist is in the file description
Today will mark new chapter for the MMH5.5 Project, a new ladder website has been launched for the multiplayer community and many balance issues for competitive games have been addressed in this version. Please visit discord for more info, finding players and latest streams.
-All heroes with creature growth specs get a boost
-All heroes with resource specializations get Tier7 specializations, to make them more interesting. (not Isabel)
-All heroes that boost A&D of weak tiers also get a growth bonus at half strength (so 2 creature specs in one), this affects Darkstorm,Laszlo,Razzak,Ellaine and Orson
-Heroes with spellwringer specialization also get +1 Luck permanently.
-The catalyst spec decreases empowered spell cost by 10% + 0.5% per level
-Shadow dancer specialization reduces range damage by 1% per hero level
-The windspeaker specialization increases initiative by 0.5+ by 0.025% per hero level
-The spelltwister spec also includes a boost to spellpower and has base chance of 40%.
-Soulhunter spec summons amount of ghosts equal to 2*hero level.
-poison master has higher base chance of 15%.
-sacred hammer has higher base chance of 15%.
-master of gating also starts with +1 attack
-Shamans and witches have much better chances for learning the 2nd spell school in their wheel (10%)
-A lot of minor adjustments to class skill development for consistancy and balance. Engineer is now 35-50-5-10, Reaver is 35-15-30-20, see ingame skillwheel for all changes
-Adjusted starting primary skills of all sylvan classes, overlord and engineer for consistency
-Mindreaver spec boosts Spellpower for Alastor and Knowledge for Deirdre, since this helps them best with current development.
-Vilma is replaced by new hero Hedwig, Hedwig has logistics spec and starts with basic war machines.
-Ufretin is replaced by new hero Haegeir, Haegeir has lava dragons spec and starts with basic war machines.
-New dungeon hero Darkstorm gets minotaur specialization
-Kythra switches to Hydra specialization, since it can fit her bio and lore with small adjustment
-Welygg is replaced by Sylsai who is moved to assassin class and gets embalmer specialization to add early game potential to assassin pool.
-Faiz has new Arcane eagle specialization.
-Archilus has new bone dragon spec, since reaver Attack dev goes better with these creatures.
-Vidomina starts with Lich Queen specialization.
-Kha-Beleth has devil spec because it fits him better lorewise and Calid takes his flameweilder spec
-Naadir gets soulhunter back and starts with necromancy to add early game potential to reaver pool.
-Markal also gets soulhunter specialization. (summoned ghosts will not lower army morale) to add early game potential potential to heretic pool.
-Lucretia gets a vampire growth spec instead of A&D. (since this mechanism benefits vamps much more than other troops)
-Raven gets ghosts specialization.
-Aislinn gets souldrinker specialization.
-Zoltan and Raven start with destructive and ice bolt instead of dark magic.
-Melodia and Alaron start with summoning Magic.
-Cyrus starts with summoning magic.
-Jhora no longer starts with summoning magic.
-Tieru gets (renamed) Sacred Hammer spec.
-fixed lethos not starting with master of pain.
-Vayshan no longer starts with archery since t1 isnt really ranged.
-now all heroes can use the Haven training building
-Reduced Stunning Strike ATB value to 0.25.
-Removed +10% critical chance on chain attack.
-Flaming arrows adds fire damage equal to 2*hero level instead of flat 50.
-Consume corpse restores an amount of mana equal to sqrt(stackHP)/2
-Spirit link restores 1 mana per 80HP.
-Counterspell cost reduced to 1.5x original spell.
-Imbue ballista no longer sets hero ATB to 0.
