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A new release is ready for download with huge amount of small fixes and balance improvements

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MMH5.5: RC15 Beta 14

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

BETA 14 Extra changes:

  • Fixed MAJOR issues of anything related to resurrections pretty much not working
  • removed new 'Embalmer'' perk (a technical conflict with eternal servitude will make beta 13 design
  • impossible, flat HP artifact resurrections will not be available for necro)
  • reverted 'Lord of Undead' perk in previous state
  • new perk 'Master of the Hunt' replaces 'Unholy Crusade' perk and gives extra Ghosts
  • Kaspar specialization name reverted to 'Embalmer'
  • fixed resurrection artifacts resurrecting more than died
  • fixed aid kit artifacts not working at all
  • fixed 'Pathfinders Aid Kit' artifact spawning on the map
  • fixed Sprites having wasp swarm and pixies having mana in creaturepedia
  • some very subtle tweaks to skeletons to make sure they are equal:
    • Skeletons: -1 defense
    • Skeleton Warriors: -1 defense, damage 1-3,
    • Skeleton Archers: +1 attack, -1 defense,
  • Succubus and Succubus Mistress: added 'Vulnerability' spell
  • Pit Lords and Pit Spawns -2 damage (values were set too high, goal was to reduce excessive
  • randomness)
  • 'Necromancy' and 'Logistics' skills can no longer be unlearned without mental scarring (hero loses
  • stats)
  • new attempt fix to prevent reward text collision


- mechanics for offering perks on level up changed. Previously game offered two boxes with perks - one standard (tier 1) and one special perk (tier 2 and 3) where any perk (tier 1, 2 and 3) was offered if there were no perks that fit the box rule. Now both boxes will randomly offer perk of any type (tier 1, 2 and 3). While this makes it slightly harder to get a desired tier 2 perk, it makes it easier to get a perk from different perk branch within the same skill on following level up. This improves the chance to evade undesired tier 2 perks.
- 'Retaliation strike' ability now works on ranged attacks
- TOE perk 'Unstoppable charge' perk is added back and gained after 'Retaliation Strike' perk
- 'Unstoppable charge' perk bonus damage is nerfed from 100% to 50% because it stacks with 'Critical Strike' perk for a total of 200% damage
- Hero attack damage vs Summon Hive, Phoenix and Ballista (using chain attack) is lowered by 40%
- some very minor nerfs were done to hero attack base damage vs some tiers based on updated average HP calculations
- 'Avenger' skill changed from 40% trigger chance for 100% bonus damage to 70% trigger chance for 50% bonus damage. Changes apply both to hero and creatures. Anwen's specialization creature bonus Avenger damage reduced from 1% to 0.5% per hero level.
- 'Preparation' perk is gained after the 'Rally' perk in 'Leadership' skill tree, where it is useful as the complete opposite of 'Aura of Swiftness' perk
- 'Last Stand' perk is renamed 'Righteous Fortitude' and moved to 'Light Magic' skill tree. The perk also gives +2 defense and 'Regeneration' spell, but the last stand effect only triggers for stacks with 7 or more creatures.
- 'Divine Guardians' perk is removed from game, it was only ever intended as 'final battle dragging' ability and that effect is now provided by the nerfed last stand effect.


- 'Swarming Gate' perk is renamed 'Urgash Call' and changed icon, the skill now allows gating devils and has a chance for a minor gating bonus. The pendant of mastery no longer gives this effect.
- 'War Machine' perks now multiply their hitpoints by 3 instead of 4.
- 'Flaming Arrows' perk now grants Ballita 50% ignore defense effect and adds fire damage equal to hero level, so that it can be defended against.
- 'Remote Control' perk in 'Artificier' skill tree is removed from the game and replaced with new perk 'Silver City Magistrate': The hero gains +2 Spellpower and at the start of every week additional Djinns, Djinn Sultans or Djinn Viziers will join the hero's army, the amount is equal to 0.15 * hero level
- 'Fiery Wrath' perk now also gives +2 attack and is moved to shatter destructive
- 'Fire resistance' perk in 'Shatter Light' skill tree also gives +2 defense
- 'Celestial Shield' spell at level none now scales back to base value 40%
- 'Arcane Armor' perk boosts 'Celestial Shield' spell strength by +4 SP and moved to 'Destructive Magic' skill tree
- 'Ignite' perk burn damage to 50% of initial damage for 2 turns and is tier 2 perk in 'Destruction Magic' skill tree
- 'Caster's Luck' perk gives +10 spellpower instead of +12 spellpower to Chieftains
- 'Chilling Bones' perk also gives +2 defense
- 'Runic Attunement' perk buffed to give +3 morale for one turn after rune cast
- fixed Ranger skillwheel having 2x War Machines skill trees
- fixed description of 'Agonizing Strike' perk
- fixed description of 'Spirit Link' perk and ability



