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번역 관련 문제 보고
https://www.youtube.com/watch?v=2bR6G_bKV9w
>>> 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
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 and costs +10 mana
- sorrow base strength is reduced by -1 morale/luck per mastery level
- 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)
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
MANA OVERHAUL
Heroes now immediately recover their mana when visiting a town with a mage guild, interacting isn't even needed, standing on a tile adjacent to the town is already enough, a message will indicate mana was restored. This will correct for ARMG sometimes placing a town at a very impractical angle. However increasing mana above the cap is no longer possible under any circumstance, mana will be reduced to cap level immediately if the knowledge of the hero goes down.
If you mean count them in steam, do this:
1. Go to steam directory/<Heroes 5 game directory>/bin folder.
2. rename H5_game.exe to original_H5_game.exe
3. Copy MMH55_64.exe (or MMH55_Utility.exe depending on what you need) and paste it as H5_game.exe
4. Launch the game from steam.
Thanks!
>>> Download <<<
Dear community,
This release will fix the issue of randomly occurring crashes when opening hero inventory or dwelling. The cause of this was found to be a stack overflow issue with sound files on some models including the female elves. many other bugfixes will also be in this patch.
There will also be balance changes. As you may have noticed the amount of balance patches has been going down lately and the changes become smaller in scope, we believe the game has gradually become more and more balanced so this trend will likely continue.
Changelist:
- fixed stack overflow issue with sound files causing random crashes when opening hero inventory and dwellings
- fixed some scenario maps bugging on heroic/impossible difficulty
- player turn timer will now remain visible in combat
- prevented mana replenish script running before teleport to town is completed
- fixed alignment issues for Dungeon and Inferno sacrificial pit UI
- if a defending player cheats mana by staying in inventory the mana will be removed at start of combat.
SKILLS
- Ballista: reduced dmg at expert level from 4-5*AK to 3-5*AK, but increased attack by 2, lower levels are also adjusted, overall dmg reduction is around 7.5%.
- reduced defense of all war machines by ~-2 at all mastery levels
- Fire and Air affinity perks now give 12 DBC and earth affinity 8 DBC, water affinity 10 DBC
- Fire Resistance perk gives +4 instead of +2 defense
- fixed snatch no longer working for getting on and off boats
- fixed frenzy sometimes showing wrong duration of 0 in spellbook
- fixed max mana getting reduced when leveling up if book of power artifact is equipped.
SPELLS
- reduced spellpower scaling of all dmg inflicting spells, but added a base dmg value to all of them to be less dependant on spellpower early. for example lightning bolt is changed from 0+24*SP to 20+20*SP
- Caster's Luck now also gives +8 spellpower at level 36, to give back the power needed super late game, chieftains gain this bonus at any level as they already did.
- Caster's Luck now boosts dmg by 25% + 1% per hero level.
- Occultism penetration is now 50% again (from 40%), but the magic defense boots give 14% (before 12%) resistance and the pendant (4%) 6%
- reduced mana cost of Frenzy back to 40, increased dmg buff by 20%, frenzied targets now cannot be retaliated upon.
- fixed bugs with triggering of Magic Mirror, it now triggers only on spells that are cast on enemy targets but Hypnotize and Frenzy cannot be mirrored.
- Phantom Forces spell summons can no longer trigger Mana Destroyer and Mana Stealer creature abilities
- fixed Encourage ability not possible to cast on creatures with magical immunity.
CREATURES
- fixed hovering empowered Fist spell over Magnetic Golem showing 0 damage instead of the proper value.
- Goblin Witch-Doctors now cannot have more mana than they have creatures in each stack
- Goblin King spec no longer gives mana to Witch-Doctors, instead they can also act first.
- reduced spellpower buff at Bloodrage level 3 for Stronghold tier 4 to x2.5
- Magnetism ability grants immunity to Ignite
- Seduction ability was not considered mind spell when Vampirism was cast. Now Vampirism will dispel any seduction effects on target creature.
