Might & Magic: Heroes 5.5 RC17 – Large balance and campaign update
Latest and by far best version of Might & Magic: Heroes 5.5, includes ALL campaigns from original game and expansions. Uninstall any earlier version with the mod’s uninstaller.
Major Changes
Logistics is now half focused on boosting movement and half focused on reinforcements to make the difference between heroes with and without logistics less extreme and add more combat effectiveness to the skill.
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) |
Logistics is now half focused on boosting movement and half focused on reinforcements to make the difference between heroes with and without logistics less extreme and add more combat effectiveness to the skill. Hero base movement is increased to make ‘total movement‘ the same as in older versions of the game.
Leadership can now buff initiative of undead creatures, mass spells are significantly more powerful and combat is nerfed. War machine HP now scales with hero level (if you have the skill). There were a lot of minor changes to the composition of armies inside battle sides toward preventing extreme shooter/caster configurations.
Might & Magic: Heroes 5.5 RC17 changelog:
Generic
-Heroic difficulty now starts the player with 15,15,7,7,7,7,15000 resources.
-Increased hero default movement points from 2500 to 2800
-decreased logistics and boots of swift journey effect from 30% to 15%
-logistics also gives tier1,2 or 3 reinforcements every week depending on mastery level
-pathfinding no longer gives medical bag (replaced by reinforcements system)
-heart of darkness artifact now resurrects tier 2, as logistics will culminate in providing tier 3
-boots of swift journey and levitation swap levels again
-war machine hit points now scale with hero level if you have the war machines skill, formula is (base HP + (mastery level * (5 * hero level))) * (3 for perk modifier)
-leadership boosts initiative of all undead creatures by 3% per mastery level, the old attack bonus is removed.
-herald of death now gives 100 move points after every battle
-retribution skill buffed from 2% to 4% per morale point
-combat skill retaliation bonus reduced to 10-20-30%
-Defense secondary skill allows First Aid Tent Heal to cleanse level 1,2,3 negative spells for each mastery level and updated descriptions.
-offensive and defensive formations also give +2 Attack and +2 Defense respectively on top of the existing effect
-avenging strike atb reset nerfed to 0.33
-mark of the sorceror atb reset nerfed to 0.25
-mass spell atb reset buffed to 0.25
-increased scaling for endurance, righteous might and suffering by ~33%, and buffed base values to make them less sensitive to shatters
-increased dmg of summoned spectral dragon by ~20%.
Factions
-runic shrine gives +1,+2,+3 SP to all dwarven heroes with the runelore skill (not cumulative with multiple towns).
-the guard post increases Defense of all dwarven heroes by 1
-the stoneworks increases experience of all dwarven heroes by +1000
-dwarven town hall costs -500, guardpost costs +500
-reduced dwarven guardpost creatures by 20%
-tap runes gives mana equal to knowledge/2 instead of knowledge/3.
-runic attunement boost morale for 2 turns instead of 1.
-dark avenger skill now gives +2 knowledge.
-Avengers gain a +1 Knowledge bonus from the avengers guild.
-Rangers and Druids gain a +1 Attack bonus from the Avengers Brotherhood
-elven governors now gain Knowledge instead of attack from avenger buildings
-stormcaller spec now gives empowered chain lightning at level 25.
-now all dungeon classes gain +1 knowledge from the library.
-now all dungeon heroes gain +1 attack from the altar upgrade.
-tricksters no longer gain +1 morale from the altar of elements.
-changed stronghold town tree to lower t5 to level 9, t5 no longer requires t4, but t7 requires t5 and shipyard requires level 12
-Chieftains learning skill now gives flat defense instead of flat knowledge.
-warcry learning gives +2 knowledge in addition to other bonuses.
-The slave market now also boosts weekly reinforcements by 50% for any stronghold hero with the logistics skill.
-a lot of minor changes to rage levels (a lot of them were overpowered, rage dmg reduction is NOT nerfed as this looked to have been the real issue, see screenshot for full list)
-goblins gain +4 Defense instead of +2HP at rage level 1
-centaurs gain +1 ini instead of +2 ini at rage level 2
-warriors gain +1 dmg instead of +3dmg at rage level 2
-daughters gain +5HP instead of +10HP at rage level 2
-butchers gains +5-8Hp instead of 12-15Hp at rage level 2
-cyclops gain +1 speed instead of frightful aura at rage level 2
-cyclops gain frightful aura instead of fear at rage level 3
Creatures
-sharpshooters +1 max dmg.
