Total War: WARHAMMER

Total War: WARHAMMER

Cataph's Magic: Closer to Tabletop
520 Comments
thaygiaomap2000 6 Jun, 2019 @ 4:05am 
damage of magic so weak
Vampire Kisses 26 May, 2018 @ 3:53pm 
So is this compatible / does it work alongside SFO?
Rens 30 Jan, 2018 @ 6:31am 
Maybe if possible inport in warhammer 2 ok thx
Maxlerict 17 Dec, 2017 @ 1:03pm 
I know, this was probably repeated like a million times but could you copy this mod into WH2?
Thanks! This is the best magic overhaul mod out there imo.
Cataph  [author] 30 Oct, 2017 @ 9:27am 
I know, magical projectiles in general are still the worst part of their magic. But for now I cannot afford to dedicate time for those.
flupo42 30 Oct, 2017 @ 7:50am 
I sorely miss your version of Fireball in Mortal Empires.

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?
Cataph  [author] 28 Oct, 2017 @ 3:13am 
Jim 8 Oct, 2017 @ 2:24am 
Hi Cataph.
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.
Cataph  [author] 5 Oct, 2017 @ 7:57am 
https://www.patreon.com/posts/14719359

WARHAMMER 2 WORKSHOP IS UP!

---

@Dave
Just a few artifacts, no issues expected.
Dave 30 Sep, 2017 @ 9:40pm 
Does this just re work spells or include artifacts?
Rachel L 30 Sep, 2017 @ 5:13am 
Cataph, i find that the magic is in a good place at the moment. But units arent.
Malanthor 30 Sep, 2017 @ 4:24am 
True enough. :)
Cataph  [author] 30 Sep, 2017 @ 12:32am 
The standard big bad vortex like PSOX or Flame Storm could move in a random direction after cast. The tradeoff was huge power but the possibility that it could wreck your army too.

As for WH2, I don't plan on something this big, which takes huge maintenance.
Malanthor 29 Sep, 2017 @ 8:47pm 
Aren't most "vortex" spells in TT kinda stationary? Randomly roaming spells freels really weird, especially since the one from life and shadow is not. ALso what would really help the AI with spellcasting is if most spells could only target and would stay on a unit and not be caat on the ground, but maybe it would be booring for people heh.

Hoping to see all your good stuff in WH2. Cheers.
Cataph  [author] 27 Sep, 2017 @ 1:12am 
TMXFroZeN 15 Sep, 2017 @ 12:38pm 
@Cataph I guessed so =), since it wasn't anything complicated. Your mods are great btw!
Cataph  [author] 15 Sep, 2017 @ 7:01am 
I only edit a few of the LL artifacts, so you can try.
Rachel L 15 Sep, 2017 @ 5:25am 
Legendary Lords Remastered yes. The better artifacts probably not
in memoriam of Sharky 15 Sep, 2017 @ 5:01am 
Could you tell me please if this is compatible with the "Better Artifacts" and "Legendary Lords Remastered"? Thanks
Cataph  [author] 15 Sep, 2017 @ 12:47am 
I could tell you that the world isn't ready, but probably I just forgot about them.
TMXFroZeN 14 Sep, 2017 @ 5:15pm 
Is there any reason why Beastmen and Bretonnia don't have their unique wards improved?
Rachel L 13 Sep, 2017 @ 7:09am 
Ah ok
Cataph  [author] 13 Sep, 2017 @ 5:50am 
Nehek was always able to do that, as is right. Regrowth is the only one with the predicament.
Rachel L 13 Sep, 2017 @ 5:01am 
Ah. So you kept the undead spells that ressurrect (nehek) ressurrecting? I didnt even knew you had made other spells able to do that too :p
Cataph  [author] 13 Sep, 2017 @ 4:58am 
Vanilla doesn't have a single resurrect ability on non-undead entities. In other words, you won't notice the issue on skeletons ressed by Nehek.
Rachel L 13 Sep, 2017 @ 4:11am 
@Cataph, but shouldnt that happen on the vanilla too then? Because if i renember well, it doesnt happen on vanillA
Cataph  [author] 13 Sep, 2017 @ 12:31am 
@Gilric
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.
Rachel L 12 Sep, 2017 @ 6:49pm 
@Cataph wait, so the spell that is supposed to ressurrect the dead doesnt do it anymore? Isnt it supposed to do it on the tabletop?
Gilric 12 Sep, 2017 @ 4:47pm 
Heya!
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!
Cataph  [author] 10 Sep, 2017 @ 1:41pm 
I removed it to prevent headless but alive models and such.
.Dog with a Hat on the Nose. 10 Sep, 2017 @ 9:59am 
Does Regrowth still Rez fallen models? For some reason I don't see it under the tooltip anymore.
Cataph  [author] 1 Sep, 2017 @ 12:10pm 
Update: now compatible with CeltiK's AI .

