Total War: WARHAMMER II

Total War: WARHAMMER II

Impactful Magic Lite
111 Comments
Rafi the Tiger 27 Dec, 2021 @ 6:17am 
hi, love the mod since back in the day.
i think i found a bug within the Rune Magic, the Rune of Wrath and Ruin does not work (i think it it was not a explosion spell and was changed in a patch and now it does not explode and only makes a magic circle that does nothing)
Ciaphas Cain 27 Oct, 2021 @ 9:51am 
Okie dokie, cheers Jon
Commisar Jon Fuklaw  [author] 25 Oct, 2021 @ 5:36am 
Precisely twice the damage it does in vanilla, which has the same effect, though slower.
Ciaphas Cain 24 Oct, 2021 @ 8:22pm 
The other version made the basic shadow 1st spell literally decimate a whole unit of HE Spearmen when overcast in my campaign, how much damage will this version do?
Commisar Jon Fuklaw  [author] 22 Aug, 2021 @ 7:22am 
Eventually. It's been put on the backburner, since it has to be redone from scratch and I only ever got to the really boring part of transcribing the "Lite" balance over the updated main version.

Just a matter of if/when I feel like turning my mind off for 12 hours while I transcribe ten-to-twenty thousand cells.
mzub245 22 Aug, 2021 @ 7:09am 
Great mod! Really looking forward to an update! =)
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:59pm 
Another thing to note: I almost exclusively play dorfs with the main mod (even before I added rune magic to the scope), but I can tell you that every faction has the tools to easily deal with healers or mages in general so long as they aren't in the hands of a player, which is a whole other ball game.

All of that said, if you feel the need to modify things after the fact, feel free. It's not hard to do.
Commisar Jon Fuklaw  [author] 17 Jul, 2021 @ 3:57pm 
This will be getting a full rebalance when I get to it, since I have to port the 25-ish hours of work that was needed to re-remake the original for DLC17. Vanilla values for healing spells will never happen though, as healing/damage spells/items are literally worthless in vanilla. They might as well not exist.

With that in mind, there's a simple solution to dealing with mages and healing in particular: Either spread out the damage with whatever dakka is on hand or focus on a particular unit (Mage AI really likes to focus on units eating high DPS attacks), then murder the shit out of the mage using whatever method is available once the healing has been applied. If that doesn't work, then there's always attrition (vampire on vampire violence is funny).
Maximus 17 Jul, 2021 @ 3:21pm 
Anticipating your update to this, I first wanted to thank you for the fun I've had using it in previous campaigns, it's been great and I really appreciate the huge amount of effort you put into it.

That aside, I was wondering if you'd consider publishing a third version where healing spells(not items) were even lite-er, if that makes sense. I ask because while it's certainly much less busted than the original mod, playing a race without access to healing spells(beastie bois, WoC) is somewhat miserable when you come up against(for example) Alarielle with the SoK earth blood-ing all her seal team sisters back to life. It's cool if you have a life mage to do it too, but when your only alternative is out-DPS-ing you start to feel like Sisyphus real quick.

Essentially I'm asking for this mod, but with earth blood, invoc of nehek and suchlike to stay at their vanilla values. I understand if you don't want to do this after all your work, so regardless of your decision, thanks again. <3
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 6:28pm 
If anyone is wondering: I'll get to this once I have time to spend 12-16 hours balancing all of the abilities from scratch. Why from scratch? Because if I don't port the remake of the main mod, I'll spend 30+ hours remaking this and then balancing it.
mastervovan 3 Jun, 2021 @ 11:37am 
Just checked. it's -20% damage ''buff'' to allies xD on hero too. on main mod is working 100% ok but its too OP magic so i used the lite and now i have this debuff making my armies melt lmao
Commisar Jon Fuklaw  [author] 3 Jun, 2021 @ 10:43am 
The LL's use the same exact effect, last checked, so that's rather odd.
mastervovan 3 Jun, 2021 @ 10:40am 
on main mod it works normal i think! and on the light mages also(cant check now). but teclis/alariele no
Commisar Jon Fuklaw  [author] 3 Jun, 2021 @ 10:26am 
Could've sworn that got fixed when it did on the main mod (shortly after CA changed exorcism and broke the effect). Oh well. I'll look at it Soon™.
mastervovan 3 Jun, 2021 @ 9:40am 
hello there is a ''problem'' with the teclis/alariele EXORCISM map-wide aura. it affects allies and gives - (MINUS) 20% ward save o_O
Albedo 8 Apr, 2021 @ 3:48am 
Without this mod I would have stopped playing for a long time, thanks a lot for keeping it up to date, you're the best.
Commisar Jon Fuklaw  [author] 7 Apr, 2021 @ 3:30pm 
Intriguing Opponent:

Typically that involves pulling the new versions of table(s) from data.pak and manually rebuilding the affected table(s) in question. At first glance, however, it would appear that none of the tables in this mod were affected by the December 2020 schema update. Admittedly, I didn't look particularly hard, as I just checked for transcription errors between this and the original version of the mod.
Commisar Jon Fuklaw  [author] 7 Apr, 2021 @ 3:26pm 
Update:

