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 (RC18e)

Our latest release with more bugfixes and balancing.

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We have released a new update RC18e, this will fix the issue of randomly occurring crashes when opening hero inventory or dwelling. The cause of this was found to be a stack overflow issue with sound files on some models including the female elves. many other bugfixes will also be in this patch.

There will also be balance changes. As you may have noticed the amount of balance patches has been going down lately and the changes become smaller in scope, we believe the game has gradually become more and more balanced so this trend will likely continue.

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):

MMH5.5: Discord


Changelist:

-fixed stack overflow issue with sound files causing random crashes when opening hero inventory and dwellings
-fixed some scenario maps bugging on heroic/impossible difficulty
-player turn timer will now remain visible in combat
-prevented mana replenish script running before teleport to town is completed
-fixed alignment issues for Dungeon and Inferno sacrificial pit UI
-if a defending player cheats mana by staying in inventory the mana will be removed at start of combat.

SKILLS

-Ballista: reduced dmg at expert level from 4-5*AK to 3-5*AK, but increased attack by 2, lower levels are also adjusted, overall dmg reduction is around 7.5%.
-reduced defense of all war machines by ~-2 at all mastery levels
-Fire and Air affinity perks now give 12 DBC and earth affinity 8 DBC, water affinity 10 DBC
-Fire Resistance perk gives +4 instead of +2 defense
-fixed snatch no longer working for getting on and off boats
-fixed frenzy sometimes showing wrong duration of 0 in spellbook
-fixed max mana getting reduced when leveling up if book of power artifact is equipped.

SPELLS

-reduced spellpower scaling of all dmg inflicting spells, but added a base dmg value to all of them to be less dependant on spellpower early. for example lightning bolt is changed from 0+24*SP to 20+20*SP
-Caster's Luck now also gives +8 spellpower at level 36, to give back the power needed super late game, chieftains gain this bonus at any level as they already did.
-Caster's Luck now boosts dmg by 25% + 1% per hero level.
-Occultism penetration is now 50% again (from 40%), but the magic defense boots give 14% (before 12%) resistance and the pendant 6% (before 4%).
-reduced mana cost of Frenzy back from 50 to 40, increased dmg buff by 20%, frenzied targets now cannot be retaliated upon.
-fixed bugs with triggering of Magic Mirror, it now triggers only on spells that are cast on enemy targets but Hypnotize and Frenzy cannot be mirrored.
-Phantom Forces spell summons can no longer trigger Mana Destroyer and Mana Stealer creature abilities
-fixed Encourage ability not possible to cast on creatures with magical immunity.

rc18e01

rc18e01

CREATURES

-fixed hovering empowered Fist spell over Magnetic Golem showing 0 damage instead of the proper value.
-Goblin Witch-Doctors now cannot have more mana than they have creatures in each stack
-Goblin King spec no longer gives mana to Witch-Doctors, instead they can also act first.
-reduced spellpower buff at Bloodrage level 3 for Stronghold tier 4 to x2.5
-Magnetism ability grants immunity to Ignite
-Seduction ability was not considered mind spell when Vampirism was cast. Now Vampirism will dispel any seduction effects on target creature.
-Royal Griffins +5HP, -1D
-Spearweilders +1 mindmg
-Skirmishers +1 maxdmg,-3A
-Harpooners +1 mindmg,+2HP,-2A
-Dryads -1 initiative, sprites +1 initiative
-Symbiosis is 20% stronger
-Crystal Dragons +5 dmg, -5 HP, removed Prismatic Breath, added lightning breath, removed immunity to water, added immunity to air
-Paokai +2 maxdmg, -10HP,
-Foul Wyverns +20HP, -2 maxdmg
-Wraiths +5HP
-Earth Elementals -1 maxdmg
-clarified desc of Angel Wings artifact

rc18e01

HEROES

-magic resistance as hero specialty is removed from the game since it negatively affects counter choices and random selection
-Marbas starts with fire elementals DBC specialty, bio adjusted
-Calid starts with fire mines specialty, bio adjusted
-fixed Kraal and Maeve having 2 specializations
-Maeve is removed from MP roster, Irina replaces Maeve with griffin specialty
-fixed (now Irina's) spec triggering Rush Dive immediately
-Gabrielle also has griffin bio, so now gets vampiric griffins specialty
-Ellaine now summons extra peasants into battle
-Bertrand starts with advanced Offense
-King Tolghar starts with advanced Runelore
-Emilia changes to wizard and starts with Light magic
-Galib changes to Conjurer and now gains knowledge instead of spellpower as part of specialization
-Narxes starts with Summoning magic
-Ylaya starts with Drain Soul (not in campaign)
-Shadya starts with Master of Fire
-Jenova and Hrkenraz start with tier 4 in start army

ARMG

-reduced amount of Ghosts in graves early game

DUEL

-Dwarves now get a tier 1 runic shrine instead of tier 3 to prevent rune spamming
-fixed some Nethermages and Death Knights getting too many or the wrong bonus creatures
-fixed Davius, Haegir and Shadwyn not getting bonus creatures
-fixed Gottai receiving t7 instead of t4
-fixed Kraal getting no bonus creatures

rc18e01

Post comment Comments
neophus
neophus - - 575 comments

Nice ! I have to give it a try one day...

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Guest
Guest - - 690,484 comments

I used the mapmixer to adjust my custom map to the mod.
Disable Dimension Door was unchecked.
The Dimension worked exactly ones - after that i had heavy lags until i ended the day and changed to player 2.
Since then, not a single Dimension Door works on my map for any player - even after the 6th restart of the game.

Any idea?

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Guest
Guest - - 690,484 comments

H55_DimensionDoorsOnThisMap set to 1 within the script notes of my custom map fixed it.

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dredknight Creator
dredknight - - 667 comments

By Dimension door do you mean the spell or the adventure map building? If it is the adventure map building this means that your custom map does not have scripts enabled OR have custom scripts that interfere with the mod functionality.

P.S. Great to hear you resolved it!

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fatluum
fatluum - - 8 comments

I was referring to the adventure map building.
With its implementation to the mod you gave me the opportunity to overhaul my map (that i've been working on 300+ hours within the past 3 years) into a certain 'game mode':

Now there are two unreachable towns such as mines for both players with blocked taverns to have an open-worlded survival map where both players solely use one hero. There is a patterned network consisting of Dimension Doors all over the map with an estimated 2-3 days walking distance from each other. The mini map has to be hidden and your point of view has to have your hero within - so that the permanent threat of suprisingly encountering your enemy serves for ongoing tension.

I'm considering to work 40-50 more hours on the map before its release - not to mention additional in-game testing.

But I am happily looking forward to give something back to you guys, since H5.5 is the one and only reason for me to have started this ambitious project.

Utraag - 2P XL(u)

Ibb.co
Ibb.co
Ibb.co

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dredknight Creator
dredknight - - 667 comments

It looks really awesome! Please go ahead to our discord and advertise your work!

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fatluum
fatluum - - 8 comments

I am honored to be invited. But for now i'll wait with visiting your discord until Utraag is ready to be released. There are work-intense issues to take care of since i experimented too much.

I estimate the map to be polished by summer 2024.

Feel free to spread the screenshots already, if you like to.

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dredknight Creator
dredknight - - 667 comments

Will do :)

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Guest
Guest - - 690,484 comments

Amazing mod, enjoying it so much.
I did the whole game campaign from the start (good nostalgia).
I noticed in the necro campaign's first map the AI patrols are getting stuck.
Did anyone else notice it?

Thanks

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