Total War: WARHAMMER II

Total War: WARHAMMER II

I FIXED MAGIC AND DRAGONS
43 Comments
The Man 21 Aug, 2024 @ 7:28pm 
mine literally stopped working for some reason and i can't figure out why.
CaptainKampfkeks 3 Jul, 2024 @ 2:11am 
Yes. And why should it not? The game hasn't been updated in ages, it's finished. So mods won't suddenly stop working either.
Kassorax 3 Jul, 2024 @ 12:40am 
Is this still working? Can anyone confirm?
Myth 26 Jun, 2024 @ 1:41pm 
I would love for this to be made for TW3! This mod makes the game so much more fun. Please and thank you!
guardian1368 8 Apr, 2024 @ 3:09am 
is it possible to get the dragons to be able to use breath attack on ground as well and can you make the renowned legendary dragons way stronger
GK Paladin 27 Nov, 2023 @ 9:47am 
@Knight Writer

Is it possible to change the Wardens cage ability to unlimited I saw you said you can easily set this to unlimited, and you will check on it. I just tested it and it is still the same and it does not allow any other mod to over write it.

Thanks
AnkleknockaTrev 18 May, 2023 @ 3:57am 
Awesome mod bro !!
NowiJ 9 Feb, 2023 @ 1:12pm 
Does this work for WH3 by any chance? If not any chance you could make this mod for WH3 as well?
MrBigBoy 1 Feb, 2023 @ 8:07am 
Ah right, I hadn't considered that it was supposed to be used in conjunction with you other mods
Night Writer  [author] 29 Jan, 2023 @ 3:20am 
@GhengisKhanLovesyou

Also btw this mod is balanced around my RTG: Apocalypse Mod, which triples troop counts and doubles Lord/Hero/Monster Health, so its not OP when used in the scenario its intended for.
Night Writer  [author] 29 Jan, 2023 @ 3:17am 
@GhengisKhanLovesyou

Unfortunately not at this time, considering you are the first person to use the mod and state the Wizards are OP. The people who are using this mod like that their Wizards and Dragons are now far more potent in battle. You don't have to have your Wizards kill 2000+ troops in a battle either.
The simplest way is don't take Lords+Heroes to limit yourself artificially. Another way is to not use Multiple Heroes, and the third, Is don't sit on your casters micro managing them the whole time. That way you aren't always casting a spell the moment one becomes available. Besides that Like I said, this mod is for players who want MORE POWER :steamthumbsup:
MrBigBoy 29 Jan, 2023 @ 2:31am 
Is there anyway to nerf this mod slightly? I agree that they need buffs, but having my wizards kill 2000+ troops every battle is insane
Night Writer  [author] 17 Jan, 2023 @ 5:21pm 
All I am saying is that (as Captain Kampfkeks) mentioned, Dragons are supposed to be epic, they are not supposed to be a balancing act. If you ever played Warhammer Fantasy on the table top, dragons were literally the main focus of a battle if a player put one on the table, and this mod does the same thing. I can't tell players how many they can bring unfortunately.

Thanks for your input however. It is appreciated when someone takes the time to comment.
Night Writer  [author] 17 Jan, 2023 @ 5:21pm 
@TorquevonThorne another few points to note is that the breath attacks still have a cool down timer, and each breath attack must be activated manually, so you might get a total of 6-8 breath attacks from a single dragon in a large battle especially because you need to micro all your other units. Someone playing a Doom Stack of 20+Dragons doesn't care about balance anyway. And there is a way to easily beat dragons, bring your own dragons and bog them down, and tons of Archers will turn dragons into dragon skin boots in a few good volleys.
CaptainKampfkeks 17 Jan, 2023 @ 5:12pm 
Is it OP? Well, duh, they're dragons. Quite frankly, they should be OP, or at least considerably stronger than they are in vanilla, for they are incredibly weak. What's the reason for limited breath weapons, anyways? The dragon running out of breath? Yeah, right. Now you have a reason to actually fear - or use - dragons, as before, they're not worth the money.
TorquevonThorne 17 Jan, 2023 @ 11:48am 
Unlimited breath attacks is OP, one month ago a player sent to Legend of TW a doomstack of forest dragons with 20 breath attacks each (a cumulative effect granted by SoT skill line), and they defeated 4 armies with ease. All you need is one stalking unit so they don't have to land and nothing can defeat them, at least on game 2. Maybe a stack of 19 ironblasters... faster dragons woulde be nice though.
Anyway I would separate the two mods.
Night Writer  [author] 15 Jan, 2023 @ 3:26pm 
I can easily set this to unlimited, I will check on this.
GK Paladin 15 Jan, 2023 @ 2:06pm 
Just a note for anyone wanting to play as Eltharion High elves on SFO in combination with this mod (the magic part of it), if you try to use the Wardens cage ability it will have the vanilla 25 second use rather than SFO's unlimited cage duration in battles regardless of load order. Im guessing the Magic standalone mod has the same effect. :(
NowiJ 6 Jan, 2023 @ 9:17am 
Yes I've been wanting a 20 card star dragon crops to decimate everything and this is my dream come true. Thank you.
Night Writer  [author] 21 Nov, 2022 @ 12:19pm 
@nikappi Yeah High Elves are already ridiculous, just based on Unit options/versatility alone, then they have the best Mages in the game plus the best dragons, then this mod just pushes Magic and Dragons right up to NUKE TOWN....try running multiple Fire Mages as a Lord and Hero Mage, and cook literally 10's of thousands of Rats all day. Glorious.:steamhappy:
nikappi 21 Nov, 2022 @ 9:13am 
LOVE this Mod. It add's so much fun to the High Elf faction!
GK Paladin 15 Nov, 2022 @ 7:47am 
Ah, thanks for the insight. By the sounds of it, it cannot be fixed, not by myself at least which is a shame but not the end of the world. I noticed you made a compatibility mod for "armoured high elves" for your Apocalypse mod but that is obviously related to unit size is that a similar situation the units from that mod having their own battle entity table? Or does that mod simply modify every units size individually so it would not affect any units added by mods. Sorry for all the questions I was just looking to see if i could work some way around it.
Night Writer  [author] 14 Nov, 2022 @ 2:16pm 
@GK Paladin

