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.
Direct Download: Journey's End 1.0
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
Take up the role of a great wizard, wield powerful spells, command fantasy races and challenge your rivals in this remake of a cult turn-based strategy classic. Do you have what it takes to become Master of Magic?
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 85
- Joined: Tue Jul 23, 2024 2:35 pm
-
toadfather
- Senior Corporal - Ju 87G

- Posts: 85
- Joined: Tue Jul 23, 2024 2:35 pm
Re: Journey's End Mod
Post by toadfather »
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.
- mod_options.jpg (378.61 KiB) Viewed 12 times
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