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Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
3 years ago
We found a solution, it will be fixed in the next release. 
3 years ago
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Hello! I encountered a problem: I downloaded the 5.5 mod and installed it on version 3.1. When I launch the game, it asks for the following libraries: granny2.dll, libcurl.dll, ubistats.dll, and zlib1.dll. I downloaded them and put them in the game's root folder and in the System32 folder, but the game doesn't recognize them. I don't know of any other places to put the libraries, or am I doing something wrong?
3 years ago
You did not install the mod in the game folder. 

Try to install it again. The when you are at the place of the wizard where you can choose location of installation browse and find the folder of h5 tribes of the East. 
In reply to dredknight
3 years ago
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dredknight
You did not install the mod in the game folder.

Try to install it again. When you are at the place of the wizard where you can choose the installation location, browse and find the folder of Heroes of Might and Magic V: Tribes of the East.
Thank you for the advice; I really installed it in the wrong place. I messed up, and I'm even a little embarrassed.
3 years ago
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dredknight

The "Berserk" spell, when used with the "Sandro's Cloak," affects undead creatures, while the "Blind" spell does not. Is this a bug?

("Blind" is cast using the "Book of Light Magic").
3 years ago
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dredknight

Here's a brief opinion from a player of the "single-player game."

The significant influence of several artifacts and hero classes stands out.

For example:
Staff of the Netherworld
In my opinion, there is no alternative. And the difference between playing with this artifact or without it is winning a battle without losses or losing.

Or, for example, the Elf race:
Why have "Ranger" and "Druid" if there's "Avenger"?
He has all the skills to enhance the army + "Dark Magic" (general slowdown) and "Destructive Magic" ("Master of Ice").
What can the other two classes of this race offer in comparison?
3 years ago
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🕹🕹🕹 RC15 Beta 15 released 🕹🕹🕹

 
>>> Download <<<

Minor bugfix release to cleanup on latest issues.

FIXES
  • fixed MAJOR issue of many game features broken when 'hidden artifacts' option was chosen, this issue existed also in earlier betas but was discovered late, it is technically incompatible with 'mixed neutral stacks' therefore this feature will always be disabled from now on when this feature is selected.
  • fixed scenario 'In Search for Power' had become unplayable, 2 objectives have been adjusted (and their descriptions).
  • The Plague tent ability is significantly more powerful and the new description reads as follows: 'The First Aid Tent gains the ability to damage enemy creatures. The damage dealt is 20% more than the tent can heal. Plague shots do not consume healing shots, but will be depleted when there are no healing shots left.'
  • Kaspar starts with advanced defense instead of first aid.
  • Divine Guardians perk is added back into the game, but it no longer adds t7 growth and is renamed divine guardian (singular), the perk replaces twilight and is only available to a select few 'good' classes that cannot learn dark magic: Knight, Ranger, Druid, Engineer, Flamekeeper. The other classes still learn Twilight.
  • boots of levitation is lowered to major artifact and clarified desc.
  • boots of swift journey is raised to relic artifact and value increased to 36000, making it very unlikely placed in early zones
  • Nightmares and Hell stallions swap most of their stats and their names, the new 'hell stallions' have cursing attack instead of fear, since fear is tactically. contradicting searing aura, which fits better with a tankier unit. Nightmare name fits better with black horse with fear ability.
  • removed adventure luck from Soldiers luck as skill got a lot more potent and now academy also has a proc ability.
  • added ability primordeal to elementals (to protect them from chain shot when playing Sorcerer class).
  • implemented new system for preventing abuse with memory mentor, instead of more intrusive 'complex knowledge' text all skills that cause 'mental scarring' start their description with "Adventure Skill: ..", when using the memory mentor a warning is included in the default popup that any skills with this indication will cause mental scarring and remove 2 random primary skills. (A milder effect, but more skills are tagged, such as each level of logistics, necromancy).
  • fixed silver city magistrate perk boosting mana regen.
  • fixed grok being gatekeeper for witch huts and town building mechanics.
  • fixed calh being demonlord for witch huts and town building mechanics.
  • fixed Kilghan start army.
  • fixed pathfinder's aid kit appearing from battle sites.
  • fixed or improved descriptions of dark avenger, vitality, eternal servitude, primordeal, lifedrain, spirit link, spymaster, preparation, cult master.
  • added purge to Archmages, removed energy channel.
  • spectres 2HP, poltergeists 1D.
  • vampires life drain ability reduced to 30%.

