MMH5.5 is an unofficial expansion pack for HOMM5 Tribes of the East (standalone) or HOMM5 Complete. 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 was the first mod to add new artifacts to the game. Currently 103 new artifacts are added including 12 new ultimate items. The effective amount of artifacts in the game will now be much more than any H3 version or H4 if you don't count potions. There will also be many new effects, in terms of unique effects the variation is far greater than the old games. 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. Recently the AI is made modifiable by the player by selecting different game modes, allowing to team up all AI player against the human player, set AI heroes unable to flee or unable to be looted for extra challenges. 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.
Competitive PvP balancing
H55 has many balance improvements through years of mathematical analysis and analysis of streamed PvP matches. pretty much all exploits and abuses currently known to us have been removed and if any more arise they will be dealt with. Creature upgrades are balanced to be really different from each other but equally useful. Hero specializations are re-balanced to be all competitive, but some may be more effective on larger or smaller maps.
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.
Download the latest patch here:
MMH5.5: Download Beta 11
Our discord server with large compatible maps database and growing online play community:
Changes from Beta 10 included in Beta 11:
War cry overhaul
lvl 1 are the 'creeping warcries',
war cry army rage is not based on war cry level
war cries no longer have level requirements
Word of the chief renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
call of blood buffed to 15 rage per level, 7 mana cost
fear my roar, gives 80 army rage, 15 mana
battlecry renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana
related: all cyclops balanced for 10 ini, 5 speed
horde anger, gives 40 army rage, dmg raised to 0.8x army size, 20 mana
rallying cry renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana
related: Changed name of perk prayer to 'rally' to better fit theme of all factions and changed icons
-the third rage level is gained at 900 instead of 1000 rage
-shout training renamed 'warcry training' and swapped with 'shout of rage'
-shout of rage renamed 'bloodlust' and gives x1.5 instead of x2 rage to all warcries
-mighty shout perk adds +10 level bonus to warcries instead of +5
-tribal teachings renamed 'elder chief' and now gives tier5 every week
-battle elation perk gives +80 rage instead of +50
-bloodfire perk modifies rage gain by 33% instead of 50%
-Stamina perk increases defense per level
-if the hero attack finishes off a stack the army gains +20 rage
-confusion reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
-life drain reduces rage by 20 instead of 90
-weakening strike reduces rage by 30 instead of 90
-blind reduces rage by 60 per turn instead of 100
-frenzy increases rage gain by 50% instead of 100%
-receiving a curse spell does not increase rage by 10
-added dmg absorbtion info to bloodrage skill desc
-Town gate now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
-previously buffed dark ritual renamed 'arcane ritual' uses different icons and swapped with arcane training (now sorcery is good early game)
-erratic mana also regenerates randomly 0-10 mana per day
-reduced mage guild cost to 4 wood and 4 ore per level
-reduced talisman lvl 3 cost
-modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6 to make building mage guild lvl 2 not interfere with early development
-added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
-Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
-Shadow Mistress mana increased to 21
-spearweilders, +1 max dmg, -1A, -1D
-skirmishers, +2A,+1D, harpooners -1A,+1D
-encourage perk increases atb by 0.4
-summon spectral dragon is much better (see ingame desc)
-rune artist specialization also adds +1 knowledge
-buffed hypnotize with 30% less base initiative reduction
-buffed summon elementals back to 1.8*SP
-decay nerfed to 2 turns base duration
-poison master spec nerfed to 10% base chance
-blind duration scaling changed to 1 + 0.05 per power
-fixed lich masters and some other casters not receiving the correct amount of mana from hero specialization
-rangers have 10% chance for war machines
-druids have 12% chance for sorcery
-wizards have 10% chance for sorcery
-necromancers start with 2 knowledge for easier start
-heretics start with 2 knowledge for easier start
-tricksters start with 2 knowledge for easier start
-runemages start with 2 knowledge for easier start
-shamans start with 1 attack instead of 1 defense for easier start
-fixed sorcerors learning gating from witch hut
Following heroes are modified for thematic reasons or 'master of curses/navigation' levelup traps:
-sorcerers default perk becomes ritual
-bertrand starts with leadership
-klaus starts with martial arts
-benedikt starts with adv dark
-markal starts with ritual
-orlando starts with master of pain
-wyngaal starts with soldiers luck
-gilraen starts with battle frenzy
-darkstorm starts with war machines
-eruina starts with ritual
-vayshan starts withOUT offense
-naadir starts with drain soul
-deirde starts with ritual
-sandro starts with ritual
-thant starts with eternal servitude
-vidomina starts with eternal servitude
-jhora starts with ritual
-maahir starts with scholar
-ebba starts with war machines
-garuna starts with ritual
-avengers and rangers both get extra dancers to make up for their starting skills (and fixed intro text)
-fixed mephala getting too much trees
-by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
(this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
-town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
-likely fixed issue of ARMG placing too many magma shrines in one zone
-increased zone guard strength on standard templates from 6 to 8
-increased zone guard strength on belt templates from 6,10 to 8,14
-increased zone guard strength on team templates from 1,6,10 to 2,8,14
-increased zone guard strength on window templates from 6,10 to 8,12
-increased zone guard strength on box templates from 6 to 8
-increased zone guard strength on epic templates from 6,10 to 8,14
-increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16
A new release is ready for download and includes new skills and balance updates.
A new beta release is ready for download to fix and test outstanding PvP balance issues before campaign release.
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latest version, uninstall any previous version with uninstaller, this version does NOT support campaigns, if you are playing the campaign use RC13a.
Includes database and texts update for RC15 Beta 8b. Read the FAQ below.
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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