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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 436 pages long: 1 2 3 4 5 ... 90 180 270 360 ... 432 433 434 435 436 · «PREV / NEXT»
Ethera
Ethera

Tavern Dweller
G
posted December 21, 2022 11:24 PM

Tbh, Its one of the best mods I've ever tried. Definitely recommend.
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GnollMaradeur
GnollMaradeur

Tavern Dweller
posted December 22, 2022 01:59 PM

Bug report

In Most current Version (it's Beta?) Observatories wont work on random map. They will Not reveil map nor give spell Points. They also state Not visited constantly.
I deinstalled the previous Mod Version as usual and do Not have anything other installed Nor custom Maps.
I generated the random Maps in utility 64 exe
It Happens regardless of factions or PC restarts
I did Not run into other Things Not working.
I Play the Mod for years and never Had this issued.
I dont mind the Error that much, so If you are convinced it IS on my end, Just ignore. Next Install of new build will fix it in that Case.

Also, thank you for keeping Up the developement!
The Mod hast come to a flawless Feeling and interesting Heroes specializations etc. From the RAW Mod of 2 years ago
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 22, 2022 04:53 PM

hm, this is not in LAN game, without activating scripts?
or somehow the installation uses an outdated MMH55-Settings.pak file
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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GnollMaradeur
GnollMaradeur

Tavern Dweller
posted December 22, 2022 07:30 PM

Solved

Hey, i clean installed everything and now it does work as intended. Though I now remember I always used Utility.exe and not Utility64.exe. That was probably the error.

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Kugamash
Kugamash

Tavern Dweller
posted January 10, 2023 10:56 AM
Edited by Kugamash at 11:07, 10 Jan 2023.

Bug report

Have anybody encountered a bug, where after a lenghty playtime when you do mages tower or a pyramid, your game is stuck at an loading hourglass when the rewards are given?

The game, also runs at 32bit (as told by system manager) even though I try to run the 64bit version.I have the latest version of 5.5.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 15, 2023 04:40 PM
Edited by dredknight at 19:59, 15 Jan 2023.

RC17 released

>>> Download RC17 <<<

Dear community,

This started as a minor campaign update but it quickly derailed in a large balance update with some real 'gamechangers'.

Major Changes
Logistics is now half focused on boosting movement and half focused on reinforcements to make the difference between heroes with and without logistics less extreme and add more combat effectiveness to the skill.
Hero base movement is increased to make 'total movement' the same as in older versions of the game.
Leadership can now buff initiative of undead creatures, mass spells are significantly more powerful and combat is nerfed.
War machine HP now scales with hero level (if you have the skill).
There were a lot of minor changes to the composition of armies inside battle sides toward preventing extreme shooter/caster configurations.

Release includes major campaign and game fixes.

For more details read the article on moddb!
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 01, 2023 03:39 PM
Edited by dredknight at 10:20, 03 Feb 2023.

RC17f released

>>> Download RC17f <<<

Dear community,

RC17d has been released, in this release there will be a new scouting system for battle sites and a lot of balancing for ARMG excessive randomness in PvP.  Also significantly more freedom in movement with town gate and instant travel (closer to homm3, but more balanced)

Battle sites can now be scouted before they are entered, native tier1 creatures are required in the army to be able to scout, for every building scouted a tier1 creature has a chance to die, the chance to die depends on weekly growth. The scouting skill decreases the chance for creatures to die.

RC17f was released after RC17d to fix game breaking issues:

- fixed mage vault and arcane tower battle sites not working
- fixed artifacts no longer being provided on duel template
- bonus change: protection perk in shatter dark also gives +1 luck
- fixed ARMG often crashing and unable to generate large maps.


See article for all changes.
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WYTYWTY
WYTYWTY

Tavern Dweller
posted February 17, 2023 07:18 PM


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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 20, 2023 10:15 AM
Edited by frostymuaddib at 17:23, 21 Feb 2023.

