Total War: WARHAMMER

Total War: WARHAMMER

[DISCONTINUED]Molay's Spells & Artifacts
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Update: 30 Jun, 2016 @ 5:49pm

Update: 15 Jun, 2016 @ 12:29am

LOCALISATION ISSUES SHOULD BE FIXED.
Let me know whether this worked as I thought it would. I can't test localisation issues myself, I play in english.


Dwarf Lords:
Rune of Grimnir didn't show for dwarf lords. Now fixed. Was this always a bug, even entirely unmodded? I can't tell.
Effect on fatigue reduction increased.

Obdurate:
Underwhelming skill; now confers slight morale bonus to leader aura in addition to slightly increased personal leadership.

Aspect of the Dreadknight:
Replaced flat damage bonus vs infantry with an attack bonus. AoE does not confer an attack bonus, as giving terror to everything is already pretty terrifying.

Fate of Bjuna:
Additionally confers fatigue to the target.
Cost slightly reduced.

Final Transmutation:
Spell changed, again. Hopefully last time.
Now behaves as a cross between spirit leech and fate of Bjuna.
Always target a single unit (be it hero or a squad of greatswords).
Goes on to deal damage (30) to max 3 targets at a time per tick.
Is about 1/3rd as strong as spirit leech on single models (lords).
Is about 2/3rd as strong against big squads, such a greatswords.
Is better than either of the above against small squads (trolls, crypt horrors).
Still benefits from longer casting range than either of the other spells.
Additionally, cooldown and cast-up time were reduced somewhat.
The spell should still deal some less damage than hard to aim spells.

Note: Final transmutation damage values are still subject to change. I do however like the new way it works. If there needs to be a stronger focus towards many units or single models this can be adjusted as well. Just, leave me some feedback if you feel strongly about it.


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sC6I4ZyXczSgirCEYHSp60ipIZQGCD67MOa36hau0ubQGw2KnSqkDU2GqswKrfs/gurd2dmpDZrfdbyoM3ywZSkLTVQY4FaYqKKE87A5QQIFoJ6qKH5Hy0CwnAAoqyykqoEidYuWk5bTuTavXRy/FLmilDmkAPsk2pDTIvmiwAW5WoW6WmcSfCW5oKWkWr4cWjmLhL4pWicmstWyIqyumz0KJRmjgtRLg7apIk4lItI4QpoISwWnAYW+oUWe8eYrIGpF64YFOoYYsgsjOmi0JH20Mv2h89WgGwwoGpWEG3W7XfWlmn8+Ghq+GnvXmvzG2kCkSykGtUWM4dO9wLEpOqkFwXuvO6YLIAk722232wqsugOjW58z0fLQrdatgaqj0qGlYbbU2vbbeo1QS4c7I64x40YDicW7yEYKWw0U+7yc+lwPKgVUI+a0kuohe5ape9fUw1bauKElknog1c4uOxwlq1Ek+t4fMO+40K+1IcByU8elwUQr4p+qml+tYt+oOsG5FNa0GlbDije++Leg7Hewhz2C4jMkBspD40YJCCYi+56g0sBmh9OhBxYkvWguexa2myu+myzeIhkhuz3PalIvi0Tc/NulPb4oe6+nUO9fO++6B6h2R+B0ywk6g5+201+iuykw2EOtsxNJvSGw2Nmk2tk820h4QwYw+yR8BR428VwDEi+sa6Y2xiMhx++1h0uv68urh7Rz0YwuFNozg0SfBzbEhnbQTXeohznY6620Bw0Ox7iSB+h5x+J1mRJuRqs1RrQlBjRtBrRsql81i2urfHfBylvI27s8JtzMxgc8/Zqk6uJ6kVmKUDJ5JxBFx+cLIVpjx2erx+e/JmIoxbYtjUwj8sp5k5kIR3bQ6zkq29uxp28eQAIDJpx9p1JpZyBh+0JZB1Wjhmmpg7hz0Bmuy0pgRhOY2nswTGp1AmlKxhZuCHsZhy+54lxo0J5rZl7bJ3Zvpzhg53xy4fx0O0heukJtNZylIn0lzVAzwK4sBD428DcHQVp6BhFm8JJnp9R2ovJnxgpzjbWzRQ2b+s5rbIhv8sJm54Bk65GyK34X4Y0ucOOEsLhO6rCe+kU+CP4BQ6oHCUo2GFwAiym756mzRnFwZw2YZ3YkDdsgx3+1mi5qp12eVm5+Sk6i0RAB+MM0YKoG6X4CBiQFBakJC5q1C9q3PC6ksVIR5fVig/qrMgi0YLYPMlM9lN0QYbUK1VwBBusQV9hn5/Zik3Fy4N+CAiAPhkHYlqZiJmZndGJ9u6l9qqoEKpqXiGYM4PS5O

Update: 11 Jun, 2016 @ 10:41pm

Hotfix due to the previous hotfix which broke raise dead... The dead will now crawl out of the ground once again. Raise Dead is glorious once more.

