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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 ... 417 418 419 420 421 ... 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 15, 2020 10:30 AM bonus applied by Galaad on 16 Dec 2020.
Edited by magnomagus at 13:17, 15 Dec 2020.

MMH5.5 RC14 Beta 5 has been released!

Download

Screenshots

@Galaad: I recommend QPs awarded to ThGryphn and Arcanmnascient, since they did a lot of heavy lifting on this release.

Beta 5 will have the following major upgrades:

-Larger Standard Battlefields, new battlefields and obstacles
-8 Secondary Skills is now permanent and not optional on all exe files, no hassle in multiplayer to set it properly
-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 ...)

Larger Battlefields

In this new release the standard battlefield size will be increased from 12x10 to 14x12, taking the whole game to a new level. This makes the size of the battlefield almost the same as HOMM3 since 14x12 = 168 tiles, while HOMM3 uses 11x15 = 165 hexagons. The larger battlefield will improve the combat in many ways:

-Large creatures are less easy to get stuck, being large is less of a burden
-There is more meaningful room for sideward movement and preparatory movement in first turn
-Tactical positioning at the start of battle is more interesting, having a full army doesn't mean all units are jammed together.
-The max amount of large creatures that can be placed increases to 6
-There will be many new obstacles and more variety in obstacle placement

To make this change possible all combat maps have been adjusted to 14x12, a large undertaking, and also on grass terrain there will be 2 completely new combat maps recovered from the gamefiles!

To prevent shooters getting more powerful and some melee creeps getting too weak the following stats will be changed on creatures. These changes have been tested to provide more interesting action in early game and increase further variation between certain upgrades.

these changes affect whole tier:

haven t1 +1Speed, militia +1HP instead
inferno t2 +1 initiative
necro t2 +1Speed, rot zombies +1 ini instead
academy t3 +1 speed, iron golems also +1 ini
stronghold t4 +1 speed
fortress t1 +1 speed
dungeon t5 +1 initiative
sylvan t7 +1 speed, crystal dragons +5DMG,+1A instead
all shooters with 3 speed get 4 speed

these changes affect only one creature:

crossbowman precise shot+1 range
footman +1 speed
vindicators +1 speed, but also -2A and -3HP
goblin defilers +1 DMG
pit fiends +1 Speed
rakhasa rani +1 speed
rakhasa raja +2 initiative, remove dash
shadow mistress +1 speed
unupgraded cyclops +1 speed -10HP
unupgraded treants +1 speed
unupgraded warriors +1 speed
war dancers +1 speed, +1HP, -2 initiative
ghosts +1 speed, -1 initiative
spectres +1HP,+2D,-1A
poltergeists +1 initiative,-3HP

balance changes in this version not related to battlefield size:

-prayer, banshee howl and banish set ATB back to 0.15 instead of zero,
so casting them isn't slower as casting mass spells.
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azalen
azalen


Responsible
Known Hero
posted December 15, 2020 03:38 PM
Edited by azalen at 15:54, 15 Dec 2020.

magnomagus said:
MMH5.5 RC14 Beta 5 has been released!




Very cool...  No idea how large maps will play out, but its going to be fun to explore.

One minor suggestion I have is to give an option in the installer to navigate directly to the Heroes 5 Steam directory ("C:/Program Files (x86)/Steam/steamapps/common/Heroes of Might and Magic 5 Tribes of the East" for most).  I know the information is out there for Steam installs, but I think it would help newcomers that are more likely to be using the Steam version than the GOG version.

Awesome work as always.



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azalen
azalen


Responsible
Known Hero
posted December 16, 2020 02:44 PM

Just a qualititative feeling it out (not the quantitative analysis you do)... from a creeping perspectie, warmachine heroes feel particularly strong with the bigger battle maps in the creeping phase.

As an example, for might Academy, Minasli is now a no-brainer choice over Havez.      

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Arcanmnascient
Arcanmnascient

Promising
Tavern Dweller
posted December 16, 2020 06:11 PM bonus applied by Galaad on 16 Dec 2020.
Edited by Galaad at 23:19, 16 Dec 2020.

