Total War: WARHAMMER III

Total War: WARHAMMER III

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Magic Overhaul: Useful Buffs
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7 Sep, 2022 @ 8:54am
1 Apr @ 6:27am
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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
77 Comments
Jolc3r 4 Aug @ 7:15pm 
Really like the rest of it, just my 2 cents on that one. I think Perfect Vigor and Unbreakable are just issues with the game. So maybe replacing with some other effect would work
Drusk  [author] 4 Aug @ 2:11pm 
Good feedback. I will definitely look at it when i get the time.
As for the Unbreakable and Perfect Vigor issues, i'm not sure i can do something about it. I'll look.
Jolc3r 4 Aug @ 3:12am 
I think it would be better to turn a lot of the fatigue change effects to be higher. Anything below 0.01 isnt shown on the tooltip since they dont show decimals (1% is as low as it goes) so it is hard to tell that a lot of those do anything. I get that technically durations have been increased so there is more of an effect but I dont think 1% for 40 secs is going to make anyone mad seeing as Forbidden Fens exists (45 sec 1% fatigue decrease) and this spell is mostly OK.

As they are anything below 1% is barely noticeable. Testing Incantation of Dessication (45 sec 0.0031 fatigue increase) only results in about a 25 sec head start in going down one rung of fatigue (ex. winded to tired). Not a big deal. For close to the same mana I can just cast lightning that kills a bunch of models.

Having played a long time with this mod, I think Lore of Light is the only lore that felt kind of weak all around. So changing those 2 effects would go a long way.
Jolc3r 4 Aug @ 3:11am 
Hi after playing with Lore of Light for a bit, I think some of the buffs are still undertuned. Unbreakable (Light of Battle) and Perfect Vigor (Birona's Timewarp) have some weird interactions. Due to how both mechanics work, granting unbreakable and Perfect Vigor mid battle once a unit has low leadership or low fatigue, the unit will still suffer the penalties pre-casting the spell.

For example, a routing unit or crumbling unit will still crumble/rout, since their leadership will still be low in reality. Only way to get any benefit out of it is is with living units (so tomb kings cant do it) and casting right before they rout, which is pretty hard in reality with a 3 second cast.

Similarly, an Exhausted unit will still suffer stat debuffs even when casting a spell with perfect vigor, since their Fatigue doesn't replenish any faster.
Dragamm 17 Jul @ 8:23pm 
Just wanted to give props to your mod, really has made me think about using many more spells I normally wouldn't ever touch.
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.