Post news RSS MMH5.5: Release Notes (RC10 Beta 3)

Fixes gamebreaking issue in Beta 2. Beta 2 is deleted.

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-Fixes Treant Guardians, Thanes, Pit Lords, Devils & Fire Dragons costing the wrong resources

Here continues changes introduced in Beta 2 mostly a proposal for a revision of the game's economy and some critical bug fixes.


The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.

-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000.
-To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level.
-Slave market is moved away from the capital chain in stronghold.
-Shipyards cost less wood.
-Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore). Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias. You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy.
-Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper.
-Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread.
Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:

Haven has 2 favourite resources: Crystals & Gems
The resource silo produces 1 Gem per day
T6 Building costs 10 Gems (level 1) and 15 Gems (level 2)
T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2)
(there are of course also ore, wood and gold costs but those are not relevant discussing)

T6 unupgraded costs no Gems
T6 upgraded costs 1 Gem
T7 unupgraded costs 1 Crystal
T7 upgraded costs 2 Crystal

Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7.The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not give the resource needed for tier 7.

While testing this system not much difference in gameplay was shown on maps that had mines for each resource available. On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7. It is however not likely a problem to start breeding them early if desired.


-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
-Fixed inferno t4 unable to gate.
-Fixed many perks not giving the right spell.
-Fixed some classes unable to learn power of endurance, arcane armor & power of speed.


-channeling costs mana and require feed from dryads
-fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit.
-Implemented all minor stat fixes added to RC10 details thread.

Changes with impact on txt (translators):

-added skeleton bonus to pile of skulls building for heroes without necromancy
-balanced low level creature growth perks (to give more)
-Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming)
-Some resource silos have desc changed.


First of all, thank you for a great mod! You have made a wonderful work!
I'm writing you because we can't play this mod by LAN with ARMG maps.
I generate a map and activate scripts with the patcher, but still, my mates don't receive starting bonus gold. Even if I use Mapmixer it doesn't change the situation.
So, besides that, my mates can't receive units from the tomb or spell through learning skills. But I am as a host play normally.
Would you help me with this sort of a problem?

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Hello Keyshon,

If your game runs correctly, Zip the whole folder and send it to your friends. This way you know their installation is correct and they have the same version of the map.

Then try again.

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I have huge nostalgia for this game and its soundtrack. I'm very impressed with this mod but I'm a bit sad that there isn't an option to keep the original game's music (specially the terrain ambient music). The main menu music is awesome and better than the original IMO (I play HoMM3 a lot too).

I can still put the old music back but it's a bit of a pain IMO.

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To remove new audio tracks just delete <Game folder>/music directory contents.

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Hi there,
from the description I cannot make out if this Mod brings 8 skill slots with it. I want to chase after the ultimate skill, have logistics, and still be able to choose more than one remaining skill. eff balancing.

If this has not been implemented here, this still seems to be a great mod. However, does someone know where to get more skillslots? since it is still one level per skill I would like it best if there was just no cap to the number of skills. basically I would like the Heroes7 skilling within the heroes5 skillwheel. Ideas?

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Yes it is possible to get 8 skills with this mod. Unfortunately the skill trees are completely revamped so there are not ultimate perks anymore.

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i can confirm that the cursor flicker thing is still present. playing on one of the maps packaged with the mod (H55-P5-Ultima)
all sliders except time are set to minimum and time is unlimited.
8 skill slots is enabled
save is at day 4 week 2 month 4
i will keep playing despite because i want to win but will keep saves.
also great mod plz keep up the good work.

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