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 (RC17i+j)

A new release is ready for download with additional bugs and balance fixes.

Posted by on

We have released RC17i, this release brings additional bugs and balance fixes. This is a standalone download, you don't need any older version, download 17i as all-in-one package with campaigns.

EDIT: Recommended to also install RC17j hotfix (requires 17i)

MMH5.5: Downloads

See our discord server to join growing online play community and access large database of compatible maps (most maps from maps4heroes.com have to be edited to work properly and can cause major bugs by simply having them in your map folder):

MMH5.5: Discord

Changes in RC17i

-reduced excessive texture size on some new female hero models (likely caused reported crashes)

ARMG

-reviewed all resource rewards for all battle sites and made modifications so that each resource is on average provided equally
-as a consequence a few battle sites now give difference resource types than before
-mage vaults and arcane towers now have a chance for prisoners
-crypts no longer give prisoners but will give wood and/or ore much more often in combination with other rewards
-slightly nerfed gold rewards from rampart and dragon utopia battle sites
-gold rewards in battle sites are no longer higher after 3 months
-if a xerxon player visits a shrine of arkath in week 1, he will only get a message to visit next week
-an obelisk or shantiri quest with at least 2 objects now always gives at least a major artifact
-reduced movement bonus of oasis, rally flag and watering hole on ARMG to 500.
-reduced movement bonus of shrine of arkath on ARMG to 400.
-reduced movement bonus of stables to 100 per day, immediate bonus is unchanged.
-reduced excessive creep strength on loop-l middle zone

i02

Game

-bad morale now gives a -0.3 ATB penalty instead of -0.4
-fixed cleansing ability of first aid tent not working properly
-drain soul is buffed from sqrt(x)/4 to sqrt(x)/3
-reduced duration scaling on rally and banshee howl to be more similar to mass spells
-searing aura ability reduced to 6 dmg per infernal nightmare
-reduced festering zombie aura to reduce morale by not more than 1
-reduced goblin treachery to 20% to nerf necro snowball effect
-fixed neutral mummies getting too much mana
-invisibility now requires 9 instead of 7 stalkers, this is because weekly growth was changed to 9 and weekly growth is used for all such anti-abuse mechanics in the mod to maintain consistency.
-brisk raiders +1 attack
-removed week of balance
-pendant of interference now gives +2 morale and luck instead of primary skills, increased cost to 36000
-staff of the saint now gives +4 spellpower and staff of sar-issus +2 spellpower
-increased cost of ring of caution to 12000
-reduced cost of cuirass of forgotten hero, skull of netherworld and ring of banishment to 32000
-reduced cost of boots and helmet of forgotten hero to 28000
-clarified desc of mark of the sorceror.

i03

i02

ELO

To improve our online multiplayer community, we implemented a new leaderboard system into the server that allows all of our members to play 'ranked games'. This works similar as the ELO system used internationally for Chess. If you play a ranked game for the first time you will be added to the leaderboard with an ELO rating of 1500 and as your rating goes up or down you can see how well you play compared to other H55 players. For more information check our discord link at the start of this article.

i01

Post comment Comments
Guest
Guest - - 689,096 comments

Hi,
Very good mod ! I play it since a long time now.

I have problem using it with the utility64.exe (to play multiplayer with AI) on this version (I am sure it worked well with version "rc17f").
The problem is that some AI start to hang during their turns (starting at ~4 weeks and more). We need to wait until their turn are automatically ended by the game.
I tested to continue the game alone and it sill hang so maybe it is the same playing sologame with Utility64.exe.
I have no problem so far with the "normal" Heroes5564.exe in sologame.

Maybe the utility.exe AI doesn't know how to handle the new Casino building ?
Do you have advices ? :)

Thank !

Reply Good karma Bad karma0 votes
mmh55 Author
mmh55 - - 482 comments

do you say that because you saw an AI hero stuck on visiting a casino?, because otherwise there is no special reason why that would be the case.

it might be a desync in LAN, if you say 'continue alone' it will likely not be repaired unless you start a new map

Reply Good karma+1 vote
Guest
Guest - - 689,096 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,096 comments

Hi Team,

After installing this patch, I lost audio to the game, is this expected or a bug that is currently present?

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

Never heard of such bug before.

Reply Good karma+1 vote
jimmereg
jimmereg - - 1 comments

Hey, why do my treasure chests(gold or xp) only give 100 gold?

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

Map scripts are not activated check the step in this guide Moddb.com

Reply Good karma+1 vote
MedioNN
MedioNN - - 3 comments

Hi, i have the same problem and i activated the scripts but chests still give me 100 gold...

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,096 comments

Hey,

Just recently downloaded the Mod (love the concept), but it seems like Necropolis has been ruined. In 15 different rush builds of the Mage Guild the Raise Dead spell has never shown up, and only one hero starts with it. This seems like a huge flaw as the faction kind of relies on that spell for survivability in the early game. Is this intentional or is there an error here?

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

Raise Dead is a level 3 dark spell. It should pop in Magic Guild level 3 with a chance as any other dark spell. It can also be learnt through Dark Magic skill tree if the Necro hero gets the "Pariah" perk.

Reply Good karma+1 vote
Guest
Guest - - 689,096 comments

How does one use creature abilities(Wolf's clone or Griffin's Dive for example)? I don't have a button for it in the UI... Spellbooks for casters (Liches, Druids, etc) do work though.
Addendum: it appears sometimes(same slot where the spellbook is), 50/50

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

abilities that can be activated (Griffin's Dive) are cast from the Spellbook button. Passive abilities are cast when a condition is met (Wolf's clone - when the Wolf stack attacks) .

Reply Good karma+1 vote
jumpydady
jumpydady - - 2 comments

question when did thralsai became a trickster? and lost his hydra tamer speciality?

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

He is Overlord and has Hydra specialization. Where do you see him changed? If it is in campaigns that is only to preserve the original idea behind the campaigns.

Reply Good karma+1 vote
jumpydady
jumpydady - - 2 comments

unless I installed something wrong this is what I got (printscreen):
Ibb.co

Reply Good karma Bad karma+1 vote
Post a comment

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