Mod Edit: +QP awarded for contribution to the mod

Thanks for the credits ! Glad to help when i can

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azalen
azalen


Responsible
Known Hero
posted December 17, 2020 12:38 AM

Bug Report:

Noticing a bug where the number portraits of mobs gets offset in the battle screen.  Also, the mouse cursor seems to be misaligned on the Y-axis.  

Was happening on desert terrain against large neutral creatures if that means anything to you....


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 17, 2020 01:29 AM
Edited by magnomagus at 01:32, 17 Dec 2020.

@azalen this was also just reported on discord, but the person claimed it disappeared after restarting the game, possibly caused by changing graphics settings before that. However oddly it was also reported on sand, if you suspect this was not the issue, could you jump in the discord server to see screenshot in general channel posted by CetusSantis and if it was the same combat map, I believe you can jump in as temporary guest if don't want an account.

MMH55 Discord
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thGryphn
thGryphn


Promising
Famous Hero
posted December 17, 2020 10:17 AM
Edited by thGryphn at 10:20, 17 Dec 2020.

Glad to contribute to the project! Thanks for the QP!

When I think about it, this release is MAJOR! Totally game-changing.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 17, 2020 10:37 AM

Yeah yours is on the previous page Tt was Arcanmnascient that needed to make a post, as he seems to be working much in the shadows...
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Skeggy
Skeggy


Promising
Famous Hero
posted December 17, 2020 01:39 PM

I don't suppose it would be possible for heroes to have ten skills instead of eight?
Because if it is possible, perhaps it is a good time to do even that?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 17, 2020 03:49 PM

That may be possible, but I think 8 is the perfect amount, both from gameplay and fitting it in the UI perspective.
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azalen
azalen


Responsible
Known Hero
posted December 17, 2020 08:57 PM

Moderate Suggestion

I'd look at making Artificial Glory deeper in the artificer tree... maybe even replace Remote Control with it.  

Right now, it is pretty easy for heroes like Minasli to get Triple Ballista, Artificial Glory, and Flaming Arrows.  I don't think that this should be taken away, but I would maybe make it harder for her (or any Academy Enchanter) to get the trifecta, as it makes the rest of the Academy army almost irrelevant when the ballista takes over.    

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thGryphn
thGryphn


Promising
Famous Hero
posted December 18, 2020 08:37 AM

azalen said:
I'd look at making Artificial Glory deeper in the artificer tree... maybe even replace Remote Control with it.  

Right now, it is pretty easy for heroes like Minasli to get Triple Ballista, Artificial Glory, and Flaming Arrows.  I don't think that this should be taken away, but I would maybe make it harder for her (or any Academy Enchanter) to get the trifecta, as it makes the rest of the Academy army almost irrelevant when the ballista takes over.    


Ballista did become stronger with larger battlefields now standard, but the thing is combining all these perks require many level ups and by that time another class would also be quite potent in creeping and defeating an Enchanter.

Each level up comes at an opportunity cost. Enchanters for example would rely on either the tent or high Light magic level with Resurrection/Regeneration to control the losses in big fights. Ballista is great but wouldn't stop all losses.

So at the end, is it powerful, very much so; is it OP, not sure.

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Helena
Helena

Tavern Dweller
posted December 18, 2020 11:02 AM

Necropolis campaign

In the Necropolis campaign, section “The Invasion”, town conversion is already present and accomplished through The Staff of the Netherworld. As I am now playing using HOMM 5.5 (13a) I find that this will no longer happen. Understandable, but since it is a long game, I would welcome some advice. Is it necessary to start again, now using the utility? Or is there a simpler solution?

Also, but this is probably unrelated to the mod, I cannot raise enough bone dragons. Will this be possible after cursing the mages’ cities?

Thx in advance!

