About this mod
This mod introduces 10 new classes and a number of bugfixes to spice up your MMX Legacy playthrough. It is recommended for experienced players who have seen the game inside and out, and want to try something new on their next run. If you're tired of the same old crusader-bladedancer-runepriest-shaman party, this is for you.
- Permissions and credits
- Changelogs
What's included:
- 10 new classes - Monk, Blackguard, Arcane Warrior, Fledgling, Reaver, Purifier, Champion, Demonspawn, Quakeheart. These classes are explained further here.
- Human Monk (upgrades to Ascetic): Unarmored dodgy spear-user with some air and water magic ability. Gains new "spear and fist" natural weapon relic.
- Human Blackguard (Assassin): Twin daggers, crossbow, and master dark magic.
- Elf Arcane Warrior (Spellblade): Sword and board prime magic grandmaster.
- Elf Fledgling (Vampire Lord): Dark magic grandmaster with exceptional endurance. Gains "bite" and "claw" natural weapon relics.
- Dwarf Reaver (Slayer): Small and angry dual axe wielder with Carnage.
- Dwarf Mountaineer (Frostwarden): Reimagined Scout with grandmaster crossbow and water magic.
- Dwarf War Cleric (Purifier). More physical runepriest with slightly weaker magic, and an emphasis on close combat.
- Orc Champion (Hero): An orc knight in heavy plate. What's not to like?
- Orc Demonspawn (Infernal Scion): An unusual creature; physically weak but with the ability to grandmaster any skill except light magic. Build carefully!
- Orc Quakeheart (Stormlord): An earth grandmaster with an enormous mana pool and broad but shallow lores of magic.
- Increased late-game xp rewards for some quests. The new classes are skill-hungry, and this way you should get one more level worth of skill points; helpful without unbalancing the game.
- Smoother early-game start thanks to Increased antidote and gold reward from Duncan's "tour" quest in Sorpigal. I haven't done a lot of balance testing yet, so make sure you do Duncan's quest as it's designed to allow you to purchase an extra spell/weapon/potions and smooth out any spikes in difficulty. (You can just walk straight to the barracks and drop him off, you don't need to tour the whole town with him).
I've also made a variety of miscellaneous buffs and fixes to correct bugs in the original game, and make certain spells and skills more useful:
- Fix for Suncross artifact not levelling properly.
- Fix for Janbiyah artifact not being awarded after Jassad's quest.
- Two-handed relics now require twice the xp to level up, as they gain double the experience of one-handed relics (the game appears to award 1x experience for each occupied hand) and level up too fast in vanilla. Details here.
- Paladin now can Master Two-Handed skill if desired.
- Orcs can now use Dark Magic if desired (except for the Champion class).
- Buffed Dagger skill to give +5% damage per skill point (previously 4%). Since you don't unlock GM Dagger until the endgame, this should help make dagger a lot more viable. A lot of players have highlighted that Daggers are universally weaker than Sword; this will boost dagger damage by ~30% in total and should bring them a lot closer to parity.
- Well-rested bonus now lasts for 250 turns (up from 200), in line with other buffs from statues/crystals.
Installation instructions:
PLEASE NOTE THAT THIS MOD OVERWRITES IMPORTANT GAME FILES AND WILL BREAK EXISTING SAVES!!!!!!!!
1. Extract the zip file.
2. Copy the CSV files to your StreamingAssets\StaticData folder and overwrite existing versions.
3. Copy the loca.xml to StreamingAssets\Localisation\en folder and overwrite existing versions.
These folders can be found in Might & Magic X - Legacy\Might and Magic X Legacy_Data\StreamingAssets.
Uninstallation:
1. Verify your game files in your chosen game client (e.g. Steam/GOG).
2. This process will recognise that some files have been changed and download the original files again, overwriting the mod and removing it.
PLEASE NOTE THAT UNINSTALLING THIS MOD/VERIFYING FILES WILL BREAK ANY MODDED SAVES.
Important notes:
The number of classes in the game appears to be hardcoded (or at least, I couldn't figure out how to change it). This means that your new classes "overwrite" the existing classes like Dwarven Defender and you will still see references to the vanilla classes in your game. You also still need to complete (for example) the Defender class promotion quest to level up your Dwarven Reaver into a Slayer.
It is technically possible for me to edit all references to every class, but this is a tonne of work and means doing it all again if any of the classes aren't well received and need to be changed, so this will be staying for the foreseeable future.
Here are a list of classes and the promotion quests:
- Monk (Windsword promotion quest)
- Blackguard (Archmage promo)
- Arcane Warrior (Blademaster promo)
- Fledgling (Druid Elder promo)
- Reaver (Dwarven Defender promo)
- Frostwarden (Dwarven Scout promo)
- Purifier (Runepriest promo)
- Champion (Barbarian promo)
- Demonspawn (Marauder promo)
- Quakeheart (Shaman promo)
Known Issues:
- At least some (possibly all - need more testing) special abilities from the paragon class (e.g. Purifier flame damage) currently have no effect
- All new relics are granted as a reward for Duncan's quest in Sorpigal. This is to allow players to test them out and provide feedback more easily; if you don't like them just sell them.