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: An immediate hotfix for RC14 Beta has been released to fix a variety of serious issues that slipped through the net, check the files section!
Today will be the release of an open and somewhat experimental beta for the next version of Heroes 5.5. The previous release RC13a was probably a good product in its own right, that for many players (especially casual) wouldn't need much improvement since it is very complete in terms of features and low on bugs.
Nonetheless, some people always want more and especially the multiplayer community has been very vocal in demanding every class and even every hero to be viable in competitive multiplayer and preferably also improve the game further on a tactical level regardless of the fact that this will require the game to deviate further from the game it is build on.
While not everything in this beta may make it to the final version, there is little doubt the next version will be so significantly different it is more like a Heroes 5.5 '2.0' because the class system got a major overhaul and all skillwheels have been modified.
WARNING: The old campaigns from Vanilla/HOF are not included in the beta, they will come back in the full release. If you are currently in the middle of a campaign playthrough don't update, also finish any map you want to finish before updating (since this version will be too different). Regardless the RC13 uninstaller doesn't remove save games
The rest of this article will be a summary of the changes for each part of the game.
Spellschools have gone through another shake-up mainly to make them more versatile and not focused on a single tactic like debuffing, buffing, summoning, so they are more H3-like basically. Dark magic is balanced to be more effective against necro, Summoning isn't an all-in-one solution for necro dominance.
-Eldritsch arrow moved to light magic level 2, dmg isn't elemental
-Raise dead moved to Dark level 3
-Phantom Forces moved to Dark level 4
-deep freeze, fireball, frost ring, lightning bolt have all dropped one level down
-Implosion is destructive level 5 and slightly more powerful. Deep freeze is cheaper and weaker
-Blind moved to light magic level 4
-Earthquake - summoning level 2
-Magical Immunity moved to summoning level 3
-Suffering, Righteous might, Endurance and Vulnerability are lowered one level
-Ors are immune to curse of netherworld
-conjured phoenix has rebirth ability and -50%HP
-All changed spells have new icons and sometimes names.
A fundamental change is that Scholar and Wisdom are heavily modified to allow heroes to learn high level spells from 'unusual' schools (not in the towns mage guild). this will greatly improve the tactical variation in the game
-Luck, Avenger and Sorcery have reworked branches.
-Consume corpse is renamed 'drain soul' and has different icons (because eating corpses is inappropriate for humans/elves etc)
-Master of Life is renamed master of ruin and boosts firewall instead of raise dead
-pyromancy no longer gives firewall, but fire trap instead.
-Plague tent does 50% more dmg
-sp bonus was removed from cold death
-pillager does not give +200 with snatch, stays at +100 movement.
-Counterspell was moved to enlightenment to offer new strategy for might heroes.
-Dead man luck is renamed fateweaver and also gives sorrow spell.
-dragon blood crystal summoning is slightly better.
-barbarian skills, tribal teachings, tribal rituals and stamina are all buffed significantly.
-vitality gives 3 instead of 2HP
-consume artifact sets back atb by 0.5
-disruptor specialization does more damage
-master of elementals specialization nerfed SP bonus and hero starts with less primary skills
Generally, almost every class has underwent some changes in skillwheel to equalize early game and there is much more room for each faction to experiment with 'unusual magic'
-Haven: now has 2 knight classes, a dark and a light one, instead of paladin which was basically a weak knight offering little difference from the real knight
-Inferno: gatekeepers have rare option to learn light magic
-Sylvan: new Avenger class focused on imbuing arrows with dark or destructive magic, ranger is more conventional 'forest knight'
-Necropolis: Since Raise dead was moved to dark magic, a new heavy magic class is introduced: Nethermage, the necromancer is now the balanced class and has pretty much same development as TOE version.
-Dungeon: weak Assassin class replaced with Trickster class starting with luck, modified minotaur guards to work with soldiers luck, has rare option to go for light magic
-Fortress: Runemage is now offensive balanced class with better access to summoning and dark, Flamekeeper is heavy magic class for light+destructive combo
-Academy: Seer replaced with enchanter starting with light magic, elementalist is nerfed and renamed conjurer and is balanced class, Wizard is heavy magic class
-Stronghold: balance improvements to skillwheels (as with all factions)
The changelist here is massive and I'm not writing it down since it can be observed mostly from browsing through the heroes in custom game menu.
A lot of heroes will have different specs or haved moved between classes as a consequence of class and skillwheel changes. In the process of moving heroes to appropriate places a lot of bios have been updated to H7 lore status and mistakes in lore have been corrected, most TOE heroes have their 'lore specialization' back. (such as deleb having iron maiden again). The starting skills of the hero will be mentioned in the spec description.
All creatures have around 20-25% more HP to achieve the following goals:
-Improve unit movement tactics
-Weaken exploitative 1-unit blocker tactics, boost stronghold that lacks the ability for such tactics
-Lower importance of first turn and effect of RNG on battle outcome.
-Higher danger level of melee neutrals.
-Lower danger level of ranged and destructive neutrals.
-Weaken destructive heroes a bit (could have been done by other means but it was already a welcome side effect).
other creature stuff
-changed the appearance of wolves to match the haven faction (color temperature), haven now summons wolves and sylvan water elementals, since it fits h7 lore (wolfs duchy) better.
-regeneration abilites and spell have been adjusted to new HP values.
-magnetic golems healing is reduced to 25% spell DMG.
-vampire healing reduced to 40% (adjustment for higher HP)
-minotaur guards have reworked stats and assault ability instead of double attack (to work with soldiers luck).
-stronghold t5 rage level 3 doesn't give double attack but +8 Attack instead, since this was very unfair to executioners.
-executioners have double attack instead of cleave.
-All +% DMG boosting artifacts reduced to 30% from 50%
-All -% DMG protection artifacts reduced to 40% from 50% OR 20% from 25%
-All scrolls also give +2 Knowledge
-All wands also give +2 Spellpower
-ring of vitality is minor
-ring of banishment is relic
-dwarven smithy hammer is minor
-sword of might improved to +3 attack
-beginners magic wand improved to +3 Spellpower
-2 new template series (Ladder & Gladiator) for multiplayer games with starting towns far apart
This article will detail the upcoming random-generated duel maps for Might & Magic: Heroes 5.5.
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New Beta for improved Class system, DOES NOT INCLUDE OLD CAMPAIGNS!, stay on RC13a if you are currently playing the campaign.
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