ARMG

  • added new ARMG template series 'Loop', for PvP games with easier return to town, updated ARMG manual with many revised text.
  • added new team templates 4PLadderXL and 4PLadderH
  • removed gladiator template series and replaced with new template 2PLadderXL that has 2way path more towards the middle.
  • cleaned up RMG template tooltip of old news.

For more details read the article on moddb!



Added 41 seconds ago

kiko

the "Berserk" spell affects undead when using "Sandro's Cloak", but the "Blind" spell does not.
Bug?
Thank you we will check!

Added 17 minutes ago

kiko

I'll share a brief opinion as a "single player" player

The significant influence of several artifacts and hero classes stands out.

For example:
Staff of the Netherworld
In my opinion - there is no alternative. And the difference in the game with this artifact or without it is a victory in battle without losses or a defeat

Staff of the Netherworld is of Relic class and as most of the Relics, there are no alternatives to it. Yes its effect is powerful but this is a late game artifact.
Also to note that it was nerfed from -20% to -15% in the latest revisions.
kiko

why "Ranger" and "Druid", if there is "Avenger"?
He has all the army enhancement abilities + "Dark Magic" (general slow) and "Destructive Magic" ("Master of ice")
What can the other two classes of this race oppose to this?

The first difference is primary skill distribution:
- Ranger - 45%/30%/10%/15%
- Avenger- 35%/25%/15%/25%
- Druid - 10%/20%/40%/30%

You can go destruction with Avenger but you probably wont get as high Spellpower as Druid, will you?

Second, Rangers have access to light while avengers do not. Same story with Druids about Summoning.

Actually there are so many examples to give. Please struct your request better and i will respond if necessary.

In reply to dredknight
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3 years ago
dredknight
  • vampires life drain ability reduced to 30%.
I understand that with this change you want to complicate fights with neutrals without losses.
However, any lifesteal debuff also hits "final" fights (against other players), making this ability goofy.
I have been extremely critical of the 20-30% lifesteal in Heroes 6, citing this approach as an example of how NOT to do abilities. I said that when people do not know how to work with game balance, they make abilities weaker - because then there are fewer problems with them.
Unfortunately, you decided to go the same way as the developers of Heroes 6. This is not the first ability nerf, but it is a significant, symbolic change, which is why I am writing about it.
The best lifesteal was in Heroes 3 (100%), the lifesteal in Heroes 4 was also good (50% but given the very high attack it was close to 100%).

I will add that I am very good about your project, despite the fact that there are many changes with which I do not agree. It's an interesting experience to sometimes try something that is opposite in order to better understand things from different angles.

Weakening abilities are not always bad. There are examples where it improves the game. For example, the mark of fire, which in the original gave + 100% fire damage. This overly strong bonus killed the choice of which destructive spells to cast, because 200% fire spells are always beneficial, even when hitting exactly one target. Therefore, a nerf up to 50% is justified. On the other hand, the fact that this ability is random doesn't provide any benefit, so the 100% proc chance (always) is justified as well. The increase in duration also looks good. This example clearly shows that the weakening is carried out not in order to weaken the influence of the effect (increasing the chance and duration contradicts this), but in order to maximize interest and choice.
3 years ago

I understand. This nerf is to hamper synergy of Vampires with other hero abilities or spells (Retaliation Strike and Celestial Shield) both in end battle and PvE. In the previous state Vampires are very high-gain-low-risk creature. This was unexpectedly raised by various members of the community.

We are open to any suggestions on how to adjust that strength into more controllable boundaries. So far we have not found any other.

