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Thanks! This is the best magic overhaul mod out there imo.
Playing as Teclis right now and also got a ring for another lord and every battle it seems to do practically nothing - most lords walk through it with barely a scratch and against even clumped up infantry units it gets 5 to 10 kills on Ultra unit size and that's if it's launched at the few targets in the game that combine low armor and dense formation.
So useless, it's usually not worth the time to cast it from a lord.
Any chance you could create a mini mod for just this spell?
I suppose you haven't changed your mind regarding an updated version of this for WH2? It will be sorely missed! But, I suppose... I would rather see this updated for Mortal Empires than the singular WH2 campaign. Cheers.
WARHAMMER 2 WORKSHOP IS UP!
---
@Dave
Just a few artifacts, no issues expected.
As for WH2, I don't plan on something this big, which takes huge maintenance.
Hoping to see all your good stuff in WH2. Cheers.
It's a vanilla thing brought after Norsca, affecting ALL "around self" abilities. Target on the caster to affect them as well.
@RafaL
As I said, I had to do it to prevent visual glitches like beheaded people (or even just a couple of legs) rising to fight again. The Blood effects are simply not tuned for that. I'd need to change all infantry entities in the game just to reapply that effect. I'm not happy but it was too noticeable.
I think I found a bug with Invocation of Nehek, it seems that the caster is only affected by the spell if it's targeted on the one casting it, even if they're inside the area of effect.
I couldn't find anywhere saying that this was intentional so I thought it best to bring up anyway, sorry in case it is!
Video below showcasing the issue, tested with only this mod enabled.
https://www.youtube.com/watch?v=BlsynsnYMQ8&feature=youtu.be
Cheers!
If you're not using it and see abnormal AI behaviour let me know, but there shouldn't be issues.
Use vortex in death lore a lot - it's looks pretty powerful when it hits. I popped it into middle of that peasant formation in Wulfrik's quest battle, I think it killed 1000+ men there. most of the regiments walked out with 2/3rds of their health and some that got touched several times had 15% of health left.
as for fire - the change you made to make Burning Head move in straight line is amazing. Was able to use it yesterday after trapping enemy reinforcements at map edge - 20 regiment army bunched up vs 3 spread out regiments. The side overcast went through entire army and just a bit past - definitely killed over 1000 there and those weren't peasants. First time I got to use it properly.
Overall - this was the first mod I installed for this game and definitely my favorite. So much fun just from these better spells.
I noticed yesterday that AI dodges spells like Pendulum religiously if not engaged while Wulfrik's Sea Fang ability, Burning Head spell and the Death Lore vortex spell seem invisible to them until the spell actually starts - I used these in open field against stationary armies and they don't try to dodge any of those until the spell actually manifests.
With Pendulum, they start evading soon as I target it and the long delay to cast it means any infantry regimen can easily walk out of the way if not already engaged.
I am curious if it's just a matter of casting duration or if these spells/abilities have different properties that designate whether enemy gets to see where they are going to get cast?
Overall, it seems a bit immersion breaking that enemies seem to know exactly where some spell is aimed and what is being cast before the spell manifests in any way.
But Pendulum was mostly left as vanilla, since it wasn't too disgusting at its job, while Miasma is not to be considered a damage dealing spell. Its chance to deal ticks is coindental. And like many of its kind that were weak in TT, you should look at the overcast for the true value.
I don't know if you've put all the tweaks that would make this lore to be something than a waste of time into second group of spells in it, but a mage should have something more to offer their army than '+6% speed and please park me somewhere safe' for first several levels of their career
All your other magic Lores have at least one good DD or AE and one good Debuff or Buff per spell group so each mage is worthwhile addition to the army as of level 3.
Shadows ended up with nothing, damage so low it's not worth even casting and the debuff that should have made up for it mediocre at best.
from the original stats, it seems like the weak damage capability of that first group within the lore should be offset by the tremendously effective debuff that completely shuts down a single regiment of pretty much anything for 30 seconds and if it's under attack, very likely to get it massacred - so the big 'game changing' spell of the lore.
But this mod changes it to be a mere -8 and a third less damage.
Miasma does so little damage to 120 man regiment, I couldn't be sure it worked and had to pause game, jot down life total and cast again to make sure something was happening at all - I think it's the weakest DD spell now?
I see people using it reasonable DD/snare in online game, but the mod changes it to basically be a short anti-archery debuff/snare for 5WOM?
The The Penumbral Pendulum turned out to be surprisingly weak as well - scything it exactly through middle of an infantry unit where it hit and threw around every single soldier yet only,took off like 15% health.
Your mod buffs the old ability "Stand or Die" which the Norscans also have and gives it both melee attack and melee defence buffs which makes the new Fight or Die ability obsolete to unlock
The only possible issue is when two mods change the text on the exact same thing, but it's a remote possibility. Still, it's impossible to produce crashes with text folders.
Second about your question.Since i am still a new guy in translate mod.How could i united two to one?
Text lines can never crash the game, so the translation mod can support as many mods as you have translated without forcing them to use all of them. Older games had such unified translation projects, always wondered why it is not the case anymore.
Hi Cataph,I am a Chinese player which loved and enjoyed your mod (Magic: Closer to Tabletop & Greenskins Teef Currency).However lot of Chinese player aren't that good at english.I would like to make a Chinese version to let more chinese player to use this mod.Are you interested?