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted December 18, 2020 11:56 AM

Cursing mage cities, remove town limits(you can build level 5 mage guild and all creature dwellings).
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 18, 2020 12:19 PM

@Helena: not sure i understand you perfectly, you mean you switched off h55-town conversion, but now it is no longer possible to convert towns at all? so you consider restarting the map with the h55 feature enabled?
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Helena
Helena

Tavern Dweller
posted December 18, 2020 01:28 PM
Edited by Helena at 13:52, 18 Dec 2020.

magnomagus said:
...
Ah I understand your remark, now that I realize I am able to switch TC off, which I haven't. Do you think that might be a solution?
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azalen
azalen


Responsible
Known Hero
posted December 18, 2020 05:03 PM
Edited by azalen at 17:20, 18 Dec 2020.

thGryphn said:


Each level up comes at an opportunity cost. Enchanters for example would rely on either the tent or high Light magic level with Resurrection/Regeneration to control the losses in big fights. Ballista is great but wouldn't stop all losses.

So at the end, is it powerful, very much so; is it OP, not sure.



Disagree somewhat from this point...

It is the combination of Minasli hero special and Artificial Glory that put her over the edge.... and she can hit optimal with 10 minimum skill points... doable by level 16-17 or so.  

She's not really paying an opportunity cost by skipping First Aid Tent, since she barely needs gremlins in the first place given that her ballista out damages them by 4x or so.  So, any encounter where they could take damage, you just deploy 1-unit gargoyle stacks, and possibly your main gargoyle stack as a damage soaker if necessary.  You can, in fact, defeat gatekeeper stacks with no gremlins at all.  Its sort of comparable to the old dungeon stalker destruction magic creeping where your army is almost irrelevant - except you need a beefy gargoyle stack as sacraficial lambs.  

Minasli is vastly more powerful than Havez during the critical week 2-3 where Acacemy struggles... and then she transitions to the Academy late game initiative artis and light magic when ballista scaling starts falling off.  

Don't get me wrong... I love Minasli... she's my favorite hero - with both an awesome early and late game  But it is my duty to report my opionons on things that I think may be a little too strong even if I enjoy them  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 18, 2020 07:59 PM
Edited by magnomagus at 20:01, 18 Dec 2020.

Helena said:
magnomagus said:
...
Ah I understand your remark, now that I realize I am able to switch TC off, which I haven't. Do you think that might be a solution?


i recommend switching that off in general for campaign, since it is not a feature taken into account when it was designed, however if that fixes the problem I can't say since i don't understand what goes wrong, I checked the script of the map and it does not use the ID from town management, so it should work independent from this.

What do you mean by 'no longer happen'?
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Helena
Helena

Tavern Dweller
posted December 19, 2020 09:29 AM

magnomagus said:
Helena said:
magnomagus said:
...
Ah I understand your remark, now that I realize I am able to switch TC off, which I haven't. Do you think that might be a solution?


i recommend switching that off in general for campaign, since it is not a feature taken into account when it was designed, however if that fixes the problem I can't say since i don't understand what goes wrong, I checked the script of the map and it does not use the ID from town management, so it should work independent from this.

What do you mean by 'no longer happen'?
Here is my situation:

I have the Staff and the Cloak, both quests are checked, as is the > 1,000 skeletons quest. Quests to accomplish are:
• Raise dragons
• Destroy elven army
• Curse cities
Oddly, I obtained the Ring in a different manner (which did not satisfy the quest) but after conquering Al Safir the quest disappeared. This may point to a problem; I am not sure.

So the difficulty at hand is that when I enter Al Safir again wearing the Staff nothing happens.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 19, 2020 01:49 PM
Edited by magnomagus at 14:00, 19 Dec 2020.

@Helena:

It seems the script of the map bugged at some point, possibly you are right and obtaining the ring of unrepentant was the cause, I don't recall this was a mission that would perform better under Utility, so I have to find the bug, I guess the ring was randomly generated somewhere. So if you already beat the end boss and have the artifacts you could consider console command: @Win(1); to move to the next mission, otherwise you could use a console command to get the bone dragons and see if the accomplishment of that objective continues the mapscript.
Also I have no idea if cursing the cities with town management instead could fix it.
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