VERSION RC9 released!
Major changes include a lot of requested features such as:
- Imbue balista completely revamped - now it does not spend hero ATB when it shoots and hero also learns destruction magic when picked up.
- In-game Creaturepedia (check attached images)
- 64 bit utility.exe so you can play XXXXXL LAN maps with your friends against the old AI.
- 64 bit version exe of the editor.exe (not thoroughly tested)
- Balanced Academy mini artifacts - All mini artefacts formulas are now changed to be equally strong compared to other skills.
- a lot of other new stuff like more user options, increased Tower damage and reduced archmage "energy channel" ability from 25% to 10%!
You can find the full change list here ->
http://www.moddb.com/mods/might-magi...ure-manual-rc9Download the new version here ->
http://www.moddb.com/mods/might-magi...-heroes-55-rc9Complete MMH55 change list can be found here (compared to ToTe)
http://heroescommunity.com/viewthread.php3?TID=43668.
All changes are done following the following ideas:
Spell System Philosophy: All spells scale properly into late game so that they remain useful and might heroes don't start to overpower magic heroes. All schools are equal, but not equally easy to use. Dark is not overpowered. Light and Dark are much more dependant on spellpower and might heroes will fail with them if they don't have enough spellpower. Might heroes do not even need to necessarily play with magic but can use combat, war machines and shatters, which all scale better. For balanced combat dynamics, spell durations are much shorter (dependant on spellpower) and mass spells have much less ATB boost (10%) while single spells with sorcery have more ATB boost (36%).
Creature Upgrade Philosophy: Each upgrade must be useful but not for the same tactic, each upgrade will synergize with different hero builds and allow different strategies. There are no 'best' upgrades and there are no upgrades that are tactically so identical that it doesn't matter which you will choose. A good player first plans a strategy with his hero buildup and then chooses which creature upgrades fits that strategy best. Creature costs are adjusted to their strength (In TOE low tiers were always underpriced, higher tiers sometimes overpriced but also sometimes severely underpriced, chaotic). Economy plays bigger role in H55 and there are more various ways to make money. Neutrals have less extreme erratic stats to balance adventure map and usability by players.
Note: the list do not include ability changes so some of the creature stat changes may seem weird at first glance.
The mod can be utilized for competitive play.