Total War: WARHAMMER II

Total War: WARHAMMER II

Vicz Impactful Magic 2 (No Longer Supported)
93 Comments
Konkey Dong 15 Nov, 2018 @ 5:50am 
Commisar Jon Fuklaw 15 Nov, 2018 @ 1:44am 
I have an updated version of this with tentative Lore of the Deep values. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565337653&searchtext=Vicz
Norsad 9 Nov, 2018 @ 7:31am 
Hey, i really liked the mod when i last played WH2. Will you update this for the new vampire patch?
dagobert dogburglar 23 Sep, 2018 @ 8:48am 
Healing for every lore is incredibly broken and you can cheese every battle with it. This needs to be fixed because its not even a challenge when using lore of undeath/life.
Code_FFA500 28 Jul, 2018 @ 10:15pm 
Version with no additional resurrection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1201886776 to even shit out for you
RedFox 27 Jul, 2018 @ 8:46am 
Have to say that healing spells for Alarielle the Everqueen are extremely OP. I can win extremely difficult battles with hardly any casualties at all. Healing spell recharge rate and mana usage rate easily make it the most overpowered spell in this mod.
Vicz  [author] 14 Jul, 2018 @ 3:11am 
Sorry for late reply, been away for a bit. @some_old_fox that depends on the spell Some, such as fireball, get their damage from the projectiles and projectiles_explosion tables while Banishment gets it form the battle_vortexs table and Fate of Bjurna gets it from Special_ability_phases.
Albedo 5 Jul, 2018 @ 9:28am 
You should consider a patreon or paypal link, I think your mod has become essential for a lot of people.
Arbaletto 27 Jun, 2018 @ 6:50am 
hello! can you tell me in what table in DAVE you change damage of spells? i cant find it self (((
Code_FFA500 18 Jun, 2018 @ 9:13am 
yes. there's a version to remove resurrections for lore of life and other non-death lores bottom of description
dagobert dogburglar 16 Jun, 2018 @ 12:44pm 
Earth blood is bringing units to full health in seconds. Is that intended??
Albedo 1 Jun, 2018 @ 12:33pm 
Thank you for the update!
Mafiasto 19 Apr, 2018 @ 11:11am 
@Vicz ahhhh thank you!!! Forgot I could do that :p I just love this mod and how effective spells are with it.. Can't play without it. I made the edits, thanks for telling me how to do that! I'm not sure how to make it compatible either, but its an easy enough fix its no big deal. Please keep up your amazing work!
Vicz  [author] 19 Apr, 2018 @ 8:57am 
@Tyler the tower ranges are kept within a table that is modified by this mod. If you like you can access the projectiles_tables in my mod, using the package file manager program and change the values for the tower projectiles to mach those of the other mod you are using. Sorry for the inconvenience but i'm a newbie modder and attempts to make my mod compatible with others have been unsuccessful.
Mafiasto 18 Apr, 2018 @ 2:16pm 
Update: it affects other tower range mods as well
Mafiasto 18 Apr, 2018 @ 11:38am 
Hey Vic, awesome mod!!! Not sure why, but it clashes with Warhammer reforged, and the tower range of all things. (I had only these two mods, and with this deactivated the tower range was as intended in Reforged). Just wanted to let you know!
Code_FFA500 11 Feb, 2018 @ 12:00pm 
i recommend the no additional resurrection for order/good magic lores version
Code_FFA500 11 Feb, 2018 @ 11:59am 
@Albedo yep. appropriately powerful.
Albedo 8 Feb, 2018 @ 1:41am 
Anyone who uses this with SFO?
AFLD 30 Jan, 2018 @ 6:17pm 
Thank you thank you thank you. Pretty OP but most fun magic mod imo, strongly missed it in the mean time.
Albedo 30 Jan, 2018 @ 8:03am 
Thanks for the update!
ParanoidGlitch 28 Jan, 2018 @ 4:30am 
Thank you.:steamhappy: @ Vicz
AFLD 27 Jan, 2018 @ 7:21pm 
@ParanoidGlitch