Is there a working invite for discord?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 21, 2023 09:05 PM

Here you go!

Is there an expired link somewhere that we need to change?
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 22, 2023 09:04 AM

Thanks for the link. I tried a link somewhere and I wasn't able to join, but I can't remember what link it was. Anyway, I joined now
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"lol" -- VERRIKER VON ERWINSSEN

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 26, 2023 05:46 PM bonus applied by Galaad on 07 Mar 2023.

RC17g released

>>> Download RC17g <<<

Dear community,

Another major release is now available bringing the following changes.

Models

New Sylvan, Fortress and Academy female models were added so now every faction have a male and female one.
Credits: Zobr, Manulli and Narron

Magic

added: Spellbook prediction text to 'Divine Strength', 'Weakness' and 'Cleansing' spells
added: 'partially resisted' flyoff text when occultism is used to circumvent resistance or magic proof.
changed: buff and debuff spells on a single unit are now 33% more effective and scale faster with SP compared to the mass version, duration remains the same, does not apply to decay, cleansing, divine strength and weakness.
changed: percent chance based magic resistance does no longer affect 'non-damaging spells' at all!, it can only trigger for damaging spells of any school. (Dark magic (and blind, hypnotize etc) had too many counters making it unreliable, still left: shatter dark, opposing LM spell, cleansing, teleport, magical immunity spell, immunity abilities & counterspell).
changed: increased base duration of regeneration by +0.5, but reduced base healing by 10%
changed: increased base duration of hypnotize by 0.2 turns
changed: increased frenzy base dmg by +10%
changed: shadow image, +1 tier base value, cost increased to 30, raised to level 5
changed: Vampirism +5% base healing, lowered to level 4, cost lowered to 25
changed: increased base duration of vampirism, magical immunity, deflect, confusion, sorrow, suffering, righteous might, endurance by 0.5 turns (above level none) and duration scaling to 0.075 per SP.
changed: 'Instant Travel' adventure spell movement cost from 15% to 20%
changed: Disruption spell is renamed 'Rupture' and now a true damage spell scaling with spellpower
changed: 'Hexing Attack' now casts 'Confusion' instead of 'Rupture'
changed: Djinns cannot cast randomly decay and rupture, only debuffs
changed: Flame Lords inflict 1x dmg with 'Flamestrike' instead of 1.2x
changed: neutral Water Elementals no longer have 70% spell dmg reduction in Utility.exe
changed: 'Staff of the Netherworld' artifact gives +1 spellpower and -12% initiative
changed: reduced Gargoyle 'Vulnerability Aura' to 33%
changed: Pit Spawns have rupture spell and -2D
changed: Reverted damage nerf on 'Rain of Arrows'
changed: 'Staff of the Saint' artifact gives +2 spellpower
fixed: Magic resistance not triggering for your own troops for Armageddon, Curse of the Netherworld and Word of Light spells
fixed: War Machines not immune to 'Curse of the Netherworld' spell
fixed: Empowered Armageddon not hitting war machines in Utility.exe

Dungeon

The Ritual pit is now much more powerful and central part of dungeon gamplay. It must be used early for optimum play!, even sacrificing some fodder from tavern, prisons and refugee camps will already give +3-4 extra creatures per week.
Ritual pit thresholds for getting +1 growth are 30HP, 90HP, 270HP, 810HP, 2430HP, 7290HP, 21870HP... (for Minotaurs starting at 90HP).
reduced cost of Ritual pit by -1000 gold and -10 sulphur and -10 mercury, increased cost of trade guild by +1000 gold, +10 sulphur and +10 mercury.
increased growth of blood furies by +1 and assassins +2, adjusted their stats downward to keep weekly HP, damage, cost and exp the same, tier 1 however does a little bit more dmg per weekly growth.
added stone spikes to shadow mistress and matriarch, blood mistresses have now much better rupture spell, this change is needed for countering WM in final fight, neutral AI doesn't use stone spikes
Whip Strike now triggers suffering instead of frenzy and is restored on blood mistress
deep hydras have unlimited retal instead of no enemy retal.
all riders +1D.
unupgraded minotaurs +3D,-2A, minotaur guards +1A, minotaur taskmasters +1D
changed sinitar special to 20% + 0.25% per hero level to make it much better early
added to the dungeon trade guild description: also slightly increases daily gold income for every artifact bought, the increase is equal to 25,50 or 100 for minor, major and relic artifacts respectively. (this was already in the original game but never mentioned)
fixed dungeon library spawning wrong flyoff msg
fixed cheese-colored skin on blood maidens to natural colored skin

