Total War: WARHAMMER II

Total War: WARHAMMER II

Impactful Magic 2 Reborn
218 Comments
Marianojoey 25 Jul, 2022 @ 8:08am 
hahhahahaha, the picture at the top of the description made my day. :lunar2019laughingpig:
Commisar Jon Fuklaw  [author] 8 Mar, 2022 @ 6:15pm 
Sounds like outdated table schemas. Likely an old version of PFM. You either need to update or switch over to RPFM.
Curatorr 8 Mar, 2022 @ 6:01pm 
I retract my previous question. Worked fine with RPFM instead of PFM, for those with a similar question in the future.
Curatorr 8 Mar, 2022 @ 5:54pm 
Is there a reason that the 'Unit_special_abilities_table' is inaccessible in PFM? Its red, and therefore unlike all the other tables, cannot be edited.

I know the default-mod is working as intended because things that table effects, such as duration/distance, are changed from their official values, but I'd like to be able to change them around in the mod manually for my own use.

Any ideas?
Pink 2 Nov, 2021 @ 9:56pm 
This mod is so much fun! Thanks for this, now I'm not sure I can go back to vanilla (but I don't intend to).
Morarthi becomes so deadly, that now that I finished my Eltharion campaign I'm sure I will miss the dungeon feature.

Anyone concerned that it might be too strong, well, it is. But that it is what makes it so much fun.
The AI is competent enough to snipe your mages and your army but if you are prepared for it you can counter it. It gives a nice extra challenge to battles.

Last night I had to keep dodging the Everchosen's fireballs left and right while using my lord and Loremaster to focus on him (and eventually imprison the bastard). Luckily he had decided to attack an army with reinforcements, so the other mages could focus on dealing damage to his super armoured army.

Also, happy to report that in 180 turns I had no crashes linked to the resurrect spells (that I used extensively). And I'm using >30 mods with the vanilla mod manager.
Warlock Overlord Nukit Claw 5 Oct, 2021 @ 3:42pm 
I foudn it. It was nanu skaven tweaks but some1 already made a patch which resolves the issue :D
Commisar Jon Fuklaw  [author] 5 Oct, 2021 @ 10:47am 
Never seen anything like that in the 3 years I've used the mod. I'd need footage of the issue (and probably a modlist) to even identify it, and I already strongly suspect that this is vanilla behavior or the result of some other mod.
Warlock Overlord Nukit Claw 5 Oct, 2021 @ 5:12am 
No i mean i am not knocked down or sent flying. I'm standing still but when i try to cast spells it dousn't cast
Commisar Jon Fuklaw  [author] 4 Oct, 2021 @ 1:33pm 
Spells could never be cast when a "knock down" or "sent flying" animation was playing out. That's normal WH2 behavior.
Warlock Overlord Nukit Claw 4 Oct, 2021 @ 11:21am 
Like when you get knocked down while casting spells
Warlock Overlord Nukit Claw 4 Oct, 2021 @ 11:19am 
After using this sometimes magic douns't cast
Commisar Jon Fuklaw  [author] 29 Aug, 2021 @ 10:27am 
Top right of the page.
Gorwe 29 Aug, 2021 @ 4:54am 
Any text file of changes? Or something like it?
Slut Dragon 27 Aug, 2021 @ 5:02am 
I suggest using the "lite" version. My entire army got randomly nuked mid siege by a Death Sorceress... She had a kill count of 2033.
Trill 20 Aug, 2021 @ 4:17pm 
Can you also add Morgur the Shadogave's Aura of vile transmutation to this. :poisoned:
Clonepilotz 15 Aug, 2021 @ 5:39pm 
Also I was wondering if you plan on making patches for other mods like SFO (when its updated) OVN, etc etc
Clonepilotz 14 Aug, 2021 @ 5:45pm 
Fair point comrade XD
Just wanted to point it out since tree lords from a far range are a bish
Commisar Jon Fuklaw  [author] 14 Aug, 2021 @ 2:39pm 
Learn to mage snipe.
Clonepilotz 14 Aug, 2021 @ 1:16pm 
Please dear god nerf wood elves (mainly tree mages) they can spam any magic wayy to unhumanly fast w 1-2 mage heros/lords
Commisar Jon Fuklaw  [author] 9 Aug, 2021 @ 2:29pm 
Balance:
Venom Wave damage increased (it's all AP increase, so the "slight" increase should have a lot of effect)

