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 spells and diplomacy. The AI has been completely overhauled, including all of the economic/military/artifact cheats have been removed and instead the AI plays (very nearly) the same game as we do. The obvious goal is to provide a strong but fair challenge.
All of the missing Classic spells have now been implemented, and the AI now uses a better selection against the player in both combat and in the overworld. Many spells have been fixed as well, including the dreaded Counter Magic which is now working as intended. So far, in total 36 combat spells and 39 overworld spells have been added or fixed.
Diplomacy changes are described more below.
[Installing]
The mod comes as a .zip file with two folders. One folder (“Copy to Master of Magic folder”) contains BepInEx with the mod plugin. Copy the entire contents of this folder as-is directly into your Master of Magic install location. In this way you’ll see the BepInEx folder next to Launcher, etc.
The second folder (“Copy to AppData LocalLow mods”) goes into your MoM mods directory. It look something like this: C:/users/<yourusername>/AppData/LocalLow/MuHa Games/MoM/Mods/journeys_end
Once installed, you can verify it’s running in game by looking at the version text at the bottom of the main menu:
You will need to also press the Mods button and enable the mod there to have it fully working
[Game Config]
This mod tries to remain faithful to the MoM experience, which can vary some depending which version you play. Diplomacy is a good example. Diplomacy in the Remake is incomplete and had a couple of bugs. It’s also different than Classic 1.31 which is different than Classic 1.51. For diplomacy I added starting options so the player can choose what they like best.
You’ll see in the screenshot below two new options. Using these options you can mix how you may want diplomacy to work. Starting Relations impacts how the AI wizards react to you from the beginning of the game, and Treaty System determines if you want to use the Remakes Trade Agreements + Alliance system, or Classic’s Wizard’s Pact + Alliance system.
There are also a couple of other pregame options. The mod adds additional 0 level starting heroes as part of the pick list and also includes the option to start the game with an additional settler. These are intended to help speed up the early game, not to give you an edge against the AI. If you choose an extra hero or settler, the AI wizards get one too!
There are also global mod settings that are toggled from the Mods section. These options are:
1. Tower Defense: Enable/Disable if you want your tower to help defend your fortress city. Defaults ON, Classic is OFF.
2. Encounter Icons: Enable/Disable if you want beams of colored light over each lair or if you want to use small icons instead. These icons can also be toggled on/off from within the game during play. Defaults OFF (Remake).
In the above screenshot you can also see on the top right there is a button to either concede the game or if you are clearly winning you can force the AI wizards to concede the game to you.
3. Classic Title Music: If you own Classic MoM, and you want to play that version in the main menu, drop the MUSIC.LBX file into C:/users/<yourusername>/AppData/LocalLow/MuHa Games/MoM/Mods/journeys_end/Classic
While there are many games that have borrowed ideas from MoM, there aren’t any exactly like it and miss the mark for me. The Remake is excellent in many ways but unfortunately has several bugs and unfinished features that have been weighing against it.
This mod is my attempt to address these shortcomings. Have fun!
----------------------------------------
1.0 - Initial Release
Enhancements:
- Overhaul AI army management:
-- Coordinate defense, field armies, reinforcements and expeditions across the empire
-- Build more balanced armies using melee, ranged, heroes and artillery
-- Evaluate enemy strength and available reinforcements before committing to attacks
-- Coordinate multiple armies when attacking heavily defended cities
- Improve AI naval and interplanar movement:
-- Build and request ships or magical transport when needed
- Improve AI economic management:
-- Coordinate taxes, farmers, food, upkeep, construction, purchases and alchemy
-- Base military production on actual army demand and available resources
- Remove all economic, military and hero cheats given to the AI
- Expand starting options to allow more starting heroes, as well as opening-economy choices
- Improve AI strategic and combat spell selection, including target value, resistance, existing effects and countermeasures
- Improve AI retreat and recovery:
-- Badly outmatched armies can retreat
-- Survivors of failed attacks can regroup with friendly forces
- Improve diplomacy:
-- Peace, trade, research and alliances better account for personality, relationships and military conditions
-- Add pre-game config option to choose starting wizard relations calculations using Remake, Classic 1.31 or Classic 1.51 formulas
-- Add pre-game config option to choose between Remake's Trade Agreements/Alliance or Wizard's Pact/Alliance diplomacy options
-- Weaker compatible wizards are more likely to cooperate
- Moon events, realm conjunctions, Mana Blackout and Disjunction use their Classic global scope (instead of only impacting a single wizard)
- Add optional presentation and gameplay settings:
-- Toggle wizard-tower battle defenses and encounter markers
-- Optional classic title music using the player's MUSIC.LBX
-- Add Concede Defeat and dominance-based early victory controls
- Improve AI-turn presentation with wizard-colored status messages and editable flavor text
- Add localization support to the mod for English, German, Spanish, French, Italian, Polish and Simplified Chinese
Fixes:
- Fix AI settler handling:
-- Completed settlers can transfer between towns to satisfy settlement requests
-- Engineering settlers are no longer mistaken for normal road builders
-- Settlement groups are protected from unrelated combat assignments
- Fix AI expedition and reinforcement logic that could leave towns under-defended or reject valid strategic targets
- Correct tower discovery and cross-plane distance calculations
- Fix naval transport:
-- Recognize lone ships and ships stationed in coastal towns
-- Allow unmet transport requests to trigger ship construction
- Fix Wind Walking AI transport logic
- Fix AI town production branches that selected construction without actually queueing it
- Fix AI magical-power allocation calculation
- Fix node melding so AI wizards reuse existing spirits and reserve nodes instead of creating redundant spirits
- Fix missing AI strategic spell support for several terrain, city, node and resurrection spells
- Fix missing AI support for Astral Gate and Spell Binding
- Fix reversed Plane Shift and Planar Travel names
- Fix AI combat spell handling:
-- Restore missing evaluators for several combat spells
-- Correct scoring for Earth to Mud, Haste, Cloak of Fear, Magic Bullet, Web and Word of Recall
-- Improve dispel decisions and prevent redundant or ineffective buffs
- Fix Counter Magic:
-- Extra mana now correctly increases counter strength
-- Adds Classic decay rate to spell strength during combat
-- Casting discounts no longer make your spells easier to counter, and distance costs no longer make them harder to counter.
-- Strengthening a spell (adding mana when casting) improves its resistance
-- Archmage and matching realm mastery now protect wizard-cast spells from Counter Magic.
-- These same fixes are applied to Nodes as well (with the exception there is no decay in a node)
- Fix non-corporeal units unnecessarily stopping at or attacking city walls and gates
- Fix Tactician initiative bonus in autoresolve and combat forecasts
- Fix Charismatic missing its diplomatic relationship bonus
- Fix diplomacy:
-- Preserve empire-strength and border-pressure calculations
-- Restore AI-to-AI war, peace and organized war behavior
-- Correct treaty refusal handling and Arcane spell trading
-- Correct peace-offer wording
- Fix unit graphics to no longer show duplicate units when traveling between points
- Fix HP bar shows damage after unit is hit, not before
- Add missing visual feedback for Cold Breath
- Fix Hero names to follow the Classic convention that wizard slots get assigned particular names (for example Serena, is Shardis for Wizard 1, Sasha for Wizard 2, etc)
- Fix crash when pre-game configuration drop-down is left open and escape is hit, returning to the main menu
- Fix when a town is managed by a familiar, and it has no buildings left to build and is at max population, switch to trade goods
- Adjust and smooth lair defense difficulties to 100, 150, 200, 250% (was 100, 220, 260, 300%)
Direct Download: Journey's End 1.0
Journey's End Mod
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 87
- Joined: Tue Jul 23, 2024 2:35 pm
Journey's End Mod
Last edited by toadfather on Sun Oct 11, 2026 9:08 pm, edited 1 time in total.
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 87
- Joined: Tue Jul 23, 2024 2:35 pm
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.
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 87
- Joined: Tue Jul 23, 2024 2:35 pm
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 summons in battle after they first appear
-- Move unit selection marker immediately when unit is selected rather than waiting until animation is complete
-- Unit selection marker now follows terrain height, preventing the circle from disappearing beneath raised battlefield surfaces
- Add dead spots on bottom UI buttons to prevent edge detection map scrolling on overshoot (for both overland and tactical maps)
Fixes:
- Fix crash when parsing a certain data structure during movement
- Fix "ghost cities" that appear cross planes (visual bug)
- Fix bug where overland rebel fist icon threshold was different that town list threshold
- Hide irrelevant mana upkeep in the spellbook for summons that cannot be used outside of combat
- Fix main menu music fails to continue to loop during all pregame screens
- Fix AI:
-- Improve overworld spell selection logic for enemy wizards
-- Optimize certain logic paths that can slow AI decisions as the game progresses
-- Improve decision logic during Mana Short
-- Improve military spell budgeting
-- Fix targeting bug that let Corruption and Raise Volcano bypass treaty and peace protections
-- Improve Banished recovery for enemy wizards
-- Fix stuck armies when entering certain intermediate waypoints
-------------------------------------------------------------
I wanted to get a quick patch out as I had found a crash during recent testing, and decided to include a few more fixes I had been working on.
One fix in particular might be of interest is some tactical improvements to allow moving multiple units at the same time so you don't have to wait for each unit to finish its turn before activating the next. If the unit is in combat, you will still need to wait, but simple movement should be improved.
I also added a small UI enhancement to help detail when a certain spell might qualify to be impacted by certain resistances, such as Immune to Illusions, or Death as currently it's not particularly clear. You'll now find an extra keyword in the spell detail area, along with additional tooltip info:
Not a fix, but a config some people might want to take advantage of is a new pregame option that allows you to use the soultrapped DLC, but only the fantasy elements from it. If you toggle this on, then you will still gain the new retorts and fantasy only wizards, but you can't play as soultrapped, there won't be techdungeons nor any of the tech heroes. You will need to start a new game for this to have effect.
This patch is backwards compatible with any saves made with the previous release, so you do not need to start over if you apply this patch.
Direct Downloads:
Journey's End 1.1
OR
Journey's End 1.1 Installer
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 summons in battle after they first appear
-- Move unit selection marker immediately when unit is selected rather than waiting until animation is complete
-- Unit selection marker now follows terrain height, preventing the circle from disappearing beneath raised battlefield surfaces
- Add dead spots on bottom UI buttons to prevent edge detection map scrolling on overshoot (for both overland and tactical maps)
Fixes:
- Fix crash when parsing a certain data structure during movement
- Fix "ghost cities" that appear cross planes (visual bug)
- Fix bug where overland rebel fist icon threshold was different that town list threshold
- Hide irrelevant mana upkeep in the spellbook for summons that cannot be used outside of combat
- Fix main menu music fails to continue to loop during all pregame screens
- Fix AI:
-- Improve overworld spell selection logic for enemy wizards
-- Optimize certain logic paths that can slow AI decisions as the game progresses
-- Improve decision logic during Mana Short
-- Improve military spell budgeting
-- Fix targeting bug that let Corruption and Raise Volcano bypass treaty and peace protections
-- Improve Banished recovery for enemy wizards
-- Fix stuck armies when entering certain intermediate waypoints
-------------------------------------------------------------
I wanted to get a quick patch out as I had found a crash during recent testing, and decided to include a few more fixes I had been working on.
One fix in particular might be of interest is some tactical improvements to allow moving multiple units at the same time so you don't have to wait for each unit to finish its turn before activating the next. If the unit is in combat, you will still need to wait, but simple movement should be improved.
I also added a small UI enhancement to help detail when a certain spell might qualify to be impacted by certain resistances, such as Immune to Illusions, or Death as currently it's not particularly clear. You'll now find an extra keyword in the spell detail area, along with additional tooltip info:
Not a fix, but a config some people might want to take advantage of is a new pregame option that allows you to use the soultrapped DLC, but only the fantasy elements from it. If you toggle this on, then you will still gain the new retorts and fantasy only wizards, but you can't play as soultrapped, there won't be techdungeons nor any of the tech heroes. You will need to start a new game for this to have effect.
This patch is backwards compatible with any saves made with the previous release, so you do not need to start over if you apply this patch.