In reply to dredknight
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3 years ago
dredknight

I understand. This nerf is to hamper synergy of Vampires with other hero abilities or spells (Retaliation Strike and Celestial Shield) both in end battle and PvE. In the previous state Vampires are very high-gain-low-risk creature. This was unexpectedly raised by various members of the community.

We are open to any suggestions on how to adjust that strength into more controllable boundaries. So far we have not found any other.

 

And why is it necessary to weaken the synergy? There are a lot of them in the game, and that's good.

Winning the game is built on the use of strengths and weaknesses. If someone won using vampires under a heavenly shield, and the opponent did not find an answer to this, then this is not a reason to cut such a combination.
Disenchantment or anti-magic (if works on enemy), disrupting ray, powerful damage dealers with attacking buffs, stuns, weakening debuffs and/or high defense, destructive magic plus ranged attack, no-retaliation attacks etc.

There are so many ways to counter vampiric, or they doesn't work?

If the vampires still seem too strong, then you can cut their stats, but keep their profile ability (face). This way, IMHO, is better.
The weaker an ability plays, the less chance to win the game through its use, the less attention it deserves and the less interest it generates, and this is exactly the reason why I do not like weak abilities.
3 years ago

Alright I am not much into balancing lately so here are Magnomagus thoughts on vampire and Necro changes as of lately based on conversation in discord.

DISCORD
magnomagusactually not true, they were on my radar for a long time (Vampires), but i hoped that nerfing the ghosts (and later shield other from Skeletons) would make Necropolis faction fall into place without needing to touch them. by cutting life drain by 10% you achieve -33% regenerative capability, if you want to achieve that with stat nerfs you would have to cut dmg so severely they play like dwarfs but worse, or you give them very little health and make them more like pixies. removing retal has even more impact on 'how they play' so conclusively, cutting life drain seems by far the best option.
Elvin
It is necro, they don't even need the vamps to have some of the best creeping in the game.
magnomagus
thats why all the other stuff (necromancy, ghosts etc) was nerfed first, but still the faction was better than others
User Avatar
3 years ago
-5 hp wouldn't turn vampires into pixies, but would make them easier to focus (as a counter to lifesteal).
However, as I understand it, you have already cut your vampirism to 40%? So maybe 20% will roll.
I don't think any balance issues should be solved by reducing interest in abilities. This is the price you should never pay. Maybe this is my personal vision, but I evaluate the quality of combat in the strength of the abilities played. The stronger the ability, the more interesting the balance. At least until it goes too far, but in PvP 40-50% lifesteal is clearly not one of the most dangerous abilities. It only "increases" the damage by about 1.5 times as long as the unit remains wounded. Yes, any strong buff synergizes with lifesteal, however, the opposite is also true - debuffs are a strong counter.
As far as PvE goes, it's likely that the reduction in lifesteal will make fights longer because it will take longer to recover all losses.
3 years ago

in PvE we are talking early to mid-game where Vampires charge forward and carry the battle single-handedly. There is no way to extend the battle if they cannot withstand the damage.
Because if they start dying there is no non-hero fallback mechanism to counter casualties besides life steal.
I don't think we are going to go lower as it will nerf it below the value it is meant to give.

3 years ago
🕹🕹🕹 RC15 Beta 16 released 🕹🕹🕹

 
>>> Download <<<

This release reverts some stuff from the previous betas that didn't work out and polishes balance further, also adds some new skills and adds new Dimension Door adventure object.
  • new adventure object: Dimension Door, this object allows visiting towns on ARMG maps without teleporting the hero to the town, instead the hero stays at the location of the Door and can transport troops, learn spells or use town buildings from that location. Zones will mostly have randomly 0-3 dimension doors in most cases, so scouting ahead where they are and planning routes that pass near them will be important. The object currently looks like the magi hut, an object that did not have a function on ARMG maps and was therefore previously not used. On ARMG this object will have a blue roof. The hero cannot use a dimension door if an enemy is within 8 tile radius. Dimension Doors can be disabled with Mapmixer, in that case the objects will only replenish mana.

