Total War: WARHAMMER III

Total War: WARHAMMER III

Wondrous Wizard Levels - Magic skill tree overhaul
180 kommentarer
Ydok4  [ophavsmand] 3. okt. kl. 15:00 
@sarumanthecursed hmm I checked the pack and it looks arcane conduit for the beasts sorceress has the level 3 skill node links setup. This might need more digging.

Do are any of the level 1/2 wizards have the arcane conduit unlock requirements working properly?
sarumanthecursed 2. okt. kl. 16:04 
earthing, Magical reserves and hakarti's blessings count

but the curese of arnahair and transformation of kadon do not
sarumanthecursed 2. okt. kl. 16:02 
"@sarumanthecursed I think this has been an oversight in the mod since the WH2 days.

I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements."


still not fixed for dark elf sorceress of beasts
Ydok4  [ophavsmand] 22. sep. kl. 14:44 
@sarumanthecursed Hmm sounds like they've added new skills instead of modifying the existing ones. This makes supporting it a bit harder since I would need need to update my automation instead of just supporting a new character.

I'll keep it in the back of my mind but as I'm not using SFO at the moment, this probably won't come around for a long time, if it does at all. You're welcome to make your own patch in the interim though.
sarumanthecursed 22. sep. kl. 6:18 
Specifically they added a new lore of Magic: Lore of Hags for kislev, and a lot of the castor lords have dual Lords of magic in their skill tress
Ydok4  [ophavsmand] 21. sep. kl. 14:45 
@sarumanthecursed Whats the compatibility issue with SFO? Last time I checked (admittedly a while ago) it worked fine.
sarumanthecursed 21. sep. kl. 7:12 
Please make an SFO submod
Ydok4  [ophavsmand] 3. sep. kl. 3:17 
@sarumanthecursed I think this has been an oversight in the mod since the WH2 days.

I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements.
sarumanthecursed 13. aug. kl. 10:06 
Isabella has trouble unlocking Arcane Conduit - Arcane Conduit says "requires spending 3 skill points in previous group"

but does not seem to count skill points put on Wind of Death and Curse of Years

Arcane Conduit only unlocks for isabella when you put points in:
Evasion
Earthing
and Magical reserves

despite Wind of Death and Curse of Years being in same group
Ydok4  [ophavsmand] 11. juli kl. 2:01 
@Rauri Thanks for the report. This should be resolved now.
Rauri 8. juli kl. 13:10 
Tzeentch heralds and lord of changes spell lines need moving from indent 2 to 3. They're conflicting with their self and exclusive lines respectively.
Ydok4  [ophavsmand] 23. juni kl. 2:49 
@sarumanthecursed For overcast specifically? This is technically feasible although I've had concerns about the AI killing their own spellcasters too easily.
sarumanthecursed 22. juni kl. 20:33 
What if you tied a negative miscast chance to the wizard level trait?

Level 1 - 40%, increased miscast chance
Level 2 - 30%, increased miscast chance
Level 3 - 20%, increased miscast chance
Level 4 - 10%, increased miscast chance

Or something like a negative ability.

Not sure if that would be easier
Ydok4  [ophavsmand] 22. juni kl. 14:46 
@sarumanthecursed I've looked into this previously because I've had the same reasoning. Unless CA has changed how this works, it requires me to touch the main ability tables which isn't great for compatibility and effort required for maintenance. I might revisit this one day but this isn't changing in the short term.
sarumanthecursed 22. juni kl. 13:48 
Can you please add à miscast chance to every spell cast?

Would make magic more lore accurate and require more strategic use.

Something like:

35% miscast chance on normal cast
50% miscast chance on Overcast

Most characters get copious amounts of miscast reduction anyways in campaign

To the point where miscasting is virtually non existent currently
Ydok4  [ophavsmand] 20. juni kl. 17:01 
@nullmana I don't think I've ever actually gone into the ingame spell browser before. I'll add a note to the description. Thanks for reporting.
nullmana 31. maj kl. 6:24 
Hey great mod. Just want to let you know that this mod has a minor issue. It is breaking the ingame spellbrowser.
Ydok4  [ophavsmand] 28. mar. kl. 2:33 
Fixed Kairos by removing changes that hid the Daemon Prince's item effects.
The Daemon Prince is still behaving the same aside from the UI being misleading.
I can hopefully fix this but for now I think this is preferable to Kairos's UI being bugged.
Ydok4  [ophavsmand] 28. mar. kl. 1:51 
Mod has been updated so it no longer crashes on startup.
For the timebeing I've removed all changes to Kairos but there's still some bugs where he is missing some spells. I'll try and resolve but at least for the mod is back to being functional.
Ydok4  [ophavsmand] 26. mar. kl. 3:17 
@sarumanthecursed I'm not using the seasons mod at the moment but I have used it without issues with WWL in the past.

