Posts from MMH5.5 - Heroes of Might and Magic 5.5
Yes, the game was played on two different maps in "scenario" mode, i.e., hot seat. Both are available at the following links:
https://www.maps4heroes.com/forum/opinions.php?map_id=846&game=5
https://www.maps4heroes.com/forum/opinions.php?map_id=876&game=5
The starting settings were chosen as for version 5.5. The difficulty was medium (+/-), with an 8-stack skill set, and it seems that's all.
The functionality of the quest buildings on both maps is the same and in both cases differs from the original Heroes 5. For example, for assembling set artifacts, there is no offer to exchange them for another relic at the Altar of Sacrifice. Moreover, even the building itself looks different, which is why I thought that it was designed that way from the beginning.
Another example: the Thieves' Guild. Instead of its previous functionality, it simply adds 1 Knowledge.
Taverns on the map work similarly: instead of hiring a Hero, they simply add 1 Knowledge.
Another interesting feature was noticed. The size of the AI army grows when it engages in battles. In the 5.5 settings, there is an option to compensate for the AI's losses in battles, but in many cases, after battles with monsters, their armies do not decrease, but grow.
Thank you for your promptness.
Good afternoon! Does anyone know when the translation for RC14 is hypothetically expected to be released? I tried to figure it out myself and make a translation, even if through Google Translate, but it's problematic to do it alone (there are a very large number of files, and I'm not sure if I'm doing everything correctly).
I noticed this bug in version 5.5 RC14 b4; it doesn't seem critical, but it's still there:
Fortress's Tower of Khan requires not only an Ash Tear but also a city level of 15 for construction, while all other factions have a city level of 0.
I also noticed another issue: when hiring refugees (high-level monsters), this building always provides Knights as refugees.
dredknight, I checked both maps. The incorrect building functionality remains the same.
I also noticed something else: when hiring refugees (high-level monsters), this building always offers Knight refugees.
Hello Nross,
I checked H55-8P-World-at-War-1.9.h5m very thoroughly, and here are my observations.
1. Even though the editor shows that the map has scripts, it actually has none in the map file. To fix this:
-- Open the map with the editor and delete the scripts.
-- Save the map.
-- Add a new map script with a different name.
-- Save the map.
2. The building issues that you mentioned are not present in my game.
-- Tavern - offers a hero for hiring.
-- High-level dwelling camp - offers a random monster every week.
-- Den of thieves - shows player info.
-- Sacrificial Altar - offers the hero to sacrifice units/artifacts based on faction alignment.
I assume that issue 2 may have occurred due to the lack of map scripts (issue 1) in combination with some other faulty map you may have that interferes with the mod. What I can suggest is to make a clean installation of the game and the mod and add just 1 map to the MAPS folder.
Regarding your third remark that the AI army is increasing after battle. When starting the game, select "Casual mode" as a starting bonus. This will disable AI cheating.
A big note here is that if you save and load the game, "Casual mode" will be disabled. This is an issue we have not resolved so far.
I wonder, is it possible to change the specialization of Coven Mistress to how it was originally intended?
Only damage-dealing spells are "supported" by witches – all from Destructive Magic; "offensive" spells from Summoning Magic; Decay and Mass Decay from Dark Magic.
The hero's "direct" attacks are NOT supported.
Currently, they fire with every spell used on an opponent, including those that don't deal damage (blindness, berserk).
And one more thing. If Coven Mistress triggers, a shot will occur even if there are no shots left.
Added 4 minutes later
5.5 RC14 b4
I noticed another phenomenon.
Barbarian heroes (witches and shamans) spontaneously learn travel spells, the problem is that they learn even those that are forbidden on the map (for example, Astral Gate).
Good afternoon!
Heroes 5.5 (RC14 Beta 4)
I noticed a bug with the second-level legion relics: for the Elven and Academy factions, new creatures are not added at the beginning of the week, regardless of the hero. It might be the same for other castles as well.
And, by the way, how many creatures should be in the army for the relics to work? I noticed that sometimes one is enough, and sometimes even a week's worth of growth isn't sufficient.
Good afternoon!
Heroes 5.5 (RC14 Beta 4)
I noticed a bug with the second-level legion relics: for the Elf and Academy factions, new creatures are not added at the beginning of the week, regardless of the hero. It might be the same for other castles as well.
