Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
HOMMV is my favourite strategy game, maybe even my favourite game of all time, and its amazing to see it being improved by fans!
Cant wait to try the mod!
Thank you SO much, and keep up the awesome work!
/uninstalls crap h7
NEW FEATURES
-Large extension of the Advanced RMG, 3 new templates series, 14 new templates, RMG generates 2 different obelisk quests with new battlefields and boss battles. Various landscape and graphics enhancements.
-Optional Balanced Town/Dwelling Conversion gameplay. The new town conversion gameplay will be very competitive and not easy like H6, Check Separate thread!
(It is recommended to switch off this function if you want to play campaigns/single player scenario's, it is mainly intended for RMG/Multiplayer maps and scenario's specifically balanced for it.)
-Large Update of HDTex pack with various enhancements. Big thanks to xuxo for many textures/resource models and new unique artifact container!
-New Rage Button for providing rage level info in combat screen.
-Balanced Knowledge primary Skill (Issue since HOMM1), Knowledge will affect the effectiveness of many artifacts in the game (Strength of Resurrections/Amount of Reinforcements/Amounts of Resources). Current solution fits well in the lore of Ashan since knowledge was already connected to the use of artifacts (Academy).
-Reorganized necromancy and necro-leadership to solve current discontent from the players with those skills. (screenshots were shown)
-Improved Retribution,Know Your Enemy,Nature Wrath,Secrets of Destruction,Plague Tent.
-Removed blackscreen from hotseat.
-Fixed most reported bugs.
New additions:
- Governance module (optional), details -> Details: http://heroescommunity.com/viewthread.php3?TID=41977
- Improved User Customization, Town Gate, Town Conversion and Governance can be switched on/off independantly and the player can change the amount of allowed town and dwelling conversions. Details -> http://heroescommunity.com/viewthread.php3?TID=41977&PID=1341072#focus
- Supply Contract Feature, weekly resource buildings can be 'flagged' and no longer need to be visited every week
-War Machine factories can supply a little bit of wood with this (Supply) feature
Changes:
-Simplified Town Gate requirements. You have to build up a network of Lvl 5 mage guilds, as you can only teleport to towns that have one. This means you will need more resources to build up all the guilds, but on the plus side you can even teleport lvl1 heroes.
- Improved recruitment perk, now also boosts the effectiveness of legion regalia artifacts.
- Changed Mentoring: now teaches 10% + gives 2 knowledge.
- Improved Advanced RMG Starting Zone composition, special resource mines are not always so close to the town
- In-game Manual Appendix showing outdated info
- In-game Manual and shatter descriptions showing wrong %
- Now Town Conversion also converts shipyards, some special buildings (not all) and the tear of Asha
- Deleb & Ylaya knowledge reduced.
- AI players and battle sites are better adjusted to gameplay after month 8
- Shatter skills reverted to ToTe (Mastery reduced: 11110 - 22211 - 22222)
- Armageddon loses much more damage if not cast on expert level
- Pariah no longer has extra requirements
- Vampirism Spell increase by 1% instead of 2% per SP
- Regeneration Spell increase by 10% per SP instead of 5% (at expert level)
- Seraphs: +2 Defense, exchange righteous might for regeneration spell
- Fortress T2 Dwelling Upg costs 10 wood instead of 10 Ore
- Corrected large amount of minor irregularities between creature power ratings and costs
- Improved lord of undead: replace effect - the hero earns 0.5 gold for every skeleton in his army
- Improved amulet of necromancy: 20% cost discount instead of 10%
- Improved orson zombie specialty, it also gives a few zombies every week
- Necromancy raise percentages: 10/15/20 (no impact on balance)
- Base Dark Energy 150 instead of 200
- Amplifier +5% Necromancy and +100 DE instead of +150
- Grail Building +10% Necromancy and +250 DE instead of +150 DE
- Vampires reverted back to ToTe (9A, 9D)
- Spectral Dragons +10HP
- Restructured some code to allow adjustment of custom maps to use H5.5 build in New Day Trigger with crash protection for scripted events.
- Corrected name for Spirit Link (Mark of Necromancer) Skill.
Fixed bugs :
- Some new feature were not working when a hero was garrisoned inside a town (turned out this issue was only 50% fixed in RC3, now it is 100% fixed)
- Summon elementals/reinforcements sometimes not working
- Fixed Pariah not available for Warlocks
- Engineers unable to learn Absolute Protection
- Stronghold unable to use Town gate
- Governors not resigning after dying
- Script engine crashing when game tries to show flying txt message
- Script engine crashing when AI tries to convert town
- Script engine crashing when overlord or warlock is in town garrison.
- Issues where mod becomes dysfunctional in campaign and scenario missions
- Fixed critical issue script engine crashing when using heroes with creature spec affecting growth in town buildings.
Download link: http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc5a
Also if you really like the mod please go to Moddb.com and rate our mod :)!
just dump it there