Total War: WARHAMMER II

Total War: WARHAMMER II

Lucky's Overhaul
 This topic has been pinned, so it's probably important
Hawk  [developer] 9 Dec, 2018 @ 4:37am
----- ADDITIONAL INFORMATION ----- Superior Magic
Every lore of magic has been overhauled in LO, making every spell worthwhile, and approriately costed. Expect well-balanced, exciting spell, with many new features, which I willl list below.


NO DEGREDATION FOR SUMMONS - Summoned units will no longer degrade over time, which was something only added for multiplayer (which this overhaul does not care about). Instead they will have a 'summoning maintainence' cost. This means that whilst the summoned unit is alive, the winds of magic recharge rate will be slower; The more powerful the summon, the slower the recharge rate. Once the unit is destroyed the recharge rate will return to normal. Summoning spells are more expensive than in vanilla in order to compensate for their increased effectiveness. Non-magically created summons will not have this recharge penalty.

MULTI-STAGE SPELLS - Several spells now have multiple-stages to them. This means they will either get progressively stronger or weaker as time goes on, such as Word of Pain that intesifies over time.

SINGLE USE SPELLS - Several spells are now single use. This means they can only be used once per battle, but their effect will last the whole battle. Examples of this include plague of rust that gradually reduces a unit's armour to 0, and transumation of lead that applies a debuff to the entire enemy army for the whole battle.

NEW CONTACT EFFECTS - Several new contact effects have been created, and can usually be found on the overcast version of certain spells. These bebuffs are powerful, and can allow you to gain considerable extra value from spells.

VORTEX CHANGES - Moving Vortex spells no longer move in a completely random direction, instead following a roughly straight path, making them much more viable to use. Overcast version of certain vortex spells can cause 3 vortex's to form instead of 1, but these will move randomly, making them very high risk/high reward spells.

HEALING/DIRECT DAMAGE - These spells (and abilities) now give you an accurate indication of how much damage/healing they will do. All values are intended for ultra unit sizes, and will be lower by percentage on smaller unit sizes.
Last edited by Hawk; 9 Dec, 2018 @ 4:38am