Dark Messiah of Might and Magic was developed by Arkane Studios in October 24, 2006. Throughout the 10 years of it being released, it has yet to have little to none in terms of custom maps for single player. I plan to change this. This mod will include a fully working SDK for map making, a hub map for easy change of levels, multiple playable maps, and a new campaign. User-submitted maps are welcome, and I encourage you to make them. To help with user's finding a map they want to play, i prefer adding certain prefixes to the map names. arena -- An Arena style map. Designed around a central map point where the player fights off enemies in waves. quest -- A linear level, consisting of just 1 or 2 maps. There is a end goal. campaign -- A progressive story mode map, like the campaign that comes with the game. Contains multiple maps, with skills and items being persistent.

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Arena Update

News 1 comment

ARENA MODE UPDATE 16/11/23

As most of the comments said and it's also my opinion, the arena was the best part of this mod, so I decided to update it to make it even better.
The Adventure mode still remains unfinished and i'll probably never finish it since I'll be focused on other projects.
I decided to update arena since it's most fun and has more replayability.



Here what's new

NEW SPAWNSYSTEM

There is anew spawn system. The enemies are now randomly spawn each round.
This means that if you lose at round 5 and reload the round will have different
enemies.
This makes every round different and prevent players to know which enemies will
spawn next.
The npc have also random weapons. (Be aware of shielded enemies)


Some items costs have been modified, as well as some positions of items.
- Nagizaki sword price increased to 12
- Katana price increased to 7
- Full heal potion price increased to 5
- Phenring merc price increased to 25


Secret passage on the roof is now more visible.


Added a recycle bin to sell the weapon not used anymore.
Added mushroom item.
Added new player modifiers.(Kick stamina, mana regen, adrenaline buff, adrenaline degradation, gravity, sprint stamina)
Added Skillpoint crystal to make use of skillpoints.
Added player restore at start (Hearth icon, costs 6 coins) for insane difficulty.

Added Tutorial to see how to use coins.


Added difficulty selector.

Easy – Medium – Hard – Insane
Player can choose difficulty at the beginning of the game and change it at any
time.


The difficulty will increase the power fo the enemies each rounds.

This means more and more powerful enemies much faster.


My huge thanks to everyone who commented that kept my interest to update the mod.

Special thanks

Derrader
FingazFo20
Phantom Gardener
TehForcer
UdxMoose
Monoxide

Adventure mode and Arena mode update

Adventure mode and Arena mode update

News 12 comments

New dev update! Two modes being worked on including the regular Adventure mode campaign, and a survival based mode, Arena.

New Progress being made / Dev Team update

New Progress being made / Dev Team update

News

Maps/Textures being worked on, Developer team made, new pictures being posted, other info

Add file RSS Files
Dark Messiah Extended Mod Download

Dark Messiah Extended Mod Download

Full Version 15 comments

To install the mod just Extract the DmextendedMap.zip into your mm folder. When asked to overwrite files click yes, the overwritten file is gameinfo.txt

Post comment Comments  (0 - 10 of 35)
aXewrath
aXewrath - - 12 comments

Pity about adventure mode as I really enjoyed it (spoke to you about it on Steam ages ago). I agree on focusing on the arena, if you can only do one. It does add a ton of replayability since the combat is so much fun.

Glad I kept a Win7 PC as I can't get the game to run on Win11 no matter how many suggestions I find.

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Fragrind
Fragrind - - 6 comments

Cool mod.

I was wondering if you had any interest in fixing some of the gameplay bugs in Dark Messiah. The Unlimited Edition mod, which you might be aware of, fixes some bugs, but not all.

Here are a few bugs I noticed on my last playthough. Fixing them would improve the gameplay in Dark Messiah.

Orcs can pick you up and throw you away, after which they will sometimes perform a follow-up attack with their sword while you are prone. But neither the throw nor the follow-up sword attack do any damage. Only when you stand up, can they deal damage to you. This is clearly a bug, and a pretty major one.

Fix: Make both the throw and the follow-up sword attack deal damage.

The Bone Dragon has 4 attacks. Its lightning breath, tail swipe and claw attack work fine. But it also has a pounce move where it swoops down from the sky and lands on top of the player. The problem is that this does nothing. Clearly bugged.

Fix: Make the pounce attack deal damage. This should work similar to the giant spider boss, which can crush you under its weight.

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QWERTY120b
QWERTY120b - - 26 comments

Hello, thanks for playing the mod.
I think that the orcs not doing damage is not a bug.
The player is immune during the rise animation to prevent a frustrating death. If players could take damage they will be killed easily and couldn't do nothing about it.
The throw may throw the player into a trap, or a cliff, fire...etc so it's not that effective in the arena and it was designed for different environment.
The bone dragon is a npc that relies on scripted events in the game and it' gliches can not be fixed, I wasn't sure to add it in the area for this reason

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Fragrind
Fragrind - - 6 comments

Thanks for the reply.

But the cyclops has a similar move, throwing you down and performing a follow-up smash while you're lying down, and the cyclops's follow-up smash while you're prone/standing up does deal damage. Based on that, and the fact that orcs continue to perform attack animations while you're prone/standing up, I don't think it was intended that you should be immune to damage. I think it's a bug.

True, it could be frustrating, but I think it's supposed to be since it's a special move orcs don't perform all that often.

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QWERTY120b
QWERTY120b - - 26 comments

I always thought there was some invulnerability window during that animation, but I may be wrong, I din't pay too much attention to it. There is also the fall damage if the throw the player too high.
The arena map is buggy. Every time I modify something to fix or patch one issue there are 2 more that show up in the next playtest.

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Guest
Guest - - 690,772 comments

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mistradg
mistradg - - 20 comments

One question, would it be possible to use the SDK to build an open world sandbox?

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QWERTY120b
QWERTY120b - - 26 comments

Yes, but the "world" would be divided into different areas that are loaded one by one by the engine. big open maps are not good with source.
But it's possible.

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XenonFORT
XenonFORT - - 172 comments

Hi there, late to the party I think but I would betray myself if I do not say anything here.

This is almost what I wanted to see after I finished the campaign (Not including the innumerable times I replayed the demo map). So thank you for the time and effort taken into making a replayable map as the arena and the extra missions.

Also, since I think you are one of the few people that are into Dark Messiah Modding, I wanted to ask how feasible would be to make a "procedural" dungeon in the game. I think what this gameplay would benefit the most since I ever played it is some kind of "Warframe" procedural dungeons coupled with a "main base" where you can check/store your adquired items.

Thanks in advance and best luck on your future endeavours, be it DM related or not.

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QWERTY120b
QWERTY120b - - 26 comments

Thank you.
I Just released an update for the arena to make every round spawn random enemies.
So yes it would be possible, I don't know about the random dungeon. I've seen people do it for CSGO but I don't know if it will work well in DM.

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Valentinferru
Valentinferru - - 1 comments

There are people who made procedural maps in the source engine.

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