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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»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 04, 2023 10:35 AM

the link in dredknights signature hasn't expired
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floyt
floyt

Tavern Dweller
posted May 19, 2023 07:08 PM

Possible bug: in the Marketplace, trade gold amounts (received) > 9999 are only shown as four digits - the last digit is truncated.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 26, 2023 08:44 AM

floyt said:
Possible bug: in the Marketplace, trade gold amounts (received) > 9999 are only shown as four digits - the last digit is truncated.
Thank you. I will check what can be done.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 21, 2023 08:07 AM
Edited by dredknight at 00:38, 27 Jun 2023.

RC18d released

Original RC18 patch notes.

>>> 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.

Changelist:

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
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 patch notes
possibly reduced odds for installer falsely triggering antivirus programs
fixed H55 not working when disabling certain settings in .cfg files

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


SPELLS

Armageddon no longer applies ignite
frenzy loses twice more dmg per level if shattered; Costs 10 more 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)
sorrow base strength is reduced by -1 morale/luck per mastery level


MISCELLANEOUS
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
fixed Agbeth specialization producing wrong dmg calculation in UI

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
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Bytebandit
Bytebandit


Promising
Famous Hero
Soul Merchant
posted June 27, 2023 07:00 PM
Edited by Bytebandit at 06:50, 04 Aug 2023.

Thanks for all the updates you have put up so far. I respect all the hard work and time you guys have put into this game. I have enjoyed the gameplay immensely'  Thank You for all you have done for this game..
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 28, 2023 12:55 AM

The reason the download gives an antivirus warning, is not the installer-executable, it thinks the content inside contains a trojan, because of the reverse engineering, this started after we changed the method of reverse engineering to circumvent triggering windows data execution prevention, which worked, but now we got this instead.

Also I have no clue why you need to go into the BIOS to download the file, can't you just tell your antivirus program to shut up?
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lokiseto
lokiseto


Hired Hero
posted July 03, 2023 02:06 PM

Racial skills

How strongly does the change of the racial skills influence the fairness/balance of the factions?

We might want to modify the game s.t. all demons classes will be able
to get gating again.

I was wondering why e.g one of the stronger factions imo, academy has
kept their crafting skill across all classes while other like the demons did not.

Thanks for the new release, thx for the work.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 03, 2023 10:13 PM

gating was overpowered on demon lords and it also slows the gameplay down so much it is a nuisance in multiplayer
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blackboy_homm
blackboy_homm


Hired Hero
posted July 24, 2023 06:06 AM

dredknight said:



Can Warden & Enchanter use the Avenger, just like Paladin & Heretic use the Training?

Thank you for you reply.

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blackboy_homm
blackboy_homm


Hired Hero
posted July 30, 2023 01:22 AM

ControlHeroCustomAbility("HeroName", CUSTOM_ABILITY_5, CUSTOM_ABILITY_ENABLED);
The console print error: "Invalid hero custom ability index 5".
How can I extend the custom ability index?
Thank you for your reply.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 30, 2023 09:37 AM
Edited by NimoStar at 09:43, 30 Jul 2023.

magnomagus said:
The reason the download gives an antivirus warning, is not the installer-executable, it thinks the content inside contains a trojan, because of the reverse engineering, this started after we changed the method of reverse engineering to circumvent triggering windows data execution prevention, which worked, but now we got this instead.

Also I have no clue why you need to go into the BIOS to download the file, can't you just tell your antivirus program to shut up?


If the mod is packed as .rar with a cypher (password), the computer will not detect the virus until the moment of extraction, letting people at least download and then whitelist the file.


***

Also, this patch seems a quite nerf to Dungeon (mainly only 30% more damage due to overpower when they already cost more mana, making them extremely inefficient, also reducing other things), I do not like that, the faction balance seems to be biased towards Haven

Also Golem magnetism being only 2% makes them useless, please revert this change, they were a fun creature. They are weak and slow anyways.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 31, 2023 07:56 AM

blackboy_homm said:
dredknight said:



Can Warden & Enchanter use the Avenger, just like Paladin & Heretic use the Training?

Thank you for you reply.


I tried to do it once but could not. Still in my backlog and I will probably work on it sometime down the pipeline as i want to do overhaul of the whole Avenger skill.

blackboy_homm said:
ControlHeroCustomAbility("HeroName", CUSTOM_ABILITY_5, CUSTOM_ABILITY_ENABLED);
The console print error: "Invalid hero custom ability index 5".
How can I extend the custom ability index?
Thank you for your reply.


The game has 4 spell ids reserved for custom abilities - from 348 to 351. It is hard codded. The only way to achieve it is through hex editing + xdb extending of the spell list. I helped with some advice and hex addresses to a guy named KoB to do it but i dont have the patch.


@NimoStar true but that is ugly way to distribute installer.

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted July 31, 2023 07:26 PM

I don't know how realistic this is in terms of balance and what is technically possible, but I always thought it would be cool for each class to have their own unique skill that other classes couldn't learn like in the base game with the racial skills.

I know it's probably impossible to add entire skill trees to the game but what if the perks available changed depending on the class? I think you guys have done that a bit already with things like the Warlock's elemental visions and the Avenger's imbue ballista. Personally I think it would be cool to see a lot more of that.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 31, 2023 07:46 PM

Its possible to add new skills and perks.