Economy

Changed formula for DBC creature spawning to round up instead of down which increases early spawning by around 1 more for a lvl 1 mage guild.
For xerxon DBC spawning is not rounded up, but rounded normally, there are no related text changes since the method of rounding wasn't mentioned.
all heroes with DBC spec now have +1 morale AND +1 luck when having the neutral creature in their army.
Kyrre and azar get 12 instead of 8 dbc at start.
lowered resources at normal difficulty to 25,25,12,12,12,12,25000 and reduced dwelling conversion cost to 2 wood and ore.
reduced cost of runic shrine by -4 ore and -3 of each special resource in total (runelore buff)
changed cost pattern of runic academy and increased cost of guard post by +5 gems
reduced cost of academy djinn treasury by -10 sulphur, increased cost of artifact merchant by +10 sulphur.
nerfed logistics reinforcements by changing divisor from 10 to 12

Other

reduced base attack and defense of ballista, dmg and HP isn't lowered
encourage buffed to 0.5 atb and 0.33 atb reset
removed +4 attack bonus on centaurs rage level 1
gremlin saboteurs -2 initiative, -2A, -1D , +1 max dmg (this is not a nerf they do +33% dmg, but might heroes need time to counter sabotage)
following unupgraded creatures were very weak compared to upgrade (inconsistent with other creatures):
imps +1 maxdmg, goblins +1hp, +1 maxdmg, peasants +2HP, archers -1A, +1 maxdmg
increased experience value of dungeon t3 and t4, upgraded druids, archers, blade dancers, footmen, peasants, skeletons, imps and gremlins
increased power rating of druids and mages, mummies and water elementals
increased cost of black knights by 150 gold
Kraal now has Cyclops special and starts with basic war machines.
Gotai now has Daughters growth special and has them act first
Telsek now summons a stack of t3 units instead of having them act first
Shak also makes Wyverns start first
fixed ebba special not working when acting as defender.
ebba and sorgal place spawns 2 tiles forward in combat vs other heroes
talanar starts with dark magic
fixed being able to get after battle bonus from artifacts when equipping them after battle already took place.
fixed some difficulty tooltips not stating right resources
fixed desc of force arrow saying that it stuns, while it never did
changed wrong prediction txt for spirit link
fixed 'wight' creature being named plural 'wights'

