Posts from MMH5.5 - Heroes of Might and Magic 5.5
@JORAJAN, find the script in MMH55-Index.pak / scripts / H55-Core.lua
Inside, there is a function that contains the logic for artifacts that revive creatures after battle.
There are only 6 skills initially. There are 8 only if you check the box when starting the map. I don't see any problems.
I don't like the system of assigning certain skills, as well as the lack of native faction skills for many heroes. For example: Dark Elves don't have their skill "Irresistible Magic," which shows the element (earth, water, fire, air) that creatures have when they level up; Elves don't have "Avenger," and so on. Without this, the game becomes more difficult, which I like, but it also eliminates the whole point of choosing a hero from a particular faction, because you can level up a human hero, give him a Dark Elf army, and he will fight with them just as well as a hero who is a Dark Elf. And, in my opinion, this is a big drawback that diminishes the interest in playing.
I don't like the system of assigning certain skills, as well as the lack of native faction skills for many heroes. For example: Dark Elves don't have their skill "Irresistible Magic," which shows the element (earth, water, fire, air) that creatures have when leveling up; Elves don't have "Avenger," and so on. Without this, the game becomes more difficult, which I like, but it also eliminates the whole point of choosing a hero from a particular faction, because you can level up a human hero, give him a Dark Elf army, and he will fight with them just as well as a hero who is a Dark Elf. And this, in my opinion, is a big drawback that kills the interest in playing.
@SergGrey - try this https://www.moddb.com/mods/might-magic-heroes-55/addons/mmh55-russian-dialogues-subtitles-all
Dear community,
RC14 Beta is now available and it opens up new possibilities in terms of tactical game play and in-game variety.
NOTE: This test BETA, DOES NOT INCLUDE OLD CAMPAIGNS!, stay on RC13a if you are currently playing the campaign.
>> Full change list <<
>> Installation guide <<
>> Download <<
Major changes:
1. CREATURES
All creature hp boosted by 20-25% to achieve the following goals:
-Improve unit movement tactics
-Weaken exploitative 1-unit blocker tactics, boost stronghold that lacks the ability for such tactics
-Lower importance of first turn and effect of RNG on battle outcome.
-Higher danger level of melee neutrals.
-Lower danger level of ranged and destructive neutrals.
-Weaken destructive heroes a bit (could have been done by other means but it was already a welcome side effect).
2. SKILLS
A fundamental change is that Scholar and Wisdom are heavily modified to allow heroes to learn high level spells from 'unusual' schools (not in the towns mage guild). this will greatly improve the tactical variation in the game
3. CLASSES
Generally, almost every class has underwent some changes in skillwheel to equalize early game and there is much more room for each faction to experiment with 'unusual magic'
-Haven: now has 2 knight classes, a dark and a light one, instead of paladin which was basically a weak knight offering little difference from the real knight
-Inferno: gatekeepers have rare option to learn light magic
-Sylvan: new Avenger class focused on imbuing arrows with dark or destructive magic, ranger is more conventional 'forest knight'
-Necropolis: Since Raise dead was moved to dark magic, a new heavy magic class is introduced: Nethermage, the necromancer is now the balanced class and has pretty much same development as TOE version.
-Dungeon: weak Assassin class replaced with Trickster class starting with luck, modified minotaur guards to work with soldiers luck, has rare option to go for light magic
-Fortress: Runemage is now offensive balanced class with better access to summoning and dark, Flamekeeper is heavy magic class for light+destructive combo
-Academy: Seer replaced with enchanter starting with light magic, elementalist is nerfed and renamed conjurer and is balanced class, Wizard is heavy magic class
-Stronghold: balance improvements to skillwheels (as with all factions)
4. HEROES
The changelist here is massive and I'm not writing it down since it can be observed mostly from browsing through the heroes in custom game menu.
A lot of heroes will have different specs or haved moved between classes as a consequence of class and skillwheel changes. In the process of moving heroes to appropriate places a lot of bios have been updated to H7 lore status and mistakes in lore have been corrected, most TOE heroes have their 'lore specialization' back. (such as deleb having iron maiden again). The starting skills of the hero will be mentioned in the spec description.
5. ARTIFACTS
-All +% DMG boosting artifacts reduced to 30% from 50%
-All -% DMG protection artifacts reduced to 40% from 50% OR 20% from 25%
-All scrolls also give +2 Knowledge
-All wands also give +2 Spellpower
-ring of vitality is minor
-ring of banishment is relic
-dwarven smithy hammer is minor
-sword of might improved to +3 attack
-beginners magic wand improved to +3 Spellpower
6. ADVANCED RMG
-2 new template series (Ladder & Gladiator) for multiplayer games with starting towns far apart
Important Patch that fixes many serious issues with first release! To install unzip and overwrite the 3 files of RC14 Beta with same name in your 'TOE'\data folder.
Download: https://www.moddb.com/…/m…/downloads/mmh55-hotfix-rc14-beta2
Changes:
-Fixes game defaulting to Town Conversion and Governance disabled.
-Fixes around 30 heroes starting with wrong starting skills OR wrong class OR wrong class name OR wrong start army
-Fixes master of wrath giving wrong spell
-Reverts Conjure Phoenix back to full HP without rebirth (didn't work)
-Fixes Singleplayer Scenario 'In Search for Power' impossible to satisfy objective
-Buff Windspeaker specialization to have higher base bonus.
To install unzip and overwrite the 4 files with same name in your 'TOE'\data folder. Beta 3 includes Beta 2 changes so you can directly install on clean RC14.
Download: https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-hotfix-rc14-beta3
Changes:
Fixed Runemages and Flamekeepers using wrong skillwheels and witch hut tables
-Fixed glitching LAN menu
-Fixed Thralsai attack animation and missing fx
-Fixed Faiz having no start skill
-Fixed skull of netherworld not being a pocket artifact
-Fixed all reported txt issues with heroes
-Fixed destructive perks floating the wrong text
-new attempt to balance Conjure Phoenix, now it has Magical Immunity, nerfed initiative to lower creeping potential, nerfed A+D to make it more vulnerable to normal creature attacks, buffed DMG to compensate for attack and ini loss. Lowered mana cost to 44.
-balanced Resurrection and Raise dead (slightly higher cost and slightly lower gain)
-celestial shield costs more mana
-buffed edge of balance +4 -1
-nerfed occultism mastery levels, no longer gives SP to destructive casters and less to others, the perks are good enough.
-Gem stars with adv enlightenment
-Giovanni starts with adv dark
-Sandro starts with necromancy
-deirdre starts with occultism