Direct Downloads:
Journey's End 1.1
OR
Journey's End 1.1 Installer
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 87
- Joined: Tue Jul 23, 2024 2:35 pm
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
- Add appropriate diplomatic response if the player begins to show signs of aggression towards a wizard's capital
- Revamp town improvement build order for all races and specific town role
- Revamp wizard AI combat spell decision tree to improve combat effectiveness
- Improve AI decisions around garrison swaps with nearby armies
- Improve emergency rush purchase decisions
- Change Earth to Mud to behave like Classic where the ground is turned to mud rather than only slowing down the impacted units
- Add mod option to improve camera follow and remove battlefield side army banners to help with unit selection during battle
Fixes:
- Fix player should not be able to ally with last remaining wizard
- Fix overland and tactical mouse edge-scroll dead zone to be more narrow
- Fix discrepancies between Classic vs. Remake premade artifacts
- Fix artifacts to include a more affordable range for Merchant offerings (matches Classic behavior)
- Fix misuse of Alchemy by enemy AI
- Fix City Walls failed to grant proper defense. Now grant Classic-style defense bonuses against various attack types and source.
- Fix Famous retort to impact artifact merchant opportunity chance to match Classic behavior
- Fix potential stagnation of Spell of Return when cast by enemy wizards
- Add proper retreat for field armies when the wizard AI is outmatched by the enemy
- Fix Cracks Call to allow for targeting non-unit ground areas
- Fix Recall Hero and Word of Recall to behave like Classic (behavior was reversed and cost 2 mana less for unit casters)
- Fix Life Drain to immediately complete casting-skill levels.
- Fix Call Chaos to behave like Classic (had a bug that could incorrectly skip targets)
- Fix Chaos Channels to behave like Classic (was incomplete)
- Fix Magic Immunity and Righteousness to behave like Classic and prevent Immolation damage
- Fix Death Immunity and Magic Immunity to ignore Wrack
- Fix bug in Call Lightning bolt strength. Now behaves like Classic.
- Fix Web escape to behave like Classic and use a unit's strength to attempt escape turn by turn instead of a random duration
- Fix Magic Vortex casting cost to be 50 instead of 40 (matches Classic)
- Fix Illusion Immunity to now properly ignore Blur
- Fix Tower Defense icon should not display if Wizard Tower Defense option is disabled
- Fix defenders did not stay in cover properly when defending a walled city
-------------------------------------------------------------
A new patch, with a focus on tactics and diplomacy. The most noticeable changes for tactics are improvements around the spell choices AI wizards will make during battle, and defensive posturing around city walls when available. I made a change to make the walls behave like Classic, giving armor bonuses to all units within the walls, depending on how close they are to a wall, and whether the wall is intact, rubble or if they are being struck by melee or missile fire.
In this example you can see the Lizardmen Halberdiers gain a +3 bonus from Serena's magic attack as they huddle behind the intact wall section. The Halflings will only get a +1 bonus as they are exposed through the breach (but the breach has rubble, giving them some protection).
There have been diplomatic enhancements as well, to allow more nuance during play. Now you can start the game with a config option that will have the starting wizards form a non-aggression treaty with each other, and start with more hostility towards you. This doesn't mean outright war, not at first, and they are not allies with each other, so it's possible they could be manipulated (through trade bribes) to eventually become your ally instead.
There are also a few new mod config settings. Here is the complete list right now (these are toggled in the Mod Manager)
Wizard Tower Defense On
Subtle Encounter Icons Off
Classic Title Music Off
Modified Battlefield On
Edge Scrolling Dead Zones On
Edge Scrolling Dead Zones is an option to place buffer areas around the icons on the overland and battlefield maps to prevent scrolling edge detection when you are trying to click on the icon instead. If you don't want the dead zone, toggle this off.
Modified Battlefield removes the edge banners and makes the camera attempt to keep focus on the correct areas of the battle during play. This will override the camera follow toggle under Settings.
This screenshot shows what a battlefield looks like without the army banners. This one also demonstrates a fix to Earth to Mud to make the battlefield muddy instead of just slowing down the units for a bit.
This release has a number of other miscellaneous fixes as well which are listed above.
