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

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🕹🕹🕹 RC18f released 🕹🕹🕹

 >>> Download <<<

We have released patch RC18f, this is a further maintenance release with new UI features, bugfixes and (mostly minor) balance adjustments.

CHANGES
  • AI is a bit more aggressive at hard or higher difficulty and a little less aggressive on normal difficulty
  • ARMG no longer has 50% chance for creating stone hall themed underground, instead has 50% chance for dungeon underground and 25% for the others. Also reduced creep strength on first 2 zones of ladder templates
  • Spirit Link hero ability triggers if at least 1 creature is killed
  • Sorrow Strike creature ability duration from CREATURE_SPELLPOWER to 1 + CREATURE_SPELLPOWER/20
  • Wheel of Fortune creature ability duration changed from CREATURE_SPELLPOWER to 1 + CREATURE_SPELLPOWER/5
  • Rage of the Forest creature ability will not disable "Entangling Roots"
  • Regeneration creature ability is completely reworked - instead of healing for an average of 60 per turn it will heal the creature for as much as possible but is limited to a healing pool of creature_weekly_growth*creature_type_hp + 10%*stack_hp
  • Hero bonus daily income from artifacts, skills and creatures is now present in the game resource bar. Income overview in the Town Management pane is removed.
  • Skills and perks affecting allied and enemy creatures are now visible in the creature spell effect bar (available when you right double click on a creature in combat). They also provide a brief overview of what each effect does.
  • Sar-Issus set creature spellpower bonus is now 100% for 4 equipped pieces and 50% for 2 pieces (changed from 100% for 2 pieces).

    sk18f03


FIXES

  • RC18f bug: Game will crash if hero with Ignite perk casts firewall.
  • Arcane Allies perk effect applied on ability spell costs (not on channeling!)
  • Master of Fire perk wrongly calculated defense reduction. It uses the defense value of the target during the time of cast and then substracts it from the base defense value. Now it always uses the current value and just halves it.
MINOR CHANGES
  • archery and evasion nerfed to 15%
  • encourage nerfed to +0.4 atb
  • Avenging strike buffed to 0.3 atb reset
  • retaliation strike nerfed to 0.15 atb reset
  • fire trap, nerfed to 12*SP dmg at expert
  • raise dead nerfed to 32+32*SP heal at expert
  • resurrection buffed with 50 base value at expert
  • celestial shield nerfed with 200 less base value at expert
  • reduced orb artifacts to +30% dmg
  • coif of the prophet buffed to 16 mana per day
  • staff of sar issus now gives 50% more mana and spellpower to creatures at 2 items and 100% at 4 items and no extra hero spellpower.
  • crossbowman +1 attack, -1 max dmg
  • inquisitors -2D
  • seraphs +2D
  • all sylvan tier 1, -1 initiative
  • war dancers -1 speed, wind dancers +1 speed
  • high druid -2HP
  • ancient treants +1A, -1D
  • savage treants -5A, +5D, now their functionality is more similar to the alternative before they rage, also simplifies the math of the ability for the player
  • pristine unicorns damage changed to 14-18, average reduction is 2.5%, lowered effect of divine strength and weakness to make it more different from the other
  • crystal dragons +5HP, +5 max dmg, -3D
  • stalkers +1D
  • black and red dragons +5 max dmg
  • vampire princes +1D
  • rakshasa ksatri -2 min dmg
  • giants +1 initiative, +20HP
  • all centaurs +1 HP, +1A and +1HP at first rage level
  • all cyclops +1 speed, +25HP on 2nd rage level instead of speed
  • 5 wood cost for bear pens moved to arena upgrade
  • 5 ore cost for dragon graveyard moved to vampire upgrade
  • 5 ore cost for dragon graveyard upgrade moved to crypt upgrade
  • emilia no longer starts with summon elementals spell
  • ivor reverted to empowered chain lightning at lvl 30
  • edited descriptions of spirit link, symbiosis, rage of the forest and regeneration
  • edited descriptions of kyrre, gabrielle, xerxon, marbas and agrael

For more details read the article on moddb!

sk18f01sk18f01

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Can anyone tell me how to install a mod? Are there any active users here?

🕹🕹🕹 RC18g released 🕹🕹🕹

>>> How to install <<< 

>>> Download <<<

Dear community,

We have released patch RC18g, another maintenance release with UI featuresbugfixes and (mostly minor) balance adjustments.

CHANGELIST

Ability spell effects v2
The combat abilities' improved effects introduced with RC18f were very heavy on development side as every text had to be edited single-handedly. Quite some mistakes where made on that release, some effects had wrong texts and others were not shown by the game at all. We had to either revert the system or approach it in a different way.

For RC18g the system got revamped from the ground up. All effects' texts are now dynamic so they represent the value/stat/chance of the ability in real time. Some examples of abilities with description that will help the player to easier understand creature strengths and weaknesses:

  • retribution, offensive/defensive formations show the real time bonuses as they change between unit turns
  • chance based abilities show chance-to-trigger value
  • hero level based specializations are calculated every battle
  • and more...



