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

4.6 (10 ratings)
#1471

Hey Sargon! 

Thank you for the nice words!
You can change the value by editing this file <game folder>i\data\MMH55-Index.pak\GameMechanics\RefTables\WarMachines.xdb.
If you have no experience with .pak files before you can read about how to modify them here.

Find an item with id WAR_MACHINE_FIRST_AID_TENT
and change the value from 3 to whatever you want!

In reply to dredknight
#1472
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dredknight

Hey Sargon!

Thank you for the kind words!
You can change the value by editing this file: <game folder>i\data\MMH55-Index.pak\GameMechanics\RefTables\WarMachines.xdb.
If you have no experience with .pak files before, you can read about how to modify them here.

Find an item with id WAR_MACHINE_FIRST_AID_TENT
and change the value from 3 to whatever you want!

Thank you very much for your timely response and for providing me with the information I needed!
I have no experience with this format, but thanks for the link - I'll figure it out and I think I'll do everything right.
Have a good mood and fruitful work... and modding too! smile

Added after 23 hours 20 minutes
Dredknight - thank you again, everything went successfully. The tent now has its 10 shots. 👍
#1473
Enjoy!
#1474
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Hello, could you please tell me in which file I can change the parameters of the creature, "Greater Phoenix"? It is given after building the Mage Guild in the Mage city. This creature displays 18500 hit points, so it takes a very long time to kill it, and the opponent can accumulate several dozen of them. Is there a solution to replace it or manually reduce its stats?
#1475
Try MMH55-Index.pak\GameMechanics\Creature\Creatures\Neutrals\SnowApe.xdb
#1476
🕹🕹🕹 RC18d released 🕹🕹🕹

 >>> Download <<<

Dear community,

RC18 has finally arrived! This release involved many technical changes so we had to reset our way of working. From a gameplay perspective it mainly serves to fix loose ends in the balance and many small bugs.

TECHNICAL
  • dredknight modified the implementation of hex edits in the MMH5.5 executable, moving most hex edits to a separate dll file. This should make the executable more stable and prevent triggering windows Data execution prevention and other 3rd party security software related crashes or failures to run at all.
  • fixed some issues with female elven and academy model assets, to fix crashes when opening hero inventory


SKILLS

  • eternal light is renamed searing light and now gives blind instead of cleansing and also +6 mana regeneration
  • twilight now teaches eldritch arrow and empowered eldritch arrow and no longer boosts mana regen
  • the rune of flame is slightly recolored and renamed rune of protection and now gives cleansing instead of eldritch arrow
  • divine guardian now also gives regeneration and +2 defense, and swaps with divine fortitude depending on class
  • light magic skilltree is restructured as in screenshot below.
  • avengers have 10% chance for War machines and 8% for leadership
  • rangers have 8% chance for War machines and 10% for leadership
  • Avengers learn Imbue ballista instead of engineering
  • Avengers learn 'scorched earth' after imbue ballista
  • twisted avenger now gives +3 spellpower
  • New perk in war machines 'scorched earth' gives +3 spellpower, gives all creatures +10% fire dmg, but lowers morale by -1 permanently
  • Empowered spells damage bonus changed from 50% to 30% + 1% per hero level
  • mark of the sorceror resets ATB to 0.33 instead of 0.25
  • refined mana is renamed 'arcane allies' and gives +2 morale instead of +2 knowledge, except for chieftains it still gives knowledge
  • Hellfire now has 66% chance to trigger instead of 30%, but inflicts 7*SP instead of 15*SP dmg at half the mana cost.
  • magic mirror chance increases by 0.5% per hero level instead of 1%
  • snatch no longer causes hero to keep movement points after fleeing combat
  • imp scavengers and hold the line no longer have a level 10 requirement to give creatures,
  • clarified description of imp scavengers
  • fixed stat bonus not revoked when Learning is removed via Memory Mentor
SUMMONING
  • The raise dead spell is renamed to 'reanimation' and now also resurrects elemental creatures
  • the master of conjuration perk now also gives +4 spellpower to wasp swarm
  • the banish perk now also give +2 spellpower
  • all elemental creatures are no longer affected by morale, so that summons can't be countered with negative morale
  • phoenix cost +4 mana, is 25% more durable and initiative scales to around +3 more at 25-30 SP,
  • avatar of death is 25% more durable, +1 base speed and initiative scales to around +3 more at 25-30 SP
  • summon elementals summons 2x sp instead of 1.8 sp at expert level
  • air elementals +1 initiative
  • fire elementals +1 initiative -1 dmg
  • water elementals +2 min dmg
  • earth elementals +1 max dmg
  • water and fire affinity swap DBC value bonus
  • elementals exp value increased by 10
  • fixed wrong mana value in creaturepedia for water elementals
  • fixed calculation for water elementals mana after splitting as neutral stack