The issue is that some custom units receive completely new lines for their battle_entities tables and as such have not been edited by my mod, as it only edits vanilla battle_entities. If a custom unit relies on the vanilla battle_entities tables (as in the case for the sun dragon with the Caledor mod) then my changes will affect that new unit. Most modders clone a line and simply change the name of the battle_entities table file name, but use the same vanilla line stats for balancing purposes, some modders do not.
GK Paladin 14 Nov, 2022 @ 8:25am 
Great mod, particularly the dragon changes. And for the most part works with SFO.

But a few units don't get the effects such as Yn Skale a Dragon added via a mod called "SFO Additional units updated 2021" but what is strange about it is that another unit added by the same mod called "dragon lords of caledor" does get affected so unless Yn Skale somehow is not classed a dragon or has its own class, Which could make sense seeing as the dragon lords of caledor use the sun dragon as their mount. Would it be possible to make it affect the new dragons?

Also the same happens with the Cav for bretonnia they get a unit called "Guardians of Bretonnia" which is not affected but that's on your Cav related mod. There are probs a few other units with the same problem but these are some of the ones I encountered.
Night Writer  [author] 6 Nov, 2022 @ 7:39pm 
This mod changes magic and dragons, so pre-existing vanilla Spells, Winds of Magic amounts, and casting times. It Also changes flight characteristics and various other Dragon changes, so it should be compatible with the Nagash mod, because that mod is a faction mod, which does not affect/change dragons or change vanilla spells, Winds of Magic or casting times. Even if Nagash includes new spells/Skills for units/lords my mod would not affect them because they are not vanilla spells/skills (the only ones I have changed). So it should be completely compatible.
The Potato 6 Nov, 2022 @ 2:12pm 
is this compatable with the nagash mod?
Night Writer  [author] 24 Oct, 2022 @ 8:42pm 
For all of you who love the Armoured High Elves mod, I made a submod for it to allow you to use his units with Apocalypse.

The Submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879632248

Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.

His mod can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1175729451
Night Writer  [author] 23 Oct, 2022 @ 3:33pm 
This mod is designed to synchronize with my latest mod: Return to Glory: Apocalypse>
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879125233
Night Writer  [author] 22 Oct, 2022 @ 6:29am 
Night Writer  [author] 21 Oct, 2022 @ 5:45pm 
@Pit, yep because -1 doesn't allow you to count how many breath attacks you used during a battle, while 1000, subtracts the value for every breath attack used + 1000 looks cooler sitting on your dragons port hole Image. It also lets you know for sure the mod is working. :)
ilya-rysenkov 20 Oct, 2022 @ 11:39am 
Thanks!
Night Writer  [author] 20 Oct, 2022 @ 10:38am 
Night Writer  [author] 20 Oct, 2022 @ 10:37am 
ilya-rysenkov 20 Oct, 2022 @ 7:45am 
OK, thank you!
mason.focus 20 Oct, 2022 @ 6:58am 
Looking forward to it~
Night Writer  [author] 20 Oct, 2022 @ 5:57am 
@mason.focus I like that idea. I love me some Phoenix's, I typically use them more than dragons..(hence the mod) Will look into making a separate Phoenix mod.
mason.focus 20 Oct, 2022 @ 3:43am 
Love your idea, and the mod works fine for me, btw. Could you boost Arcane Phoenix also?
Night Writer  [author] 20 Oct, 2022 @ 1:52am 
@ilya-rysenkov, I may look into making a split version of the mod. Right now I am working/play testing to try and perfect this ones balance.
Night Writer  [author] 20 Oct, 2022 @ 1:46am 
@Croaky, the mod is not causing the crashing. There are over 3 full days of testing on my side alone with not one crash. There are also 27 current subscribers and no one is saying their game is crashing but you.

You may want to make sure you are using Kaedrins Mod Manager for your load order placement.

What I would suggest is that since your game is not working anyway:

-Back up your saves and your currently installed mods.
-Deactivate all mods.
-Verify the integrity of your game files via steam, this will re-install default game files if something is missing.
-Then download the most recent version of my mod.
-Activate only it using Kaedrin's Mod Manager.
-Load into the game test if you are receiving any further crashing.
Don Buggy 20 Oct, 2022 @ 1:16am 
Not sure why my comment was removed but can you please clarify what file this mod changes? I removed it and now my game crashes on startup. Thanks in advance.
ilya-rysenkov 19 Oct, 2022 @ 12:11pm 
The mod is interesting. Can you do separate versions?
Night Writer  [author] 19 Oct, 2022 @ 11:28am 
Updated Change log for version 2.0 Added: See Change log Notes:steamthumbsup:
Night Writer  [author] 19 Oct, 2022 @ 9:34am 
NOTE: I have tested this Mod for the last 2 days straight both with and without other mods. (52 other mods to be exact) and this is guaranteed working as expected. I have all the DLC's installed in my 1.12.1 version build.

Also note: I have noticed that some spells have a mage required to finish speaking the spell before it casts (For High Elves), however this does not affect the time frame that the spell is placed nor the WIND UP stat of the spell, the character voice and animation is part of the Spell execution and for those spells I cannot change that at this time. However they still fire off much faster than before.