FIXES
  • reverted changes to odds for perks appearing when leveling up.
  • reverted change to rewards granted by Witch Temple adventure object to stimulate players building the Magic Guild and use the Dimension Doors map sites.
  • reverted detain and weaken magic school perks to reduce atb and spellpower by 25% instead of 30%
  • 'Master of Curses' perk now also apply 'Suffering' spell effect on targets hit by hero basic attack. Suffering spell will also be taught instead of 'Weakness' spell.
  • 'Suffering Strike' perk in Dark Magic skill tree is replaced by a new perk: 'Blood Rituals' which gives +2 knowledge and a 'Heart of Darkness' artifact similar to the 'Orb of Lifeblood' artifact but with different lore, different icon and scaling with knowledge. The purpose of this new skill is to fix issues with regenerative capability of non-necro dark focused classes/builds, including Avenger class heroes.
  • 'Orb of Lifeblood' artifact is removed from the game.
  • 'Arcane armor' perk in destructive is removed and replaced with 'Electrocute' perk buffing all lightning spells by +4 spellpower.
  • 'Ring of Celerity' artifact raised to relic level and description reveals it also affects war machines.
  • 'Artificer Wand' artifact: can now resurrect Arcane Eagles
  • Emilia: starts with 'Artificer' skill. 
  • 'Pariah' perk: now also gives -1 Luck penalty to Necropolis heroes.
  • Shackle magic school perks, require level 15 to actually give the 'Shackles of War' artifact to the hero.
  • To make the balance conflict between 'Shout' skill and 'Empathy' perk more manageable by the player the 'Shout' skill is changed: each level reduces Morale by -1 if they have the 'Empathy' perk. The penalty on 'Empathy' is removed.
  • 'Elder Chief' perk fixed not working properly and causing possible cascade of bugs
  • Duncan: reverted skill change so 'War Machines' starting skill is now removed. Skill was added back when he was much weaker.
  • Tent war machine: 20HP base healing and +10,+30,+60 for 'Defense' skill masteries.
  • Kaspar: reverted perk changes so he starts again with 'First Aid' perk, defense primary stat changed from 2 to 0, specialization "Embalmer" grants +1 defense for every 15 levels.
  • Ellaine: starts with 'War Machines' skill
  • Ellaine: fixed starting army not having a lot of Peasants
  • Tieru and Zehir: fixed specializations not working
  • Ivor: new specialization 'Arcane Archer' - The hero learns the 'Empowered Lightning Bolt' spell at level 10 and the 'Empowered Chain Lightning' spell at level 30, despite not being able to learn the 'Empowered spells' perk. Lightning spells imbued or cast by this hero ignore magic resistance, but immunities and magic-proof still apply.
  • Ivor: fixed starting with Familiars as favoured enemy.
  • Veyer: fixed not able to obtain 'Shackles of War' artifact from perk.
  • Vampire: -1 health
  • Vampire Lord: -5 health,
  • Vampire prince: -2 health +1 attack 
  • Wraith: +1 speed, -3 defense, +1 attack, 
  • Banshee: +3 defense, -1 attack, -1 speed (swap these stats to make wriaths more interesting and different after harm touch nerf)
  • Lich: -1 attack, -1 defense (excessive high stats for tier)
  • Archmage: reverted 'Energy Channel' ability, removed 'Purge' ability
  • Battle Mage: +1 health, +1 defense
  • Rakshasa -10HP +1 Attack, +2 defense
  • Rakshasa Rani and Rakshasa Raja: -5 health, +2 defense
  • fixed t6 and T7 resurrection artifacts having higher than actual mana cost in description.
  • likely fixed conflict between high tier governance and weekly recruits abilities.
  • fixed description of 'Magic Pyre' adventure object.
  • fixed description of Necromancy Amplifier town building.
  • fixed 'Corrupted Tarot Deck' and 'Shadow Tome' artifacts having icons exchanged.
  • improved description of 'Sorcery' skill mastery levels.
  • fixed issues with texts of resurrection artifacts
  • deleted wrong pixie description in the text files.
  • added better beta debugging, now if a script crash occurs the console will be unlocked in multiplayer and all errors that occurred during the session will be produced in the console every time somebody visits a 'Redwood Observatory' adventure object.