Update: 10 Jun, 2016 @ 3:24pm

HOTFIX: Forgot to minimize tables in PFM, causing some mods to be incompatible (weaker towers mod for example). Fixed now.

Update: 9 Jun, 2016 @ 3:25pm

HOTFIX!

Raise Dead does not work with unlimited charges.
Charges have been set back to 5 as was the case previously.
Cooldown remains split between the two phases, which seems to have fixed the issue for some people not being able to summon more than one unit of zombies.
In my testgame I was able to raise 5 units of zombies with one necromancer just fine.

Update: 9 Jun, 2016 @ 11:23am

Searing Doom:
Amount of projectiles reduced. Impact area slightly reduced. Projectile damage reduced.
Should significantly reduce overall damage potential of searing doom. Thanks for the report.

Final Transmutation:
Now resembles fate of Bjuna more closely; less useful at sniping commanders.
Overall damage output reduced.

Spirit Leech:
Removed high variance from the spell. Should now deal a more constant amount of damage.
Damage just slightly reduced.

Light of Battle:
Additionally reduces fatigue somewhat.
Normal cast(single target) heal significantly improved. Overcast (area) heal significantly improved. Still does not resurrect, obviously.

Raise Dead:
Removed limit to amount of uses. Significantly increased cooldown; made cooldown a composite value of active_time and recharge_time again,
to check whether this fixes the problem of not being able to raise more than once for some people.

Urannons Thunderbolt:
Overall damage increased. Still a good option to snipe high-value targets, if you manage to aim for them.

Comet of Casandora:
Increased area of impact. More accurate. Slightly cheaper. Should deal more damage.

Curse of da bad Moon:
Moderate decrease to damage dealt.

Wind of Death:
Slight decrease to damage

Gehennas Golden Hounds:
Minimal increase to damage dealt.

Update: 6 Jun, 2016 @ 2:01pm

Vanhel's Danse Macabre, in overcast, can now be targetted at the ground in addition to friendly units.

Glittering Robe provides a slighly bigger bonus to armor in normal cast (single target)

Plague of Rust:
Durations reduced.
Normal cast now only affects a single target. Armor reduction improved.
Overcast now affects a large area for a dilluted effect.

Reworked the Loremaster skills (Balthasar, Mannfred, Kemmler):
Now also confers bonus to the mana regeneration rate via a new ability called "Loremaster" (creative, I know)
Additionally reduces miscast chance by -15%, meaning they can not miscast anymore if they have Earthing as well.

Campaign skills reducing winds of magic have been scaled to be meaningful despite all the extra winds of power:
All skills affecting winds of magic depleting now provide -20/-40/-60. Multiple agents stack as far as I know.
Dwarfen runesmith that got all their magic depleting abilities (i.e. high level ones) can reduce by -180 total.
Again, demands dedication to get those skills, and certain skills need to be applied to a foreign army and can fail.

Update: 4 Jun, 2016 @ 5:13pm

The Hunger:
Healing effect reduced.

Auric Armor:
Healing effect reduced.

Master of the Dead:
Healing effect reduced.

Sword of Unholy Power:
Now should correctly spread vampire corruption to adjacent provinces. Experimental.
Increase to winds of magic bonus.

Armour of Templehof:
Reduced defensive bonus somewhat.
Slightly reduced health bonus.
Slightly reduced armour bonus.

Skull Staff:
No longer provides corruption in province where Kemmler is located, instead confers a smaller bonus to all your provinces.

Chaos Tomb Blade:
Provides vampiric corruption to current region; was removed from skull staff, added here instead.


Update: 4 Jun, 2016 @ 3:20pm

Some spells received minor changes to make them more lore-friendly (TT):

Glittering scales:
Reduced armour bonus for normal cast somewhat. Removed fire resistance.
Reduced leadership bonus for both cast modes significantly.
Durations increased.

Plage of Rust:
Durations increased significantly.
Armor reduction reduced.

Transmutation of Lead:
Significantly lowered range for normal cast (similar to single target; but still a plague, so affects small area)
Dilluted effect on overcast, larger area.
Reduced some effects to more reasonable levels. Now also reduces accuracy for ranged weapons.

Searing Doom:
All damage is now AP. Most effective against armoured targets, still good against other targets, but you won't take full advantage of it.

Final Transmutation:
Now also decreases speed of target.
Reduces cast range.

Artifacts:
Corruption spreading artifacts have been altered. Previous osmosis spread was bugged.

Update: 3 Jun, 2016 @ 2:56pm

Should now be compatible with most, if not all, mods out there.

Cascading Fire Cloak no longer provides AP bonus as was intended.

Crown of Domination (Archaeon) now properly removes it's morale bonus ability, instead conferring a bonus to the leader aura.
Crown of Domination no longer affects underground interception, moved to Eye of Sheerian (was fixed).