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 (RC15 Beta 15)

A new release is ready for download with new ARMG templates and plague tent update

Posted by on

This release fixes 2 major issues, adds new ARMG templates and makes the Plague Tent really good!

MMH5.5: Download Beta 15

WARNING: you must use the mod's uninstaller, before installing this patch!, ARMG demo maps are repacked in single .h5u file, to make game syncing easier in future and keep map folder clean. After installation there shouldn't be any ARMG demo maps in your map folder.

Our discord server with large compatible maps database and growing online play community:

MMH5.5: Discord

Full changelist:

-fixed MAJOR issue of many game features broken when 'hidden artifacts' option was chosen, this issue existed also in earlier betas but was discovered late, it is technically incompatible with 'mixed neutral stacks' therefore this feature will always be disabled from now on when this feature is selected.
-fixed scenario 'In Search for Power' had become unplayable, 2 objectives have been adjusted (and their descriptions).

-The Plague tent ability is significantly more powerful and the new description reads as follows: 'The First Aid Tent gains the ability to damage enemy creatures. The damage dealt is 20% more than the tent can heal. Plague shots do not consume healing shots, but will be depleted when there are no healing shots left.'

-added new ARMG template series 'Loop', for PvP games with easier return to town, updated ARMG manual with many revised text.
-added new team templates 4P-Ladder-XL and 4P-Ladder-H
-removed gladiator template series and replaced with new template 2P-Ladder-XL that has 2-way path more towards the middle.

-The divine guardians perk is added back into the game, but it no longer adds t7 growth and is renamed divine guardian (singular), the perk replaces twilight and is only available to a select few 'good' classes that cannot learn dark magic: knight, ranger, druid, engineer, flamekeeper. The other classes still learn Twilight.
-boots of levitation is lowered to major artifact and clarified desc.
-boots of swift journey is raised to relic artifact and value increased to 36000, making it very unlikely placed in early zones
-Nightmares and Hell stallions swap most of their stats and their names, the new 'hell stallions' have cursing attack instead of fear, since fear is tactically. contradicting searing aura, which fits better with a tankier unit. Nightmare name fits better with black horse with fear ability.
-added purge to archmages, removed energy channel.
-removed adventure luck from Soldiers luck as skill got a lot more potent and now academy also has a proc ability.
-vampires life drain ability reduced to 30%.
-spectres -2HP, poltergeists -1D.
-added ability primordeal to elementals (to protect them from chain shot when playing sorceror).

-implemented new system for preventing abuse with memory mentor, instead of more intrusive 'complex knowledge' text all skills that cause 'mental scarring' start their description with "Adventure Skill: ..", when using the memory mentor a warning is included in the default popup that any skills with this indication will cause mental scarring and remove 2 random primary skills. (A milder effect, but more skills are tagged, such as each level of logistics, necromancy).

-Kaspar starts with advanced defense instead of first aid.
-fixed silver city magistrate perk boosting mana regen.
-fixed grok being gatekeeper for witch huts and town building mechanics.
-fixed calh being demonlord for witch huts and town building mechanics.
-fixed Kilghan start army.
-fixed pathfinder's aid kit appearing from battle sites.
-fixed or improved descriptions of dark avenger, vitality, eternal servitude, primordeal, lifedrain, spirit link, spymaster, preparation, cult master.
-cleaned up RMG template tooltip of old news.

Post comment Comments
Guest
Guest - - 690,455 comments

In the previous patch unstoppable charge didn't deal triple damage but double. Second ability in light magic, the one with master of blessing perquisite, didn't give regeneration spell. I've completely lost town management. Map where I've noticed all of this is Fate of Ashan. Didn't test on other maps

Reply Good karma Bad karma0 votes
dredknight Creator
dredknight - - 667 comments

Did you used "Hidden Artifacts" option ON? There was an issue with it where it disabled some of MMh55 mod scripts. In this release this is fixed.

Reply Good karma+1 vote
fatluum
fatluum - - 8 comments

I have encountered issues solely on custom made maps on the RC15 BETA 14&15; while using the MMH55.exe & the MMH55_Utility.exe
At first i assumed it's due to the fact that those maps have been created with the MMH55_Editor.exe from RC13 & earlier - but that is not the case.

The following features do not work properly:

- Starting bonuses
- Hero abilities that include 'At the start of combat'
- Potions (MMH55_Settings set to 1)
- Ressource Artifacts
- Artifacts that are calculating the Hero's knowledge
- Artifact Sets
- Crypt, Vault of the Mages (etc.) [Looted artifacts vanish]

This is probably not everything - but at this point i downgraded back to RC13a because my friend was about to arrive & then we enjoyed a 2-days PEST session via LAN without encountering any issues. Thank you guys for your tremendous work by the way.

I hope you can fix this or explain to me what i am doing wrong.

Cheers,
Phil

Reply Good karma Bad karma+1 vote
dredknight Creator
dredknight - - 667 comments

Thank you for the report Phil!
did you activate the scripts on those maps?
If you still have them can you send one of them so we can verify?

Reply Good karma+2 votes
fatluum
fatluum - - 8 comments

I wasn't aware of the necessity to run the RC15's Mapmixer to overwrite the map's script with 'enable scripts for hotseat/LAN'.

Thanks for the help!

There are still two minor issues left:

- Tieru from Sylvan faction does not spawn elementals at the start of combat. (The formula says 1 + [some factor] - so there should be at least one)

- Staff of Asha's Eightfold can't be placed manually in the editor.
AdvMapArtifactShared:MapObjects\Artifacts\Eightfold.(AdvMapArtifactShared) spawns Angelic Alliance & I haven't found a code [instead of Eightfold] that spawns Asha's Staff.

*Edit*
P.s.
The code 'Angelic' spawns an artifact with an empty information box. When picked up it says "Can't take artifact" in red letters.

Reply Good karma Bad karma+1 vote
dredknight Creator
dredknight - - 667 comments

Tieru issue and elemental summoning overall was fixed in RC15 Beta 16. Check there.

Asha Eightfold and Angelic alliance have swapped artifact IDs.
Eightfold is Alliance in game.
where Ring of Haste should be Eightfold.

Reply Good karma+2 votes
fatluum
fatluum - - 8 comments

(...)\Artifacts\Ring_of_Haste.(AdvMapArtifactShared) unfortunately spawns Ring of the Saint.
If you find out which code belongs to Asha's Staff please let me know.

Then i'd like to disable the generated mixed stacks solely on my custom map while keeping it activated for every other.

H55_GenerateMixedStacks = 0;

and

H55_ForceMixedStacks = 0;

in the map's script haven't worked so far.
Any idea?

Reply Good karma Bad karma+1 vote
f2o
f2o - - 1 comments

Hellow, I think I found a bug, the summoning of Arcane Eagles does not work in the Academy. When playing on the same map for dwarves, summoning air elementals works.

Reply Good karma Bad karma+1 vote
dredknight Creator
dredknight - - 667 comments

Try the freshly released RC 15 Beta 16 this is supposed to be fixed there.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: