Might and Magic 3 Isles of Terra- Ludmeister's Monster Spawn Mod v1.0
	http://jeffludwig.com/mm3/
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Contained in this .zip are the three files necessary to play Might and Magic 3
Isles of Terra- Ludmeister's Monster Spawn Mod.


This modification is for Might and Magic combat lovers.  It introduces some 
hardcore elements of Might and Magic 2 to Isles of Terra.  Monsters will stay 
dead... but only for a time.  Secondarily, I have attempted to improve the 
gameplay of Isles by balancing the weaponry/spells/monsters, while adding a 
few features along the way. 

I have also included in this .zip a copy of my MM3 Monster Editor, with a copy
of the Monster definition files for the Monster Spawn mod.  You can use the 
Monster Editor to view the vital stats of all monsters in the mod. This may 
help you to plan your itineraries more effectively.



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.
	
  *	The Tomb of Terror does not respawn, due to the requirements of defeating 
    all monsters to advance.
		
	
  *	The Arena Experience bug is fixed. 
	
  *	The Damage Resistance 16-bit overflow bug has been fixed.  Monster resistance 
    now affects damage as it should.


  *	Some interesting fountains have been added to the town of Baywatch.  Fountain 
    Head's fountains also have interesting effects.
	
  *	Robert the Burgler resides in Wildabar, he'll teach you Skulduggery if you lack
    a natural brigand in your party makeup... if you got the gold.
	
  *	In A2, there's a hut where you can buy items. If you refused, you never got 
    another chance to buy them.  This has been fixed.
	
  *	You now get 1000 Experience points and 1000 Gold for every Sacred Silver Skull 
    you bring back to Kranion.
	
  *	Bonus Easter Egg: The developers left an entire map in the game resources, which 
    they took out at release.  I have restored that map... and left it otherwise 
	untouched. You all will love it. I guarantee it.
		
	
  * 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.
	
  *	Hirelings cost much less now, making it actually financially viable to carry a full 
    8 character party.
		
	
  *	Druids and Rangers have a 36-spell spellbook now.
	
  *	Spells are also 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.
	
  *	The Guild reports the power of most spells; you can access that by reading a spell's 
    Spell Info.
		
	
  *	Weapons and Armor are exhaustively rebalanced. Bows in particular have been made more 
    useful.
	
  *	The chance that certain types of items drop are subtly modified.
	
  *	You are more likely to receive multi-enchanted items.  Before, the chance to receive 
    2 enchantments was 4%, and the chance to receive 3 enchantments was 1%.  These chances 
	have been quadrupled.
	
  *	Blacksmith merchandise has been changed.  They also tend to sell a few more random items.
	
  *	The equipped torso armor breaks when a character is knocked below -50 HP (before this 
    threshold was -10 HP).
	
  *	It now costs much less to identify and to fix broken items in the Smithy.
	
  *	The value of Jewelry and Ancient Jewelry has increased to 5000 and 12000 gold.
		
	
  *	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.  
	
  *	Damage output thresholds have changed.	They used to be 10, 50, and 200 damage.  Now 
    they are 25, 100, and 400 damage.
		
	
  *	Might and Magic 3- Ludmeister's Monster Spawn Mod runs a fair bit faster than stock 
    Might and Magic 3. Loading times when crossing map boundaries are virtually instantaneous.
	
  *	Unlocking doors yields less experience.
	
  *	A normal step outside takes 3 minutes (before it took 10 minutes).
	
  *	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 
    Great Isle).
  
  
  
To play Ludmeister's Isles of Terra Monster Spawn mod:
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The following applies this and all future releases of the Ludmeister's Isles of Terra
Monster Spawn mod.

0. When you get it, make a backup of your MM3.EXE and MM3.CC files.  This is necessary 
   if you would want to play the stock version again.
   
1. Place the versions of MM3.EXE and MM3.CC contained in this .zip in your Might and Magic 3
   directory.  You need to have installed Isles of Terra for this to work.
  
2. I hope you enjoy it!