For more details read the article on moddb!

3 years ago
🕹🕹🕹 RC15 Beta 17 released 🕹🕹🕹

 
>>> Download <<<

Dear community,

This release introduces Chess mode variant and a number of fixes.

CHESS MODE

Chess mode has very different rules than the old duel mode. The old duel mode was already replaced by the ARMG duel template (see H55-Duel-L25 demo map), which has similar balancing as user-made competitive duel maps. The TOE duel mode can never provide such balancing, especially since it has critical issues inherited from original game (War machines and tactics skill don't work)

Therefore Chess Mode takes a very different direction and will provide extremely balanced matches as if the combat map is truly a Chess game and victory is 100% decided only by player skill. It will completely ignore the rules of the H55 class system and be more like 'another game in a game'. All heroes in Chess mode are the same class 'Knight' and have the same specialization: "Chess Knight'. The armies are of their own faction and precisely numbered by weekly growth. Each hero has the same skills: expert sorcery without perks, basic offense + frenzy, basic defense + evasion, and all 4 magic schools (but without any perks in them). All heroes have all L1-3 spell (not mass) with a few omissions. High level spells are left out because the matches are not about winning a match based on casting one or two super spells. For each faction there is also a Chess Knight that only plays with unupgraded creatures, those are supposed to be used only against other Chess Knights with unupgraded creatures OR in a 3x3 faction vs faction match.

SPELL UPDATE

The Vulnerability is now renamed 'Disruption' and inflicts a small amount of dmg to the target equal to hero level * 10, the defense reduction per cast is lowered by -1. This is now a more useful creeping spell. The disruptor spec is removed from the game (basically now everybody can be a weak disruptor and avengers start with this spell by default). Succubus mistress and blood mistress cast disruption at expert level



OTHER FIXES AND BALANCING
  • fixed dimension doors malfunctioning when any hero (friend or foe) on the map is garrisoned inside any town or a player is using his townscreen in simultaneous turns.
  • fixed being able to start dimension door visit if there is an enemy near the town
  • fixed rare script malfunctions when a hero with rune recycling is present on the map
  • fixed players sometimes getting each others building bonuses from a distance
  • fixed hero not getting +2 knowledge from blood rituals perk
  • fixed electrocute giving celestial shield
  • fixed elementals not actually having the Primordeal ability
  • fixed necro not getting single divine strength from rally perk
  • fixed obelisks giving 2 luck on custom maps
  • fixed Ornella having 2 attack instead of defense
  • fixed a lot of starting spells on heroes for consistency, tricksters now start with decay, Runemages start with fire mines
  • Mephala starts with combat
  • grok starts with master of curses
  • Melodia starts with master of blessings
  • conjurers start with 2 knowledge and spellpower
  • Improved AI creeping on ARMG & multiplayer maps
  • slightly reduced hero combat dmg for all tiers
  • reduced hero combat dmg against ballista by -33%
  • Crypt, Stone Vault and Druid Cave have better odds for higher artifact quality
  • deserter tower and orc tunnels have worse odds for higher artifact quality
  • witch temple has slightly better odds for prisoners or L5 spell, but doesn't stack them with relic
  • changed randomization of prisoner rewards from +0-3 to x0.8 + random 0-20%
  • balanced awarded resource types between all battle sites
  • lowered difficulty in early zones on templates 2P-LoopAlpha, 2P-LoopBeta, 2P-Ladder-L, 2P-Ladder-XL, 4P-ladder Xl, 4P-ladder-H
  • removed 20% dmg bonus from plague tent
  • reduced marketplace artifact selling cost to 25%
  • reduced exp gain from shrines for chieftains to 500,1000,1500
  • changed name of ability 'armored' to 'heavy armor' otherwise it makes no sense

For more details read the article on moddb!

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