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MMH5.5 - Heroes of Might and Magic 5.5

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"dredknight"
Some of the things are modular and you can add them to your mod exe file.
1. This is not done in the exe file. It is lua code it can be found in MMH55-Index\scripts\H55-Core.lua
Hero definitions start between lines 1190 and 1217. I suspect there are a few preparations for it but I dont know where they happen. Look around.

2. isnt this NCF? It seems Psatkha knows how to do it on any exe file of heroes V. Or did you mean something else?

3. There was some issue with the translation here but I suspect you meant "How to remove excessive experience threshold after level 25? "
No, these points had already been included in the old EXE file and I wrote about it. Point 3 want to exclude, thanks for the utility. (No, all of this was already included in the old exe file and I asked for the exclusion of point 3, thanks for the utility.)
We already tried reducing damage but it doesnt matter even if the berserk monster deals 0 damage because of the following things:
- the hit creature retaliates with 100% damage. (you can also hit hydra which will retaliate against all adjusted allies as well). usually the damage dealt is
(base+berserk_bonus)*damage_of_berserker + damage_of_retaliater = which is huge against any might or magic hero.
- the spell imobilizes 1 unit and takes the retaliation out of another.
Yes, berserk has 4 aspects: (Yes, berserk has 4 aspects)
1) skip turn (skip turn)
2) do damage (nerf to 50% constantly) (direct damage, nerfed to constant 50%)
3) get retaliation damage (receiving retaliation damage)
4) remove retaliation (removing retaliation)
Point 2 nerf berserk only to 70-80% (versus damage increasing 100+%), but it changes using of berserk not only to max damagers. (Point 2 nerfs berserk only to 70-80% (compared to damage increase 100+%), but it makes using berserk possible not only on the highest damage stacks)
Changing 2 turns to 1 is nerf to 65%, which is nearly. (Nerfing 2 turns to 1 weakens berserk to 65%, which is close)
Probably the only strong spell we cannot fix is "Phantom Forces" spell used by might heroes with huge armies (month 5+). This is something we ban in PvP games.
We have different priorities in balancing, month 5+ is for single, but not multiplayer games, which typically ends in 3-6 weeks. I don't understand how do you balance of destructive spells after 2 month, such perks as deadly cold, guardian angel, battle frenzy and others, good working on small armies. Phantom forces is not ultimative spell, because mass Righteous Might get to +50% damage on ALL army, but all that phantom do, is "double damage" from 1 unit. Also you can easy limit this spell to 1-5 tiers in spell's settings if you wish)
(We have different approaches to balancing, month 5 is for single, but not multiplayer, which usually lasts 3-6 weeks. I don't understand how you manage to balance destructive spells after 2 months, such perks as deadly cold, guardian angel, battle frenzy, etc. work well specifically on small armies. Phantom is not an ultimate spell, because mass Righteous Might gives +50% damage to the ENTIRE army, and all that phantom does is "double" the damage of one unit. Also, you can easily limit this spell to tiers 1-5 in the spell's own settings if you wish)
Have in mind that we consider this spell strong with attack and defense points value equal to 3.33%.
I don't understand this, how it links to berserk? (I don't understand, how is this related to berserk?)
Разработчик Heroes 5.5 WarGame Edition.
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