- First Aid Tent base heal buff from 10 to 30 and Basic/Advanced/Expert 'Defense' secondary skill adds +10/+30/+70 HP respectively.
- 'Ring of Machine Affinity' artifact boost tent healing by +50% instead of +100%.
- 'Saint' artifact set resurrection artifacts no longer work per stack, but can resurrect a flat amount of HP instead of %, the artifact chooses automatically which option resurrects more creatures.
- defense primary stat scaling resurrection artifacts can only resurrect based on flat HP, not %.
- 'Apothecary Pouch' artifact is renamed 'Pathfinder's Aid Kit'. Resurrection scales with defense and only resurrects tier 2 creatures, but with higher base value.
- 'Pathfinder's Aid Kit' artifact is given to any hero with the 'Pathfinding' perk.
- 'Medical Supply Bag' artifact is renamed 'Combat Aid Kit'. Resurrection scales with defense and only resurrects tier 1 creatures, but with higher base value.
- 'Combat Aid Kit' artifact is given to any hero with the 'Vitality' perk.
- 'Lord of Undead' perk is renamed 'Embalmer'. It has new icon and allows resurrection artifacts to revive fallen Undead creatures. The '0.5-bonus-gold-per-day-for-each-skeleton' effect moves to 'Unholy Crusade' perk.
- Necropolis heroes don't get 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts, unless they have also learnt 'Embalmer' perk.
- heroes without any of the 4 'medical' perks can't use 'Pathfinder's Aid Kit' or 'Combat Aid Kit' artifacts.
- Kaspar specialization renamed to 'Master Embalmer'
- 'Necromancy' skill dark energy base amount from 300 to 400
- 'Necromancy Amplifier' building dark points bonus from 200 to 100
- fixed resurrection artifacts working for free when mana is above max
- lowered sale cost of 'Griffin Egg' artifact to 30000 gold
- 'Artificer Wand' artifact is now a separate artifact with value of 0 gold
- 'Potion of Resurrection' is removed from the game
- fixed minor description issue for 'Golden goose' artifact



- fixed 'Rune of Dragonform' working on Fire Dragons
- lowered casting cost for 'Righteous Might' and 'Suffering' spells to 7 mana
- reduced strength scaling at expert level to 0.25*SP for 'Righteous Might', 'Suffering' and 'Endurance' spells
- increased casting cost for 'Regeneration' spell spell to 15 mana
- increased casting cost for 'Sorrow' spell to 14 mana
- changed 'Deflect Missile' spell - base reduction starts from 5%, casting cost to 8 mana
- 'Refresh Rune' ability resets hero atb to 0.5, used to be 0
- 'Banish' ability now costs 20 mana and resets hero atb to 0.33, used to be 0
- 'Summon Spectral Dragon' ability cast resets hero atb to 0.33, used to be 0
- 'Encourage', 'Banshee Howl' and 'Rally' abilities cast resets hero atb to 0.15, used to be 0
- 'Power of Stone' perk renamed 'Power of Deflection' and has new icon


- neutrals inside battle sites are now auto-adjusted to the average strength of neutral stacks on the map (therefore they auto-adapt to ARMG monster strength, on maps with 'strong' monsters there isn't much difference as they served as baseline). On maps like Deadly environment or dream land they will be stronger by default because the mapmakers adjusted the stacks on the map to be stronger. The DE script variable needs adjustment from x2.5 to x1.5 to achieve roughly the same monster strength.
- modified battle site rewards for spells, now Witch Temple always gives high level spell like Mage Vault
- Crypt, Stone Vault and Rampart Tower will start giving higher level spells if the hero knows a lot of lower level ones
- made adventure map sites' prisoner rewards more balanced (less excessive bonuses from certain buildings)
- neutral towns on ARMG start with 'Mage Guild' building built at level 2, neutral Stronghold towns have the 'Walkers Hut' building built for equal access to 'Creature Portal' spell, 'Town Conversion' ability is also adjusted for that.
- supply contracts now cost 500 instead of 1000 gold
- fixed 'Town Gate' spell teleporting hero to wrong side of town in underground
- fixed a script error when visiting a 'Redwood Observatory' site repetitively
- fixed spelling errors in Flotsam and Sea Chest sites description
- fixed spelling errors in description of Orc Tunnel', Deserter's Tower, Treant Thicket, Arcane Tower and Mage Vault sites


- default experience gain early game is much stronger to keep up with competitive gameplay and allow easier 'Spymaster' perk spell transport.