Minor Fixes:
Fixed missing targeting rings for TK buff spells.
Lord Coochie 31 Jul, 2021 @ 11:31am 
I love this mod a lot. I got ambushed and was outnumbered by three times my fighting force but having Morathi and another supreme sorceress saved my campaign!
Commisar Jon Fuklaw  [author] 30 Jul, 2021 @ 5:19am 
Yeah. I can see how a few things like thatmight trip you up. If it wasn't an upwards of 30 hour localization project at this point (if I was going to do it right) on top of everything else, I'd be more inclined to bother.
Inquisitor #5 30 Jul, 2021 @ 5:11am 
Right, thanks for both taking the time to explain and to mod.
I did look through the change notes (assuming that's what you're refering to) but besides the fairly detailed descriptions of changes to rune magic I didn't really see anything, though I'll freely admit that I might have missed that an element of the UI was interactable/existed.
I was a bit tripped up in game by things like kindleflame dealing damage á la kiss of the deep (I assume, that seems to be the case, might have been some other effect) or Malekith dropping a tripple bladewind on me.
Coding to take a break from modding sounds... rough, thank you again for taking your time.
Commisar Jon Fuklaw  [author] 30 Jul, 2021 @ 3:43am 
Oh. I guess you could read the patch notes at the top right of the page...but I imagine nobody does that.
Commisar Jon Fuklaw  [author] 30 Jul, 2021 @ 3:42am 
The general function of spells has not changed for the most part, as much as CA has tried to make my life hard by breaking specific spells and effects over the last 3-4 patches.

Basically, with the exception of healing effects and maybe a couple of other things, all tooltips should be 99% accurate. If a missile spell was "good" against single target units in vanilla, you need to learn to hide or dodge them with your character/monster units because they will absolutely ruin their day. Same principle applies to other spell applications.

Finally as an aside: I've been meaning to update the light version of this for DLC17, but it, like this, needed a full rebuild as a result of table changes. This patch is actually bad enough that I'm programming to take a break from TW modding, rather than the other way around.

TL;DR: No, but tooltips are mostly accurate. Assume every spell will be really fucking good at what it was supposed to be good at in vanilla.
Inquisitor #5 30 Jul, 2021 @ 2:35am 
First off, great mod!
I was however wondering if there's a google doc or something documenting all the changes? It'd be a nice resource to have, as the tooltips still seem to list vanilla effects, making it harder be informed about exactly what casting will do for you and what your enemies will do to you.
I don't mean to demand anything, of course, and am fine with finding these things out for myself, but access to documentation would be helpful if it exists.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 8:47am 
Update:

Balance:
Once again Nerfed Master Rune of Wrath and Ruin.
Nerfed Rune of Spite (somehow, CA made the damage effect even stronger than I thought reasonable, probably because it's a 100% chance AoE DoT field, unlike warpstone armor, which is 18% chance)
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 4:05am 
Update:

Balance:
Severely reduced damage of Master Rune of Wrath and Ruin.
Severely reduced the total effect of Master Rune of Oath and Steel.
Replaced the cooldown reduction effect of the Rune of Oath and Steel skills with a health bonus, as the ability is a passive.

Fixes:
Fixed incorrect stamina modifier on (Master) Rune of Slowness
Took further steps to bring back the old Rune of Oath and Steel functionality. Targeting ring should be once again available from the unit card and units should once again gain/lose the benefit of the rune based on location.