Also, how many creatures should be in the army for the relics to work? I noticed that sometimes one is enough, and sometimes even a week's worth of growth isn't enough.
I didn't notice if there was such a bug.
I wanted to clarify, is one relic used per hero, or more?
(if there are several relics, only the highest one will be taken into account)
Regarding the number of creatures in the army, I used 5-7 and it worked for all up to level 5 (I haven't encountered higher relics yet).
5.5 RC14 b4
I wonder if it's possible to change the Coven Mistress specialization to be as it was originally intended?
Witches "support" only spells that deal damage – all from Destructive Magic; "strike" spells from Summoning Magic; Decay and Mass Decay from Dark Magic.
"Direct" hero attacks are NOT supported.
Currently, they fire whenever any spell is used on an opponent, including those that do not deal damage (blindness, berserk).
And one more thing. If Coven Mistress triggers, the shot occurs even if there are no shots remaining.
I noticed another phenomenon.
Barbarian heroes (witches and shamans) spontaneously learn adventure spells; the problem is that they also learn those that are forbidden on the map (for example, Astral Gates).
- Vingly indeed MMH55 does not bring new missions or campaigns. However Vanilla, HoF and ToE cammpaigns are made compatible and even some existing bugs that come fromToE are fixed.
Added after 16 hours 22 minutes
RC14 Beta 5b is now available for download!
- Larger Standard Battlefields, new battlefields and obstacles (also includes balance changes to certain units)
- 8 Secondary Skills is now permanent and not optional on all exe files, no hassle in multiplayer
- New Hero Inventory & Skills UI
- New Artificer Info Screen
- Artifact Backpack scroll button skips entire page = easier late game management.
- Updated Mapmixer can now set teams, to replace the buggish feature in the editor
- Graphics Update part 2 (lava, mountains, trees, some resources and castle ...)
Added after 4 hours 20 minutes
UPDATE 1:
Skillwheel for RC14 Beta 5 is now available!
>> Download <<
Issues fixed:
- Artifact Pane: Forged creature artifacts are reporting wrong values and/or behaving weird
- Artifact pane: Sets filter: Cornucopia and the Legion appear twice
- Hero pane: Blood rage skill icons are misplaced.
- Creature pane: when description pane is empty - scrollbar should not be present.
- Minor fixes and improvements
- Added 1800x1200 option to cover high resolution screens
- Malustsar, Kaspar, Sephinroth, Alastor have wrong starting primary skill values (in game and in the manual). Will be fixed with the next release.
The MMH55 Team
We have 3 announcements to make!
- MMH55 RC14 Beta 6 maintenance release, which remediates Beta 5 issues, is now available. Such a fast release would not be possible without community's swift input and feedback. Changes:
- Balance - speed and other minor changes across all factions to fit new battlefield size
- Slightly lowered creature amounts in Battle sites early game since now stats are better adjusted to large battlefields, in very late game there will be a little more.
- fixed misalignment of mouse cursor and army counts on a Lava and Sand terrain battlefield
- fixed buggish stone obstacles on some grass battlefields
- fixed Bart, Malustar, Alastor, Sephinroth, Kaspar & Talanar starting skills
- fixed Azar not being able to get bonus from "Defend us all"
- fixed Cyclops not having intended stats
- fixed Vindicator not having intended stats
- fixed immunity to blind not shown in creaturepedia on unicorns
- fixed lich master mana
- fixed banshee wail text
- fixed scholar not being able to provide deflect missile
- clarified text of scholar, omniscience
- clarified channeling txt, requires siphon mana.
>> Download RC14 Beta 6 <<
>> Download External Skillwheel <<
>> How to install or upgrade <<
>> Full release notes <<
- H55 compatible maps project - available as a sub channel on our discord server. Currently contains 19 maps. If you have favourite maps and/or campaigns, send your requests on #mapmaking-armg channel
- Reshade settings package for MMH55 that offers 'next-gen' graphics in Heroes 5 and much better performance with Adaptive sharpening, MXAO and SMAA. Credit goes to @ThGryphn.
Wishing you the very best!
The MMH55 team
Heroes 5.5 (RC14 Beta 5 and maybe 6)
Great job on the mod.
I noticed such a bug, in the mentor's building I can change the skills and perks acquired (window Skills & Perks) and I cannot change the starting skills and perks (window Profile).