- removed the proc factor system for triggering creature abilities and use simpler system from version 3.0 based on HP:
Chance = 40% + 5% * (TotalHP / TotalTargetHP) if targetHP is lower
Chance = 40% - 5% * (TotalTargetHP / TotalHP) if targetHP is equal or higher
- 'Soldiers Luck' perk is unchanged and grants abilities a second chance roll if the first one fails.
- 'Paw Strike' base trigger chance follows the same formula as mentioned above. For each tile walked the formula is upgraded to: 1 - [(1 - trigger_chance/5)^walked_tiles]. This will cause it to trigger similar to other abilities as before it used to trigger too often.
- adjusted all descriptions for abilities that had proc factors.


there are a lot of small creature changes in this release mainly to address following issues:

  • equalize magic protection abilities between factions, (academy less, some others more)
  • equalize ability to deal with damage recovery or prevention from shooters
  • fix a slight generic OPness in necro health and UPness in sylvan health
  • fix too big or small differences in strength between upgraded and unupgraded creatures
  • add some more tactical variety to unupgraded creatures for very fast PvP that includes mainly
  • unupgraded army
  • more carefully thought out what spells creatures actually need

- Squire: -1 health, Vindicator -2 health
- Griffin: removed 'Immunity to Blind' ability
- Priest: added 'Divine Strength', 'Endurance' and 'Haste' spells; +12 mana
- Zealot: added 'Mark of Fire' ability, moved 'Purge' ability to Inquisitor, removed 'Bravery' ability from Inquisitor, removed 'Confusion' spell
- 'Mark of Fire' ability: bonus damage changed from 2x to 1.5x but triggers more often
- fixed Inquisitor cost text
- Angel: and Archangels, added 'Immunity to Air'
- Seraph: added '50% Fire Proof' ability
- Pit Fiends: +3 min damage, removed 'Weakness' and 'Vulnerability' spells
- Pit Lord and Pit Spawn: +3 min damage, +2max damage, -2 attack, removed 'Weakness' and 'Vulnerability' spells
- Pit Spawn: removed '50% Magic Proof' ability, +2 Defense
- Archdevil: added '50% Fire Proof' ability
- Archdemon and Devil, added 'Immunity to Earth' ability
- Hell Charger and Hell Stallion: added '25% Magic Proof' ability
- Nightmare: added '50% Fire proof' ability
- Succubus Mistress: added 'Confusion' spell
- Succubus Seducer: added 'Mark of Fire'
- Succubus: +4 health, -1 attack, -1 defense, added 'Confusion' spell, +7 mana, fixed casting animation
- 'Primordeal' ability: now also gives immunity to 'Chain Shot' ability
- Horned Overseer: 'Explosion' ability damage nerfed to 24*SP15B13

- Necromancy Amplifier building: no longer gives extra skeletons to heroes without Necromancy skill, it only gives +2 mana regeneration, an intentionally weak bonus.
- Skeleton: added 'Large Shield' ability, removed '25% Magic Proof' ability
- Skeleton Warrior: +1 speed +1 initiative, min-max damage 2-2, removed '25% Magic Proof' and 'Shield Other' ability
- Skeleton Archer: removed '25% Magic Proof' ability
- Vampire: -5 health, +1 min/max damage
- Vampire Lord: -2 defense
- Vampire Prince: +2 min damage, -1 initiative, 'Torpor' ability triggers more often, but lasts 1 turn
- Lich: added 'Suffering' and 'Slow' spells, +13 mana
- Pixie: Sprite and Dryad: +1 health
- Blade Dancer: +2 health, added 'Enraged' ability, -1 defense
- War Dancer: +2 health, added 'Enraged' ability, -1 attack, -1 defense
- Wind Dancer: +2 health, added 'Enraged' ability, -1 attack, -1 defense
- Hunter: +2 defense
- Unicorn: +5 health ,-2 max damage
- Druid and Elder Druid: added 'Deflect Missile; spell, removed 'Endurance' spell, +2 mana
- Green Dragon: added 'Immunity to Earth' ability
- Master Gremlin: now need a minimum of 20 at the start of combat to be able to repair.
- Stone, Obsidian and Elemental Gargoyles: added 'Immunity to Earth' but zero resistant to anything else
- Mage: +4 health, -2 attack, -2 defense
- Archmage: removed 'Deflect Missile' and 'Righteous Might' spells, added 'Endurance' spell
- Combat Mage: removed 'Confusion' and 'Vulnerability' spells, added 'Righteous Might' spell
- Djinn: added 'Magic Proof 50%', removed 'Magic proof 25%'
- Djinn Sultan: added 'Magic Proof 50%', removed 'Magic proof 75%'
- Djinn Vizier: added 'Magic Proof 25%', removed 'Magic proof 50%', removed 'Air Immunity' ability, +3 defense, -1 attack
- Blood Maiden: +2 health
- Minotaur Taskmaster: added 'Armored' ability
- Deep and Foul hydras: -5 Health
- Shadow Witch: added 'Confusion' spell, -1 min damage, adjusted mana and some other spells
- Shadow Matriarch: added 'Confusion' spell, +1 initiative, -2 attack, adjusted mana and some other spells
- Shadow Mistress: renamed to 'Blood Mistress', added 'Life Drain' ability, removed 'Invisibility' ability, added 'Sorrow' spell, removed 'Confusion', -15 health, adjusted mana and some other spells
- Defender +2 health
- Crippling Wound ability: nerfed speed from -40% to -30%, initiative from -20% to -10%, but it triggers more often
- Harpooner: removed 'Armored' ability, added '25% Magic Proof' ability
- Bear rider: +1 max damage, -2 defense
- Blackbear rider: +1 max damage, -2 defense, swap stats with Whitebear rider
- Whitebear rider: +1 max damage, -2 defense, swap stats with Blackbear rider
- Blackbear and Whitebear riders swap stats and the 'Armored' ability (for visual correctness). Now the more offensive variant has 'Bear Roar'.
- Giant Slayer ability: nerfed from 8 attack, 8 defense to +6 attack, +6 defense
- Rune Pries: removed '50% Fire Proof', +1 damage
- Rune Patriarch: removed '50% Fire Proof'
- Rune Keeper, removed '50% Fire Proof', 'Fireball' spell mastery from Basic to Advanced, added 'Righteous Might' spell, removed 'Endurance' spell, +1 mana
- Sky Daughter: 'Chain Lightning' spell mastery from Expert to Advanced
- Centaur Marauder: added '+25% Magic Proof' ability
- Warlord: +1 max damage
- 'Sacrifice Goblins' and 'Mana Feed' abilities: now listed as spells in creaturepedia
- 'Shield Other' ability: renamed to 'Shield Allies'
- 'Command Other' ability: renamed to 'Command Allies', fixed description
- 'Invisibility' ability: clarified description