Minor Fixes:
Fixed Scroll of Blast projectile audio

Miscellaneous:
Increased table priority
Added failsafe against using both mod versions
Commisar Jon Fuklaw  [author] 6 Apr, 2021 @ 10:53pm 
I haven't kept up with the development of PFM for a long time, but that sounds like either you are not saving (remember that the file needs renamed or steam will try to overwrite the file if there's an update, or if it just feels like it) or an out-of-date set of table schemas.
Intriguing Opponent 6 Apr, 2021 @ 7:19pm 
@commisar jon Fuklaw I am trying to change a few values in this mod to tweak it for my gameplay but it seems none of the changes are registering. Is there a way of ensuring changes reflect? I can give you a copy of my pack file if needed to check what I am doing wrong? I am using PFM for edits. Please help!!!
mastervovan 6 Apr, 2021 @ 2:26am 
yes im noob ^^
Commisar Jon Fuklaw  [author] 6 Apr, 2021 @ 1:15am 
It's only hard til you know what you are doing.
mastervovan 5 Apr, 2021 @ 10:48pm 
okay thank you i will switch to the main magic mod ;P wanted a ''less easy'' campaign but ill have to play very hard campaign i guess xD
Commisar Jon Fuklaw  [author] 5 Apr, 2021 @ 9:09pm 
I did check. While there were no errors and I was unable to replicate the issue, it's possible that one or more tables could stand to benefit from updating to the Dec. 2020 schema. In the meantime, I'd recommend using the main Impactful Magic mod, as I can confirm that it works without issue.
mastervovan 5 Apr, 2021 @ 7:16pm 
its the only mod i use though and the CS said its a mod problem. i hate vanila magic, its useless almost relying on cheese with other mechanics. i like magic ;( can u check if u have time? i can send u my save game
Commisar Jon Fuklaw  [author] 5 Apr, 2021 @ 1:22pm 
No, it doesn't touch campaign effects. I can't remember if I gave this a once over for Thots & Throt, so it's possible (though highly unlikely) that this is breaking that particular script.
mastervovan 5 Apr, 2021 @ 5:38am 
hello does this mod buff campaign effects ? because in sisters of twilight campaign my worldroot travel has cooldown of 10101010 turns . this is only mod i use
Commisar Jon Fuklaw  [author] 17 Mar, 2021 @ 2:27pm 
Lore of beasts was always good due to it primarily being AoE buffs. You'll probably see the most difference with flock of doom, though the AoE radii for buffs/debuffs were increased noticeably.
sHoF4T 17 Mar, 2021 @ 11:16am 
someone please tell me. is beast magic now something good thanks to this mod?
Commisar Jon Fuklaw  [author] 4 Feb, 2021 @ 12:54pm 
Its a known issue with certain characters and specific mounts. Occurs in vanilla, too.
NullChaos 4 Feb, 2021 @ 12:02pm 
running into a bug with the fireball spell where randomly a lord (so far only LL lords Mazda and Malekith) will infinitely cast conseq fireballs despite it being on a 9 second cool down and without having a warm up animation, reloading a quick save from before the fight fixes it
Mosley was right 30 Jan, 2021 @ 3:19pm 
THANK YOU! Magic in Warhammer is 'supposed' to be insanely OP, and not the bitch-ass little party trick shit it is in vanilla.
Ptfx 31 Dec, 2020 @ 1:10pm 
Tks for the quick answer. Hpny
Commisar Jon Fuklaw  [author] 31 Dec, 2020 @ 12:59pm 
It works.
Just haven't added the item (and some skill) effects from DLC16, which is low priority until I complete the current project I am working on
Ptfx 31 Dec, 2020 @ 12:37pm 
Can anyone confirm if this mod works with the latest patch?
Soft Head 18 Dec, 2020 @ 10:50pm 
cheers i like this mod the best magic feels like table top 5th 6th ed your able get 500 + kills with wizard or be killed by 2 untits of handgunners
Commisar Jon Fuklaw  [author] 16 Dec, 2020 @ 10:41pm 
It doesnt really need one. I'll port over the new item and ability effects Soon™.
Soft Head 16 Dec, 2020 @ 10:00pm 
comm i know you have alot on your plate but is this version getting an update or need one?
Commisar Jon Fuklaw  [author] 14 Nov, 2020 @ 11:53pm 
Cheers, mate.
Soft Head 14 Nov, 2020 @ 9:30pm 
thanks for the mod also gave you the awards i felt you deserved
Commisar Jon Fuklaw  [author] 25 Oct, 2020 @ 11:23pm 
The only thing that's dangerous about IoN is that it has about a 2% chance to crash the game every time it is used.

That said, if you are having issues with undead of any variety: Rethink your overall battle strategy and, if possible, bring mage(s). Some people think you can out-chaff vampires. You cannot.
LikeABith 25 Oct, 2020 @ 10:47pm 
And by raise dead I meant Invocation of Nehek
LikeABith 25 Oct, 2020 @ 10:47pm 
Pfft... of course I'm not the AI....
Commisar Jon Fuklaw  [author] 25 Oct, 2020 @ 8:27pm 
Undead are not even close to unbeatable, with this, or with the full strength version.

Unless...are you the game's AI? If so, I need to have a word with you.
LikeABith 25 Oct, 2020 @ 6:32pm 
They can just keep recasting the raise dead spell over and over
LikeABith 25 Oct, 2020 @ 6:31pm 
Love this mod except for the fact that it makes undead literally unbeatable
Commisar Jon Fuklaw  [author] 27 May, 2020 @ 2:37pm 
To the question: No. Looks like CA tried an extremely roundabout way of making unbinding for orc, elf, and skaven summons of some variety or another.

To the comment: It didn't need an update to function.
Andreas P. 27 May, 2020 @ 8:02am 
yay! been waiting for this update to finally start playing this dlc.