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.

NEW FEATURES

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.

Governance (optional)

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.

Might & Magic: Heroes 5.5 on Heroes Community

Might & Magic: Heroes 5.5 on Facebook

Might & Magic: Heroes 5.5 on Discord


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.

Might & Magic: Heroes 5.5 on Heroesworld (Russian)

Might & Magic: Heroes 5.5 on Acidcave (Polish)

Might & Magic: Heroes 5.5 on 3DMgame (Chinese)

TECHNICAL INFO

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.

How to activate scripts?

System requirements

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.

Map Compatibility

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.

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RSS Articles

Our new maintenance patch 18h is out, admittedly performing maintenance on the previous maintenance patch, since it introduced a desync issue in multiplayer that was hard to find. Multiplayer activity has been going up and still some balance issues remained unresolved. Mainly ballista and destructive magic remaining too dominant and balance of neutral stacks on the adventure map.

MMH5.5: Downloads

See our discord server to join growing online play community and access large database of compatible maps (most maps from maps4heroes.com have to be edited to work properly):

MMH5.5: Discord

EDIT:
18h was replaced with 18i:

-hotfixed rakshasa upgrades being messed up making academy 'broken'
-fixed ARMG no longer generating 'single stacks' for stronghold melee creatures
-added additional melee-only army combinations for alternative upgrades to ARMG

EDIT2: 18i was replaced with 18j:

-hotfixed light and dark spells being stuck at basic level strength and expert summon also making other spells cast at expert level.
-paladins no longer (stupidly) use lay hands as neutrals
-estates skill now has following extra bonus: 'The hero also gains a one-time bonus of Wood or Ore, depending on which stock is more depleted. The amount is equal to the level of the hero.'
-academy award now gives a one-time bonus equal to 1000 gold + 1 gem for every 2 hero levels.
-leadership gives +4% initiative to undead per mastery level (instead of +3%)
-stronghold tier5 unupgraded building costs -5 ore and wood, upgraded costs +5 ore and wood.
-neutral stronghold towns on ARMG have a blacksmith pre-build so that their town level matches other towns that get 2 free MG levels
-some (toxic) sky and earth daughters + goblin army combinations are removed from ARMG.


screens18h2

Bugfixes

  • fixed cause of LAN desync introduced in version 18g

ARMG

  • Single shooter stacks are no longer generated on map
  • Unupgraded stacks will no longer randomly add upgraded stack in combat
  • Shooters and casters will always appear in mixed stacks. This also applies for Fortress Flame Lords.
  • Guards for ARMG Primary Skill buff buildings have their strength lowered

With this changes included default creature generation is now optimized for competitive play. If neutrals on an ARMG map are regenerated with mapmixer or by activating scripted regeneration then this no longer applies and the result depends on the settings of those methods.

Artifacts

  • Wands spellpower increased from 8 to 20
  • Staff of Sar-Issus magic resistance reduction from 100% to 50%.
  • Air/Earth/Water/Fire orbs bonus elemental spell damage from 30% to 25%.
  • Trident of Titans/Emberstone Necklace/Evercold Icecicle/Emerald Slippers bonus elemental spell dmg from 20% to 15%
  • Garments of the Saint set artifacts for tiers (1/2/3/4/5/6/7) resurrection mana cost reduced from (6/8/10/12/14/16/18) to (6/7/8/10/12/14/16)
  • Necromancy amulet cost discount reduced to 10% and the artifact is lowered to minor level
  • Necromancy amulet makes all friendly creatures in the hero's army immune to decay spell, because the artifact is minor it is more widely available

Skills

  • Engineering perk initiative bonus to war machines from 3 to 2
  • Runic Attunement perk morale bonus from 3 to 2.
  • Swift Mind perk hero ATB bonus reduced from 0.25 to 0.2.
  • Corrupt Soil perk dmg per hero level reduced from 10 to 8, since dungeon and stronghold were unfairly affected
  • Necromancy skill gives +50 more dark energy
  • Ignite perk burn damage damage over 2 turns reduced from 100% to 66%.
  • Power of Deflection perk also give hero the Magical Immunity spell and allows casting it at expert level
  • Silver City Magistrate perk gives 33% more djinns
  • Lord of the Undead perk Knowledge bonus from 1 to 2.

