Dark Messiah of Might and Magic

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babinkaman

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babinkaman

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About this mod

Dark Messiah Reborn is a revamp/rebalance mod that makes the game feel more immersive. Increased realism, stronger spells, and deadlier combat. Be careful now...

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Dark Messiah Reborn is a revamp/rebalance mod that makes the game feel more immersive.
*This mod is balanced to be played on Hardcore mode, but still works on Normal and Hard.*
______________________________________________________________
Thanks to the modders that came before me and inspired me to make this, especially
to Literally_Who for his idea to make stealth more challenging and to Argonil for showing
me an example of how to edit all the files.

Intallation
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Standard drag/drop. Read the included readme text file for detailed instructions.
Nothing replaced, no backup needed.



v1.1 updated to reflect:
-leg armor damage for necroguards
-enemies get up faster after being knocked down
-some impact coefficients.



Description
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Combat is changed to be more dangerous, to take into consideration armor,
and to make magic very useful. You now have to think... will this short-bow
pierce a plate helmet with a chainmail coif underneath?  Not likely.
Will it pierce my studded leather? Definitely. I better be careful.

With the stakes raised, stealth is often a good option, but not always practical.
Nor is it easy. Your strategy and weapon choice will be very important, and you 
can't expect to stab through chainmail armor all the way into a necroguards neck.

Magic is the real deal. You will feel powerful, and still lean on your staff.  
And if you're not vigilant, enemy spells will cancel your Christmas.

---Major Changes---

[]Armor
It means a lot now, for both you and your enemies. To kill someone in plate or chainmail
with a sword, you have to stab them... and stab them very well. A straight on blow, with
a lot of force behind it. Or, you have to repeatedly beat them until their bones break or
they are concussed. It's not pretty. 
And when you are wearing a strong suit of armor, you can survive sword strikes and arrows.
If you're in leather or cloth, those things are going to mess you up. An overhead chop from
a big orc is going to be hard to slow down regardless. But they have their own weaknesses,
wearing lighter armor than necroguards or deathknights...
You have to think about the best way to deal with any situation knowing this.

[]Weapons
They deal more damage. The same short sword you swing, is also swung by a necroguard... and
he's got a full suit of armor on.  That means you are going to have to beat the $! out of
them until they make themselves vulnerable for a killing blow.
Arrows will ruin your day, especially if a jack-diesel orc is pulling the bow. Think Boromir.
Spells are much deadlier too.

[]Playstyles + Specs
Some skills have new costs or have switched places, so be sure to read the tree.

*************************************************
Some of the changes:
-NPC/player stats represent their armor more realistically.
-Most equipable items now have a place/feel useful.
-New skill + item requirements.
-Health/Mana potions are now just regular beverages.
-Suprise attacks don't do more damage anymore.
-Slower adrenaline build.
-Kick is toned down.
-Shorter stuns.
-Increased shield durability.
-Archery is not terribly useful against armor, but great otherwise. Arrows are far harder to
come by now. Also, no more zoom.
-Critical Strike is a nearly useless skill, but the weapons it gives you access to are quite
good now...and fast!
-Magic spells are quite potent, and cost more, but mana regenerates faster now.
-Assassin armor is quiet, but quite thin and soft. The same for Mage robes. They don't offer
much protection, but plate and chainmail offer A LOT.
-Stealth maxes out at level 2, since level 3 can be way unrealistic and too easy. [good call Literally_Who].
-Glowing weapons decrease stealth, shadowsteel weapons absorb light, increase it.
-Enemies can see/hear from a much further distance now.
-Poison daggers are incredibly deadly.
-Dagger throw is much, much less deadly.
-Arrows stick (not perfect, but overall adds flavor).
-Crouch(c) and walk(alt) can now be toggled on/off.
-Weapon swings are no longer performed in a wind tunnel.
-Enemies seem to avoid more attacks.
-Some enemies are much easier to kill...facehuggers and spiders especially.
-Some enemies may be more aggressive...t
*more changes in readme

_-_-_-_-_-_-_-_
I still wanted to add/change some other things, but don't currently have the capability... 
such as:
*adjust and create hitboxes to add more vulnerabilties and to make arrows stick better
*removing the glow of the poison daggers
*make a non-shitty version of the poison bow, that works like the daggers
*change damage values based upon armor + hitboxes... right now it only affects the sound,
and even though there is a 'piercing' value given to each weapon, it seems to be inactive
*make necromancers beheadable, while making necroguards not
*change attack range of daggers, and switching the power strike directions
*make blocking with daggers very tiring
*keep the npc's health consistent throughout the campaign
*a very small inventory, forcing you to choose which weapons to carry
*offer more hidden routes, such as to skip the worm and other sequences after the 1st playthrough

Overall, I was able to change a lot, and got really lucky with some of the outcomes, so I'm
very happy and excited with the way this turned out.  It got me to enjoy a few more playthroughs.
Enjoy!