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.
Our beta 5 release was a technically complicated one, so some bugs were almost unavoidable,
but thanks to the community's swift input and feedback we have been able to sort them out very quickly. Since a substantial amount of balance changes was also discussed and implemented forthe new larger standard battlefield size of 14x12, the new release is already named Beta 6.
All in all we have 3 things to announce:
1. The Beta 6 upload with fixes and balance improvements for larger battlefields. Download the mod and also the Manual was updated right away.
2. The start of a H55 compatible maps database on discord, currently containing 19 maps with the intention to expand it over time. These maps are checked for bugs and compatibility issues with the mod. (If you don't want a discord account, you can still move in as guest, grab what you need and leave)
3. A makeover of our old package of reshade settings has been updated to work with the latest version and offers much better performance with Adaptive sharpening, MXAO and SMAA. (credits: ThGryphn)
MMH55 Reshade Settings
MMH55 Ladder Website
Beta 6 Balance fixes
After release of Beta5b a lot of feedback was provided on the balance on new larger battlefields and some issues were overlooked and have been fixed in this version. The problem was that offensive creatures with 6,7 or 8 speed have become very similar, causing mostly the faster upgrades to become weaker compared to the slower one (that was buffed in another area).
Previously on small battlefields it worked like this:
8 speed = reaches other side
7 speed = reaches other side with perk
6 speed = reaches other side with 2 perks (hard)
In Beta 5b with large battlefields it became:
6-7-8 speed = can't reach other side and 8 only with 2 perks
So if each faction would have one of the 8 speed creatures get 9 speed and some of the 7 speed get 8, there would be more meaningful differentiation again as in:
9 speed = reaches other side with one perk
8 speed = reaches other side with 2 perks
7 speed = can't reach other side
10 speed isn't used as we prefer to improve on the tactical preparation elements of the battle, compared to small battlefields.
So this is done in Beta 6:
-+1 speed to all following tiers: Haven T6,T7 + Inferno T5,T7 + Necro T7 + Fortress T6 +
Dungeon T4 + Stronghold T6 + Academy T5 + Sylvan T5
-added some minor buffs to primary skills of T7 upgraded for Stronghold, Sylvan & Dungeon since they started to lag behind after all bonuses to other T7
-added +2HP to Sylvan T2 (sylvan didn't get much buffs compared to other factions)
-added +2HP Inferno T3 (suffered from larger battlefields)
-made some minor adjustments to most unupgraded T7 and some unupgraded T6 to make sure they are not too strong/weak compared to the upgrades (logical stats)
See screenshot below for additional balance changes to Dungeon (minotaurs, dragons, riders, sisters), note Blood Sisters have 'Magic Proof 25% and Blood Furies (Immunity to Weakness):
Beta 6 Fixes
-Slightly lowered creature amounts in Battle sites early game since now stats are better adjusted to large battlefields, in very late game there will be a little more.
-fixed misalignment of mouse cursor and army counts on a Lava and Sand terrain battlefield
-fixed buggish stone obstacles on some grass battlefields
-fixed Bart,Malustar, Alastor, Sephinroth, Kaspar & talanar starting skills
-fixed Azar not being able to get bonus from defendusall
-fixed Cyclops not having intended stats
-fixed Vindicator not having intended stats
-fixed immunity to blind not shown in creaturepedia on unicorns
-fixed lich master mana
-fixed banshee wail text
-fixed scholar not being able to provide deflect missile
-clarified text of scholar, omniscience
-clarified channeling txt, requires siphon mana.
Compatible Maps Database
Screen of maplist under construction, visit channel 'compatible maps' and 'submod maps', please read the pinned messages there before downloading anything:
Here are some screenshots 1st before and 2nd after:
...aaaand Merry Christmas!
A step by step document on how to install Might & Magic: Heroes 5.5 mod or upgrade from previous version.
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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