screens18h

Spells

  • Vampirism cost lowered from 25 to 20
  • Regeneration cost lowered from 15 to 12
  • Armageddon now uses same dmg formula as fireball - now 12/14/17/20*(Spellpower + 1) from 15/17/21/25*(Spellpower + 1)
  • Hypnotize initiative can be shattered more
  • Banshee Howl lowers morale and luck by 1 instead of 2

Creatures

  • Rakshasa Raja added Dash ability, -2 initiative
  • Rakshasa Ksatri removed Dash ability, -2 min dmg, -5HP, +3 initiative, (previously had too much of the good abilities)
  • unupgraded Djinns +4 max dmg
  • Battle Griffins -5HP, +2 min dmg
  • Blood Mistresses -1A, -1D, -2 max dmg
  • Lich Masters +1 max dmg
  • neutral Pit Spawns can cast less Rupture spells when split in 3 or 4

screens18h

Heroes

  • Spectral Dragon specialization no longer has 'no enemy retaliation' ability and level requirements for other abilities are slightly higher
  • Erling specialization also increases the mana pools of Rune Priests/Patriarchs/Keepers
  • Vidomina starts with Drain Soul perk
  • Naadir starts with Eternal Servitude perk
  • Godric description text is cleaned up

screens18h

MMH5.5: Release Notes (RC18g)

MMH5.5: Release Notes (RC18g)

News 6 comments

A maintenance release introducing dynamic UI texts, bugfixes and balancing.

MMH5.5: FAQ - Troubleshooting

MMH5.5: FAQ - Troubleshooting

Other Tutorial 200 comments

This article will help solving most frequently reported issues by new users of the Might & Magic: Heroes 5.5 modification.

MMH5.5: Installation & upgrade

MMH5.5: Installation & upgrade

Installers Tutorial 12 comments

A step by step document on how to install Might & Magic: Heroes 5.5 mod or upgrade from previous version.

MMH5.5: Customizing Town Management

MMH5.5: Customizing Town Management

Other Tutorial 6 comments

This article will explain how to activate/deactivate special town management abilities in Might & Magic: Heroes 5.5.

RSS Files
Might & Magic: Heroes 5.5 (RC18j)

Might & Magic: Heroes 5.5 (RC18j)

Full Version 1 comment

Latest and by far best version, includes ALL campaigns from original game and expansions. Uninstall any earlier version with the mod's uninstaller.

MMH5.5: Reference Manual (RC18e)

MMH5.5: Reference Manual (RC18e)

Guide 2 comments

Includes database update for RC18e and texts in English and Russian. Read the FAQ below.

MMH5.5: Sharpening, MXAO and SMAA. (Reshade)

MMH5.5: Sharpening, MXAO and SMAA. (Reshade)

Patch 2 comments

Updated package for having 'next-gen' graphics in Heroes 5 using Reshade, adds Adaptive Sharpening, MXAO and SMAA with small performance loss.

MMH5.5: TOE Treants

MMH5.5: TOE Treants

Patch

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.

MMH5.5: Blurry Textures Fix

MMH5.5: Blurry Textures Fix

Patch 6 comments

Fixes TOE graphics engine issue of textures not rendered properly. Reported with Intel HD & Nvidia on 64bit OS. This file must unzipped and placed in...

Might & Magic: Heroes 5.5 (RC18g)

Might & Magic: Heroes 5.5 (RC18g)

Full Version 9 comments

old version, includes ALL campaigns from original game and expansions. Uninstall any earlier version with the mod's uninstaller.

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steampoweredparish03
steampoweredparish03

Hi,

After installing version RC18j on the Steam version of Heroes V, the game quits after the first few seconds of a new custom game. I run it on Linux with the same Steam launch options as what works for the original game (i.e without this mod):
DXVK_STATE_CACHE=0 PROTON_NO_D3D11=1 PROTON_NO_ESYNC=1 PROTON_USE_D9VK=1 %command%
The installer suggested not to launch the game with Steam, but then how can I run the .exe on Linux? What I did: run MMH55_64.exe under Steam with the same launch options. This time, the game completely freezes the whole computer after the intro music.
Did any of you manage to use this mod under Linux?

