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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 250 300 350 400 ... 427 428 429 430 431 ... 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 08, 2022 11:45 AM

Elvin said:
30% life drain.. Elvin depression intensifies

How come Kaspar lost first aid? Too easy earlygame?

Plague tent change sounds very nice.

I still don't get why nightmares had to lose fear, even if it doesn't synergise well with searing aura it's a clear nerf :/

What is mental scarring? I thought everyone who's used a mentor is scarred for life but this sounds like a term

I'm also curious, does purge work on your own units with mage attacks? Since archmages don't shoot through your units.


nightmares is not nerfed (or at least not intended, it is about making upgrades more different and also visual logic).

'mental scarring' is losing randomly primary skills, when unlearning skills that can be abused by learning them temporarily and then unlearning them.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2022 01:46 PM

Oh ok, thanks.
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TSLAY
TSLAY

Tavern Dweller
posted September 09, 2022 12:57 AM

Elvin said:
30% life drain.. Elvin depression intensifies




Is this stat editable somewhere in the index.pak file?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 09, 2022 01:41 PM

DefaultStats.xdb pretty sure.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 10, 2022 06:43 AM

Is there a bug for avenger_for_all.yml?

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TSLAY
TSLAY

Tavern Dweller
posted September 11, 2022 04:18 PM

Enemy Heroes Stopped Dropping Gear When Killed

About halfway through my first game, enemy heroes stopped dropping artifacts when killed. Any ideas what's causing this?

(Apologies if this is a duplicate post. I received an error the first time I tried to do this)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 12, 2022 04:20 PM

This should only happen if you play in Nightmare mode
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SlavaVixenVPP
SlavaVixenVPP

Tavern Dweller
posted September 14, 2022 06:24 AM

old chieftain hero shuts down the game when you press C(the book in the corner)

I was playing an old save-game with Stronghold and installing the latest version of the mod, but now, whenever I try to cast a spell on the adventure map(C) or change the town's governor, with a chieftain: the game shuts down. Errors like this one are nothing new. In-fact they are common! But I don't want to resort to resetting Windows with a clean installation and no guarantees. Playing this game/mod lifts my spirit and I would appreciate any technical advice or ideas you guys might have.

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thGryphn
thGryphn


Promising
Famous Hero
posted September 14, 2022 08:00 AM

SlavaVixenVPP said:
I was playing an old save-game with Stronghold and installing the latest version of the mod, but now, whenever I try to cast a spell on the adventure map(C) or change the town's governor, with a chieftain: the game shuts down. Errors like this one are nothing new. In-fact they are common! But I don't want to resort to resetting Windows with a clean installation and no guarantees. Playing this game/mod lifts my spirit and I would appreciate any technical advice or ideas you guys might have.


Playing an old save with a new version of MMH5.5 will almost surely result in these crashes. This is the #1 no-no that you should avoid.

The mod is stable, but you have to install and use it correctly. If you experience crashes, you should read the FAQ.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 14, 2022 02:30 PM

RC15 Beta 16 released

>>> Download RC15 Beta 16 <<<

Dear community,

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.

Reverts and 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!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 15, 2022 10:56 AM
Edited by Elvin at 10:57, 15 Sep 2022.

Dimension Door object is a lovely idea for learning spells and setting up racials without endless backtracking

Reverted perks!

Shout skill reducing morale to prevent empathy bonus is sad I get it but eh.

Ellaine with wm makes a lot of sense, peasants are hardly a creeping force.
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Cube2000
Cube2000

Tavern Dweller
posted September 15, 2022 12:11 PM
Edited by Cube2000 at 12:26, 15 Sep 2022.

Why Recruitment perk has bonus for legion arts if has no guarantee to acquire it? Recruitment advantage is dependent on RNG because hero with legion art has more benefits from this perk than heroes without it and can lead to inequality.

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blackboy_homm
blackboy_homm


Hired Hero
posted September 15, 2022 05:35 PM

dredknight said:
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.


Good application for this function MakeHeroInteractWithObject(hero,town);

Where can I find this building, every time generate the ARMG map?

Another question is whether avenger can be open to all class?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 15, 2022 06:42 PM

blackboy_homm said:

Another question is whether avenger can be open to all class?


Yes I made it some time ago. Use this patch to enable for all classes.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 15, 2022 07:11 PM

dredknight said:
blackboy_homm said:

Another question is whether avenger can be open to all class?


Yes I made it some time ago. [url=https://github.com/Might-Magic-Heroes-5-5/MMH55/blob/master/assembly/patches/non%20production%20patches/avenger_for_all.yml]Use this patch to enable for all classes[/url].


I see it and patch it on my exe, but it didn't work.
I can press the 'Q' but no arrows selected up or down, when Warden or Enchanter is in town.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 18, 2022 09:08 PM

I will  check it and report but it will take me some time.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 19, 2022 05:24 AM

dredknight said:
I will  check it and report but it will take me some time.


Thank you very much!

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blackboy_homm
blackboy_homm


Hired Hero
posted September 19, 2022 05:33 AM

dredknight said:
I will  check it and report but it will take me some time.


Don't worry, take your time, just report a bug.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2022 01:06 PM

..and here we are again with another beta. This release will implemented a new 'chess mode' to replace the old duel mode, with very different rules for balancing.

Download RC15 Beta 17

Please always use the mod's uninstaller before updating

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.

This release will lay the groundwork for the new game Mode, while in the future updates to it may be possible like more battlefields with symmetrical obstacle patterns or scripted events specifically for this mode.

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

-the souldrinker specialization now applies the defense reduction with the suffering spell instead of the weakness spell. this way it works much better with might heroes who apply suffering with their regular attack. lorenzo now also has the souldrinker special.

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, Stonevault 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
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TSLAY
TSLAY

Tavern Dweller
posted October 04, 2022 10:30 PM

Elvin said:
DefaultStats.xdb pretty sure.


Thank you! On a side note, would you happen to know where I can find the Skill ID for Siege Master? It's not listed anywhere in the Index file, nor could I find it in the Mapmaking documentation folder As far as I can tell, every other skill is listed but that one. I also searched this board for it but didn't find any reference to it.

My apologies for tacking this request on top of a (late) reply, but the board rules won't let me make a new topic because I'm so new.
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