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MMH5.5 - Heroes of Might and Magic 5.5

#29
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Hello Everyone !!! Sorry for the late response I will try to answer as precise as I can due to language.

Shadowclaw
P.S. The mod works great with NCF using a patcher, regardless of what the mod author says about incompatibility. Now if only we could return standard hero progression and plug NHF into it:)

It is possible to return to original classes but it is too much work to do to make it fit the mod again.
You can find all mod scripts by extracting MMH55-Index.pak. All scripts are found in "scripts" directory. Feel free to edit them as you wish! Our developer has learned much from other people mods so this is a community work :)!

NCF is currently not compatiable with the Quantomas AI exe (31j). We are waiting for new release from him but the time frame is unknown and there is no guarantee that NCF will be supported.
Dyrman
Either return standard classes along with the progression wheel, or give all classes standard progression wheels, although it seems not all Barbarian heroes would manage that.

I did not understand your first question.
Barbarians are like this due to hardcoded issues. Luckily it fits thematically so it is ok.
Shadowclaw
But I don't like the progression — practically all Factions have almost the same wheel. The old wheels were more unique, or something. If you can tell me how to return the standard ones, I would be grateful.
Regarding translation — where do I translate? The pak file with texts? If I have time, I'll take care of it.

In Heroes V ToTe you could play just one type of hero per faction so a lot of strategy was missed and a lot of creatures and their abilities were not usable.

For example - Titan is tough but he is the easiest tier 7 kill in PvP because Academy heroes do not get Attack and Defense on level up.

Now you have 3 classes per faction -
- Might - gets 75% of level ups attack and defense
- Balanced gets 50%/50% of level ups attack+defense or spellpower + knowledge
- Magic - gets 75% of level ups Spell Power and Knowledge

Lore wise some faction classes are little bit pushed to one end, for example
Haven Might gets 80% Attack and Defense
Haven Balanced gets 50% A & D
Haven Magic gets only 55% S & K

Academy are more magic oriented so:
Academy Might gets - 50% A & D (they compensate from Artificer)
Academy Balanced gets 25% A & D vs 75% S & K
Academy Magic gets 80% S & K

...and so on, every faction class has its unique primary skills and secondary skills distribution.
It is true that the difference between classes is tinier than before but this due to the fact they are much more than before.

Tote classes = 8
HoMM5.5 classes = 24

If you want to help with translation here it is how it works.

If you already have Russian version of the game that will work. You need to change only the HoMM55 files.

All mod files are found in <game folder>/data/MMH55-Texts-EN.pak

Unzip it, translate it and zip it again. Remember to keep the folder level structure otherwise the game would not read the files.

rokerfa

You are correct. Everyone want the game to be as he likes.
What we do is not making the game as we want but make it balanced and lore valid (at least as close as possible). We do a lot of QA testing until we are ready to change a creature stats and abilities.

All additional functionality like Governors, Town portal, creature growth, AI difficulty are optional.

You can turn them off by editing <game folder>\data\MMH55-Settings.pak

Unzip -> edit -> zip.

The file is self explanatory.
8 skills option can be turned on/off from the game itself.
I would say things are pretty modular and the dev try to keep it that way.

Classes cannot be changed because they are the foundation of the balance. Without them any other changes would not make sense.
NikitaM
Secondly, why is Necromancy being shoved into an Academy hero (Elementalist) upon leveling up?
P.S. Please forgive me for whining about the Russification of this mod, it's just that I know English veeeeery poorly.
And btw, a mod for all campaigns in English is included with this mod, which can be easily deleted.

No problem. I try to write as neatly in English as possible so "Google Translate" is good for you just as it is good for me!

Basically all heavy Magic heroes has chance to get Necromancy. But the chance is nearly 4%. It is good for secondary heroes. Lore wise necromancy is not just for necromancers but for everyone that practice dark arts ;).
Nargott
Necromancy for an Elementalist — it looks like the RPE mod is baked in here, whose distinguishing features are the active distribution of racial and Barbarian perks between different classes and races (counterattack, irresistible = occultism, sometimes necromancy, silencing).
The mod is from the same developer. He decided to enrich his work.
Nargott
I'm aware; in my time I borrowed the 24 classes idea from RPE + the 5.5 exe from there. I even considered completely borrowing the classes from RPE, but I didn't like it for a number of reasons:
1) In some places, the wheel is poorly balanced (in my opinion)
2) Mass distribution of silencing as the most mindless and narrow-specialized skills
3) Mass distribution of the weakest racial perks — counterattack and occultism (irresistible), moreover for other classes without trump cards like retraining and sense of elements; a +10% counterattack, who seriously needs that?
4) I also didn't like the skill distribution percentiles, the classes are too leveled: for example, the Knight and Paladin are as similar as two drops of water (swapping 12% and 10% of skills plays no role)
5) General orientation of profiles in the spirit of mage = a couple of schools + sorcery + education; warrior = light/dark + warrior perks, etc. With such an approach, did it make sense to increase the number of classes from 8 to 24 if one could use similar heroes of the same profile from other races?