-squires -1 Attack
-elemental gargoyles +1 maxdmg(+33%!),-5HP,-1 speed,-1D and vulnerability reduced from 50% to 40%, desc clarified
-obsidian gargoyles -1A, +1D
-Ksatri uses 1 mana for Dash and starts with 10 mana (this is a workaround to block AI from using it)
-goblin defilers gain endurance spell, sky daughters lose endurance spell
-unupgraded priests – haste and div strength lowered to advanced level
-unupgraded rune priests – div strength lowered to advanced level
-unupgraded liches – slow lowered to advanced level
-hydra and wyvern regen nerfed to 30-60
-Mummies mana is reduced from 20 to 14 when they fight as neutrals under AI control.
-Water Elementals mana is reduced from 27 to 18 when they fight as neutrrals under AI control.
-elder druids mana is reduced to from 28 to 14 when they fight as neutrrals under AI control.
-Archmage mana is reduced to from 28 to 18 when they fight as neutrals under AI control.
-Goblin Defilers have no mana when they fight as neutrals under AI control.
Heroes
-Kragh specialization no longer activates in combat against human players to counteract the bug that it triggers twice in such battles (unfixable).
-Bart and Nathir place mines one row less forward in fights against human players to counteract the bug that in fact 2 minefields are placed on top of each other in such fights (unfixable).
-Raven starts with rusher spec and master of mind.
-Slightly adjusted ravens bio to match new specialization.
-maeve starts with spellbreaker spec and first aid perk.
-Orlando starts with poison master specialization.
-Bertrand starts with logistics.
-Ellaine starts with soldiers luck.
-Dougal starts with Leadership.
-Duncan starts with advanced defense.
-marbas starts with vitality perk.
-Grawl starts with battle frenzy perk.
-Harkenraz starts with logistics perk.
-Vladimir gets a +2 Attack bonus, loses the movement bonus and starts with leadership
-Xerxon starts with 8 instead of 10 DBC.
-Mephala starts with defense.
-Wyngaal starts with advanced logistics.
-Ossir starts with soldiers luck.
-Rissa starts with logistics.
-Davius starts with Enlightenment.
-Thralsai starts with Defense and also gains slightly increased hydra growth.
-Sorgal starts with Logistics.
-Agbeth starts with lizard riders instead of hydras.
-Tazar starts with defense.
-Gorshak starts with Offense.
-Kilghan starts with Leadership.
-Telsek starts with Defense.
Other
-resource silo costs -5w -5o, +2×3 special resources of the type not needed for T6 and T7 creatures
-skewed minor search objects on ARMG maps to give ore more often than wood, to compensate for siege workshops increasing odds for wood
-removed sanctuary from utopia building pool to prevent it from replacing one on ARMG maps
-fixed game getting stuck on battle site visit unable to show flying text
-fixed set snare crash when arcane crystal, Blade Barrier or Summon Hive is placed on top of it
-fixed instant travel text, movement cost is 50%
-fixed chain attack having 1% chance for critical hit standalone
-fixed being able to town gate from ship (this causes bugs and currently can’t be fixed)
-fixed kunyak spec desc mentioning Air elementals
-fixed rampart or treant thicket rarely malfunction in late game
-fixed and optimized some town building bonus scripts
-removed invalid artifact file
-removed broken ARMG template
Campaign
-fixed a secondary objective not activating in A1C3M1
-fixed a secondary objective not completing in A2C2M4
-fixed one of the towns receiving the wrong upgrade type by an original game script in A2C3M4
-fixed rotation of tomb in A2C3M3
-fixed Zehir primary skill distribution in A2C3M1
-fixed Zehir town management not working in some missions
-fixed Kujin recieving some chieftain-only bonuses
-kujin has +150 warlords and +10 cyclops in A2C3M4 to prevent excessive difficulty
-fixed ylaya not receiving enough mana in A2C3M4
-fixed ghostlord free roaming after conversation in A2C1M5
-fixed some set artifacts possibly resulting in too many skills on heroes between missions
-fixed Quroq in tavern list in A2C2M1,A2C2M4 and A2C2M5
-fixed freyda, wulfstan and duncan possibly have too many skills in A1C3M5
-fixed Godric possibly have too many skills in C2M1, C3M1 and C3M5
-fixed Shadya possibly have too many skills in C4M3, C4M4, C4M5 and C6M4
-fixed Arantir possibly have too many skills in A2C1M3
-fixed Gottai, wulfstan, Freyda and Kujin possibly have too many skills in A2C3M4
-fixed scenario version of Agreal being marked as sorceror