- Royal Griffins +5HP, -1D
- Spearweilders +1 mindmg
- Skirmishers +1 maxdmg,-3A
- Harpooners +1 mindmg,+2HP,-2A
- Dryads -1 initiative, sprites +1 initiative
- Symbiosis is 20% stronger
- Crystal Dragons +5 dmg, -5 HP, removed Prismatic Breath, added lightning breath, removed immunity to water, added immunity to air
- Paokai +2 maxdmg, -10HP,
- Foul Wyverns +20HP, -2 maxdmg
- Wraiths +5HP
- Earth Elementals -1 maxdmg
- clarified desc of Angel Wings artifact
HEROES
- magic resistance as hero specialty is removed from the game since it negatively affects counter choices and random selection
- Marbas starts with fire elementals DBC specialty, bio adjusted
- Calid starts with fire mines specialty, bio adjusted
- fixed Kraal and Maeve having 2 specializations
- Maeve is removed from MP roster, Irina replaces Maeve with griffin specialty
- fixed (now Irina's) spec triggering Rush Dive immediately
- Gabrielle also has griffin bio, so now gets vampiric griffins specialty
- Ellaine now summons extra peasants into battle
- Bertrand starts with advanced Offense
- King Tolghar starts with advanced Runelore
- Emilia changes to wizard and starts with Light magic
- Galib changes to Conjurer and now gains knowledge instead of spellpower as part of specialization
- Narxes starts with Summoning magic
- Ylaya starts with Drain Soul (not in campaign)
- Shadya starts with Master of Fire
- Jenova and Hrkenraz start with tier 4 in start army
ARMG
- reduced amount of Ghosts in graves early game
DUEL
- Dwarves now get a tier 1 runic shrine instead of tier 3 to prevent rune spamming
- fixed some Nethermages and Death Knights getting too many or the wrong bonus creatures
- fixed Davius, Haegir and Shadwyn not getting bonus creatures
- fixed Gottai receiving t7 instead of t4
- fixed Kraal getting no bonus creatures
Reference Manual for RC18e is now available in English and Russian.
- empowered spells button to calculate mana and bonus damage
- mass spells button to calculate effect changes
- prediction is rounded down for "Endurance", "Righteous Might", "Suffering", "Sorrow", "Shadow Image" to reflect in game calculation
- prediction is rounded to closest integer "Rupture" to reflect in game calculation
- % sign was shown twice on multiple spell predictions
- added Native Schools pane
- adjusted rounding of Dragon Blood crystals creature summoning
RC18e Russian translation is also updated.
Translations would be possible without contributions from Intensive!
I just noticed as I hit level 2, first skill upgrade I look at has a typo: "Basic morale" talks of "it's target" when it should be "its target". Really minor things, but is it worth making a list of any typos I run into?
I've done that before with games in development and watched hours of work get ignored. :S
Anyway, I think it's great what y'all have been done. Only one thing right away I wish was changed: you have a "skip cutscene" option, but I'd also like it if there was just an option to skip through each line of dialogue. I'll often just read the dialogue quickly rather than skip the whole thing... any chance for that when it's just a scene of a few people talking?
Please do, we will try to fix them!
>>> Download <<<
We have released patch RC18f, this is a further maintenance release with new UI features, bugfixes and (mostly minor) balance adjustments.
CHANGES
- AI is a bit more aggressive at hard or higher difficulty and a little less aggressive on normal difficulty
- ARMG no longer has 50% chance for creating stone hall themed underground, instead has 50% chance for dungeon underground and 25% for the others. Also reduced creep strength on first 2 zones of ladder templates
- Spirit Link hero ability triggers if at least 1 creature is killed
- Sorrow Strike creature ability duration from CREATURE_SPELLPOWER to 1 + CREATURE_SPELLPOWER/20
- Wheel of Fortune creature ability duration changed from CREATURE_SPELLPOWER to 1 + CREATURE_SPELLPOWER/5
- Rage of the Forest creature ability will not disable "Entangling Roots"
- Regeneration creature ability is completely reworked - instead of healing for an average of 60 per turn it will heal the creature for as much as possible but is limited to a healing pool of creature_weekly_growth*creature_type_hp + 10%*stack_hp
- Hero bonus daily income from artifacts, skills and creatures is now present in the game resource bar. Income overview in the Town Management pane is removed.