Overall, the idea is good, but in my humble opinion, the implementation suffers (balance).
You got an eye of a visionary. Basically all you say here is correct.
The HoMM5.5 aim is to fix the balance.
Just wait to see the new version changes :)

Also remember that 8 skills option is not mandatory. It is selectable so you can either use it or not.

Added after 2 minutes
UPDATE!!!! RC6 VERSION RELEASED!!!

CHANGES AND IMRPOVEMENTS!

New 'Tactical' Spell Casting and balanced mass spells.
Mass Spells will now reset ATB to 0.1, while sorcery will give a 12% ATB boost per mastery level. Spell costs are adjusted to reflect true effectiveness of the spell, mass spells are more expensive.
Magic heroes will now recharge much quicker if they cast a single spell instead of a Mass Spell. For example haste on single creature resets ATB to 0.36, while mass haste resets to 0.10.
Balanced War Machines
-First Aid tent healing power is always based on hero level and now has 3 shots.
None: 10 + 5 per level
Basic: 10 + 6 per level
Advanced: 10 + 8 per level
Expert: 10 + 10 per level
-Ballista damage scaling is improved and advanced info is provided in-game.
-Brimstone Rain gives ammo cart attack bonus also to hero.
Balanced Starting Bonuses!
Gold:3000-3500
Resources: 5-8
Balanced Elementals
-All 4 elementals are now equal in strength, earth elemental initiative is now 9 and HP=50, fire elementals were overpowered and have their damage reduced.
-Balanced elemental summoning, amount is now multiplied by (hero level/25), only main heroes and governors can get serious production.
slave market selling price = 45% + 5% per marketplace.
Town Buildings give some more bonuses to classes that were lacking them.
-Infernal Loom gives extra cerberi to heroes without gating.
-Overlords get Defense instead of Knowledge from Hall of Intrigue.
-Assassins and Overlords gain +1 Attack for every altar of primal order.
-Druids receive +1 spell power for every sparkling fountain.
-Wardens receive +1 defense for every avenger brotherhood.

Change Neutral Stacks to ANY SIZE!
The size of neutral stacks standing on the adventure map can now also be modified by any % in the H55-Settings file, be warned however
that the game will lag for a period somewhere between 10 seconds or several minutes at the start of a new map during the stack modification process.
The actual time depends on the performance of your PC and the size of the map. During the process you cannot open your town screen so you know when it
is done when you can open it. The game will not lag if you keep the default setting.
This feature will offer all kinds of new opportunities, because the ARMG places lower level monsters on medium and higher level on impossible
you can for example choose to play a map with many huge stacks of low level creatures or many small stacks of high level creatures.
For a good balance it is probably recommendable to use very strong and then adjust the size to your playing strength.
Some tips:
Strong creatures x1.58 = Halfway between Strong & very Strong
Very Strong creatures x0.75 = Halfway between Strong & very Strong
Very Strong x1.55 = Halfway between Very Strong and Impossible
Impossible x 0.5 = Halfway between Very Strong and Impossible
Bug fixes
-Fixed Champion Charge ability, 2 tile requirement however is broken therefore to keep things balanced max dmg is reduced by 3.
-Witch Huts know 3 more skill charts, bad guy might heroes will not get offered light magic and vice versa.
-Fixed Artifacts and estates skill not paying out if many of them are equipped simultaneously.
-Fixed more instances of artifacts not working in some campaign missions.
-Fixed bugs in AI player detection scripts for player 7 & 8.
-Fixed Whip Strike on Shadow matriarchs.
-Fixed aura of bravery and wyvern tamer descriptions.
-Fixed imp,demon and gargoyle spec descriptions.
-Fixed storm of arrows combat log info.
Enhanced chance based abilities
All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability. Trigger chances are readjusted for the larger neutral resistance from H5.5
IMPORTANT: Quite some creatures were slightly adjusted to balance both upgrades (or just too overpowered). The following creatures were edited: Foul Wyverns, Sky daughters, Conscript, Marksman, Crossbowman, Champion, Inquisitor, Seraph, Savage Treants, Crystal dragon, Titans and Storm callers, Imps, Stalkers, Blood furies, Minotaur Guards, Chaos hydras, Matriarchs (all 3 versions), Mountain guards, Skirmishers, Bear rider upgrades, Skeletons.

You can find out more on the official thread page -> http://heroescommunity.com/viewthread.php3?TID=41303

You can follow the progress, check guides or just ask questions on our official Facebook page -> https://www.facebook.com/mightandmagicheroes5.5

We are live on MODDB as well! -> http://www.moddb.com/mods/might-magic-heroes-55

How to install the mod? check this guide -> https://www.facebook.com/notes/might-magic-heroes-55/installation-guide/760314834079382