Same
ParanoidGlitch 27 Jan, 2018 @ 6:15pm 
No gonna lie, I've been refreshing this page ever since my guy said he will update this weekend. Vicz we need the update man, I am tired of sim-ing all my fights!
Paltethmarc 27 Jan, 2018 @ 4:17pm 
Bro, Your magic mod is the best! Playing this game with out it, does not feel like WARHAMMER! Please take ur time and do your thing with Tomb kings. I would have magical battle with this mod, cant wait to see what the tomb kings will do!
Albedo 26 Jan, 2018 @ 9:57am 
Sweet, thanks a lot!
Vicz  [author] 26 Jan, 2018 @ 8:44am 
@Albedo Yeah Tomb Kings added more spells and abilities to the tables the mod affects. I'm currently testing the balance of the new lore of magic with an update hopefully coming during the weekend.
Albedo 26 Jan, 2018 @ 12:21am 
Hey there, it seems to be broken with Tobm Kings :)
Garland Greene 23 Jan, 2018 @ 4:00pm 
Fair enough, never hurt to ask :)
Vicz  [author] 23 Jan, 2018 @ 3:04pm 
@Garland Greene It is possible but it is somewhat beyond the scope of this mod. However if you want to personalise the mod to do so you can use the package file manager program to edit those abilities in, I believe, the special_unit_abilities_tables and toggle resurrection on.
Garland Greene 22 Jan, 2018 @ 2:23pm 
Is it possible to add ressurection to other healing abilities, like the radien gem of hoth, Cold blooded for the lizardmen and such?
Vicz  [author] 22 Jan, 2018 @ 8:35am 
Hi guys, just a headsup, the mod will be updated for Tomb Kings but not on release day. There's a new lore of magic being introduced that i'll need to integrate and balance and sadly time is not something I have a lot of right now. But rest assured there will be a Tomb Kings update, hopefully, by the weekend.
Albedo 20 Jan, 2018 @ 1:26pm 
@Dr. Von Feffarf I use this mod and the 300% regen cap together without any problem.
Mr. Freeze 20 Jan, 2018 @ 6:51am 
absolutly love it!
你干嘛,哎呦 26 Dec, 2017 @ 3:52am 
Merry Christmas, thank you for your mod
Vicz  [author] 25 Dec, 2017 @ 1:08am 
@Dr. Von Feffarf Good to know, I'd had suspicions that might be the cause which is why I've never packaged a regen mod into this one despite modding the healing spells.
Vanidas 24 Dec, 2017 @ 9:21pm 
I'm starting to think the issue is with the regen cap mod and not this mod. I was just fighting a battle with two Chaos armies, routed both and started swarming Archaon. I'd taken a lot of losses, so I used an Invocation of Nehek, and it crashed. I wasn't using this mod at all, and I was using the No Regen Cap mod.
Albedo 22 Dec, 2017 @ 3:41pm 
Just tested and it indeed works as intented :)
Vicz  [author] 22 Dec, 2017 @ 11:19am 
@Albedo yes a unit cannot be healed above the health they start a battle at.
Albedo 22 Dec, 2017 @ 11:17am 
Ok, maybe it was because they were already not at the full number of men at the beginning of the battle. I'm going to try when they effectively die in battle.
Vicz  [author] 22 Dec, 2017 @ 11:12am 
@Albedo The game has a regeneration cap so that a unit can only receive healing up to about 75% of their total health in healing, once their at that cap no more can be done. Also a healing spell will only rez after all the other individuals in the unit are topped up. So using one healing spell with only my mod should take a unit from 25% health to full and rez all the individuals once per unit per battle. If thats not happening for you then that means that the units are already at regen cap. (You'll notice a vertical line on their unit card health bar if they're at the cap.) Try using a regen mod such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158809587&searchtext=regen+cap and see if the individuals rez.
Albedo 22 Dec, 2017 @ 9:29am 
Hey there, thx for the answer. I've tried on several units and while it replenishes HP, the number of men stays the same. I don't have any mod about regen.
Vicz  [author] 21 Dec, 2017 @ 2:44am 
@Albedo It's definitely working, used Teclis to restore a unit fom 42 to 100. Are you using a mod to increase the regeneration cap? Without one resurrection is far less noticeable. I don't include that functionality in this mod as some people don't want it and there are plenty of compatible mods that do. Other than that maybe you installed the no rez version of my mod accidentally? That's all I can think of.
Albedo 21 Dec, 2017 @ 1:56am 
The resurrect doesn't seem to happen (tested with Teclis).
Vicz  [author] 17 Dec, 2017 @ 3:50pm 
@Dr. Von Feffarf I haven't encountered that spell causing a crash before, good to know at least. I don't know what else I can do at this point. I still can't replicate the crashes despite all the info so other than removing the affected spells from the mod, which I don't really want to do given that instances of crashes are few and far between for most users. My only suggestion is if you are encountering repeated crashes in the same battle to disable the mod until you're past it then re-enable. Hopefully I can find a solution further down the line.
Vanidas 17 Dec, 2017 @ 9:52am 
I am, but earlier I had a crash where I was using the Fate of Bjuna rather than the Invocation of Nehek. I encountered a battle where I couldn't auto-resolve and it would crash every time I used heals, so I just sent my heroes & lords up(Mannfred, Death vampire, 2 Necromancers and a Wight King) and actually won. Tried that later against the Wood Elves, and the Fate of Bjuna ended up causing the crash this time.
Vicz  [author] 17 Dec, 2017 @ 6:12am 
@Dr. Von Feffarf Out of couriosity are you using a mod that increases the regeneration cap? If so that could potentially be a cause of the instability. Just spitballing here but maybe when used together the mods might push the game engine too far under certain circumstances.
Vanidas 16 Dec, 2017 @ 9:12pm 
It seems to crash more often when I'm casting on Hexwraiths.
Vanidas 16 Dec, 2017 @ 2:28pm 
It seems to crash more when fighting the High Elves, but isn't limited to them(crashed when fighting Altdorf when I posted this). It also seems to favor specific battles. If I get a crash on one battle, the only way I can avoid it when replaying that battle is by not using the spell.
Vicz  [author] 16 Dec, 2017 @ 2:26pm 
@Dr. Von Feffarf Yeah thats been something of an ongoing issue. I've encountered it myself inconsistently during campaigns but have been unable to replicate it in tests so finding the cause has been hard. I've tried a few shot in the dark solutions such as slowing the healing rate which seems to have decreased the frequency of crashes, at least on my end, but not eliminated it completely. Any more specific info on the crashes you're experiencing? Is it happening when cast by one specific lord or all of them? Against a particular enemy faction? Cast on a particular unit? etc.