1.9
Enhancements:
- Add "spell resisted shield" effect when a player spirit fails to meld to a node to make it obvious the meld failed
- Improve AI performance around building roads, summoning and transport decisions, and attack calculations
Fixes:
- Updated the settings label to Concede Defeat ...
Search found 94 matches
- Sun Nov 01, 2026 1:48 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
- Wed Oct 28, 2026 11:13 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.8
Enhancements:
- Fix Earth to Mud battlefield presentation to smooth the edges around the muddy area
- Improve AI decisions about when and where to build roads
- Improve AI defense posture around captured and conflicted nodes
- Add Threat Warning icon to the notification events to alert when a ...
Enhancements:
- Fix Earth to Mud battlefield presentation to smooth the edges around the muddy area
- Improve AI decisions about when and where to build roads
- Improve AI defense posture around captured and conflicted nodes
- Add Threat Warning icon to the notification events to alert when a ...
- Mon Oct 26, 2026 4:34 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.7
Fixes:
- Fix AI may crash when evaluating reinforcements for an undefended town
-------------------------------------------------------------
Hotfix I didn't want to wait on.
Direct Downloads:
ZIP Package: Journey's End 1.7
Install Package: Journey's End 1.7 Installer
Fixes:
- Fix AI may crash when evaluating reinforcements for an undefended town
-------------------------------------------------------------
Hotfix I didn't want to wait on.
Direct Downloads:
ZIP Package: Journey's End 1.7
Install Package: Journey's End 1.7 Installer
- Sun Oct 25, 2026 3:12 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.6
Enhancements:
- Added pregame config AI Wizard Distribution with Remake (default) and Classic choices.
Fixes:
- Fix the city overview allows a unit or building to be moved before its queued prerequisite
- Fix AI starting heroes should only be tier zero fame
- Fix incorrect trade calculation to ...
Enhancements:
- Added pregame config AI Wizard Distribution with Remake (default) and Classic choices.
Fixes:
- Fix the city overview allows a unit or building to be moved before its queued prerequisite
- Fix AI starting heroes should only be tier zero fame
- Fix incorrect trade calculation to ...
- Thu Oct 22, 2026 11:08 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.5
Enhancements:
- Improve strategic town capture and razing decisions by AI
- Allow build road command to start a road directly between cities instead of only from the tile outside a city.
- Improve Engineer AI to build strategic roads
Fixes:
- Fix Confusion steals target unit away from original ...
Enhancements:
- Improve strategic town capture and razing decisions by AI
- Allow build road command to start a road directly between cities instead of only from the tile outside a city.
- Improve Engineer AI to build strategic roads
Fixes:
- Fix Confusion steals target unit away from original ...
- Mon Oct 19, 2026 8:57 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.4
Fixes:
- Fix crash where in certain cases the AI may attempt to start a battle in a location with no enemy to fight
- Fix broken Create Artefact and Enchant Item overland AI wizard spell implementation.
-------------------------------------------------------------
This is a very small patch to ...
Fixes:
- Fix crash where in certain cases the AI may attempt to start a battle in a location with no enemy to fight
- Fix broken Create Artefact and Enchant Item overland AI wizard spell implementation.
-------------------------------------------------------------
This is a very small patch to ...
- Sun Oct 18, 2026 9:36 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.3
Enhancements:
- Improve AI defensive decisions around reinforcement of towns and interception of threats
- Add "Random" to the starting hero selection (will choose out of the available 0 tier heroes)
- Add Merchant Artefact pregame config option to use 1.31, 1.51 or Remake style of artefact ...
Enhancements:
- Improve AI defensive decisions around reinforcement of towns and interception of threats
- Add "Random" to the starting hero selection (will choose out of the available 0 tier heroes)
- Add Merchant Artefact pregame config option to use 1.31, 1.51 or Remake style of artefact ...
- Sat Oct 17, 2026 4:44 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.2
Enhancements:
- Add pregame config option to have enemy wizards start with a non-aggression coalition against the player
- Improve diplomatic behavior to respond to player betrayal against other wizards
- Add potential for wizards to betray the player, depending on relationship and personality ...
Enhancements:
- Add pregame config option to have enemy wizards start with a non-aggression coalition against the player
- Improve diplomatic behavior to respond to player betrayal against other wizards
- Add potential for wizards to betray the player, depending on relationship and personality ...
- Sun Oct 11, 2026 9:00 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
1.1
Enhancements:
- Add mechanical effect classifications to certains spells in the detailed description (Illusion, Stoning, Death Effect, etc)
- Add Soultrapped: Fantasy Content Only pregame config option
- Improve tactical combat:
-- Allow multiple units to move at the same time
-- Autoselect ...
Enhancements:
- Add mechanical effect classifications to certains spells in the detailed description (Illusion, Stoning, Death Effect, etc)
- Add Soultrapped: Fantasy Content Only pregame config option
- Improve tactical combat:
-- Allow multiple units to move at the same time
-- Autoselect ...
- Fri Oct 09, 2026 9:26 pm
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Re: Journey's End Mod
I created a regular setup.exe to make installing the mod more straightforward.
Direct Download: Journey's End 1.0 Installer
A reminder that you must enable the mod in the Mod Manager after installing. Just check the box, restart the game, and you should be set.
Direct Download: Journey's End 1.0 Installer
A reminder that you must enable the mod in the Mod Manager after installing. Just check the box, restart the game, and you should be set.
- Fri Oct 09, 2026 12:20 am
- Forum: Master of Magic
- Topic: Journey's End Mod
- Replies: 10
- Views: 1964
Journey's End Mod
I wanted to post a mod for Master of Magic Remake that I’ve made for my own use and wanted to share. This mod is not compatible with other mods.