-Summon hive casts wasp swarm at advanced level, and has initiative of 11,12,13,14 + 0.1*SP, instead of 12+0.2*SP
-The eternal light perk also teaches the hero the eldritch arrow spell. (fits theme and may help a bit with light creeping or when destructive is not in the guild)
-the corrupted soil perk also teaches the hero the stone spikes spell. (fits theme and may help a bit with dark creeping or when destructive is not in the guild)
-Master of pain gives decay spell instead of vulnerability. (to provide better creeping)
-eternal servitute skeleton raising no longer has a level requirement
-lord of the undead gives a free stack of vampires to non-necropolis heroes, size = weeks passed*5, this can't be exploited by necropolis players
-modified necromancy dark energy pool to 300 + 200 for Pillar of Bones, lowered cost divisor from 25 to 15 (math change to reduce mentoring abuse and nerf late game dark energy boom)
-adjusted some inconsistencies in necro creatures dark energy costs (mainly unupgraded low tier creatures are more expensive, while bone dragons and upgraded liches are cheaper)
-boosted Pillar of Bones skeleton raising for heroes without necromancy to 1.6*hero level
-modified formula for mage guild summoning to sqrt(sum(dragonblood crystals*hero level)) * (1+guild level)
-fixed combat log desc for spirit link
-Improved script of Divine guardians skill.
-Bone dragons have -1D, 20-35 => 27-37 DMG (all necro dragons have better damage while late game necromancy is nerfed see above)
-Shadow dragons have -1A, +1D, 25-35 => 30-37 DMG
-Ghost dragons have -1A,22-40 => 27-40DMG +1 initiative, -10HP (upgrades were not different enough, now this one is really offensive)
-Lava dragons have -2A,-4 min dmg, +1 initiative, -20HP (upgrades were not different enough, now this one is really offensive)
-Wind dancers have -1A, +2Hp, -2 initiative (upgrades were not different enough, now this one is really defensive)
-Increased growth of blood furies to 6.
-zombie cost reduced to 70
-Reduced Infernal Loom Hellhound production to 0.25 per level.
-Improved descriptions of many creature abilities with detailed mathematical information: hexing attack, liquid flame breath, resurrection, symbiosis, prismatic breath, poison attack, venom, death wail, searing aura, explosion, scavenger,life drain, fire shield, magma shield.
-Added the "happy" animation (played if the hero wins the battle) for Shadow mistress
-Fixed the glow of the Blood Furies' blades for the "stir00" animation (hovering over a creature in battle). Previously, the blades ceased to glow when the cursor was over the creature.
-Fixed desc of giants and colossi
-Fixed various more such glow effects, stir animations and eye effects for various necro creatures (credits: Frozenssoul)
-All 6 minor resource artifacts give +1000 gold per week
-Bonus from Sandals of the Prophet artifact is applied only once per day. (effect was snowballing)
-Sandals of Prophet cost 12000 gold.
-Pillager skill boost movement by 100 per battle not 250.
-If the boots of Swift Journey are taken off the hero loses 750 movement points. (prevents constant shoe switching, take them off at end of the day)
-If the Sandals of the Prophet are taken off the hero loses 250 movement points.
-Fixed skull of netherworld not having green fx
-removed some useless artifacts from pool of ARMG duel.
-Added new feature, on ARMG maps redwood observatories do not only reveal fog of war but also replenish mana, this can be switched off in settings.pak
-ARMG also generates a bit more mana wells.
-boosted default setting of ARMG duel battlesites.
-Fixed box template not allowing enough players
-Fixed issue with ForceAIFix script setting.
-Updated ingame credits.
THGryphn has done some work to improve the mapmixer postprocessing application. For people who don't know this utility yet, it is used to convert vanilla h5 maps into h55 maps, make any map multiplayer compatible or to improve Armg maps further (mainly the water maps)
-added feature to mapmixer applictaion to activate all MMH55 heroes
-added feature to disable capitols
-added some text clarifications
This article will detail the upcoming random-generated duel maps for Might & Magic: Heroes 5.5.
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Changes the appearance of the H5.5 Treants back to the TOE Treants. File must be unzipped and placed in TOE/data folder after installing H5.5.
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Highest Rated (13 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