Total War: WARHAMMER II

Total War: WARHAMMER II

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SFO: Grimhammer II: Overpowered Magic SUBMOD
   
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Tags: mod, Overhaul
File Size
Posted
Updated
214.877 KB
6 Jan, 2020 @ 8:16am
19 Dec, 2021 @ 3:04pm
8 Change Notes ( view )

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SFO: Grimhammer II: Overpowered Magic SUBMOD

In 1 collection by Venris
SFO: GRIMHAMMER II OFFICIAL COLLECTION
26 items
Description
This is submod for SFO: Grimhammer III. It makes magic much stronger.





Notice: DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO WITH NO OTHER MODS ENABLED!

SUBMOD REQUIRE MAIN MOD TO WORK PROPERLY

100% SAVE COMPATIBLE

COMPATIBLE WITH EVERYTHING

WORKS ONLY IN CAMPAIGN



Changes:

- -25% miscast for all spells.
- -50% cooldown for all spells.
- -25% cost for all spells.



[discord.gg]
57 Comments
commies beware 14 Mar, 2023 @ 1:36pm 
is this just player or ai as well?
Black Spiral 21 Aug, 2022 @ 9:38pm 
Nevermind! This mod actually works, it just looks like it doesn't. The problem is that the changes seem to be linked to campaign difficulty modifiers, so when looking at the spell stats/card it doesn't indicate a change at all, and custom battles also don't show the change. The magic buff acts as a campaign difficulty advantage, and again, it doesn't show on the skill tree, but once you acquire the spells you can see the difference in cost, miscast chance, and cooldowns.

The problem is, I wish it applied to all factions instead of just the player, but I think you'd need to edit every spell.
GIGroundNPound 19 Aug, 2022 @ 10:56am 
@Black Spiral, I also believe you are correct good sir as I did some tests yesterday evening and felt as though nothing was different. To double check this fact, I created a separate table and modded magic myself and sure enough those changes worked, so it seems this is a dud .
Black Spiral 18 Aug, 2022 @ 10:15pm 
This doesn't seem to work... I tested with Malekith, with the mod enabled and disabled, no change. My load order follows the alphabetical naming, but maybe I should manually adjust the load order?
Hoodoo Brown 2 Aug, 2022 @ 7:11am 
@PQUNDCAKE clowned! :steamsalty::steamsalty:
Venris  [author] 27 Mar, 2022 @ 3:15am 
@PQUNDCAKE: That is not true. For example in SFO spells have +50% cd value so in submods its value of 0. Making it -50%. Basic modding things :). Values of same effects replaces each other, do not stack. So if you would do -50% in submod it would mean you have -100% in fact because base SFO value is +50%.

So it all works in campaign as intended.
PQUNDCAKE 2 Mar, 2022 @ 7:02am 
Yeah this mod does not work because all the effect_value's are set to 0 lmao
SORA 27 Jan, 2022 @ 4:57am 
I modified the file but it has no effect on Deathwind:zote:
squirtlesquad914 12 Jan, 2022 @ 3:49pm 
@Singrana I found the same thing. Can you tell me where/how you found the file to fix the mod? It looks to me to not change anything that SFO changed
multichromosome 26 Dec, 2021 @ 12:56am 
thanks for the update!!