BALANCE
  • Hydra Regeneration HP pool set to 15%*stack_hp from 10%*stack_hp + creature_growth_hp
  • Power of Speed perk grants Mass Haste spell at Expert mastery (was advanced)
  • Power of Stone perk grants Mass Deflect Missiles spell at Expert mastery (was advanced)
  • Treants get -2 defense and -10 health (were strong compared to other unupgraded tier 6 units)


FIXES
  • Agility creature ability will now not give maximum defense bonus at start of combat when creature has not yet moved.
  • Battle Elation spell effect icon was bugged
  • Blindness spell effect was using the original Dark School icon
  • Sar Issus artifact set bonus creature Spellpower was not working
  • Rally ability duration formula was missing the flat 2 turns value
  • Gold income UI from skills shown in the UI multiplied (visual issue did not affect real income) every time when hero interacts with another hero or swap artifacts in inventory

For more details read the article on moddb!

Thank you Intensive!
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Hello! Could you please tell me if the mod only works on random maps or also in campaigns?
In reply to MaksSP
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MaksSP
Good afternoon! Please tell me, does the mod work only on random maps or in campaigns as well?

The mod works for both random maps and the campaign in Heroes 5.

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Good afternoon!

In this mod, it is possible to play through all the campaigns (original and Hammers of Fate). I remember there being a separate mod for this, but when installing the Russian localization for the game and the mod, only the last campaign will be translated, while the first two will remain in English. Could you please tell me how to translate them?

__

UPD: I figured it out.

Постепенно включаюсь
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Good morning!

Nikolaev, please tell me how to translate them.
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Hello! I downloaded the mod, followed all the instructions, and installed the latest version, RC18g, along with the manual and the Russian language pack. The manual, for example, includes a skill wheel and lists all the heroes: for instance, the Orcs have shamans with a specific school of magic, and there are clearly more than 9 heroes in total. In the game itself, there is also a skill wheel, but it's different (more similar to the standard one), and there are 9 heroes in the game – the standard 8 plus one additional hero, for example, a blue Orc for the Orcs, and an air elemental as the ninth hero for the Mages. So, the question is, what happened? Do I have a version that's neither the standard one nor the modded one? Or is it somewhere in between? Maybe someone can help or tell me how many heroes they have per faction in their game?
Hey Ametuct

All factions have the following distribution 6-6-6 for a total of 18 heroes. This means 6 Might, 6 Balanced and 6 Magic class heroes.
Haven and Stronghold are deviating from this rule.
- Stronghold originally are might faction so that should be preserved. This their ratio is 12-4-4 12 Might vs 8 Magic (4 Shamans/4 Witches).
- Haven are good faction but 2 of their classes are evil aligned - Renegades and Heretics. To be in check their ratio is 5-10-5.
In reply to dredknight
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dredknight
Hey Ametuct

All factions have the following distribution: 6-6-6, for a total of 18 heroes. This means 6 Might, 6 Balanced, and 6 Magic class heroes.
Haven and Stronghold are deviating from this rule.
- Stronghold is originally a Might faction, so that should be preserved. Their ratio is 12-4-4: 12 Might vs. 8 Magic (4 Shamans/4 Witches).
- Haven is a good faction, but 2 of their classes are evil-aligned - Renegades and Heretics. To balance this, their ratio is 5-10-5.
Hi, thanks for the reply. But I already understood that. The problem is that I only have 9 heroes for each faction, and the skill wheel is different from the ones in the mod's images. So, I'm wondering if anyone else has encountered a similar problem? I only installed a mod for the full game collection; could that be the reason? 
I decided to check again, created a random map. I chose the Dwarves, and the ninth hero is a character from the Campaigns, who buffs Tier 5 units with +2 per level. However, in the game, he is called a Death Knight. And in the game, there is a built-in skill wheel, but it's not the same as the one in the mod's manual. That's the problem
In reply to Ametuct

I see. You have an installation issue.

  • Make sure the mod is installed properly.
  • If you are certain of that, go to <game folder>/Maps and remove any custom maps that come from third party sources.
  • Remove any other mods

The issue you are facing happens when you have a custom map or a mod that contaminates the game configuration. Removing them will fix the mod content.

In reply to Николаев
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Nikolaev

Good afternoon!

In this mod, it is possible to play through all the campaigns (original and Hammers of Fate). I remember that there was a separate mod for this, but when installing the localization for the Russian version of the game and the mod, only the last campaign will be translated, while the first two remain in English. Can you tell me how to translate them?

__

UPD: Figured it out.

How? I have already downloaded 2 pak files and uploaded them to the data folder, but the Russian language still hasn't appeared.
ScreenshotsAttachment 72410Attachment 72411
komrad.kazackoff
Good morning!

Nikolaev, can you tell me how to translate them?

I agree.
__________________________________________________ __________________________________________________ ______________________

UPD: Figured it out

You need to download and upload to the UserMODs folder WITHOUT DELETING the .....EN.h5u files.

MMH5.5: Russian Dialogue & Subtitles (All)

MMH5.5: Cyrillic Fonts and Translation for 3.1

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