Heroes 5.5 RC17f update with new scouting system for creature banks
Heroes 5.5 RC 17d has been released (b and c were small ‘internal’ patches), in this release there will be a new scouting system for battle sites (creature banks) 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 Heroes 3, but more balanced).
Download |
Might & Magic: Heroes 5.5 |
Heroes 5 Bundle GOG (works with this version) |
see discord server for large database of compatible maps (most maps from maps4heroes.com have to be edited to work properly) |
Heroes 5.5 RC17e 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
Heroes 5.5 RC17d update changelog:
Adventure Map and ARMG
- 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
- changed a lot of AMRG army blueprints to have more balanced composition of troops (no elder druids+master hunters for example, or no huge shooter stack with tiny melee stack), this change does not affect armies regenerated by mapmixer as that application has its own algorithm.
- changed various ARMG army blueprints to have some wolves, black knights, mummies, manticores or arcane eagles mixed in for increasing variation.
- added new system for mana reduction of neutral caster stacks under AI control, the more they split the less mana they have, for example 1 elder druid stack can cast 3 lightning bolts, 3 druid stacks can cast only one lightning bolt each, while 4 cannot cast lightning bolt at all.
- reduced difficulty of neutral stacks in zone 2 of loopbeta and loopalpha templates
- slightly increased monster power of ARMG setting ‘medium’ from 1.7 to 2, now relative strength between settings is exactly 1,2,3,4,8
- fixed utopia level battle sites not being harder after month 6
- sanctuary map objects now also give +250 experience for every hero level, when any hero visits them for the first time.
- fixed heroic difficulty tooltips not showing resources were changed to 15,15,7,7,7,7,15000
- fixed graves and wagon rarely giving crazy amount of ore
- fixed various critical script bugs in campaigns on heroic difficulty level such as quroq mission not working
Skills
- Instant travel now costs 25 mana and only 15% movement, Town gate now costs 10% movement
- First aid tent cleansing ability is no longer gained from defense but requires light magic instead
- increased ATb reset for mass spells to 0.33
- slightly increased effectiveness of all dmg spells on basic and sometimes advanced level to reduce shatter strength to 16% dmg loss per mastery level.
- reduced weaken and detain perks to -15% instead of -20%
- reduced effect of lowering SP below level none when a spell is shattered to -15% or -30%
- twisted avenger also gives some druids (same logic as forest guardian, but no daily druids)
- rain of arrows now has -3 levels dmg penalty instead of +3 levels bonus
- resistance perk in shatter dark is renamed vial of lifeblood and gives vial of lifeblood artifact for resurrecting tier 2, new icon and -2D bonus.
- fixed heart of darkness artifact not working properly
- fixed dark ritual not working on day1
- nerfed retribution to give +3% dmg per morale and increased bonus for necro to +3 attack
- changed herald of death to adventure skill
- vitality now gives 2hp instead of 3hp, after all buffs to defense this buff is reverted
- removed -1A penalty from preparation, after combat retal dmg nerf it was no longer needed.
- changed navigation to master logistics, now upgrades to tier4 reinforcements in addition to boosting ship movement, changed icon
- fixed logistics reinforcements sometimes not adjusted to exact base weekly growth
- fixed 50% reinforcement bonus from slave market not actually working
- fixed logistics reinforcements not working after month 1
- hero base melee dmg is slightly nerfed according to following logic:
- Dmg at level 30 = average weekly growth * (0.55 + (0.05 * tier))
- Dmg at level 1 = ‘Dmg at level 30’/30
- previously there was no consistent logic applied and no perfect avg growth of tier 1-3 was used.
causing dmg to be relatively higher mainly to tier 1-3 and 7, not producing a proportional increase in dmg with every tier, dmg to tier 4-6 has barely changed under this formula, while dmg vs tier 1-3 went down by -15% and vs tier 7 by -10%, - atb resets for combat skills are changed to avenging strike 0.15, retaliation strike 0.3 and chain attack 0.45
creatures
- reduced dmg reduction from bloodrage to 15-20-25% and increased rage loss by 5%
- confusion reduces rage by 20 per mastery level, possibly negative rage issue has been fixed
- cyclops +25HP +1A, untamed cyclops +25HP,+2A,-1D, bloodeyed cyclops +15HP, +5dmg
- thunder thanes +1D,-10HP,+1maxdmg
- all centaurs +1 HP at rage level 1
- increased wheeling attack dmg of brisk raiders to 50%
- elder druids, high druids -2 shots,
- master hunters +2 shots, sharshooters -1 shot,
- assassins +1 shot,
- shadow matriarchs +1 shot,
- gremlin saboteurs +1 shot,
- archers and marksmen +1 shot,
- haven t2 building costs -5o +5w, training grounds +5o, monument -5w
- fixed some inconsistencies in gold cost of high tier units: fire dragon -100, cyclops unupg -400, green drag +100, unupg wyv +100, shadow drag -100
- clarified desc of battle rage ability
- clarified desc of mana drain
heroes
- grawl also summons a stack of hellhounds in battle
- sorgal also summons a stack of dark raiders in battle and starts with +1 raider, but no longer has the reinforcements bonus
- ebba also summons a stack of bear riders in battle and starts with soldiers luck, no longer has atb buff
- maeve starts with advanced defense
- orlando now really doesn’t have vampirism spec
- melodia starts with both hunters and water elementals, but no blade dancers
- reverted dbc change on xerxon
artifacts
- lifted treeborn quiver to major artifact
- lifted shantiri armor to relic artifact
- lowered windstrider boots to major artifact