Total War: WARHAMMER

Total War: WARHAMMER

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Cataph's Magic: Closer to Tabletop
   
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9 jul, 2016 @ 0:10
1 sep, 2017 @ 12:05
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Cataph's Magic: Closer to Tabletop

I 1 samling av Cataph
Cataph's stable mod collection
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Beskrivning
NATURE OF THE MOD:
So, this was originally meant as a Closer-to-Tabletop tweak-down of our good pal Molay’s Magic Overhaul.

For its CTT nature, it might be better appreciated by those that played or know Warhammer Fantasy's inner workings already. Others might still appreciate the buffs over vanilla stats.

In time and after the obsolescence of Molay's own overhaul, this mod grew into a self sustaining rework of Magic, Runes, LL artifacts, certain unique skills and such.
Compared to vanilla it mostly consists in buffs, sometimes in full spell reworks (such as Gaze of Mork and Rune of Wrath & Ruin, see screenshots). In a TT direction, hopefully.

For example, wizards have more winds available and will have a deeper impact on the battlefield. In terms of damage, the mod is battle-tested around Large size but I'm told it fares well on Ultra as well due to proportional damage.

You can see the details of the magic lores in the discussion below.

USE, COMPATIBILITY, CREDITS:
A premise: credits go to Molay for his original work and you should pay a visit/respects/rates/favs to his mod, even if it's currently outdated.
Just like Molay’s mod on which mine is based, this is completely save-compatible and you can enable/disable it at any time. Since it edits much of what concerns spells and stuff like that, this is mostly not compatible with similar overhauls.
With time, I reduced the impact of unnecessary changes so it is mostly compatible with stuff like Proper Combat, but compatibility may be case sensitive. Recently ensured full compatibility with CeltiK's AI.
See the collection above for examples of what's surely compatible.
Usual thanks to the PFM crowd.


Now, as you know there’s a multitude of artifacts and skills and spells so I will probably not list all changes I’ve done but only a few meaningful examples.

EXAMPLE 1. Sigmar’s Ward:
Tabletop: N/D.
Vanilla: +10% missile resistance.
Molay’s: +5 Ld aura, +50% aura size, 15% magic resistance, 15% missile resistance, +2 religion conversion.
*Nerfbat bonk noises*
Now: +12% missile resistance, +2 religion conversion.
(All unique “Wards” get a similar treatment.)


Rationale: while the original +10%miss.res doesn’t look like much as not-dragon-mounted-lords mostly become untargetable by missile once in melee, on the other hand you simply can’t get all that stuff for one skill point, not to mention that even one of them alone would be an appropriate way to spend a point, IMO. I mean, Aura size skills get 40% on their THIRD level.

EXAMPLE 2. Ghal Maraz:
Tabletop: magic weapon, ignores armour, wounds automatically, inflicts d3 wounds; TLDR absolute murder.
Vanilla: magic, +8 melee attk, +10% battle loot, +5 p.o.; active skill +36% ap dmg +22% normal dmg. Still murder.
Molay’s: magic, +12 melee attk, +40% battle loot, +5 p.o.; active skill +52% ap dmg +34% normal dmg. Looty murder?
Now: passive as vanilla +30 ap damage +12 vLarge; active skill as vanilla.

Similar to Archaon’s Slayer of Kings (which has much better buffs but 5% chance of 600 self-dmg on the active skill) and Runefangs.

Rationale: giving those weapons some of the murderous ap damage they have in TT and make them unique. In Slayer of Kings' case, also Uzuhl is an angry vengeful fella (improved the weapon's description).

Most other LL artifacts (especially non-DLC) were similarly edited.


Other general or minor changes:
- some more spells effects: http://imgur.com/a/tCBui.
- Most spells have an effect duration of 24" and intensity/range proportional to their TT version.
- Spell tend to unfold their true value in overcasts, as it often was in TT.
- Units summoned by spells are stable.
- Rune Magic follows analogous changes. Runesmiths might suffer intensive changes in the future to remove runes that should be tied to the Anvil of Doom.
- Set agent success debuffs to a maximum of -20% on most LL.


Compatibility bridge with Kam's Proper Combat here by Kosigan.

Pr0 tip: hold Alt to switch to ground-target on an aoe spell that also has unit-target. And center aoe buffs on the caster to affect them as well (as per 1.6 game changes).

RECOMMENDED:
More campaign buffs for casters? Here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=873583615.

Don’t forget to provide feedback and rate!

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Populära diskussioner Visa alla (1)
2
5 apr, 2017 @ 8:51
KLISTRAD: MAGIC REWORK - details
Cataph
520 kommentarer
thaygiaomap2000 6 jun, 2019 @ 4:05 
damage of magic so weak
Vampire Kisses 26 maj, 2018 @ 15:53 
So is this compatible / does it work alongside SFO?
Rens 30 jan, 2018 @ 6:31 
Maybe if possible inport in warhammer 2 ok thx
Maxlerict 17 dec, 2017 @ 13:03 
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  [skapare] 30 okt, 2017 @ 9:27 
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 okt, 2017 @ 7:50 
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  [skapare] 28 okt, 2017 @ 3:13 
Leifr 8 okt, 2017 @ 2:24 
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  [skapare] 5 okt, 2017 @ 7:57 
https://www.patreon.com/posts/14719359

WARHAMMER 2 WORKSHOP IS UP!

---

@Dave
Just a few artifacts, no issues expected.
Dave 30 sep, 2017 @ 21:40 
Does this just re work spells or include artifacts?