Total War: WARHAMMER III

Total War: WARHAMMER III

Impactful Magic 3
82 Comments
Commisar Jon Fuklaw  [author] 25 Mar @ 11:41pm 
Fixed. Thanks for the report.
Arcrier 25 Mar @ 11:33pm 
This one still crashes on startup - there's a text file that still has a capital in it
Commisar Jon Fuklaw  [author] 7 Mar @ 2:21pm 
Yes. Healing is strong, but your units can still be deleted through it.
Uhhhh is nehek supposed to be 10% a second over 3 seconds? Fleshy abundance is the same amount over 30 seconds for more winds, and 8 extra winds if you do the upgraded.
Commisar Jon Fuklaw  [author] 1 Dec, 2024 @ 3:46pm 
Vanilla unit AI issue. Missile spells have always required fucking around with positioning manually or use from extreme range to avoid most of the issues.

...Or you could just use them from a flying mount, where another vanilla bug causes them to have no cast time or firing angle requirements. kek
chance248 1 Dec, 2024 @ 1:46pm 
Hi, thanks for the mod. I noticed that missile type spells have something wrong with them that makes it take a very long time to before they actually start casting them and then theres a 3 second cast time on top of that. I really dont even use them anymore except in the initial clash because of how inefficient they are. They dont even seem to do much damage anymore, definately not enough damage to warrant an 8 to 20 second cast time. Could you lower the cast time to 1 second to offset the ridiculous time it takes to... I dont know what they are doing... like taking baby steps to line up for the shot or something...
Void 17 May, 2024 @ 5:27pm 
@Commisar Jon Fuklaw
You can inform me if there is a table that increases the damage of all spells in the game? I'm trying to find an "easy" way to balance the spells for the unit size mods I'm creating, so if you can help me with any idea on how to do that, I would greatly appreciate it.
Commisar Jon Fuklaw  [author] 4 May, 2024 @ 10:35am 
Spell mastery affects all spells . Period. If "is spell" is ticked, spell mastery affects it.
Joe Kurr 4 May, 2024 @ 9:48am 
Does stacking the spell mastery ability further increase the power of the spells or does the increased spell power from the mod disregard the ability?
Commisar Jon Fuklaw  [author] 30 Apr, 2024 @ 4:04pm 
Probably.
GreyGhost14 30 Apr, 2024 @ 2:28pm 
does this work in 5.0 thrones of decay?
76561198296032885 4 Mar, 2024 @ 3:47pm 
This mod Work in 4.2???
Affect hag spell??
Commisar Jon Fuklaw  [author] 4 Mar, 2024 @ 5:39am 
Probably.
TricksterNot 4 Mar, 2024 @ 5:38am 
Does this need an update? Since lore of hags?
Bovril Knight 30 Nov, 2023 @ 8:04am 
Will this mod override the new updates to homing projectile spells?
Alpha-bot-v 23 Oct, 2023 @ 9:40am 
took me forever to find but this mod adds four abilities to thorek, right? have had no problems with this mod so far (and I used it a lot in wh2), but thorek's new rune abilities overlap with SFO's "venerate to X dwarf god" skills. i'm not a modder so i can't make a submod, just posting it here because i found it.
你干嘛,哎呦 20 Sep, 2023 @ 6:32pm 
need to be updated?
BankWorker 14 Sep, 2023 @ 8:18am 
4.0?
Chuckawookie 13 Sep, 2023 @ 6:37pm 
@King of Clubs
Impactful is a good word to describe the change. Magic feels much stronger than vanilla so you notice when you get hit with a spell but it's not that OP. With Spirit Leech it's only very painful when your level is low and you have low health. Even then, now you can find a use for those "spell resistance" items you always get and put them on your lord or hero when fighting a death mage. It feels strong enough that you have to strategize around it, but not so strong that it's auto-win. The auto-win mages are Morathi, Teclis etc who are OP in lore and are supposed to be that scary to fight.
Commisar Jon Fuklaw  [author] 8 Sep, 2023 @ 9:15pm 
Unlikely.
Chuckawookie 8 Sep, 2023 @ 5:59pm 
Does this mod need to be updated?
King of Clubs 10 Jun, 2023 @ 1:27pm 
Its easy to find a way around it, but can you tell me why did you make Spirit Leech this threatening? do you like this ability, or do you feel it should be this powerful because lore reasons ?