- For neutral stacks mana is reduced to zero at start of combat for the following creatures to prevent them from fighting poorly: Priest, Inquisitor, Zealot, Lich, Succubus, Succubus Mistress, Shadow Witch, Shadow Matriarch, Rune Priest and Sun Daughter.


- removed useless town ballista specialization from towns and adjusted desc for war machine town specializations.
- Rangers and Druids heroes no longer need to visit the town to get bonuses from Fountain and Avenger Brotherhood town buildings, same for overlords - Overlord and Tricksters heroes no longer need to visit the town to get bonus from Altar of Elements town building
- Demon Lords now gain +1 defense from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town.
- Sorcerers now gain +1 knowledge from the Infernal Loom town building instead of hellhounds and the bonus is cumulative and provided without visiting the town.


- weeks of Calm/Idleness - 5% lower initiative instead of 20%
- weeks of Feebleness/Infirmiry - 10% defense reduction instead of 20%
- weeks of Sorrow/Light - morale and luck lowered by 1 instead of 2
- weeks of Fire, Water, Earth and Air - 10% to spell damage instead of 50%, no change to elemental summons which is 50%
- week of Chaos - 10% spell damage instead of 50%
- week of Might - 10% non magic damage instead of 50%
- week of Might and Magic - 10% non magic damage instead of 50%
- removed weeks of Ether, Plague, Disease, Fever and Conjunction


- buffed atb reset for Cyrus, Ash and Gem specializations
- Soulhunter specialization spawn 1*hero level ghosts
- fixed maximus and similar heroes summoning 2 stacks in final battle
- Runemages have 8% chance to get Leadership skill on level up and no longer have 'Sorcery' skill in their skill set.
- Runic Chapel town building no longer grants morale bonus for Runemages
- Hall of Horrors town building no longer grants morale bonus for Gatekeepers
- Rangers start with primary skills as 2-1-1-1 (attack/defense/spellpower/knowlege)
- Demon Lords primary stats develop as 45-30-10-15 (attack/defense/spellpower/knowledge level up chance)
- Grok is now a Demonlord and start with battle frenzy perk, adjusted starting army
- Calh is now a Gatekeeper start with battle frenzy perk
- Nymus and Jezebeth start with Advanced Gating skill
- Grawl starts with Vitality perk
- Talanar starts with Combat skill and has same specialization as Crag Hack
- Karli starts with Soldiers Luck perk
- Hedwig starts with Master of Lightning perk
- Uland starts with Empowered Spells perk
- Erling starts with Soldiers Luck perk
- Shiva and Muhka start with Arcane Ritual perk, Wyvern is removed from their starting army
- fixed Naadir specialization description
- fixed Nebiros specialization description
- adjusted specialization description for Alaron
- adjusted specialization description for Malustar
- adjusted specialization description for Narxes
- adjusted specialization description for Ylaya
- adjusted specialization description for Godric

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