Personal Note:
Unfortunately, without completely rebuilding DLC17 rune abilities from the ground up, not a whole lot else can be done.This is not feasible due to compatibility and futureproofing concerns, not to mention the inordinate amount of effort for little gain.
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 12:43pm 
Update (now that I'm not working while tired):

Balance:
Rune of Hearth and Home now provides charge defense, morale, and a minor ward save in addition to its previously minor effects

Fixes:
Swapped effected (sic) enemies with effected (sic) allies for forgefire
Removed CA's new negative stat effect for forgefire
Ray 18 Jul, 2021 @ 4:36am 
I know i'm probably being a snob but forgefire still affects enemies if i use this with your legendary lords mod. Using only legendary lords mod, forgefire works as it should.
Commisar Jon Fuklaw  [author] 18 Jul, 2021 @ 1:47am 
Update:

Minor Fixes:
Set ability phase targeting restrictions for several abilities. Should (hopefully) prevent various runes from benefiting enemies.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 7:46pm 
Would've been six times faster if I wasn't busy.
Bovril Knight 17 Jul, 2021 @ 6:48pm 
Bloody hell that was fast. Good work!
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 5:49pm 
Update:

Content:
Updated Rune of Doom to ye olde mod verion of Rune of Doom

Fixes:
(Master) Rune of Oath and Steel has undergone more of its re-conversion to a passive effect. Rune casting within the first 90s of battle is now possible.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 4:56pm 
Found the issue, but I am busy. It should work after 90 seconds of a battle in the meantime.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 4:18pm 
Odd. Looking into it. Might be a casting stance problem.
Bovril Knight 17 Jul, 2021 @ 4:14pm 
I cannot cast Rune of Speed with this mod. I get the red cross appearing after trying to activate the rune.
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 6:25pm 
Update:

Balance:
Completely reworked cooldowns, durations, and costs of most magic and magic items as a result of having to remake everything from scratch. Far too many changes to list.

Content:
Completely rebuilt mod from the ground up because of the amount that was broken due to the new schema
DLC17 magic, runes, items, and magical abilities added to scope of the mod

General notes:
As this was a rush job, I expect some minor bugs/balance issues to have slipped through the cracks.
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 10:12am 
Having looked at the DLC, I'm probably going to have to rework rune magic and the existing dwarfen runes from the ground up, so this and its alternative are going to be patched a bit later than anticipated.
Commisar Jon Fuklaw  [author] 15 Jul, 2021 @ 5:41am 
Yep. Try the light version for a more "balance over lore" approach.
Oh_Man[TFE] 15 Jul, 2021 @ 12:22am 
Haha me and a buddy had a lot of fun with this mod in a co-op campaign.

It makes the game ridiculously easy though. Don't even bother with your army, just have mages. :D

Recommended if you just want to have some sheer unbridled fun with magic not seen in the world since the First Generation Slann. Not recommended if you want challenging gameplay and value difficulty highly.

Thanks for your work.
Commisar Jon Fuklaw  [author] 7 Apr, 2021 @ 3:24pm 
Update:

Minor Fixes:
Fixed Scroll of Blast projectile audio

Miscellaneous:
Increased table priority
Commisar Jon Fuklaw  [author] 27 Feb, 2021 @ 6:48pm 
Maybe, maybe not. Not my problem.
Vahamon 11 Feb, 2021 @ 4:31pm 
I love your firepower mod and this one is marvelous. Keep up the great work!
AEONoomog 28 Dec, 2020 @ 7:45pm 
laughed harder than i should have at that picture lmao
Commisar Jon Fuklaw  [author] 14 Dec, 2020 @ 5:02pm 
Update:

General:
Initial values for DLC16 magic, item, and ability effects set,
Commisar Jon Fuklaw  [author] 11 Dec, 2020 @ 5:06pm 
Shouldn't have required any update, but adding any new magic item effects is on a low priority burner now that I am back from vacation.
Aliss 6 Dec, 2020 @ 7:02am 
Works for me.
Ray 3 Dec, 2020 @ 10:31am 
So does this mod still work? Or does it have to be updated.
Bad Distraction Carnifex 19 Nov, 2020 @ 3:44pm 
I use this mod with a no cooldown mod. The results are glorious! Thank you!