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#1636
Старый 04.07.2025, 09:45
  #1636
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Владимир8816Добрый день. Через генератор создаю карту, все монстры вокруг 7 уровня и их очень много. С окрестностей замка выйти невозможно. Генератор как то настраивается?
Вы используете неправильный exe для генерации карты. Используйте MMH55_Utility_64.exe ИЛИ MMH55_MapEditor_64.exe
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#1637
Старый 06.09.2025, 17:11
  #1637
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kiko
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

давно не заходил.

спасибо за мод.

жаль что нельзя исправить самой большой недостаток данной части - квадратное поле битвы.

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#1638
Старый 21.09.2025, 19:40
  #1638
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

🕹🕹🕹 RC19k released 🕹🕹🕹

 >>> Download <<<

>>> External Reference Manual <<

>> French, Hungarian, Italian, Russian and Spanish mod translations <<

New version is out! Small but important change, map compatibility is now a default, this means map script activation is not needed anymore. The 100-gold treasure prizes are no more! 
Another general fix regards the recent Tribes of the East update on Steam that modified file dates and which overwrote the changes provided by the mod.

We have also made amends to the multiplayer experience and hope it will bring less lag.

Fixes for RC19e regressions

  • fixed NCF incidentally disabled for M55_Editor exes
  • fixed Mass Haste spell prediction wrongly reported (100-modifier)% instead of modifier%
  • reverted removal of Always Active feature
  • fixed broken Inferno army calculation forced final enemy to have 1 familiar in campaign mission The Queen: The Siege
GAME CHANGES

Adventure map
new models for artifacts

  • added unique adventure map models for the following artifacts: Staff of Asha's Eightfold, Angelic Alliance, Will of Urgash, Edge of Urgash, Robe of the Silver Cities, Angelic Voice, Magnificent Dragonblood Crystal, Shield of the Forgotten Hero, Staff of the Saint, Coif of the Prophet, Pirate Boots, Crest of the Legion, War Drums of the Legion, Sacred Seed, Crystal Eyeball, Circlet of Infinite Gems, Governor's Quill. Credit goes to Akad the Fox!
  • changed guards for tier 4 to 7 Military posts:
    • from 4 stacks of 1 population of tiers 4,5,6,7
    • to 4 stacks of 1 population of tier 1,2,3, R where R is the unit available for recruitment
  • Witch TempleArcane tower and Mage vault sites no longer provide level 5 spells as a reward
  • improved Arcane ritual hero ability mana restoration cost from 14/12/10 to 12/10/8 movement points per Sorcery skill level for 1 mana
Combat
Master of Ice now reduces speed
  • Destruction skill tree has went through a revision to provide a wider variation of tactical advantages
    • Master of Lightning perk - lightning spell casts no longer reduce loaded ATB value by half but instead apply Shocked effect. Shocked effect stops the unit ATB from loading for 0.4 ATB.
    • Master of Ice perk - Frozen effect applied by Ice Spells no longer pauses unit ATB but instead reduces target speed by 2 for single target ice spells and 1 for Circle of Winter. Effect duration changed from 0.40 ATB to 1 target enemy action.

  • changed Shield Allies ability ranged damage reduction from 50% to 2%*shield_provider_stack_size, capped at 50%
  • changed Corrupted Soil ability damage is now reduced by magic proof
  • fixed Healing Tent triggering on ally units with uncleansable effects (Wheel of Fortune and Seduce)
  • improved Healing tent so it now cleanses Master of Fire, Ignite, Master of Ice and Wound debuffs
  • reduced Celestial Shield spell bonus from 30/40/50/60 to 20/30/40/50 per spellpower
  • reduced Pristine Unicorn health from 90 to 85
  • fixed Lay hands creature ability could be cast on ally units affected by uncleansable effects. Now its behaviour is aligned with Tent Heal as if it is cast with None Light Magic skill mastery.
  • fixed Plague not affected by magic proof
  • fixed Fire Resistance and Armorer perks magic proof rounding caused it to be 1% less
  • (QAI) fixed Horned Grunts could use Leap while entangled
  • fixed cloned units by Shadow Image spell can use Howl ability. This allowed cloned Wolves to summon even more Wolves
Combat AI

Changes refer to the behaviour of AI controlled armies including auto-combat controlled player armies.