The hard parts are:
1. Design creative skills
2. Make them technically happen
3. Design quality effects and implement them

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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted July 31, 2023 09:30 PM

I'd be happy to spitball some ideas if that's ever something you guys decide you're interested in adding!
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blackboy_homm
blackboy_homm


Hired Hero
posted August 01, 2023 06:27 AM

dredknight said:
blackboy_homm said:
dredknight said:



Can Warden & Enchanter use the Avenger, just like Paladin & Heretic use the Training?

Thank you for you reply.


I tried to do it once but could not. Still in my backlog and I will probably work on it sometime down the pipeline as i want to do overhaul of the whole Avenger skill.

blackboy_homm said:
ControlHeroCustomAbility("HeroName", CUSTOM_ABILITY_5, CUSTOM_ABILITY_ENABLED);
The console print error: "Invalid hero custom ability index 5".
How can I extend the custom ability index?
Thank you for your reply.


The game has 4 spell ids reserved for custom abilities - from 348 to 351. It is hard codded. The only way to achieve it is through hex editing + xdb extending of the spell list. I helped with some advice and hex addresses to a guy named KoB to do it but i dont have the patch.




Thank you for your reply.Thank you for your work.
May I have the advice and hex addresses?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 01, 2023 08:39 PM
Edited by dredknight at 20:44, 01 Aug 2023.

Rimgrabber said:
I'd be happy to spitball some ideas if that's ever something you guys decide you're interested in adding!


I just came here to ask you that. Please do some here or in any thread you find good. Ideas can cover H5 factions or other factions from other versions of the game (heroes 3-7).

@blackboy_homm need to check my old work and will provide them tomorrow.
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blackboy_homm
blackboy_homm


Hired Hero
posted August 02, 2023 12:27 PM

dredknight said:
Rimgrabber said:
I'd be happy to spitball some ideas if that's ever something you guys decide you're interested in adding!


I just came here to ask you that. Please do some here or in any thread you find good. Ideas can cover H5 factions or other factions from other versions of the game (heroes 3-7).

@blackboy_homm need to check my old work and will provide them tomorrow.


Thank you very much.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 02, 2023 09:42 PM

I think i made it!

Try with this patch.
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted August 02, 2023 09:43 PM
Edited by Rimgrabber at 21:44, 02 Aug 2023.

dredknight said:

I just came here to ask you that. Please do some here or in any thread you find good. Ideas can cover H5 factions or other factions from other versions of the game (heroes 3-7).


Sure! Here's an example of what I was thinking of using Haven, since their racial skill Counterstrike is now just Combat, but they can still train troops.

Nobility(Skill tree only Renegades, Knights, and Heretics can learn)

Base Perks (no prerequisits and all 3 classes can learn them):

Suzerain: upgrading and re-upgrading creatures is now free

Benediction: Same as in base game

Necessary Alliance: Removes morale penalty for faction mixing

And then for the rest of the perks in the tree, they would be specific to each class. For example, the Renegade Nobility Tree would look like this:

Suzerain —> Jagged Blades: Adds + 3 attack permanently.

Necessary Alliance —-> Wolf, We Hunt!: Hero gains 20 Dragonblood crystals for the purposes of summoning wolves. (Does not work if hero is hired by another faction)

Benediction —-> Anathema: Hero attack lowers target’s morale by 2.

Anathema —> Witch Hunt: Hero’s attack deplete’s mana of targeted caster and all troops in hero’s army deals +15% fire damage (stacks with the shatter destruction perk.) However, army suffers from -2 morale.

While the Knight Nobility Tree would look like this:

Suzerain—> Blessed Armor: Hero’s troops have a 15% chance to resist magical debuffs.

Necessary Alliance —>  Gray Alliance: At the beginning of combat, a temporary stack of druids or magi are summoned to your army. Creature type is random and amount is based on Hero level.

Benediction —>  Elrath’s Favor: Benediction now additionally increases luck by 1.

Elrath’s Favor —> Lightbringer: Hero learns the Word of Light spell and can cast it with +6 spellpower

And the Heretic Nobility Tree would look like this:

Suzerain &#8594; Infernal Markings: The same as the “Hellfire” perk in the Gating tree, but for Haven

Necessary Alliance —> Dark Followers: At the beginning of combat, a stack of succubi/vampires are summoned.

Benediction —> Damning Presence: Enemy’s buffing spells are cast with 15% effective spellpower.

Damning Presence —> Soulflayer: Hero learns spell Curse of the Netherworld and can cast it with +6 spellpower. Friendly Haven troops are now immune to Curse of the Netherworld.

In my opinion, Dungeon could probably get their own skill tree for the Elemental Chains stuff since Occultism is now just a general caster skill as well. For things like Gating, Avenger, and even Necromancy are still unique to their faction so there wouldn't be any need to add new skills. (I know Necromancy isn't technically Necro exclusive anymore but who actually uses it on other factions lol.)

Anyway I'm not sure if this type of thing is in line with what you all had planned for the mod going forward, it's just a cool suggestion I thought I'd share.




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