Latest: Journey's End
-------------------------------------------------------------
The 3 main changes this mod tackles is wizard AI, missing/broken ...
Latest: Journey's End
-------------------------------------------------------------
The 3 main changes this mod tackles is wizard AI, missing/broken ...
- Sun May 03, 2026 10:07 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 54
- Views: 986039
Re: Sandbox Skirmish - Player vs. AI campaign
Hey, glad to hear it, thanks for letting me know!
But yep, still at it. After the Salamanders I thought I might wrap it up and move on, but I've got the itch to add another legion so back to work. Not to mention there are still bugs to squash.
Dedicated time has been spotty but still making ...
But yep, still at it. After the Salamanders I thought I might wrap it up and move on, but I've got the itch to add another legion so back to work. Not to mention there are still bugs to squash.
Dedicated time has been spotty but still making ...
- Sun Apr 12, 2026 12:18 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 54
- Views: 986039
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.4
Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
- Sun Apr 12, 2026 12:14 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 19
- Views: 32913
Re: Local hotseat and ambient lighting mod
Updated to version 3.4
3.4
Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
3.4
Enhancements:
- Add Nurglings to Chaos Daemons:
-- Heal each round (as do all of Nurgle's Daemons)
-- Can't pin or be pinned
-- Low melee skill and damage
-- Uses Pustulating Spore to disorientate and nauseate
-- Very small, hard to shoot.
-- Slower moving
- Add smoking ...
- Sun Dec 14, 2025 9:25 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 54
- Views: 986039
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.3.2
Fixes:
- Fix Hull Reinforcement and Machine Ritual do not immediately apply after leveling
- Give the AI a stronger defensive disposition for the "player attacks" map type
- Allow AI to delay leveling up to take advantage of healing when leveling
- Fix broken abilities for ...
Fixes:
- Fix Hull Reinforcement and Machine Ritual do not immediately apply after leveling
- Give the AI a stronger defensive disposition for the "player attacks" map type
- Allow AI to delay leveling up to take advantage of healing when leveling
- Fix broken abilities for ...
- Sun Dec 14, 2025 9:23 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: AI and bug fix mod
- Replies: 1
- Views: 5211
Re: AI and bug fix mod
Updated to 1.0.1
Fixes:
- Fix AI:
-- Remove or fix incorrect AI LOS restrictions for Vortex and Domination
-- Allow units that have fully moved a final chance to use abilities
-- Correct miscalculation for tanglefoot/goobomb preferred target
-- Prevent AI from attempting to heal an adjacent enemy ...
Fixes:
- Fix AI:
-- Remove or fix incorrect AI LOS restrictions for Vortex and Domination
-- Allow units that have fully moved a final chance to use abilities
-- Correct miscalculation for tanglefoot/goobomb preferred target
-- Prevent AI from attempting to heal an adjacent enemy ...
- Fri Oct 17, 2025 5:01 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 54
- Views: 986039
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.3.1
Fixes:
- Fine tune AI units to further look for VP opportunities
- Add better AI handling of wrecks on objective markers
- Fix units with bonus flamers sometimes only attack once
- Add Salamanders Forgepriest to AI Healer role
- Add back IgnoreThreat flag for certain units ...
Fixes:
- Fine tune AI units to further look for VP opportunities
- Add better AI handling of wrecks on objective markers
- Fix units with bonus flamers sometimes only attack once
- Add Salamanders Forgepriest to AI Healer role
- Add back IgnoreThreat flag for certain units ...
- Tue Oct 14, 2025 12:37 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: AI and bug fix mod
- Replies: 1
- Views: 5211
AI and bug fix mod
Greetings!
This is a release that pulls a number of changes and bug fixes together into a global mod that can be used with all[1] of the base and extra DCL campaigns.
This is primarily an AI enhancement. Over the past several months I've been taking notes and slowly fixing questionable behavior ...
This is a release that pulls a number of changes and bug fixes together into a global mod that can be used with all[1] of the base and extra DCL campaigns.
This is primarily an AI enhancement. Over the past several months I've been taking notes and slowly fixing questionable behavior ...
- Sun Oct 05, 2025 12:24 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Sandbox Skirmish - Player vs. AI campaign
- Replies: 54
- Views: 986039
Re: Sandbox Skirmish - Player vs. AI campaign
Updated to version 4.3
4.3
Enhancements:
- Add quick deploy (optional) of player's army after force selection is complete.
- Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon)
- Add Salamander Librarian Forgepriest with abilities:
-- Purifying Flame (5x5 AoE flame ...
4.3
Enhancements:
- Add quick deploy (optional) of player's army after force selection is complete.
- Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon)
- Add Salamander Librarian Forgepriest with abilities:
-- Purifying Flame (5x5 AoE flame ...
- Sun Oct 05, 2025 12:12 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Local hotseat and ambient lighting mod
- Replies: 19
- Views: 32913
Re: Local hotseat and ambient lighting mod
Updated to version 3.3
3.3
Enhancements:
- Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon)
- Add Salamander Librarian Forgepriest with abilities:
-- Purifying Flame (5x5 AoE flame attack)
-- Healing Balm
-- Thunderclap (melee attack)
-- Runes of Protection ...
3.3
Enhancements:
- Add Night Lords specific icon to skirmish map, battle results screen (was Chaos icon)
- Add Salamander Librarian Forgepriest with abilities:
-- Purifying Flame (5x5 AoE flame attack)
-- Healing Balm
-- Thunderclap (melee attack)
-- Runes of Protection ...