ARMG and adventure map

modified minimum power rating of hundreds of mixed army templates so that stronger creeps (mages, druids.. etc) appear likely later and weaker creeps (brawlers, orc warriors.. etc) appear likely earlier.
'strong' monsters power is decreased by 10% and very strong, impossible monsters by 12.5%, but weekly growth is increased by 7.5% at heroic/impossible difficulty.
The template loopalpha is replaced with Loop-M and loopbeta is renamed to Loop-L, reduced town guard strength in zone 2 of Loop-L by 20%
The ARMG no longer places cartographers, but places exactly one dimension door in every zone except in start zones with a size of around 3000 tiles, this creates space for additional objects in all zones.
Templates with giant zones will have more dimension doors in those zones.
Taverns are now reintroduced on ARMG maps, but are renamed 'Casino' and function as such. You can't buy heroes at Casinos. Currently these objects only exist on ARMG maps.
Casino's allow making one bet per casino per player, the bet size increases by 500 gold for every next Casino you find. On maps with more than 10 Casinos the bet size increases by 250 gold. You cannot cheat Casino's by reloading saves.
Astrologer Towers are now much more useful, if a week is changed to 'week of creature x' the town dwellings and adventure map will still receive extra growth. Cost is reduced to 2500 gold and has weaker guards on ARMG. Descriptions are changed to indicate the object is changing current week not future ones.
added new adventure object 'Beast Cave' for hiring Manticores and wolves on ARMG maps. Currently these objects only exist on ARMG maps. (credits: Zahar)
Obelisks and Shantiri disks now also give +500 experience and this goes up by +500 for every next one.
Sanctuaries no longer give xp, instead they give some refugees for free on first visit (tier1-3), the refugees are always of a different faction but adjusted to 'good' or 'bad'.
Runic Shrines are now renamed Shrines of Arkath on ARMG, and give 1x weekly growth of 'the mage guild creatures you want' in return for offering 1 Gem, an offering can be made only once per game, repeated visits will only boost movement and morale.
on ARMG maps the eldritch spring now has the same effect as the magic well and is unguarded (creating space for more important objects)
all minor boost buildings (fountains etc) now also give a little mana or movement to make visiting more worth it, clarified descriptions
watering hole and oasis are reduced to +600 movement, because the bonus was never per day, but per battle, clarified descriptions
stables adventure objects nerfed to give +400 once +200 movement per day
lighthouse adventure object nerfed to give +300 movement per day
reduced tier1 swarms in utopia level buildings
hillforts increase attack or defense by +2 if the mapmixer setting is activated
fixed buoy water objects functioning as battle sites
fixed temple of shalassa not adjusting to playerrace instead of herorace
reduced resource cost of temple of shalassa in month 1 and 2 (change was already in previous patch but unmentioned)
added snowed versions of windmill, dwarven warren, school of magic, war academy, hillfort, fountain of youth and library of enlightenment to ARMG
prisoner rewards now give a text message specifying the exact creature that was gained
very slightly darkened textures of library of enlightenment
added full description of Fortuitous sanctuary effects

For more details read the article on moddb!
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JohnG
JohnG

Tavern Dweller
posted February 28, 2023 12:40 PM

Hi, there is this bug again like before where necro heroes cant visit observatorys and are slowed like the movement speed has been reduced.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 06, 2023 03:50 PM
Edited by dredknight at 12:22, 07 Mar 2023.

RC17h released

>>> Download RC17h <<<

>>> Reference Manual for RC17h <<<
Dear community,

We have released RC17h, this is a maintenance release fixing some annoying issues and additional balance changes.

fixed Shantiri sun disc not working on the adventure map
fixed some terrains have slightly higher chance for utopia level buildings
loop-L template has utopia level buildings more concentrated in zone before the middle than in the middle itself.
Loop-L middle zone is ~20% smaller, while the zones before it are ~10% larger.
loop-L template has dimension doors in 2nd zone
fixed pariah giving shadow image instead of vampirism
Chaotic Absorption now gives 40% magic proof
reduced pirate boots and pillager bonuses by 50 movement points and clarified descriptions
arcane renewal also increases mana regeneration by 5
arcane renewal is now prerequisite for mark of the sorceror
arcane brilliance is now a prerequisite for arcane omniscience
reverted atb reset for encourage to 0.15
dungeon gets some more defensive options to counter magic
shadow dragon -5HP,+50% magic proof
dark raider +10HP, -1 mindmg,-1A
brisk raider +5HP, -2 ini, +2 maxdmg, -3A, +1D
manticores +1A, +5D, +2 initiative, dmg lowered to 17-23 + 8 poison dmg for 3 turns.
Mummies -13 mana, -1 ini, +1A, +1D, +1 Speed
arcane eagles +3A, +1D
sky daughters -2 mana (just correction, not a nerf)
nerfed pit lord mana more when they split in 4 as neutrals
fixed pit spawn mana not shown in crpedia
clarified text of Magic Mesistance skill
fixed description of Master of Pain
fixed description of Rupture and Mass Rupture in spellbook
fixed text of mass cleansing, weakness and divine strength
fixed Gotai not starting with T4
fixed a fight template for battle sites



JohnG said:
Hi, there is this bug again like before where necro heroes cant visit observatorys and are slowed like the movement speed has been reduced.

