Total War: WARHAMMER II

Total War: WARHAMMER II

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I FIXED MAGIC AND DRAGONS
   
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Tags: mod, Overhaul
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433.207 KB
19 Oct, 2022 @ 1:50am
12 Nov, 2022 @ 5:13pm
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I FIXED MAGIC AND DRAGONS

Description
UP TO DATE AS OF: 02/10/2023 Build Ver. 1.12.1

PLEASE REMEMBER TO RATE THE MOD, Thanks!


Total War Warhammer 2 is balanced around infantry tactics, not the lore of the table top game. So they had to include Magic and Dragons, but did not want them to be a focus which over took the importance of infantry and tactics. On the table top Mages/Wizards/Dragons are almost god-like beings with immense power. Often times players dedicate half their army to take down one dragon, because if they do not, it can cause immense destruction to an opponents army each turn. The problem is Dragons and Magic are nerfed to the point of almost being useless when compared to other units. For instance a unit of archers can kill 200+ enemies per battle with proper placement, while a Dragon typically kills 25-50 enemies and is easily tar pitted by a single unit of troops for long periods of time. The archers cost 75% less than Dragons cost in custom battles. This makes no sense.

The issue is due to how fast the dragon attacks, turns, moves, charges, flies and it's animations, and finally its weight. It's animations and acceleration/deceleration times are horrible compared to other units. It's breath attacks are limited to 3 uses with a 60 second cool down between each use. This personally makes dragons a rare option in my unit selection.

The same goes for Magic. You are artificially limited in several ways to prevent the use of Magic:
-Winds of Magic (Total Mana) with a MAX of 30. (3-4 large spells max per battle)
-Spell Cooldown (up to 120 seconds Cool down)
-Spell Wind up time (can be as high as 5 seconds before the spell animation begins, and still has not actually fired)
-Spell Speech and Animations
-Spell Execution/Placement and target selection difficult in some instances
-Winds of Magic Recharge rate( another 1 spell possible in most cases) based on cool down times
-Bound Spell Items are often single use per battle.
-Lord/Hero Abilities often have ridiculous Cool downs making them 1 use per battle unless you are micromanaging only them.

WHAT THIS MOD CHANGES:

-It makes spells cast instantly: All spells have been set to cast (fire off) when you click on the cast location/target unit.
This makes Magic far more useful, and results in far less wasted spells/mana, It also presents the opportunity to bring other Mages of all Lore types back into the game, because their previous uselessly long casting spells are now useful.

-It reduces the cool down time of all spells: The spell you want to cast is ready more often.

Here is the breakdown:

Original Cool Down: 120 Secs
Revised Cool Down: 80 Secs

Original Cool Down: 90 Secs
Revised Cool Down: 45 Secs

Original Cool Down: 60 Secs
Revised Cool Down: 20 Secs

Original Cool Down: Anything Less than 60 Secs
Revised Cool Down: 10-20 seconds depending on the spell.

-WINDS OF MAGIC: Max Winds of Magic is set to 500(this is not what you start with)
Min Start =99 (up from 5) (the minimum amount of Mana you will start with in any battle)
Max Start =499 (up from 30) (this is starting Mana Limit, not what you will start with)
Max Pool Size=500 (up from 30) (this is the largest amount of Mana you can recharge to)
Base Recharge rate increased slightly 0.50 from 0.15

(These increases will see you able to cast far more Spells per battle (when including recharges) and make your Mages useful the entire battle, not just for three mouse clicks.

-Makes running multiple caster Hero/Lords in the same army viable for long battle usage. Namely the Return to Glory: Apocalypse Mod, which runs 300% increased army sizes.

- Bound spell items (Single Use Item Spells): Now more useful, as bound spells stats and timings were aligned with the default spells of mages/heroes.

Meaning things like the "Amber Spear" bound spell gets more than 1 cast per battle, by raising the number of allowed uses slightly, so:

-Single use bound items, can now be used 3 times.
3 use bound items, can now be used up to five times.

