Total War: WARHAMMER

Total War: WARHAMMER

Magic Rebalanced
15 Comments
CyborgVampire 14 Mar, 2018 @ 3:57pm 
HATED THOSE SPELLS SO NOW I'LL GIVE EM ANOTHER CHANCE, THX!
Cotton Eye Joe  [author] 16 Feb, 2018 @ 8:15am 
no problem ;)
†OrcoExtraGusto† 16 Feb, 2018 @ 8:04am 
many thanks dude ! ^^
Cotton Eye Joe  [author] 16 Feb, 2018 @ 8:00am 
†OrcoExtraGusto† 16 Feb, 2018 @ 7:27am 
I'm doing a campaign in the g.d.r. of warhammer could you please say to me where find this pic? many thanks
Iry 24 Aug, 2017 @ 3:45am 
@totalwarwarhammer thanks, but i've already founded this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1113759786
It's compatible with radious (who set the max at 50 and the reserve pool at 100)and that's what i was looking for :)
Rachel L 2 Aug, 2017 @ 6:47pm 
@I agree with Thibaud said
Iry 2 Aug, 2017 @ 5:43pm 
thanks for this mod, it works very well. Also, have you planned to buff the mana reserve and gain? i think this would be a good idea, in the lore the spellcasters can drop a lot of spells before they being exhausted (i'm french sorry for my english)
Cotton Eye Joe  [author] 2 Aug, 2017 @ 1:55am 
i havent changed any AI usage tables maybe the AI just likes these spells^^
Yep the cast range is very big for overcast viletide but thats normal.
alternate1921 22 Jul, 2017 @ 11:47pm 
Forgot to mention there seems to be something going on with the range for Viletide, maybe other spells as well. Had a batttle with beastmen army and the cast range seemed to be massive.
alternate1921 22 Jul, 2017 @ 11:36pm 
Nice mod! I'm having an issue with the AI spamming spells like Viletide other area effect damage spells. Like, zero cooldown and being cast constantly. It's pretty devastating. This is the only mod I have affecting magic, that I'm aware of. Is it your mod causing the problem?
Enterler 14 Feb, 2017 @ 4:00am 
Ah, I see. You make solid points. The only reason I even asked was because frankly, I find those two spells + awaken the wood(or is it oak?) very sexy to look at ;) But I understand your changes now. Thanks for the reply! And thanks for the mod of course!
Cotton Eye Joe  [author] 14 Feb, 2017 @ 2:54am 
Hey Beast,

which spells do you mean exactly with "explosion spells"? Do you mean Viletide or Brainbursta?
I didnt change much there. I only gave them more AP damage so that they are more effective against all kind of units but the damage overall is pretty similiar.

The problem with these spells is that if you make them even slightly stronger they make every other spells redundant. The AI has a tendency to blob up heavily and with these very cheap explosion spells you could so easily abuse this.

They are currently more designed to shift a pitch battle in your favor by damaging multiple units and killing a few men and lowering there morale therefore.

If you really want to take out a large group of soldiers try Foot of Gork or even better Overcasted Comet of Cassandora ;)
Enterler 13 Feb, 2017 @ 8:11pm 
I like this mod a lot. It keeps the magic close to vanilla, but I no longer feel like I'm throwing away winds of magic when I cast damage spells and vortex spells. One thing I am curious about however. I did not not any differenct in explosion spells. Is there one that I'm missing? Or did you decide to leave them as is.