Direct Downloads:
Journey's End 1.2
OR
Journey's End 1.2 Installer
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
- Add appropriate diplomatic response if the player begins to show signs of aggression towards a wizard's capital
- Revamp town improvement build order for all races and specific town role
- Revamp wizard AI combat spell decision tree to improve combat effectiveness
- Improve AI decisions around garrison swaps with nearby armies
- Improve emergency rush purchase decisions
- Change Earth to Mud to behave like Classic where the ground is turned to mud rather than only slowing down the impacted units
- Add mod option to improve camera follow and remove battlefield side army banners to help with unit selection during battle
Fixes:
- Fix player should not be able to ally with last remaining wizard
- Fix overland and tactical mouse edge-scroll dead zone to be more narrow
- Fix discrepancies between Classic vs. Remake premade artifacts
- Fix artifacts to include a more affordable range for Merchant offerings (matches Classic behavior)
- Fix misuse of Alchemy by enemy AI
- Fix City Walls failed to grant proper defense. Now grant Classic-style defense bonuses against various attack types and source.
- Fix Famous retort to impact artifact merchant opportunity chance to match Classic behavior
- Fix potential stagnation of Spell of Return when cast by enemy wizards
- Add proper retreat for field armies when the wizard AI is outmatched by the enemy
- Fix Cracks Call to allow for targeting non-unit ground areas
- Fix Recall Hero and Word of Recall to behave like Classic (behavior was reversed and cost 2 mana less for unit casters)
- Fix Life Drain to immediately complete casting-skill levels.
- Fix Call Chaos to behave like Classic (had a bug that could incorrectly skip targets)
- Fix Chaos Channels to behave like Classic (was incomplete)
- Fix Magic Immunity and Righteousness to behave like Classic and prevent Immolation damage
- Fix Death Immunity and Magic Immunity to ignore Wrack
- Fix bug in Call Lightning bolt strength. Now behaves like Classic.
- Fix Web escape to behave like Classic and use a unit's strength to attempt escape turn by turn instead of a random duration
- Fix Magic Vortex casting cost to be 50 instead of 40 (matches Classic)
- Fix Illusion Immunity to now properly ignore Blur
- Fix Tower Defense icon should not display if Wizard Tower Defense option is disabled
- Fix defenders did not stay in cover properly when defending a walled city
-------------------------------------------------------------
A new patch, with a focus on tactics and diplomacy. The most noticeable changes for tactics are improvements around the spell choices AI wizards will make during battle, and defensive posturing around city walls when available. I made a change to make the walls behave like Classic, giving armor bonuses to all units within the walls, depending on how close they are to a wall, and whether the wall is intact, rubble or if they are being struck by melee or missile fire.
In this example you can see the Lizardmen Halberdiers gain a +3 bonus from Serena's magic attack as they huddle behind the intact wall section. The Halflings will only get a +1 bonus as they are exposed through the breach (but the breach has rubble, giving them some protection).
There have been diplomatic enhancements as well, to allow more nuance during play. Now you can start the game with a config option that will have the starting wizards form a non-aggression treaty with each other, and start with more hostility towards you. This doesn't mean outright war, not at first, and they are not allies with each other, so it's possible they could be manipulated (through trade bribes) to eventually become your ally instead.
There are also a few new mod config settings. Here is the complete list right now (these are toggled in the Mod Manager)
Wizard Tower Defense On
Subtle Encounter Icons Off
Classic Title Music Off
Modified Battlefield On
Edge Scrolling Dead Zones On
Edge Scrolling Dead Zones is an option to place buffer areas around the icons on the overland and battlefield maps to prevent scrolling edge detection when you are trying to click on the icon instead. If you don't want the dead zone, toggle this off.
Modified Battlefield removes the edge banners and makes the camera attempt to keep focus on the correct areas of the battle during play. This will override the camera follow toggle under Settings.
This screenshot shows what a battlefield looks like without the army banners. This one also demonstrates a fix to Earth to Mud to make the battlefield muddy instead of just slowing down the units for a bit.
This release has a number of other miscellaneous fixes as well which are listed above.
Direct Downloads:
Journey's End 1.2
OR
Journey's End 1.2 Installer