If you're not using it and see abnormal AI behaviour let me know, but there shouldn't be issues.


flupo42 30 Aug, 2017 @ 8:54am 
re: while other Lore Vortex spell does crappy damage

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.
Cataph  [author] 30 Aug, 2017 @ 12:31am 
Fire is supposed to be the damage dealer, and Heaven spells were simply too hard hitting in TT to be left behind. As for the others, I really don't feel they are so crappy in comparison.
Dodge 29 Aug, 2017 @ 6:27pm 
I have tested all the lore and it seems that Fire and Celestial are the strongest while other Lore Vortex spell does crappy damage. The unit buff and debuff works fine as it should be but can you perhaps look into other lore and buff their spell damage a little bit ? I mean all the campaign i play now i only go for Fire mage coz they deal tremendous damage with any spell. Thanks.
Cataph  [author] 29 Aug, 2017 @ 6:47am 
Not sure. Of those I have only heavily modified Head and Wind of Death, for reference. So it might be a matter of windup, or just perceived threat (which is odd, since Pendulum is the most harmless of the four).
flupo42 29 Aug, 2017 @ 6:04am 
Maybe I am just having a bad time with this Lore because I try to use magic more for DD than debuff/buff.

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.

Cataph  [author] 29 Aug, 2017 @ 1:40am 
Yeah, at a quick glance there's new ui usage keys he's using that would be overridden. I'll be trying to think if there's a tricksy trick I can do to avoid posting another version/submod but it doesn't smell that way.
Hydrall 28 Aug, 2017 @ 7:38pm 
I know this is a pretty big question to ask, but I'm curious - do you think there's any way for this mod and CeltiK's Advanced AI Mod to be made compatible? They don't crash when loaded together, but supposedly having this active will overwrite the changes to the AI scripting that CeltiK's mod does.
[HAN]Sephiroth 28 Aug, 2017 @ 6:31pm 
@Cataph OK,I will give a try in this few days.Busy at working.
Cataph  [author] 28 Aug, 2017 @ 1:18pm 
I was not completely satisfied with Shadows and I have to do a second check on the dlc lores anyway.

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.
flupo42 28 Aug, 2017 @ 11:30am 
Tl,DR - could you please review your changes to Shadows.

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.
flupo42 28 Aug, 2017 @ 11:30am 
Enfeebling Foe:

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.
flupo42 28 Aug, 2017 @ 11:30am 
Tried out the first set of spells in Lore of Shadows for the first time.

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.
Cataph  [author] 28 Aug, 2017 @ 10:24am 
Huh, I had actually forgotten about that old table. Removed a lot of redundant crap.
Filay 28 Aug, 2017 @ 8:55am 
Hey Cataph, dunno if this was mentioned already in the comments but the Norscan Lords now have an extra ability called "Fight or Die" which only gives melee attack buffs to your units

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

Cataph  [author] 28 Aug, 2017 @ 6:32am 
For example, let's say that you have translated the few text lines from this mod. You can then import the translated .loc files from this one to your existing pack for the LLs. Done, the same pack will now translate both mods without conflicts. Add "@" as prefix to the tables for good measure. If a user has only Remastered LL installed, the .locs for Magic will be ignored, and viceversa. If they have both, both translations will work, occupying only one mod slot rather than one for each translation.

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.
[HAN]Sephiroth 28 Aug, 2017 @ 6:17am 
Hi.First thanks for you permit.
Second about your question.Since i am still a new guy in translate mod.How could i united two to one?
Cataph  [author] 28 Aug, 2017 @ 1:44am 
Partially like you did with the LL remastered, yeah no problem. But - I'll ask with this occasion - why don't you translators make ONE pack with a bunch of translated lines in them, for different mods? Considering the launcher tends to get mad when you use too many mods, it would be a huge save of space.

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.
[HAN]Sephiroth 28 Aug, 2017 @ 12:23am 
@Cataph
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?