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 (RC16b)

A new release is ready for download with many bugfixes for the full campaign release.

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Today we release RC16b, a bugfix update for both multiplayer and the campaigns. Unfortunately RC16 was not as bugfree as we had hoped, so we uploaded a complete re-release, apologies for the inconvenience. If you already have RC16 installed you can install RC16b over it, but take very good care to point it to the right folder during installation procedure! If you are updating from an older version then use the mod's uninstaller first!

MMH5.5: Download RC16b

MMH5.5: Discord

You don't need to restart a campaign mission after updating (unless you suffer from a specific bug in the list that you feel must be resolved immediately)

Game

-fixed critical issue of crash protection not working
-fixed issue of redwood observatories malfunctioning on ARMG maps
-fixed witch huts not working for death knights
-fixed dragon utopias sometimes not working on any map
-fixed dimension doors considering teammate as 'enemy nearby'
-fixed H55_ForceMixedStacks setting not working
-fixed runemages having lower chance for WM than indicated
-fixed wardens having higher chance for logistics than indicated
-fixed scroll artifact description
-fixed descriptions for Nightmares and hell stallions

Campaign

-fixed laszlo followaround script sometimes failing in A1C1M2
-fixed issue of mission C1M5 not spawning nicolai because inferno attackers had wandered off
-fixed quest in C2M4 not progressing when hero is above lvl 34
-made AI heroes more aggressively attack towns in C1M5,C4M3,C5M1,C5M3
-fixed godric and isabel getting too many primary skills in C3M2,C3M3,C3M5
-fixed thralsai attack script in A1C3M4
-fixed veyer appearing as agreal with anim bugs in campaign intro movie
-fixed wrong dialogscene playing at start of C3M1
-fixed inferno hero not moving in C1M3
-fixed Narxes making T-pose in C6M1 intro dialogue
-fixed some hero spawn armies set to 'normal' on 'hard' difficulty in C1M5
-fixed PvP cheat protection active in C3M5
-made isabel artifacts carryover when she gets out of prison in C1M5
-buffed endboss of C2M4
-fixed alastor being called grawl in C4M4 and improved his skills
-improved godric starting skills in C1M5
-improved skills of helmar and erling in A2C3M3
-improved Wulfstan skills in A1C3M5 and A2C3M4
-improved Freyda skills in A1C3M5 and A2C3M4
-improved some scenario settings being too easy on normal difficulty in C2M2, C2M3, C3M1, C3M2, C3M3, C3M5, C4M4, C5M1, C5M3, A1C1M1, A1C1M2, A1C1M3, A1C1M4, A1C2M1, A1C2M2, A1C2M3, A1C2M4, A1C2M5, A1C3M1, A1C3M3, A1C3M4, A2C0M0, A2C1M1, A2C1M3, A2C1M4, A2C1M5, A2C2M1, A2C2M2, A2C2M3, A2C3M1, A2C3M3 and A2C3M4.

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Guest
Guest - - 689,440 comments

Cheers

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Strogglet15
Strogglet15 - - 1,327 comments

Good show, fellows!

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Guest
Guest - - 689,440 comments

Thanks! I was just about to report some campaign bugs, but the fixes are already here!

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Guest
Guest - - 689,440 comments

Is it just me or a bug: C1M1 (the Queen) cannot be complete although all objectives are done? My excitement has to stop just in a few minutes of gameplay :)

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mmh55 Author
mmh55 - - 482 comments

many have already passed that mission, did you use the right exe? install patch 3.1 before h55?, did you collect enough troops?

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dangevil
dangevil - - 1 comments

Thanks for your reminder! I've checked and indeed I used the wrong .exe (from a wrong shortcut). Passed the mission, mate :)

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Guest
Guest - - 689,440 comments

Is it possible to make the campaign more hardcore by adding heroes to neutral stacks?

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mmh55 Author
mmh55 - - 482 comments

no, but there are other ways, at least in theory

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Guest
Guest - - 689,440 comments

Man, I can't stop playing the campaigns, at this rate I'm gonna lose my job D:
I have a couple of questions/suggestions:

1.Is it possible to get a quick heads up at the start of a mission whether or not artifacts are going to transfer to the next mission ? Sometimes they don't (Mage mission 4, The alliance, Zehir starts without any artifacts) and it would be nice to know beforehand and not waste time trying to get the best gear.

2. If you enjoy grinding, your heroes get ridiculously strong, my Findan for example had around 60 attack, 40 def, 30 spellpower, 40 knowledge at the end of the elf campaign. When he appeared later in the mage campaign he got even stronger with over 70 attack and 50 def. It feels good to start with a weak hero and turn them into a killing machine, but the later missions feel anticlimactic if the enemy is weak even on impossible difficulty. For example the mage campaign, mission 4, Zehir is already buffed up, you also get super strong Findan and Raelag from previous campaigns, (Godric too, but mine was a useless secondary), capture 7 nearly unprotected towns and a ton of resource buildings, but Isabel is sitting there with 1 town and a small army, you don't need much preparation to attack her. I imagine balancing is a painful task, but is there anything that can be done about this ?

Btw the last mission of the mage campaign was so good, the battles were so satisfying. The only downside was my god awful Godric, I had to give him the best stacks and artifacts from other heroes so he could stand a chance :D

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mmh55 Author
mmh55 - - 482 comments

1. is a bug, but cause is hard to find because the code is there and not triggering the debugger
2. may also be a few cases of too many skills carrying over, but even without them I estimate most of it is original map design

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Guest
Guest - - 689,440 comments

I think there's a bug in mission 2 of Wulfsten campaign. After liberating all the dwellings a quest appears saying repulse the imperial attack, but the imperial attack never comes. I've tried waiting till month 4, nothing happens. It's worth mentioning that I've explored the entire map before liberating the last dwelling. On the lower left of the map upstairs there's a road that leads to the end of the map. It looks like the place for spawning the enemy hero, but maybe I broke something by being there first.

Also the rune recycling ability doesn't work, at least in the campaign. I'm using exactly one rune on one stack once per battle, but the resources don't come back after battle

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mmh55 Author
mmh55 - - 482 comments

i was just fixing this today, but it looks like this mission 2 bug only happens on impossible level?

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Guest
Guest - - 689,440 comments

Thanks for the reply! Yep, I'm playing on impossible, haven't tried the other difficulties

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Guest
Guest - - 689,440 comments

btw is there a way to unlock the next mission without finishing the current one ?

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mmh55 Author
mmh55 - - 482 comments

console command:
@Win(1)

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Guest
Guest - - 689,440 comments

Hey and thank you for your awesome work!
Is there any official way of sending in bug reports, so it can be easier for you to review them?

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dredknight Creator
dredknight - - 667 comments

Here is good enough. Alternative place is the #bug-reports channel on our discord -> Discord.gg

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