Might and Magic World of Xeen- Ludmeister's Monster Spawn Mod v1.0
	http://jeffludwig.com/xeen/
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Contained in this .zip are the three files necessary to play Might and Magic
World of Xeen- Ludmeister's Monster Spawn Mod.


This modification is for Might and Magic combat lovers.  It introduces the 
hardcore elements of Might and Magic 2 to World of Xeen.  Monsters will stay 
dead... but only for a time.  Secondarily, I have attempted to improve the 
gameplay of Xeen by balancing the weaponry/spells/monsters, while adding a 
few features along the way. Care has been taken to balance the difficulties 
of the Darkside with Clouds side, so a thirty-minute excursion to the Darkside 
won't ruin a party's experience on the Clouds side.



Version 1.0 Changelog
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  *	Many outdoor maps have different monster types added, to make exploration 
    more interesting.
	
  *	Almost all maps have a random chance to respawn all non-unique monsters 
    automatically when the party walks over certain squares.
	
  *	Additionally, most maps respawn when you leave them.		
  
  *	Clouds of Xeen side has a steeper gradient of difficulty, so you may need 
    to journey to the Darkside before moving on with the Clouds side.
	
  *	Many events and quests on the Darkside have the Experience reward reduced,
    so as to balance out the rewards with the Clouds side.
	
  *	Becoming a Disciple of Bark is less amazing now (still, +5 to all stats for
    all characters is pretty darn *good*.)
	
	
  *	Rumor has it that it's even more of a milestone to get Newcastle constructed... ;-)
  
  *	Robert the Burgler has been added in the town of Vertigo!  He'll teach you 
    Skulduggery if you lack a natural brigand in your party makeup... if you got 
	the gold.
	
  *	The Gemstone weaponsmiths now can make any weapon or armor out of their 
    respective material (before, they could only 9 weapons, or the 7 torso armors.)
	
  *	The Dungeon of Death, 1st level has been removed.
  
	
  *	Statistics are much more important to the power of a character now. You won't
    notice much difference until you reach 50 in your stats.
	
  *	You will be able to see the statistic's bonus easily when you click on stats
    in the status screen. No more vague "Very Low" or "Astonishing" monikers.
	
  *	Archers are now Samurai and class capabilities are re-cast. A couple of other
    classes are renamed, but otherwise are unchanged.
	
  *	Characters generally have higher HP/MP, but attack less often per round.
  
  *	Each class has an initial skill, and every race has an initial skill.
  
  *	There are a few Druid-only spells.  The Druid spell set actually has a use now.
  
	
  *	Spells are also meticulously re-balanced.  Heal spells are much more effective.
    Clerics used to not be able to cure their party fully, yet full resting was
	achieved with food and 8-hours sleep. Does that make sense??
	
  *	The Suppress Poison and Suppress Disease spells have been removed from the game.
    In their place: Remove Curse and Mental Integrity.
	
  *	The Heroism spell only adds a flat +10 to a character's To Hit rating... not a
    value equal to the caster's level. This spell used to be absurdly powerful.
	
	
  *	Weapons and Armor are exhaustively rebalanced.  Bows in particular have been
    made more useful.
	
  *	Blacksmiths sell better merchandise.  You'll want to buy some of those beauties
    in Shangri La, Castle Kalindra, Olympia...
	
  *	Equipped armor breaks when a character is knocked below -80 HP (before this
    threshold was -10 HP).
	
  *	It is now possible to receive Sapphire, Diamond, or Obsidian bows.
  
  * You can equip 4 rings and any number of amulets now.
  
	
  *	Monsters have been powered up.  Epic battles may be much more commonplace.  In 
    my testing, I was often *afraid* when I met a new creature. As it should be ;-)
	
  *	Bosses have been especially powered up.  For instance, don't expect to take the
    Yak Master out on your first trip in that dungeon... you will likely be disappointed 
	with the results.
	
  *	There are even a few new monsters on the roster.
  
  *	The effects of elemental resistance have been subtly tweaked.
  
  *	Damage output is changed.  You can see differences in damage in x2 increments...
    starting at 8 damage.  You won't see monster-sized splats until you begin doing 1024 
	damage in a hit.
	

  *	Unlocking doors gives less experience.
  
  *	A year is 240 days long, allowing for longer lifespans for your characters.
  
  *	A normal step outside takes 3 minutes (before it took 10 minutes).
  
  *	A visit in most shops and town businesses takes 1 hour (before this took 1 day). 
  
  *	Training one character costs 6 hours (before, this took 1 day).
  
  *	Many trainers will train your characters to higher levels (especially the trainers 
    on the Clouds side.  They were nigh about useless before).
		


To play Ludmeister's World of Xeen Monster Spawn mod:
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The following applies this and all future releases of the Ludmeister's World of Xeen 
Monster Spawn mod.

0. When you get it, make a backup of your XEEN.DAT, XEEN.CC, and DARK.CC files.  This is
   necessary if you would want to play the stock version again.
   
1. Place the versions of XEEN.DAT, XEEN.CC, and DARK.CC contained in this .zip in your
   World of Xeen directory.  You need to have installed World of Xeen for this to work.
  
2. I hope you enjoy it!