MISCELLANEOUS
  • Armageddon no longer applies ignite
  • frenzy loses twice more dmg per level if shattered
  • sorrow base strength is reduced by -1 morale/luck per mastery level
  • magic resistance perk effect lowered to 12%
  • armor of forgotten hero resistance lowered to 8%
  • sun cross resistance increased to 8%
  • pendant of interference resistance lowered to 4%
  • boots resistance lowered to 12%
  • reduced aura of magic resistance creature ability to 24%
  • reduced the scaling on the +HP creature mini-artifacts by 25%
  • the golems magnetism ability absorbs 2% instead of 5% per weekly growth
  • torpor lasts for 1.2 instead of 1 turn
  • marksman +1 min dmg
  • crystal dragons +5HP
  • goblin defilers now cast 1x magical immunity instead of 2x cleansing and have 24 mana
  • flamelords cannot cast flamestrike when they are neutrals
  • added mana penalty for blood mistresses when splitting in 3 or 4
  • fixed Djinn bad Luck cast positive luck on enemy instead of negative
  • Multiplayer agrael starts with basic gating and is the only sorceror who can have it (like anwen)
  • Sorgal starts with war machines and has his old specialization back
  • Kythra starts with logistics
  • freyda starts with master of wrath
  • Guarg starts with master of wrath
  • Ylthin and Melodia start with master of wrath
  • Gem starts with arcane intuition and basic light magic
  • default spell for knights is now divine strength instead of haste
  • fixed divine guardian formula text
  • resurrection messages after battles now indicate the type of resurrected creature


ARMG
  • added new bizarre oversized template GRID by Fraxinus, 8P-Grid, it has 81 zones and hundreds of portals
  • elemental stockpiles give on average 33% less resources
  • battle sites will now start growing their population on day 8, while before that the armies are 'day 8 size',
  • this fixes an issue with the growth curve making armies too small very early in order to make the math work well later.
  • reduced guard strength of primary skill boost buildings on ARMG by 20%
  • reduced difficulty in third zone of loop-l
  • reduced difficulty in second zone of ladder-l
  • added more dimension doors to team templates with zone size 6600+
  • added more dimension doors to jebus middle zones

For more details read the article on moddb!

#1477
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Dear community,

Hotfix RC18b has replaced the original release in the post above, since an annoying regression issue with the first aid tent needed immediate fixing:
 - fixed a regression bug where the First Aid Tent had much too low healing power
 - changed texture formatting on elven female models to fix crashes (again)
 - fixed the Pariah named Scorched Earth
 - fixed Enchanters not starting by default with Master of Wrath
 - fixed the Agbeth specialization producing the wrong damage calculation in the UI
 - fixed Righteous Fortitude and Divine Guardian looping text messages

Added 9 hours 32 minutes ago

Hotfix RC18c has replaced the original release in the original post.

It includes the following fixes:
  • fixed game crashing when trying to generate a map with _Utility.exe
  • fixed the elven female model not using simplified geometry and skeleton for the LOD model
  • fixed the conjured phoenix having the bravery ability
We apologize for the inconvenience.
#1478
Hotfix RC18d replaced the release in the original post with the following additions.

MANA OVERHAUL

Heroes now immediately recover their mana when visiting a town with a mage guild, interacting isn't even needed, standing on a tile adjacent to the town is already enough, a message will indicate mana was restored. This will correct for ARMG sometimes placing a town at a very impractical angle. However increasing mana above the cap is no longer possible under any circumstance, mana will be reduced to cap level immediately if the knowledge of the hero goes down. 

SPELLS
  • frenzy costs +10 mana
  • teleport costs +4 mana
  • hypnotize initiative scaling is reduced below expert level (spell is shattered harder)
  • celestial has weaker base HP below expert level (spell is shattered harder and weaker when copied on unicorn)

FIXES

  • fixed instances in Elven Female Hero model files, linking to non-existent assets
  • fixed game crashing when visiting a cartographer
  • fixed vampirism when cast on a shadow image stack, causing that stack to become permanent creature (old vanilla bug)
  • fixed elemental stockpiles actually giving more resources instead of the intended reduction listed in earlier patchnotes
  • possibly reduced odds for installer falsely triggering antivirus programs
  • fixed H55 not working when disabling certain settings in .cfg files
In reply to dredknight
#1479
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Good day.
Black dragons have resistance to all magic, but when I cast Chain Lightning on an enemy (3 stacks), my own Chain Lightning also affects my dragons. Is this how it's supposed to work?
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#1480
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You are playing as a Warlock, so you have a racial perk – Irresistible Magic. It allows you to deal Chaos damage, even to immune creatures.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
#1481
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Thank you for your answer. I have another question: is there a way to enter an allied Castle and learn the spells of its faction?
In reply to Intensive
#1482
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Intensive
Thank you for your answer.
Another question: is there a way to enter an allied Castle and learn the spells of its faction?

We have not made changes about this mechanic so it functions just as in the original game.
As far as I remember, it was not possible.
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#1483
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You can take the "Scholar" skill and approach any hero from this Castle.
С уважением, }{0TT@6bI4
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Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
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#1484
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Hey everyone, I installed a mod, but I keep running into a problem. After 1-3 weeks of gameplay, the game crashes, and after the crash, I can't load the autosaves; the game just closes. I've tried playing solo against bots, online with and without bots, and with and without different templates. The result is always the same... a crash... Has anyone else experienced this?
In reply to Maklayd
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#1485
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Maklayd
Hey guys, I installed a mod, but I keep running into a problem. After 1-3 weeks of playing, the game crashes, and after the crash, I can't load the autosaves; the game just closes. I've tried playing solo against bots, online with bots and without, and with and without different templates. The result is always the same... a crash... Has anyone else encountered this?

This is the biggest problem with Heroes 5; if you play for a long time, the saves become corrupted, and there's no way to fix it.