- Skills and perks affecting allied and enemy creatures are now visible in the creature spell effect bar (available when you right double click on a creature in combat). They also provide a brief overview of what each effect does.
- Sar-Issus set creature spellpower bonus is now 100% for 4 equipped pieces and 50% for 2 pieces (changed from 100% for 2 pieces).
FIXES
- RC18f bug: Game will crash if hero with Ignite perk casts firewall.
- Arcane Allies perk effect applied on ability spell costs (not on channeling!)
- Master of Fire perk wrongly calculated defense reduction. It uses the defense value of the target during the time of cast and then substracts it from the base defense value. Now it always uses the current value and just halves it.
MINOR CHANGES
- archery and evasion nerfed to 15%
- encourage nerfed to +0.4 atb
- Avenging strike buffed to 0.3 atb reset
- retaliation strike nerfed to 0.15 atb reset
- fire trap, nerfed to 12*SP dmg at expert
- raise dead nerfed to 32+32*SP heal at expert
- resurrection buffed with 50 base value at expert
- celestial shield nerfed with 200 less base value at expert
- reduced orb artifacts to +30% dmg
- coif of the prophet buffed to 16 mana per day
- staff of sar issus now gives 50% more mana and spellpower to creatures at 2 items and 100% at 4 items and no extra hero spellpower.
- crossbowman +1 attack, -1 max dmg
- inquisitors -2D
- seraphs +2D
- all sylvan tier 1, -1 initiative
- war dancers -1 speed, wind dancers +1 speed
- high druid -2HP
- ancient treants +1A, -1D
- savage treants -5A, +5D, now their functionality is more similar to the alternative before they rage, also simplifies the math of the ability for the player
- pristine unicorns damage changed to 14-18, average reduction is 2.5%, lowered effect of divine strength and weakness to make it more different from the other
- crystal dragons +5HP, +5 max dmg, -3D
- stalkers +1D
- black and red dragons +5 max dmg
- vampire princes +1D
- rakshasa ksatri -2 min dmg
- giants +1 initiative, +20HP
- all centaurs +1 HP, +1A and +1HP at first rage level
- all cyclops +1 speed, +25HP on 2nd rage level instead of speed
- 5 wood cost for bear pens moved to arena upgrade
- 5 ore cost for dragon graveyard moved to vampire upgrade
- 5 ore cost for dragon graveyard upgrade moved to crypt upgrade
- emilia no longer starts with summon elementals spell
- ivor reverted to empowered chain lightning at lvl 30
- edited descriptions of spirit link, symbiosis, rage of the forest and regeneration
- edited descriptions of kyrre, gabrielle, xerxon, marbas and agrael
I'd like to try out your mod, but i can only download the manual.
No matter what i do microsoft handles it as a malware and i can only seem to get the manual file through.
The main file itself remains considered as malware , even if i click on "this file is trustworthy".
Any idea mate?
After like 1 hour of playtime, i have to say your mod felt fresh and engaging. i really like the icons of the new heroes. There is a ton of new content and gameplay.
Thanks for all your hard work !
Just sad my game crashed with a weird greenish aura around my hero. Hopefully this will not happen too often...in any case thanks again for the mod !
Have a good one !
If you manage to replicate the exact steps of the crash let us know we will try to solve it.
I really wanna play this mod with my Steamdeck OLED. I got Tribes of the East to work, but the tutorial for Heroes 5.5 just does not work for me. Sadly I am not used to the Terminal and it seems that I am too stupid to figure out which part of the tutorial is faulty when doing it...
I mean this instruction:
https://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-running-mmh55-on-steam-deck
Would someone may help me? Looking so forward to play Heroes 5.5 on the go :-)
Thanks in advance <3
Oh and by the way (before I forget about it): Thank you very much for this great mod. I absolutly prefer Heroes 5 now over the aged Heroes 3. You guys have done such a good job with this!