  • fixed Ballista could shoot after ammo was depleted
  • fixed melee units staying to defend ally ranged units when they actually have overwhelming combat advantage. Now they will attack as normal
  • (QAI) fixed units defending instead of exploring the battlefield when only invisible enemy units were present.
  • (QAI) fixed summoned units not being considered viable targets unless they blocked pathing.
  • (QAI) fixed attacking Arcane Crystal was considered a valuable feat. Now the units will evade it at all costs unless it is blocking their movement. On a very rare occasion the AI may deicide to wait if the only option is attacking the crystal and if that will bring significant negative impact
  • (QAI) fixed casters incorrectly assumed the battle would end quickly so it often refrained from casting spells
  • (QAI) fixed units incorrectly assumed the battle would end quickly so they often refrained attacking war machines
  • changed target list for hero spell casts and attacks to include war machines.
  • changed target list for units' ranged attacks to include war machines.
  • fixed Deflect Missile spell cast was added as caster decision when there were no ranged enemy units so sometimes the caster spammed the spell without having meaningful impact.
  • (TOE) fixed Deflect Missile impact in combat was overestimated due to a bug in the 3.1 code. Credit to RedHeavenHero.
  • fixed Call Lightning ability cast was added as unit decision when the target had Obsidian Armour ability. This made the Titan indefinitely hit Obsidian golem with Call Lightning for 0 damage which allowed infinite kiting by hero.
  • fixed Counterspell ability decision weight being too high so AI used it all the time in certain circumstances. Credit to RedHeavenHero.
Interface
  • fixed Stronghold Slave Market window sometimes appeared outside of the game screen when playing in window mode
  • fixed selecting Azure color and Sylvan faction in lobby would wrongly cause faction symbol above Sylvan cities and mines to be Azure Haven. Credit to Zobr.

  • added right-click spell effect called Shielded for units with Large Shield ability or under Shield Allies protection. It showcase the applied ranged damage reduction modifier.ImageImage
  • Refined combat right-click spell effects
    • Rune of Charge, Rune of Dragonform show bonus value
    • Ignite show the damage it deals per turn
    • Rage levels text style and formatting aligned
  • Refined numerous spellbook descriptions
    • Haste, Slow initiative; Celestial Shield absorption; Raise Dead, Resurrection, Deflect Missile, Confusion reduction - values show up to 2 decimals of rounding
    • Weakness show correct debuf value (was 1% less)
    • Fire Mines, Summon Elementals show correct summon count (was 1 too many)
  • fixed Galib hero description text wrong starting skill
  • fixed Shout skill description text wrong base/new initiative
  • fixed combat log partial resistance message presented as full resistance
  • fixed Festering Aura ability description Morale reduction presented as -2 but actually -1
  • fixed Banshee Howl spell description Morale reduction presented as -2 but actually -1
  • fixed Djin Vizier profile in Creaturepedia was missing Immunity to Air ability
MAPMAKERS & MODERS TOOLS
MMH55 artifacts in editor

New editor assets

The Map Editor Tools Panel will now show all MMH55 assets:

  • 100+ artifacts - including books, parchments and ultimate artifacts
  • 25+ interactable adventure objects
  • 3 neutral dwellings
  • 3 classes per faction
  • 7 dwellings per faction (read below)

New assets have a blue dot in one of the top corners to denote MMH55 affiliation. Credit goes to Xuxo who made a significant portion of the Map Editor Icons!

Extended Dwellings moding

The existing tier 4,5,6 and 7 military post dwellings are now segregated into separate entities, one for each tier in each faction roster for a total of 32 new dwellings objects. They come with the original faction military post model so there are no changes for the player. However the change allows moders to provide packages with their own models for each dwelling tier by a simple drag and drop in the game Data folder.
The first community made dwelling package is in the works and is lead by Akad. To try it out or join the effort visit our discord! We have created 2 new guides to showcase MMH55 moding capabilities:

Improved submod compatibility

  • added 9 more M55_Stats.pak slots usable by the engine (M55_Stats1.pak, MMH55-Stats2.pak and so on up MMH55-Stats9.pak). The one with highest numerical value is prioritized.
  • added RuneOfBerserkingChange boolean that will allow submoders revert Rune Of Berserking effect from No Enemy Retaliation to Double Attack.
  • added CanBeEquippedOnAllCreatures boolean that will allow submoders to enable Academy creature artifacts be equipped on units of any faction.
  • added 30 more dummy hero skills to the roster (ids HERO_SKILL_221 - 221 to HERO_SKILL_250 - 250) to allow creation of new skills/perks by binding custom lua behaviour to them.
Enjoy!
The MMH55 Team
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#1639
Старый 23.09.2025, 02:46
  #1639
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Re: MMH5.5 - Герои Меча и Магии 5.5