As an aside, 6.1 is going to need a few changes. Kairos needs another look at but there's also an issue causing a crash if mods include capital letters for table names, scripts and some other file types.
sarumanthecursed 22. feb. kl. 10:21 
this when in cunjunction wirh the seasons mod and land encounters seems to cause occasional crashes.

i think possible because all 3 mods have too much triggering at each turn start
Ydok4  [ophavsmand] 17. feb. kl. 1:07 
@sarumanthecursed Admittedly, its been a while since I noticed the performance issue. So maybe it is has gotten better since WH3's launch? The secondary problem was that this is a lot of effects to display which makes the tooltip hard to read.

I'm not familiar with the other mod you're referring to.
sarumanthecursed 16. feb. kl. 14:03 
oh perhaps, i was playing morathi, did not realize it was a performace fixer in regards to mixed lores.

perhaps the mod that allow a drop down menu for skill slot descriptions could help you with this in regards to performace
Ydok4  [ophavsmand] 16. feb. kl. 13:57 
@sarumanthecursed Are you talking about the mixed lore spellcaster skills? This was actually a performance thing. The UI struggled to deal with the amount of effects displayed at once. I have been wanting to put the base spell back in however. This has been more of a tech problem with my build process though.
sarumanthecursed 16. feb. kl. 13:43 
i would recommend adding the actual number in the skill slots on by how much it reduces mana costs and cool downs
Ydok4  [ophavsmand] 31. jan. kl. 15:54 
@sarumanthecursed I'll have to do some testing but I suspect that since this flag isn't working then I won't be able to disable the default spells the dragons get access to. At the moment I'm working on a siege overhaul, so I'll swing back around to this eventually.
sarumanthecursed 20. jan. kl. 19:39 
Since it is wonky, why not just disable spell casting when characters are in dragon form
sarumanthecursed 5. jan. kl. 14:43 
nvm appears to be inconsistent, yuan bo changed spells everytime he transformed
sarumanthecursed 5. jan. kl. 13:53 
Ydok4 curious, Yuan Bo does not suffer the same fate when transforming as Miao Ying (storm dragon).

the reduce spell capacity is respected when yuan bo turn into the Jade dragon, it however is not respected when his sister Miao ying turns into the storm dragon.

I have not yet tested for the other dragon sibling (metal fire dude, zhao ming?)
Ydok4  [ophavsmand] 4. jan. kl. 20:48 
@sarumanthecursed Not sure if I can change the border. I may be able to change the description but since I'm piggybacking off of the existing skills, I'm reluctant to overwrite the descriptions unless I have to.

That said, the skill trees have been organised so that the skills are generally following this order:
ie Wizard Level->Spell Attribute->Signature Spell->Level 1 Spells->Upgraded Wizard Level->Level 3 Spells.

There's some variation depending on the starting wizard level (eg Level 4 Wizards) but in general, the signature spells are always after the spell attribute passive.

If you're referring to multi-lore characters, they are custom skills and already list out which spells are signature in the skill description. Those skills are due for an overhaul since there are some improvements to effects UI in WH3 I should be able to leverage for clarity.
sarumanthecursed 4. jan. kl. 20:27 
If possible can the signature spell in each lore, have a different border colour or mentioned in its description that it is the signature spell?

When deciding on skill points, it is simply hard to remember, sometimes which is the signature spell, especially with the amount of factions and lores in the game
Ydok4  [ophavsmand] 2. jan. kl. 16:14 
@sarumanthecurse Done some more testing and it looks like the game isn't respecting the 'Can be copied' flag on the unit special abilities tables. I think we are unfortunately stuck with this for the timebeing.

On the plus side I did discover (and fix) some issues with out of date spell data impacting the lores used by the dragons.
Ydok4  [ophavsmand] 2. jan. kl. 14:44 
@sarumanthecursed Thanks for the report. I'll take a look.

I vaguely recall there being a known issue with spells and transformed characters but can't find the source at the moment. Could be we're stuck with this for a while but I'll see what I can do.
sarumanthecursed 2. jan. kl. 9:11 
mod fails to differentiate spell availability between storm dragon form and human form (she is suppossed to have less spells or maybe even none in dragon form).

otherwise there is little point in ever using the human form
Ydok4  [ophavsmand] 19. dec. 2024 kl. 21:19 
@sarumanthecursed The signature spell is always the default spell that CA set for casters.

I don't think that there is an issue with signature spells being a consistent good first pick to max out. This is consistent with vanilla CA design where some skills across all lines are obvious early picks.
sarumanthecursed 19. dec. 2024 kl. 20:40 
Perhaps then putting the signature spell in a separate block, perhaps infront of the wizard level.