That should be fixed for sure.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 15, 2023 05:05 PM
Edited by dredknight at 17:06, 15 Mar 2023.

RC17i released

>>> Download RC17i <<<

Dear community,
We have released RC17i, another maintenance & bugfix release.
This release also adds changes to the ARMG based on feedback and a few balance changes.

Critical fixes

reduced excessive texture size on some new female hero models (likely caused reported crashes)

ARMG

reviewed all resource rewards for all battle sites and made modifications so that each resource is on average provided equally
as a consequence a few battle sites now give difference resource types than before
mage vaults and arcane towers now have a chance for prisoners
crypts no longer give prisoners but will give wood and/or ore much more often in combination with other rewards
slightly nerfed gold rewards from rampart and dragon utopia battle sites
gold rewards in battle sites are no longer higher after 3 months
if a xerxon player visits a shrine of arkath in week 1, he will only get a message to visit next week
an obelisk or shantiri quest with at least 2 objects now always gives at least a major artifact
reduced movement bonus of oasis, rally flag and watering hole on ARMG to 500.
reduced movement bonus of shrine of arkath on ARMG to 400.
reduced movement bonus of stables to 100 per day, immediate bonus is unchanged.
reduced excessive creep strength on loop-l middle zone

Game

bad morale now gives a -0.3 ATB penalty instead of -0.4
fixed cleansing ability of first aid tent not working properly
drain soul is buffed from sqrt(x)/4 to sqrt(x)/3
reduced duration scaling on rally and banshee howl to be more similar to mass spells
searing aura ability reduced to 6 dmg per infernal nightmare
reduced festering zombie aura to reduce morale by not more than 1
reduced goblin treachery to 20% to nerf necro snowball effect
fixed neutral mummies getting too much mana
invisibility now requires 9 instead of 7 stalkers, this is because weekly growth was changed to 9 and weekly growth is used for all such anti-abuse mechanics in the mod to maintain consistency.
brisk raiders +1 attack
removed week of balance
pendant of interference now gives +2 morale and luck instead of primary skills, increased cost to 36000
staff of the saint now gives +4 spellpower and staff of sar-issus +2 spellpower
increased cost of ring of caution to 12000
reduced cost of cuirass of forgotten hero, skull of netherworld and ring of banishment to 32000
reduced cost of boots and helmet of forgotten hero to 28000
clarified desc of mark of the sorceror.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 20, 2023 11:27 PM

RC17j Hotfix released

Dear community,
We have released Hotfix RC17j, this is not a full release, it requires RC17i, unzip and replace the index file in the Data folder

Critical fixes

fixes issue of random crashes when any player uses a female elven hero


A guide about adjusting the AI difficulty is also available.

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afsn99
afsn99

Tavern Dweller
posted March 27, 2023 01:15 AM

Hey all, I'm getting a virus warning when I try to download Heroes 5.5 from moddb; defender says it's a trojan. Anyone have any insight? Safe to download? Thanks!
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 28, 2023 06:11 PM

It is safe to download. We have used exe hacks to add new functionality.
That is detected as trojan/backdoor.
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takeR
takeR

Tavern Dweller
posted April 22, 2023 02:49 PM

I played the map "underground treasure" and IA still can't buy or take a boat ( with agressive IA ), and still not picking up all the resources or artifacts on the map ... i don't understand how it not be improved after all this time ?

And those army who grow in the enemy mines is a bad idea for me
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saamohod
saamohod

Tavern Dweller
posted May 04, 2023 12:13 AM

Hi folks. Could someone give me a Discord invite? All the links I find are expired.

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