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MMH5.5 - Heroes of Might and Magic 5.5

#104
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Dusha6613
Could you please tell me what stage the mod's development is at? Is it playable yet, or does it require some serious improvements? Perhaps not everything planned has been implemented for all factions? And will this mod be updated further?
Just as Psatka said, the mod is 100% ready for single-player or multiplayer games.
The level of balance achieved is really high. This is verified by a lot of play testing in player vs player games such as 1vs1 and 1vs1vs1.
Акула97
I would increase the rate at which troops join a hero who specializes in summoning.

3 dragons isn't a small number, but there's still a ways to go before reaching thirty.

Which hero are you having problems with? Let me know.
Dusha6613
Tell me, is there anywhere a translated manual for this mod? And are they planning to translate it in the future?

Here is a list of all manuals:
- The frontpage of the official mod; it is in English.
Thanks to Urbakk, it was translated into Russian. Now you can find info on the first page of this thread.

- The Ingame Skillwheel available in English and Russian. The language depends on which language mod pack you are using.

- The external skillwheel. This is an external application that currently describes all heroes and skills (primary, secondary, perks).
It is still in development, and much more is to be expected from it.
Currently, it is available only in English.

I will make the files available for translation in the next release, but it will require full translation of all files again because it is not using the ingame files.

- General Game changes album on Facebook. It has a couple of pictures with descriptions of all the major gameplay changes, along with some thorough explanations as to why they were made. Those articles revolve around gameplay balance.

- Facebook fanpage photo albums - they are divided into:
A) factions, each of which presents changes in each creature and related upgrades.
B) spells, changes for each spell in each school

This is available only in English.

The idea is to put as much of the changes in the external Skillwheel application so people can access everything in one place.
garpun44
In EWA, in Fort on the hill, you can improve your army with new alternative improvements available only in the Fort on the hill. I want to see those improvements in Heroes 5.5:smile01:

It is very likely not to be possible to implement if this is a scripted map. This is due to the issues between map scripts and game scripts.

If it is a scripted object, it may be possible to implement in the mod.
I will forward this to the mod developer for investigation, as most of my time is taken up developing the external skillwheel application.

Also, I wanted to say to everyone here, in case I have not done it yet, that this mod is absolutely open source, and everyone can use it or any part of it for developing their own mods or just for creativity :).

Regarding the NCF addon
We would like to add it; unfortunately, it is out of our reach.
if any of you (or other moderators you know) have good HEX editing skills and you think you know how to tailor the NCF to the exe file, please feel free to take your chances.

Currently, here are the Hex editing things we want to change in the Quantomas 31j.exe:
- add the NCF pack
- Make Frenzy with expert dark magic duration last 1 turn instead of 2. (there is a variable in the berserk.xdb file, but it is not used by the game, so we assume it is in the binary).
- There were 1 or 2 more things, but I can't find them now. I will report those later.

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