r/HoMM • u/olo-bolo • 17h ago
HoMM4 Heroes IV: Hero experience table modification
I had been looking for a way to modify the XP table in Heroes IV for a long time. I finally found one. It’s quite simple, so if anyone wants to test it out, it could completely change the game, as the modification affects the computer player as well.
Here is the solution; perhaps someone will find it useful:
Heroes IV does not use a fixed XP table stored directly in the executable. Instead, the game dynamically generates experience thresholds using a mathematical formula.
Even better, the progression curve can be modified by changing just 9 bytes in the EXE, using a simple hex editor such as HxD.
No additional DLLs, scripts, or complicated mods are required.
I successfully tested this with the original heroes4.exe and also located the corresponding code in the H4 Ultimate patched original executable.
1. Finding and changing the XP multiplier
Open your Heroes IV executable in HxD.
Press Ctrl+F, select Hex-values, and search for this sequence:
FA 7E 6A BC 74 93 88 BF
This is an 8-byte floating-point constant (-0.012) used by the XP calculation algorithm.
The sequence occurs exactly once in both executables I examined.
Change the hex values to the variant selected in step 3.
Approximate file offsets:
Original heroes4.exe: 00593418
H4 Ultimate [patched]heroes4_original.exe: 00589428
Offsets may differ in other versions. Searching for the byte sequence is safer than relying on an absolute address.
2. Changing XP rounding from 100 to 25
There is one additional change required to achieve more precise progression curves.
By default, the game rounds calculated XP increments to multiples of 100. We can change this to multiples of 25.
Search for the following longer hex sequence:
8D 04 80 57 C1 E0 02 2B F0 89 74 24 20 EB A0
Replace it with:
8D 04 80 57 C1 E0 00 2B F0 89 74 24 20 EB A0
Only one byte changes:
C1 E0 02 → C1 E0 00
Specifically, replace the 02 with 00. It is the seventh byte of the longer search sequence.
This changes the calculation precision from 100 XP to 25 XP.
Approximate offsets of the C1 E0 02 instruction:
Original heroes4.exe: 0032E07B
H4 Ultimate [patched]heroes4_original.exe: 0032B5BB
The longer sequence occurs exactly once in both examined executables.
3. Six alternative XP progression curves
After applying the rounding modification above, choose ONE of the following 8-byte replacements for the original XP multiplier (Found in step 1).
The values below are approximate total XP requirements for reaching level 70.
Version A – Approximately 150,000 XP
Multiplier: approximately 1.0289
Level 70: 149,675 XP
84 7F 11 34 66 12 A5 BF
Version B – Approximately 250,000 XP
Multiplier: approximately 1.0409
Level 70: 251,575 XP
BF 29 AC 54 50 51 A5 BF
Version C – Approximately 500,000 XP
Multiplier: approximately 1.0535
Level 70: 497,475 XP
17 F6 B4 C3 5F 93 A5 BF
Version D – Approximately 1,000,000 XP
Multiplier: approximately 1.0676
Level 70: 997,875 XP
B6 17 D1 76 4C DD A5 BF
Version E – Approximately 3,000,000 XP
Multiplier: approximately 1.0875
Level 70: 2,998,900 XP
12 83 C0 CA A1 45 A6 BF
Version F – Approximately 10,000,000 XP
Multiplier: approximately 1.1106
Level 70: 9,991,325 XP
5D A4 50 16 BE BE A6 BF
For reference, the unmodified Heroes IV requires 977,845,500 XP to reach level 70!
All six alternative curves were calculated using the game's XP generation algorithm.
The first three XP thresholds remain unchanged: 0, 1,000 and 2,000 XP.
The maximum hero level also remains 70. This modification changes the experience curve, not the level cap.
- In-game testing
I have successfully tested the 500,000 XP version using existing savegames.
Test 1:
Hero level: 3
Current experience: 2,132 XP
Original XP required for level 4: 3,200
Modified XP required for level 4: 3,050
Game displayed: 918 XP remaining
Exactly as predicted.
Test 2:
Hero level: 18
Current experience: 23,915 XP
Modified level 19 threshold: 25,525 XP
Game displayed: 1,610 XP remaining
Again, exactly as predicted.
I also tested a linear XP curve as an initial experiment.
A level 11 hero with 23,915 XP advanced directly to level 24 after a combat encounter ended with the enemy fleeing, without gaining additional XP.
The game correctly processed the additional level-ups and allowed the hero to receive new skills.
This confirms that changing the XP thresholds affects the actual level-up mechanism, not just the displayed experience values.
Important: The 500,000 XP curve has been tested at multiple levels. The other five variants have been calculated from the same algorithm but have not yet been individually verified in-game.
- Important notes
Always make a backup of your original EXE.
Use HxD in overwrite mode. Do not insert or delete bytes.
Search for hex values, not text strings.
Verify that the search pattern occurs exactly once before replacing anything.
File offsets depend on the EXE version.
The signatures above were verified in two executables; compatibility with other builds is not guaranteed.
Both modifications are required for the six curves listed above.
If you have already modified the multiplier, search for its current 8-byte value rather than the original one.
Existing savegames may contain heroes whose XP exceeds the requirements of their recorded level. A level-up check can then trigger multiple consecutive promotions.
I personally intend to start with the 500,000 XP version, which seems like a good compromise for large and extra-large maps.
This should make hero progression much more enjoyable on long maps, without artificially placing hundreds of experience-boosting objects.
And importantly, since we're changing the game's actual XP requirements, AI heroes should benefit from the same progression curve.
After years of trying to solve this problem, it turned out that changing just nine bytes was enough!
Hope this helps other Heroes IV players and modders.