EDIT: I managed to solve it following this post: Heroescommunity.com

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shinensan
shinensan

I have some gripes with how the mod works with the campaign.
1) Only the primary hero of the campaign in question (so Markal in the first Undead campaign, not Isabel or Godric who carry over their skills from the Haven OC) carries their artifacts over from previous missions - possible bug?
2) Rather disappointing miss in making Shadya in the first Dungeon campaign a Warlock instead of a Trickster (where she explicitly states in her introduction thta she has a different skillset than Raelag, the main focus).
3) Summoning Magic being a secondary school in Dungeon Mage Towers. While I get the "mirror" thing you went for with Sylvan (high elves get Light and Summon, dark get the other two) but it makes their spell list overlap way too much with Inferno. It makes sense lore-wise for Dark Elves to get Dark Magic (disciples of Malassa and all) so maybe make Inferno primarily Summon/Destruction instead?
4) Not a campaign thing per se, but the skill wheel doesn't make sense in a couple of places:
- Necromancy on Warlocks and Sorcerers - I understand that they're suppposed to be the magic side of their faction, but for context, the Good side of the roster has War Machines in its place, which is far less of a dead slot. Maybe if the unit spawning abilities (Lord of Undead, Master of the Hunt) worked on native t1/t3 units rather than specifically undead?
- Elemental Vision as an Advanced ability of Occultism. In the base game, it was a Basic ability, allowing it to be combined with the other two, Dark Ritual for mana regen and Empowered Spells for tailoring damage. I think that Arcane Training should be swapped back with Arcane Ritual (rituals being occult in nature, after all) and Occultism's abilities should be like: Empowered Spells -> Arcane Secrets (spell power), Arcane Ritual -> Drain Soul with the fireball proccing if you have Elemental Vision -> Distract (mana manipulation), Elemental Vision -> Cult Master (secret lore)
- Faction-specific skills (Avenger, Occultism, Gating, Shout more or less) being restricted to a single class in their roster, causing skill-boosting buildings to be less effective on them. Maybe spread them out a little more, with Avenger on Rangers, Gating on Demon Lords and Occultism on Overlords?

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Guest
Guest

I spent 5 months of game time on Heroic difficulty and when choosing a character I chose the casual mode, from the beginning of the game the bots didn't even bother to fight each other, all they do is conquer the enemy's mines, and look for artifacts and so on all the time.

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mmh55 Creator
mmh55

correct on heroic ai aggressiveness against each other is very low to prevent game getting easy

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Guest
Guest

Well, from my experience, game against AI is now pretty messed up. From my opinion even aggressiveness against human player. Previous when playing, AI was attacking on human player pretty early in game. Around fifth week, or sometimes even earlier, was pretty normal (I think it was even without setting "allAgaintsHuman" option in settings.pak). Now AI player really care primary about mines etc ... And this changed around time, when "bonus option" (start bonus army, resources, artifact, casual game) became "difficulty option" (default, savage, nightmare, casual). So around version 14? I mostly play standard ARMG map with 5/6 players on heroic difficulty and on savage/nightmare option (against AI). Would be great, if it could be as it used to be (aggressiveness against human player).

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mmh55 Creator
mmh55

this has not changed, more likely you became a better player and the power ratings of your hero are too strong for AI to dare attack you

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Taczer
Taczer

something is clearly wrong, no matter what stage of the game it is, AI players can change castles to their own and change buildings from units, and as we know, it's not cheap and you shouldn't just change the castle whenever you want, and they put units into the mine that they don't have it in their inventory.

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dredknight
dredknight

- AI convert towns for free
- mine guards is option that costs money not army. A single payment of 500 will place some guards that will protect the mine and their number will increase as the game progress.

Both options can be disabled in MMH55-Settings.pak

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