Commisar Jon Fuklaw  [author] 9 Jun, 2023 @ 11:02am 
There's some new magic, though most of that was removed/reworked when Rune Magic got added to vanilla. Otherwise, IM3 does what it says on the tin. You did read the tin, right?
zeldaeyessword 9 Jun, 2023 @ 3:14am 
I want check something.
Impactful Magic 3 is new magic or basegame + dlc magic rework ?
Commisar Jon Fuklaw  [author] 9 Jun, 2023 @ 1:46am 
You're a smart kid, you'll figure it out.
King of Clubs 9 Jun, 2023 @ 12:42am 
Hi, I love this mod a lot :D, but the magic ability "Spirit Leech , 100-200" is so powerful to the point where if you don't have a way to kill the death wizard before he cast it on you 2 times, you very much lose your general\hero.
Commisar Jon Fuklaw  [author] 7 Jun, 2023 @ 5:10pm 
There is no way to do so. Skills from other mods need to be carefully calibrated to avoid free spells or worse, spells being treated as "activateable abilities." It's mostly not a problem in vanilla, as only a handful of LL's have any means of reducing one or more spells to 0 mana cost.
Melchoir85 7 Jun, 2023 @ 5:05pm 
Edited: 1 point minimum cost for all magic spells so abilities, Items or skills will not affect cost below 1 point making them an ability
Melchoir85 7 Jun, 2023 @ 5:00pm 
Another comment, is there a way to make sure magic spells cost 1 point each? Sometimes in the end game with NOOB mod you get spellcasters level 50 with unlimited spells
Walkabout 8 May, 2023 @ 4:44pm 
Just a comment to say how great this mod is. I now have to change tactics depending on not only if the enemy has a magic user but what type. You don't hunt down a death magic user with your LL. Great mod particularly alongside the exciting miscast mod
[iW] Brownie 23 Apr, 2023 @ 9:30am 
YES <3
Commisar Jon Fuklaw  [author] 15 Apr, 2023 @ 4:26pm 
Content update is out. Content fixes and "balance" will be addressed when I have time to test.
Bovril Knight 15 Apr, 2023 @ 1:28am 
Awww yeeeeeee :)
Commisar Jon Fuklaw  [author] 14 Apr, 2023 @ 11:00pm 
Critical fixes are complete. This is first up for content updates, so ETA is sometime in the weekend.
TricksterNot 13 Apr, 2023 @ 3:41pm 
And there is also a new lore, the Lore of Hashut! :D
Commisar Jon Fuklaw  [author] 13 Apr, 2023 @ 3:01pm 
Probably fine, but I need to give it a once-over since at least one lore had its spells changed.
TricksterNot 13 Apr, 2023 @ 8:33am 
Would the recent changes to lores of magic warrant this mod being updated or does this mod just override the vanilla spells?
Commisar Jon Fuklaw  [author] 8 Mar, 2023 @ 3:54am 
No.
你干嘛,哎呦 8 Mar, 2023 @ 1:05am 
need updata?
Commisar Jon Fuklaw  [author] 4 Feb, 2023 @ 3:11pm 
Due to a restructuring of my mods, 100 WoM is default here, while Legendary Lords of Legendary Legend now has WoM increasing skills for all factions.
mastervovan 4 Feb, 2023 @ 2:51pm 
ahh ok ;P is the winds of magic limited to 100? i dont like this XD
Commisar Jon Fuklaw  [author] 3 Feb, 2023 @ 7:37pm 
This is essentially that.
mastervovan 3 Feb, 2023 @ 7:36pm 
are you releasing the ''lite version'' you had in wh2?
Commisar Jon Fuklaw  [author] 5 Nov, 2022 @ 11:54pm 
When I Get To It™
Amber Lightbringer 5 Nov, 2022 @ 11:03pm 
Are there any plans to update the death and magic lores to use their new animations?
Shadowwalker 5 Oct, 2022 @ 9:30pm 
Also I really like most of these changes but Spirit Leach is kind of ridiculous. 100-200 dmg per sec is bonkers for one of the most common early spells in the game.
Shadowwalker 5 Oct, 2022 @ 6:49pm 
How does this interact with the big loud miscasts mod for dwarfs? Considering they both buff Dwarfs when miscasts happen.
Commisar Jon Fuklaw  [author] 26 Sep, 2022 @ 8:55pm 
I'm quite aware of that. Bullet point tooltips require manual alteration, and I didn't get around to it when I made the changes.
TricksterNot 26 Sep, 2022 @ 8:52pm 
The passive skill for the lore of life resurreects entities even though the tooltip doesn't mention it have the ability to resurrect entities.
Papa 25 Sep, 2022 @ 6:10am 
Is it Compatible with Radious ?