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 (RC12b)

A new release of Might & Magic: heroes 5.5 is ready for download and will include new duel maps and more RMG improvements.

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Download the latest version of the mod below:


Might & Magic: Heroes 5.5 (RC12b)


EDIT2: large revision of Polish Translation made by KjeraD was uploaded in addon section!!!

EDIT: Russian translation was bugged for several days and has been reuploaded! (6 oct)

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 RC12 translations are WIP.

Fixed AI sometimes not attempting to conquer town after it lost all its towns on ARMG maps!

This fix can break campaign and storyline maps because it can cause heroes to move that are supposed
to be frozen for storyline purposes. That's why by default it is only activated on ARMG maps,
it can be activated for all maps in user-settings, but only multiplayer and ARMG maps should be
played after doing that.

-Fixed various scripted user-settings not working when invoked on map level instead of in the settings.pak file (see ARMG manual about customizing maps this way)
-Witch huts recognize all classes now.
-Offensive/defensive formations now work for all factions and alternative +4 bonus is removed.
-Eruina triggers 'matron salvo' on dark magic,mass decay,mass vulnerability and chance set to 30%+1% per level.
-Fireball ballista spec now uses level divisor of 5 (nerf)
-Fixed text message about conversion limit not showing after trying to convert restricted dwelling.
-Fixed town conversion limit by default too low if multiple players start with same faction town.
-Fixed battle dive causing fatal crash when used with chain attack.
-Fixed empowered armageddon not working with master of fire, ignite and not having physical meteor damage at center of impact.
-Fixed Mummy cost, exp and power rating too high
-Improved efficiency of various scripts
-Fixed Att/Def primary skill desc

EDIT: -Ring of banishment and ring of unrepentant now also give +1Spellpower and +1 Knowledge respectively, since otherwise they often would be useless at the time of finding them early game.

EDIT2: -Set perk choice randomization at exactly 33% per perk when leveling up, this was ofc supposed to be already the case but, I noticed in some cases the game was using some obscure AI skill evaluation numbers to have a preference for some. This means in practice it should be slightly easier than before to get the skills you want.

This update will greatly improve available ARMG templates for small 1vs1 PvP matches!

-Added 2P-Duel-T template for games without adventure map gameplay. See entire article about it.
-Added new 3-zone mini template, 2P-Mini-S (not Tu), if the old S/Tu was generated on S it lacked distance between player towns, there was also only one neutral guard between them while Tu offered two. (Tu was better)
The 2P-Mini-S will not have special resource mines in the starting zones, while template 2P-Mini-Tu will have them to offer more variation between both templates.
-Split up 2P-Standard template in 2 different versions, one with and one without special resource mines.
-Standard and Team templates are now divided in versions that have special resource mines in starting zones, and versions that have them moved to the treasure zones, to maximize gameplay options.

Example of ARMG generating new very small but surprisingly dense and balanced map on S without underground:

RMG landscapes

Substantial landscape changes to RMG!

-Fixed slight deficit in monster placement density on Necro, taiga, snow, lava and underground dungeon terrain. The placement density on these terrains was lower than grass, this issue existed since TOE, but was hard to see (I only noticed it on necro terrain at first because it had it the worst), I only found the cause recently, which was the placement of decorative objects smaller than 3x3 tiles but bigger than 1x1, so all these objects have been removed to make all terrains have exactly the same object and monster density. As a result of this even the smallest templates (Tu/S and bigger) are now very well balanced for PvP gameplay regardless of terrain.

Aboveground Lava terrain - competely redone to look much different from the underground, it now looks more like a burned down forest surrounded by larger mountain ranges. (visibility is improved for this terrain)
Underground Lava terrain - removed terrain tiles that had too much contrast and pointlights that were too red (visibility issue), more large craters, large mountains and hellspikes.
Underground dungeon terrain - has more stologmites/tites to feel more cavelike (open plains happen less often), less floating crystals, added new light theme matching dungeon town, removed pointlights not matching either the color of the rock crytals or floating crystals

-Fixed some underground terrains triggering the wrong ambient sound fx
-Fixed 3P-Belt giving special res mines to one player.
-Fixed monster strength too high in starting zones on some templates with zones <4000. (collar/frame /diamond)
-Regenerated Various demo maps that suffered from above issues. Regenerated maps have V2.1 in description, many V2.0 maps are still available since they had no issues, but they will not have the new landscapes.

New inferno terrain (surface):

RMG landscapes

Inferno terrain (underground)

RMG landscapes

Fixed necro and taiga terrain density and small cosmetic changes, more tree density as well and more plants on taiga

RMG landscapes

RMG landscapes

Post comment Comments
faye1539174885
faye1539174885 - - 6 comments

im an idiot accidently posted here

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Guest
Guest - - 689,010 comments

Tell me how you the idea to create for each specialization of your hero upgrade creatures in the castle? With binding so that the hero can use upgrades only of his specialization? Is it possible?

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mmh55 Author
mmh55 - - 482 comments

I don't understand what you mean, but current script framework only allows creature specializations based on growth

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theemightymightydoug
theemightymightydoug - - 1 comments

best mod! unforunately i get a system error on start - The code execution cannot proceed because libcurl.dll was not found. Reinstalling the program didn't worth either. its also missing zlib1.dll, granny2.dll, and UbiStats.dll. any tips?

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mmh55 Author
mmh55 - - 482 comments

faq

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Guest
Guest - - 689,010 comments

Catches bug in fenix lair. offer rebuild it for your home faction, say yes and its just spend resources, no effect. and offer dont disappear asks again and again if say yes. if say no can just buy fenix - all normal, but while next time meet it its offer again. sorry for my poor english

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mmh55 Author
mmh55 - - 482 comments

bug may be caused by mapmaker using ID of other dwelling for 'fenix' dwelling

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