The article and download link was updated to version RC19g as the RC19f had critical problems.
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#1640
Старый 25.09.2025, 11:26
  #1640
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

The article was updated to version RC19h as the RC19g had critical problems. The following changes were also included
Автор
  • Master of Lightning perk - lightning spell casts no longer reduce loaded ATB value by half but instead apply Shocked effect. Shocked effect stops the unit ATB from loading for 0.4 ATB.
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#1641
Старый 25.09.2025, 20:03
  #1641
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

здравствуйте чем можно обработать скаченную карту чтоб на ней работали герои и артефакты вашего мода?
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#1642
Старый 26.09.2025, 16:44
  #1642
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

As long as the map does not have any special custom scripted logic it should work. Do you know if that is the case?

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#1643
Старый 28.09.2025, 19:30
  #1643
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

здравствуйте а ваш мод совместим с модом на NCF юнитов?
 
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#1644
Старый 29.09.2025, 12:24
  #1644
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Yes NCF is natively integrated within the framework. We made a guide with the least amount of changes necessary to add your own unit within the game.


The release article as updated to RC19i release to cleanup some leftover bugs:
  • Master of Storms perk description did not reflect the new,
  • creature casters of Lightning spells applied the Shocked effect
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#1645
Старый 03.10.2025, 20:27
  #1645
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

здравствуйте играл в ваш мод и при ходе ИИ такая ошибка вылезла прекращена работа программы   H5_AIProcess_31j.exe
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#1646
Старый 05.10.2025, 11:03
  #1646
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

Under what circumstances does this happen? We have not done any changes on the H5_AIProcesss.
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#1647
Старый 06.10.2025, 18:32
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknightUnder what circumstances does this happen? We have not done any changes on the H5_AIProcesss.
я играл большую карту на 8 игроков несколько ИИ долго ходили потом на ходе Бирюзового ИИ стало игру выбивать и выскакивать эта ошибка пробовал сохраняться но каждый раз при ходе  Бирюзового ИИ игру выбивало 
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#1648
Старый 06.10.2025, 19:05
  #1648
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Re: MMH5.5 - Герои Меча и Магии 5.5

There are rare reports on the largest of maps for AI or game crashing. I assume that this is due to some buffer overload. If you send me the map and a save just before it happens it will be very helpful for me to investigate.
Though chances for fix are slim.

The external manual is now updated for RC19i and supports 6 languages - English, French, Hungarian, Italian, Russian and Spanish.

The same translations are also available for the mod on moddb.

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#1649
Старый 06.10.2025, 19:33
  #1649
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dimakim2211
 
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Re: MMH5.5 - Герои Меча и Магии 5.5

dredknight

There are rare reports on the largest of maps for AI or game crashing. I assume that this is due to some buffer overload. If you send me the map and a save just before it happens it will be very helpful for me to investigate.
Though chances for fix are slim.

The external manual is now updated for RC19i and supports 6 languages - English, French, Hungarian, Italian, Russian and Spanish.

The same translations are also available for the mod on moddb.

я только что поставил новую версию мода если опять вылезет ошибка скину вам сохранение 
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#1650
Старый 12.10.2025, 22:26
  #1650
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dredknight
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Re: MMH5.5 - Герои Меча и Магии 5.5

the article and download has been updated to version RC19k

TLDR: Update ASAP If campaigns are your main point of play! 

This release fixes serious misconfiguration that reverted important campaign changes implemented in RC19d.

Two other changes are also included:
  • changed Frozen effect duration from 1 turn to 1 target enemy action to make the effect more predictable and reliable.  Before the change 1.0 ATB turn (based on 10 initiative) duration on fast targets was borderline low and could expire before target turn comes. On the other hand buffing it would allow the effect last a second turn on slow units
  • fixed cloned units by Shadow Image spell can use Howl ability. This allowed cloned Wolves to summon even more Wolves.
RC19k is up, same as the previous one but fixes issues with installations on the game version provided by steam. Recently there was an update of Tribes of the East on Steam that updated files modified dates and that overwrote the changes provided by the mod.
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