As I honestly don’t know what the signature spell is sometimes, and do to it’s reliability there is no reason not to max it out before any of the other spells
Ydok4  [ophavsmand] 19. dec. 2024 kl. 20:26 
@Yoshi 'More differentiated casters' is a tricky one. I haven't booted it up in game but suspect most of their skill changes won't be compatible.

@sarumanthecursed I'm pretty attached to the idea of signature spells. From a design point of view it is good to have something be consistent so you can rely on the spells. Especially since from a vanilla game point of view, all of CAs other design decisions assume you always have these spells.
Ydok4  [ophavsmand] 19. dec. 2024 kl. 20:26 
@Zey @Yoshi @saruamanthecursed If some characters are already getting 15%-30% bonus intensity then sub 15 is probably still reasonable. I'm not planning to differentiate between legendary characters though. Casters already have unique skills and features that accentuate their power.

Miscast is a trickier problem. I can change the miscast chance BUT this only works if the spells can already miscast (ie only the upgraded versions of spells). I can make the base versions of spell miscast but this will decrease compatibility by a fair bit. This is primarily the reason why I haven't made the change previously.

This could be a good idea for a submod though.
sarumanthecursed 19. dec. 2024 kl. 19:31 
I feel like the idea of a signature spell should just be removed, so that it’s fully Random,
Yoshi 18. dec. 2024 kl. 23:57 
I am guessing this wont work with "More Differentiated Casters"?
Yoshi 18. dec. 2024 kl. 15:33 
There also exist a feature in the game which is under used: silenced. This was added in patch 4.2 I believe and this could be used for some spell casters as a "dispell" mechanic maybe.
sarumanthecursed 18. dec. 2024 kl. 15:16 
Yeah, ever since they separated, magic resistance and spell resistance spell resistance is almost entirely useless in campaign
Yoshi 18. dec. 2024 kl. 15:02 
On some wizards the last skill gives 15% spell mastery already(1.15x) so any spell mastery buffs for wizard levels could be in line with that.

Level 1: gives no extra spell mastery since its base line
Level 2: gives +2%
Level 3: 4%
Level 4: 8%
Level 5: 16%

Regarding my comment on spell resistance: they currently do not affect debuffs which kindof makes spell resistance worthless right now. Try casting some spell vs dwarfs. Many spells overkills anyway so 20% resistance sometimes is totally meaningless. By making it also affect debuffs its value would be better. It could be possible via scripting according to chat gpt. But I dont know much about modding but I am a programmer myself so I might read up on modding a bit and join the modding scene :))
sarumanthecursed 18. dec. 2024 kl. 12:49 
I agree again with Zey. though personally I feel that all spells even regular cast, should have a miscast chance
Zey 18. dec. 2024 kl. 12:40 
And for the miscast an aditional 6% at lvl 1 and +2% every aditional level....

Again I based my thoughts on tabletop.

By default you used 2 dice for simple spells, and if I recall correctly you only got malfunction on double 1s.

Which makes it a 5.556% chance

But in terms of gameplay it would be simpler to put concrete numbers, and somewhere between 5% and 6%... Given my previous recommendations a 6 would be more convenient since it would make a level 4 sorcerer have an additional 12% chance of taking damage when casting a spell.

As I say, this would be increasing the chances that already exist in the vanilla game because with this mod, sorcerers, and especially legendary ones, are incredibly powerful since you have no way to counter them in a particularly efficient way.
Zey 18. dec. 2024 kl. 12:23 
Sorry for reposting. The last suggestion was about MR, not SI.

In relation to the SI, perhaps it would be an option to double the MR% you offer to your army.

Just like on the board, the sorcerer generated fewer dice to counter enemy magic.

Another recommendation would be, for outstanding sorcerers like Teclis or Kairos that only they give 15% MR and have 30% spell intensity
sarumanthecursed 18. dec. 2024 kl. 12:13 
I agree with Zey’s suggestion. Would also help the AI be a bit stronger since the players can abuse spells so much.
Zey 18. dec. 2024 kl. 11:50 
@Yodk4 My idea would be. 2% level 1, 4% level 2, 6% level 3, 8% level 4 and 10% for level 4 legendary sorcerers. Let the % affect the Sorcerer's Army
Ydok4  [ophavsmand] 18. dec. 2024 kl. 11:23 
@Yoshi @sarumanthecursed These interactions, if they aren't already behaving like this would be something that needs to change on an engine level. Practically I'm looking for suggestions like +/-X% spell intensity per wizard level.
sarumanthecursed 18. dec. 2024 kl. 5:10 
Agree with yoshi (out of the scope of this mod) but spell resistance should also reduce spell intensity