-The cool down for bound items were also adjusted to align with the cool down period of the default spells.

-The reduction in casting time also affects Lords/Heros abilities based on the same logic above.

-All Lores of Magic are covered for all races. No favoritism( if you find something I missed let me know and I will add it, but I went through every single spell and special ability available.

DRAGONS: You will want them and fear them now.

-ALL BREATH ATTACKS FOR ALL DRAGONS (and creatures who have breath attacks) Have been converted to 1000 (unlimited) uses. The time between breath attacks has been substantially reduced, dragons can now use a breath Attack every 20 seconds down from 60 seconds.
(Updated for Terrorgheists as well)

-DRAGONS have been completely overhauled, they are now the Legendary Creatures the Warhammer Fantasy Battles lore specifies. They are faster both on the ground and in the air, they charge and walk faster as well.They are stronger, heavier, turn quicker, and reposition perfectly. They dive bomb and attack crushing all those beneath them in a SPLATTER OF GORE. Enemies are thrown farther, pushed out of the way easier, and because the dragon can turn faster and react faster they last longer in the battlefield.

-These Dragon changes of course affect DRAGON MOUNTS, (however be advised that no Armor, Attack, Defense, or Damage has been changed in any way. You will see it is completely unnecessary.

-The Breath attack has not been increased in damage at all, it is just usable more often and more accurately now.
-The Breath attack range has been increased from 80 to 100, its not a huge amount but substantial.
-The Breath attack is instant cast, however the dragon must still perform the animation of the attack, but you will see this is a huge improvement from vanilla.

-The same movement, flight, acceleration/deceleration,weight increase, turning speed, attack radius and all Walking/Charging speeds was applied to all dragon models, this means Malekith is even more scary than before, and the High Elves will be building some dragon towers for sure. Imrik will be a terrible foe as these changes are applied to
dragon mounts as well.

NOTE: I have tested this mod in many Custom Battles (burned about 20,000 Clan Rats) and Mortal Empires, and it is pure awesomeness for my play style. However please note that these Magic and Dragon changes do affect the AI as well.

This is completely save compatible, (added to a pre-existing save/campaign) as it only changes Dragon Stats and Spell Parameters. It does not affect or add Characters/Locations/Units/Weapons/Campaign changes etc.
43 Comments
The Man 21 Aug, 2024 @ 7:28pm 
mine literally stopped working for some reason and i can't figure out why.
CaptainKampfkeks 3 Jul, 2024 @ 2:11am 
Yes. And why should it not? The game hasn't been updated in ages, it's finished. So mods won't suddenly stop working either.
Kassorax 3 Jul, 2024 @ 12:40am 
Is this still working? Can anyone confirm?
Myth 26 Jun, 2024 @ 1:41pm 
I would love for this to be made for TW3! This mod makes the game so much more fun. Please and thank you!
guardian1368 8 Apr, 2024 @ 3:09am 
is it possible to get the dragons to be able to use breath attack on ground as well and can you make the renowned legendary dragons way stronger
GK Paladin 27 Nov, 2023 @ 9:47am 
@Knight Writer

Is it possible to change the Wardens cage ability to unlimited I saw you said you can easily set this to unlimited, and you will check on it. I just tested it and it is still the same and it does not allow any other mod to over write it.

Thanks
AnkleknockaTrev 18 May, 2023 @ 3:57am 
Awesome mod bro !!
NowiJ 9 Feb, 2023 @ 1:12pm 
Does this work for WH3 by any chance? If not any chance you could make this mod for WH3 as well?
MrBigBoy 1 Feb, 2023 @ 8:07am 
Ah right, I hadn't considered that it was supposed to be used in conjunction with you other mods
Night Writer  [author] 29 Jan, 2023 @ 3:20am 
@GhengisKhanLovesyou

Also btw this mod is balanced around my RTG: Apocalypse Mod, which triples troop counts and doubles Lord/Hero/Monster Health, so its not OP when used in the scenario its intended for.