Total War: WARHAMMER II

Total War: WARHAMMER II

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Magic Overhaul - Useful Buffs
   
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Tags: mod, Battle
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21 Mar, 2021 @ 5:15pm
15 Jul, 2021 @ 6:46am
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Magic Overhaul - Useful Buffs

Description
These magic tweaks aim to make non-damaging spells more useful and interesting.
Buffs (and debuffs!) are now large and powerful.
Most of the spells have been modified, with the exception of most damaging spells.

Typically, what you can expect is better and more useful non-damaging spells, thanks to:
- Larger (and added!) area of effects
- Longer durations
- Stronger, but not game breaking, effects

Now you can place a large aoe to significantly buff most if not all your army for a while, instead of not giving a small bonus to one dude for a few seconds.

/!\ Not compatible with Less buff and effect VFX /!\

~

Rather than simply increasing the values of the vanilla spells, care has been put to give spells new effects to make them feel more unique :

- Most overcast versions will now offer an alternative use for the spell rather than giving it more raw power.
For instance, Djaf’s Incantation of Cursed Blades now has a 50m radius (instead of none) on it's base cast, and reverts back to single target but with a stronger effect on overcast, to be used on a construct for example.

- While some spells like Hand of Glory (stats shown in the mod's images) now have access to a large aoe on their overcast version, others like Spiteful Shot are still single target, but can instead be cast again immediately with no cooldown.

- Some spells like Soulblight are now drastically stronger on their overcast version, but compensate with a high mana cost.

- Some spells now give Missile Parry chances, note that although it says "with shield", it actually works even on units without shields.


Additionally, changes have been made to magic reserves and the realm of souls, and to a larger extent, to undead fatigue:
- Magic reserves increased by 33% (from 60+30(starting pool) to 90+30)
- Magic regeneration increased by 33% (from 0.15 to 0.2)
- Magic regeneration falloff decreased by 50% (meaning mana regen won't be as slow when the magic reserve gets low)
- Realm of Souls healing increased by 50%
- Realm of Souls now also restores 25% vigor per stage
- Curse of Undeath (vampire lore passive) now also restores 15% vigor per spell cast


Complete list of changes can be found here[docs.google.com]
Look up the changes to your favorite magic lore to not miss anything !

~

Lore or tabletop balance were not in mind. I looked at spell descriptions and extrapolated from there.
Balance however was in mind but not the focus (= aimed for pve rather than pvp), some spells may still be too strong or still too weak.
If you are not happy with my mod, you can check out this other cool mod that does something similar.

Feedback and suggestions are greatly appreciated !

~

Have fun, drink water, and stretch regularly o/

- Thumbnail slann courtesy of Dicey June


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A note on compatibility:
- Not compatible with Less buff and effect VFX.
- Spell tooltips have been modified. They are included in the same table (unit_abilities_to_additional_ui_effects_juncs_tables) as abilities and items tooltips, which requires to be overwritten to be edited.
I decided against that, for compatibility and maintenance reasons. Instead, tooltips that show erroneous informations have a lil warning indicating which information is wrong and how it was changed by the mod.
8 Comments
Laserdream 18 Mar, 2024 @ 8:28am 
> The alternative would be to nerf damage spells - Meaning Vangheist and Wind of Death, specifically.
Laserdream 18 Mar, 2024 @ 8:26am 
People rarely respond to these, fwiw. I am just a weirdo with time to burn. Yeah, I'll need to play around some more with Lore of Death; I'll prolly try an Elspeth's - Mixu's death mage LL - campaign this month or next, that should force me to form a stronger opinion. Ward save doesn't go in the negatives, btw. AI accidentally manages to stack some occasionally, but it generally doesn't matter.

Yeah, KotD is basically irrelevant in the base game; Vamp Coast has some issues with WoM stacking, Vangheist's is very strong, so trying to rely on frequent use of weaker spells is discouraged.

Your buffed KotD would be really terrible design in multiplayer, but in campaign where you can get 300ish kills per cast of Vangheist, easy - it is about right where it needs to be to force the player to actually consider if they want to blob and Vangheist, or spam spite-tidecall and Mortis Engine the map. The alternative would be to nerf damage spells, imo, and nobody would actually like that.
Drusk  [author] 26 Feb, 2024 @ 5:23am 
Thank you all for the comments !

I definitely didn't think about the Kiss of the Deep spam all things considering. I will tune it down a bit (and add dwarf runes) if i ever get around to updating the mod.

As for Lore of Death, i think it's alright ? I has strong debuffs.
Overcasted Soulblight diminishes a good portion of the enemy troops by a decent amount and lasts a while (-30 armor, -25% damage, -15% ward save, -8 morale).
An overcast Aspect of the Dreadknight also inflicts the disrupted effect, which lowers physical defense by 10%.
Combined with the various morale debuffs and fear/terror, there's also potential for serious control.
Maybe the mana costs are too high ?
Laserdream 18 Feb, 2024 @ 9:42am 
Actually no, scratch that, I overestimated the damage. Repeatedly Vangheisting/Wind of Death'ing blobs is still superior.

Still, Tidecall/Spiteful Shot spam is a viable-ish alternative at high WoM levels with a lower demand for proper army positioning and enemy blobbing. If you have like, 200~ WoM, you could half-kill an enemy army just by having 2-3 vamps cycle-cast Spiteful Shot on your troops.
Laserdream 18 Feb, 2024 @ 6:55am 
BTW, Kiss of the Deep buff is hilarious. Not bad, but definitively gameplay-defining. Wind of Death is more efficient on blobs, but this is braindead guaranteed damage. And you buffed baseline mana reserve and regen by quite a bit, too...
Laserdream 18 Feb, 2024 @ 5:59am 
Lore of Death still seems to be pretty mediocre, from what I can see in the excel doc. Is it supposed to be all about -32 sum leadership debuff? I don't get how it is supposed to contend with the other buffed lores. A whole lot of other buffs are very good tho, to the point where choice between buff and direct damage is an actual choice.
SageHashirama 31 Jul, 2022 @ 2:30am 
THIS IS A GEM ^^
danieltudor94 25 Oct, 2021 @ 6:28pm 
does not work for dwarf runes sadly