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.

Report RSS MMH5.5: Release Notes (RC11)

A new release of Might & Magic: Heroes 5.5 is ready for download and will fix the infamous cursor issue and some more stuff.

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Today I will release a long overdue update of RC10 beta 4, the project was long quiet because
I was stuck on a gamebreaking issue (flickering cursor) for which the cause could not be found and also real life stuff. Thanks to forum users i-kk and Gidoza for finding the issue. This issue was not unique to beta4, it existed in all older versions, so you should update. This release will otherwise not bring much content but I expect it to be fully stable and H5.5 has been long in a state were not much further balance issues have come up, so I dare to risk remove the beta from the name. It will be a very recognizable update because of the change in grass color see below.

In my absence people have started a discord channel for the mod: MMH5.5 Discord

Changelist

-FIXED RARE GAMEBREAKING ISSUE were cursor starts flickering endlessly and/or user interface becomes non-responsive and game cannot continue.
-Changed haven grass textures to be greener and closer to atmosphere of original game.
-Speed up movement of death knights, shadow mistresses when high speed is set in game settings.
-Speed up summoned hive attack animation when high speed is set in game settings.
-Stormcaller maxed ranged penalty set to 30% and 2% per titan, also modified description.
-Minor adjustments to costs of gargoyles, magi, centaurs, daughters, succubi, vampires and griffins
-Fixed guardian angel skill level limit not enforced.
-Fixed sylvan tier 3 not having enough shots without ammo cart.
-Fixed deleb having too much skills.
-Fixed bertrand not having weakness spell.
-Fixed fortress mage guild description.
-Fixed axe of mountain lords description.
-Fixed celestial shield description.
-Fixed Iron Lord/Maiden spec description.
-Fixed teleport assault description.
-Fixed call lightning description.
-added warning to installer game directory cannot be auto-detected.

grass

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~cHendler~
~cHendler~ - - 776 comments

Glad to see this mod alive. )

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Empox
Empox - - 3 comments

Thanks for the new update! Love the fact that a fix for the flickering cursor was found. It always plagued my game after a few weeks. May i ask where or how did you find the issue with it and got a fix?

Best mod ever! Thanks again, guys :)

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dredknight Creator
dredknight - - 667 comments

Thank you.
Here you go -> Heroescommunity.com

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KatArus
KatArus - - 21 comments

Glad you're still at it.

I've happened to find a couple of minor issues:
1) Swift Mind seems to conflict with "free attack at the beginning of combat" hero specialization - their free attack counts as first action in combat and hero resets to 'usual' 10 initiative ATB position after making that shot instead of 12.5
2) Combat skill based bonus hero standard attacks (e.g. Chain Attack) disregard Ranger's Imbue Arrow skill and do not cast Imbued spells when triggered.
3)Arcane Avenger skill does not count exact number of spell casts. E.g. if you have Triple Ballista skill it will shoot three times casting imbued spell after each shot but mana will be drained as if spell was cast only once.

Having a blast (literally, he-he) playing Impossible 8 player max difficulty map.

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mmh55 Author
mmh55 - - 482 comments

all sounds like unchangeable stuff from original game

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Guest
Guest - - 687,512 comments

As soon as I installed this version new map I created crashed at month 3-4 and it wont load any save for that map. Every time I try to load game closes.

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dredknight Creator
dredknight - - 667 comments

Which EXE file do you use to play the game? How big is the map? does it have underground?

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tihi8585
tihi8585 - - 1 comments

I used MMH55_64.exe and Huge map with no underground.
I was Necropolis, I entered town with one of my heroes and game crashed. And I tried loading multiple different saves they all get to 50% and crash the game.

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dredknight Creator
dredknight - - 667 comments

Thank you for alerting us. We will check this out.

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dredknight Creator
dredknight - - 667 comments

tihi8585 we found the issue - try disabling Windows Data Execution Prevention (DEP) - Thewindowsclub.com.

Then try to enter the castle again.

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Freetheherolevel
Freetheherolevel - - 1 comments

I am in a slight different version of 5.5, but sometimes my saved file is only about 1000 kilobyte instead of usually about 50-65 Mb (2.5 year old game/map). When that happens I (being in the saved games folder: Documents\My Games\Heroes of Might and Magic V - Tribes of the East\Profiles\Player\Saves)- I move up one level to the previous folder 'left arrow' f.ex. with my mouse, and then I hit 'right arrow'-going back to the 'saves' folder and wupti the 1 mb file now is a 50-63 mb file! dont ask me why and how it happens, but it works again. Another thing that prevents these 1 mb files to be created is, only keep around 20 saved files in that folder give and take. This means every time I save or atleast close the game, I go the save folder and perfom that action.

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exzyoz3
exzyoz3 - - 1 comments

Forum.heroesworld.ru
same startup problem MMH55.exe and MMH55_64.exe
at startup MMH55_Utility.exe, MMH55_Utility_64 and H5_Game.exe everything is good, but the mod does not work there.

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dredknight Creator
dredknight - - 667 comments

What resolution are you playing?

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Guest
Guest - - 687,512 comments

Thanks for a great mod! Incredible work.

Is there any way to generate a smaller map with more players. I cannot seem to be able to do that as it lacks templates for that. Is there any way this can be done?

Best regards from Sweden!

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Guest
Guest - - 687,512 comments

Fun mod, just wanted to report a bug that I seem to have found. Zydar's specialization doesn't seem to be working as intended. The description says that he has an initiative of 10+.5+.5xlevel, however I have reached decent level with him on multiple maps, like level 10 or so (just to test it), and he still seems to have an initiative of 10.He is having imps and hounds go before him with 12 and 13 initiative when he is level 10 and should have an initiative of 15.5.

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mmh55 Author
mmh55 - - 482 comments

it is 0.05 per level so he should then have initiative of 11.

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Guest
Guest - - 687,512 comments

Hey,
I'm not able to set the hero level cap above 40, so I end up capping my hero level without finishing filling out my skill/ability tree.
How do I set the cap above 40?

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mmh55 Author
mmh55 - - 482 comments

you are running the mod from the wrong exe file

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