Total War: WARHAMMER II

Total War: WARHAMMER II

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Impactful Magic Lite
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Tags: mod, Overhaul
File Size
Posted
Updated
466.481 KB
23 May, 2019 @ 6:45pm
7 Jun, 2021 @ 3:28am
13 Change Notes ( view )

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Impactful Magic Lite

Description
Introduction

So I keep getting requests/demands for a more "balanced" version of Impactful Magic. Here you go. Now you can't bug me about it anymore. No. Stop typing. I did it. I won't get those 5 hours of my life back. Go away. You got what you wanted.

Link to the original version of Impactful Magic, for those who play Dorfs and like a challenge:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565337653

Summary

This does the same thing that my version of Impactful Magic does. It strengthens all forms of magic in the game, whether it's in the form of spells sling by mages, spells bound to items, magic effects of potions, and so on. The only difference here is that I've purposely limited changes to damage/healing spells to a maximum of +100% damage/healing over vanilla, except in a few very rare cases. As such, combat magic and bound spells are between 1 and 15 times weaker than they are in Impactful Magic (Yes, these are outliers, stop preparing to complain on the other mod's page).

Known Issues

Any spell that resurrects dead models can and, at some point, WILL crash your game mid-battle. It will be more common here because more models will be resurrected over the course of a typical battle involving healing spells. This is an issue with CA's handling of the resurrection effect dating back to WH1. There is no fix because CA can't be bothered to investigate it. Reload your battle and have another go.

Compatibility

This mod is compatible with anything that does not affect spell behavior, non-unique(quest) item behavior, winds of magic rules, or AI spell usage. If you use such a mod already, whichever has the higher priority table names will overwrite the conflicting values of the other.
This mod is save compatible and save-removable.


Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA's garbage tier mod manager.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I've already done all the irritating stuff.

Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn't read the compatibility section. Use Kaedrin's Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: I found a bug!
A: That's not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it'll get looked at Soon™ if it's a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you'd be so kind).

Shameless Plug

I've restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamhost.cn/steamcommunity_com/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility
111 Comments
Rafi the Tiger 27 Dec, 2021 @ 6:17am 
hi, love the mod since back in the day.
i think i found a bug within the Rune Magic, the Rune of Wrath and Ruin does not work (i think it it was not a explosion spell and was changed in a patch and now it does not explode and only makes a magic circle that does nothing)
Ciaphas Cain 27 Oct, 2021 @ 9:51am 
Okie dokie, cheers Jon
Commisar Jon Fuklaw  [author] 25 Oct, 2021 @ 5:36am 
Precisely twice the damage it does in vanilla, which has the same effect, though slower.
Ciaphas Cain 24 Oct, 2021 @ 8:22pm 
The other version made the basic shadow 1st spell literally decimate a whole unit of HE Spearmen when overcast in my campaign, how much damage will this version do?
Commisar Jon Fuklaw  [author] 22 Aug, 2021 @ 7:22am 
Eventually. It's been put on the backburner, since it has to be redone from scratch and I only ever got to the really boring part of transcribing the "Lite" balance over the updated main version.

Just a matter of if/when I feel like turning my mind off for 12 hours while I transcribe ten-to-twenty thousand cells.
mzub245 22 Aug, 2021 @ 7:09am 
Great mod! Really looking forward to an update! =)
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:59pm 
Another thing to note: I almost exclusively play dorfs with the main mod (even before I added rune magic to the scope), but I can tell you that every faction has the tools to easily deal with healers or mages in general so long as they aren't in the hands of a player, which is a whole other ball game.

All of that said, if you feel the need to modify things after the fact, feel free. It's not hard to do.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:57pm 
This will be getting a full rebalance when I get to it, since I have to port the 25-ish hours of work that was needed to re-remake the original for DLC17. Vanilla values for healing spells will never happen though, as healing/damage spells/items are literally worthless in vanilla. They might as well not exist.

With that in mind, there's a simple solution to dealing with mages and healing in particular: Either spread out the damage with whatever dakka is on hand or focus on a particular unit (Mage AI really likes to focus on units eating high DPS attacks), then murder the shit out of the mage using whatever method is available once the healing has been applied. If that doesn't work, then there's always attrition (vampire on vampire violence is funny).
Maximus 17 Jul, 2021 @ 3:21pm 
Anticipating your update to this, I first wanted to thank you for the fun I've had using it in previous campaigns, it's been great and I really appreciate the huge amount of effort you put into it.

That aside, I was wondering if you'd consider publishing a third version where healing spells(not items) were even lite-er, if that makes sense. I ask because while it's certainly much less busted than the original mod, playing a race without access to healing spells(beastie bois, WoC) is somewhat miserable when you come up against(for example) Alarielle with the SoK earth blood-ing all her seal team sisters back to life. It's cool if you have a life mage to do it too, but when your only alternative is out-DPS-ing you start to feel like Sisyphus real quick.

Essentially I'm asking for this mod, but with earth blood, invoc of nehek and suchlike to stay at their vanilla values. I understand if you don't want to do this after all your work, so regardless of your decision, thanks again. <3
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 6:28pm 
If anyone is wondering: I'll get to this once I have time to spend 12-16 hours balancing all of the abilities from scratch. Why from scratch? Because if I don't port the remake of the main mod, I'll spend 30+ hours remaking this and then balancing it.