Total War: WARHAMMER II

Total War: WARHAMMER II

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Mixed Lores - Spellcaster Overhauls
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Tags: mod, Campaign
File Size
Posted
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4.918 MB
29 Dec, 2018 @ 10:21am
2 Aug, 2021 @ 9:00am
61 Change Notes ( view )

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Mixed Lores - Spellcaster Overhauls

In 1 collection by sm0kin
sm0kin's Collection
16 items
Description
Updated for "Total War: WARHAMMER II – The Hammers & Herdstones".



This mod features a custom ui that allows you to put together your prefered mixed lore of magic. Supported lord types are Mazdamundi, a custom mixed lores version of the Slann Mage Priest (provided by my More Slann Options mod), Morathi, Teclis, Alarielle, Archaon, Malagor and the Fay Enchantress as well as Mixu's Belannaer and Lord Huinitenuchli.

Both in Warhammer Fantasy lore and in TT rules, especially 6ed, Slanns enjoyed more freedom with their choice of spells. Their current skilltrees don't reflect this. You get a mixed lore but it's always the same selection.
The following Tabletop rules served as inspiration for this mod.
Lizardmen (6ed) page: 49 SLANN GENERATIONS FIFTH GENERATION When a Slann Mage-Priest selects his spells before a battle he is allowed more freedom than normal. He may use any Lore from Warhammer rulebook. What's more, a single Slann can choose from more than one Lore: instead of being limited to just one. Truly these creatures are masters of magic.
Mixed Lores was inspired by these Tabletop rules...

The TT rules for Archaon, Malagor and the Fay provide the choice between different lores of magic (spell groups) instead of mixed lores of magic (spell groups).
To incentivice the use of entirely different lores of magic, all three Lords have access to all their basic spells at level 1. They are limited by their available spell slots though - only one slot at campaign start. Skills that increase the number of spell slots are available every 5 levels. To reduce cooldown, winds of magic cost, miscast chance as well as to unlock the overcast you'd still have to specialize in a certain lore of magic.
The goal was to give the player an incentive to use different lores of magic by reducing the number skillpoints needed for spells to be used effectively while gating them behind level restrictions to ensure they don't become to overpowered too early.
Future plans for Mixed Lores

Requirements:
The Mixed Lores mod uses ui elements utilizing Vanishoxyact's UI Modding Framework.
Therefore, subscribing to the UI Modding Framework is required for this mod to work properly!

Features:
  • Restructured skill trees for all featured lords.
  • Custom UI to freely choose 6 spells out of the 8 Lores of Battle (Beasts / Death / Fire / Heavens / Life / Light / Metal / Shadows) as well as the Lore of High Magic for a total of 54 spells and 9 lore passives for Mazdamundi, Lord Huinitenuchli and Slann Mage Priests.
  • Two new abilities for Mazdamundi: "The Focused Rumination" and "Walk between Worlds"
  • Custom UI to freely choose 6 spells out of two Lores of Battle (Death / Shadows) as well as the Lore of Dark Magic for a total of 18 spells and 3 lore passives for Morathi.
  • Two new skills for Morathi: " Arnzipal's Black Horror " and "Beloved of Khaine"
  • Custom UI for Alarielle to freely choose 6 spells out of two Lores of Battle (Life / Light) as well as the Lore of High Magic for a total of 18 spells and 3 lore passives.
  • Custom UI for Teclis and Belannaer to choose a spell list consisting of spells in the Lore of High Magic and one of each of the eight Lores of Battle Magic (Beasts / Death / Fire / Heavens / Life / Light / Metal / Shadows) for a total of 54 spells and 9 lore passives.
  • Custom UI for Huinitenuchli to freely choose 6 spells out of the 8 Lores of Battle as well as the Lore of High Magic.
  • Custom UI and skilltrees for the Fay Enchantress, Archaon and Malagor
  • 3 additional (one-time-use) abilities inspired by 5th Edition Bretonnia Army Book and Eevi's Legendary Lord Spell Overhauls

Why add only one mixed lore group instead of adding existing lore groups?
1. Convenience: Having to click through 9 different lore circles while in battle, is no fun.
2. Balance: Having free choice over 6 spells is already powerful enough.

Why even bother with a custom ui if there is a respec functionality available in the beta?
Unfortunatly I did not expect that at the time I startet with the project. While utilizing the respec method would look cleaner, the custom ui has a few advantages aswell, e.g. access in the pre battle stage.

Is this mod save-game compatible?
No.

Is it compatible with ... ?
If the mod in question does NOT change spell related skills, Yes! - e.g. CTT.
If the mod in question does change spell related skills, No! - e.g. Eevi's Legendary Lord Spell Overhauls, SFO.
If you want to make a compatibility or translation submod yourself, you have my permission! Feel free to contact me via discord or steam if you have questions.

Is this mod multiplayer compatible?
Coop: No, the mod would need a substantial rework to properly work in mp.
Custom battles: Although you can pick more than 6 spells for Mazdamundi you always end up with only 6 in battle.

Does the AI utilize the mixed lores feature?
For the AI the feature works pseudo-random. If the AI allocates skillpoints in more than 6 different spell enabling skills then they get a random selection out of their available spellpool whenever they fight a player in a manuell battle. For ai vs ai, all spells with allocated skillpoint, are enabled to ensure they don't get a disadvantageous autoresolve result.

Credit
Huge thanks to Mixu for granting me permission to work on Mixed Lores skill trees for his Belannaer and Lord Huinitenuchli.

Interested in other mods I made?
My steam workshop


Support
If you would like to support my work or just want to see what I'm up to, consider checking out my patreon.

Please let me know if you run into problems or think there is an aspect of the mod I should improve on!
Popular Discussions View All (3)
2
24 Dec, 2022 @ 10:43am
Future plans for Mixed Lores
sm0kin
1
11 Jan, 2021 @ 5:01pm
Mixed Lores was inspired by these Tabletop rules
sm0kin
0
6 Jan, 2019 @ 4:56am
Unique Legendary Lord mechanics ala "Mixed Lores"
sm0kin
404 Comments
mmi.05 26 Aug, 2024 @ 4:31am 
It's a pity, I really liked this mod
sm0kin  [author] 26 Aug, 2024 @ 4:00am 
I'm no longer modding. Therefore, no.
mmi.05 26 Aug, 2024 @ 3:08am 
is it worth waiting for this mod for part 3 or not, please tell me
Johnny 7 May, 2024 @ 12:55am 
thanks friend i saw his response too i used the character_experience tables to do a work around for now and seems to have work so petition is taken down now. ty for response.
sm0kin  [author] 7 May, 2024 @ 12:54am 
WilliamCA

"I'll be talking to code about if there's something we can do here, but if not, and until we conclude something. I recommend you work around the issue by defining more skill tiers in character_experience_skill_tiers, the issue occurs when a node exists outside the valid tier range derived from this list."
Costconnoconcn 1 Jun, 2023 @ 8:41pm 
Please make this for WH3
Frederick 5 Mar, 2023 @ 4:07pm 
Pls port or teach me how. Must have mod for the game. Thanks Smokin!
TheGrandSirPiggy 18 Feb, 2023 @ 12:49am 
Please consider brining this mod over to WH3!

Now that we spell intesity, you could also further differenciate the casters, by implementing more intensity buffs into their skills!
Jester 24 Dec, 2022 @ 9:16am 
It would be great if this mod allowed other lords/heroes to change their lores (sorry for my bad english). Like Damsel, Vampires, Skink Priest...
mmi.05 19 Oct, 2022 @ 11:48pm 
when will this mod be for 3 parts?