Total War: WARHAMMER III

Total War: WARHAMMER III

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Magic Overhaul: Useful Buffs
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Tags: mod
File Size
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182.626 KB
7 Sep, 2022 @ 8:54am
1 Apr @ 6:27am
16 Change Notes ( view )

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Magic Overhaul: Useful Buffs

Description
These magic tweaks aim to make non-damaging spells more useful and interesting.
Buffs (and debuffs!) are now large, long and powerful.
Most of the spells have been modified, with the exception of most damaging spells.


What this do ?
Typically, what you can expect is better and more useful non-damaging spells, thanks to:
  • - Larger (and added!) area of effects
  • - Longer durations
  • - Stronger, but not overpowered, buffs and debuffs
Now you can place a large aoe to significantly buff a lot of your army for a while, instead of not giving a small bonus to one dude for a few seconds.


Why this mod ?
- Damaging spells are not buffed. They're strong enough already for the most part.
- Rather than simply increasing the existing values, care has been put to give spells new effects to make them feel more unique and interesting.
- Overcasts offer alternative uses for the spells, rather than simply more raw power.
- Buffs and Debuffs are stronger, but not op.


Detailed list of changes
Look up the changes to your favorite magic lore to not miss anything !
Google Sheet link[docs.google.com]
(only shows the modified values compared to vanilla, not the complete effects of each spells)


Some things to note
Changes have been made to the realm of souls, and to a larger extent, to undead fatigue:
- Realm of Souls healing increased by 50%
- Realm of Souls now also restores 25% vigor per stage
- Curse of Undeath (vampire lore passive) now also restores 15% vigor per spell cast

- Lore or tabletop were not in mind. I looked at spell descriptions and extrapolated from there.
- Balance however was in mind, but not the focus (= aimed for pve rather than pvp), some spells may still be too strong or still too weak.

- Spell cards are a bit funky, as you can see in the images. There is nothing i can do about it if i want to display accurate information without completely destroying mod compatibility with any mod that uses tooltips.


Compatibility
  • Obviously, other mods that affect spells will be a funky experience at your own risk. But if it only changes damage spells for instance, it should be fine. Depends on mod priority. Mine is fairly high for the critical tables. One mod will take priority over the other, so try and see i guess.
  • Should sort of work with mods that affect spell vfx. What should happen is that it all works as intended, but the spells i modified aren't affected by the vfx mod. Check for a modified mana cost, if it doesn't have my mod's value, then it's not compatible.
  • Compatibility mod by Jolc3r for Miscast Mod - Big Loud Exciting Miscasts by Morven
  • Yes multiplayer, Yes saved games.


Please give feedback !
Feedback and suggestions are greatly appreciated !
If you think some spell is too weak, or too strong, let me know and i'll take a second look at it.
If a damaging spell feels too weak or strong, i will also change it.
If some spell is weird or lame or bugged or doesn't work as advertised, do let me know as well !

~

Have fun, drink water, and stretch regularly o/

- Thumbnail slann courtesy of Dicey June[bsky.app]


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My other mods :
- Faster Build Times
- Extra movement for Heroes and March Stance
72 Comments
HotPizza87 23 Jun @ 3:46pm 
Can you make Light of Battle stop broken units routing/crumbling/destabilising?
OHM 22 Jun @ 12:48pm 
Certainly, and thank you. My intentions are purely for the enjoyment of the game and look for no acclaim from other people's brilliant work.
Drusk  [author] 22 Jun @ 12:43pm 
Sure! I do not mind as long as you link the original mod in the description :)
OHM 22 Jun @ 12:01pm 
Hi, I'm trying to keep my mod list bloat down (managing to get it below 500) so compatibility sub-mods just add to it. Do you mind if I upload a combined version of yours and Miscast mod so that my mates can access them?

All credits to you and any relevant parties of course.
Drusk  [author] 23 May @ 2:41am 
Dope, thanks. Adding it in the mod desc.
Jolc3r 22 May @ 5:43pm 
Hi, I made a compatibility mod for this and the Miscasts Mod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486029105
ZX 14 Apr @ 7:45pm 
Is it possible to allow the cathayan dragon siblings to use magic while in their dragon form?
Dizzy Ioeuy 1 Apr @ 11:12am 
ty man., this mod makes the game so much better. I appreciate it!
Drusk  [author] 1 Apr @ 6:30am 
I don't think anything new has been added, and any spells that have been updated are not affected by the mod. If i missed anything, please let me know!

Did a small update just now to add potential missing visual effect changes to lil and big waaag spells, as well as a missing bound spell for one of skraag's big names.