Total War: WARHAMMER II

Total War: WARHAMMER II

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Impactful Magic 2 Reborn
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Tags: mod, Overhaul
File Size
Posted
Updated
555.000 KB
15 Nov, 2018 @ 12:08am
9 Aug, 2021 @ 2:29pm
78 Change Notes ( view )

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Impactful Magic 2 Reborn

Description
Introduction

I initially started this project to keep Impactful Magic alive when its creator decided to stop supporting it back in 2018. Since then, I've learned to Actually Make Mods™ and have expanded this and other dead mods, as well as having started a few of my own.

Link to old mod: https://steamproxy.net/sharedfiles/filedetails/?id=1164462491

If you want a version that has significantly less dangerous, but still stronger than vanilla magic, I've made a not so impactful version of this mod: https://steamproxy.net/sharedfiles/filedetails/?id=1749949388

Summary

The original premise behind this mod was to make the severely lackluster magic in Warhammer 1 (and later 2) have a much bigger...impact on the battlefield. Originally, all spells were between 2 and 30 times stronger than their vanilla counterparts, and it could be a bit over the top when facing an AI (or player) that was actually doing caster micro properly. Obviously, this was never something you could consider balanced. So I've added effects onto various spells, added bound item effects/spells to the scope of the mod, and made an attempt at bringing some of the outliers down to more reasonable levels.

Well, guess what? It's still not balanced! It never will be, and that's great. Imbalance has been a feature of some of history's greatest video games, and this continues that tradition.

Content

You can expect the following from this mod:
  • Windier winds: The winds of magic blow ever stronger. No longer will you start off with a pitance of winds that lets you cast two spells before needing to take a nap.
  • Cheaper spells: All spells have had their winds cost reduced. Steps have been taken to fix the free spells exploits present in the old mod. No more Alarielle the Everchosen singlehandedly annihilating 8000+ troops.
  • Much stronger spells: All evocation spells have significant increases to damage or healing. Buffs/debuffs are no longer the be-all-end-all.
  • Better buffs: All buff and debuff spells have large increases to duration, no cooldown, and even special effects, such as fatigue replenishment/removal or healing.
  • Better on-cast procs : The on-cast procs in vanilla were largely useless. This mod changes that. Only proof-of-concept work done on lore of life, vampires, fire, and nehekara completed.
  • Better bound spells: The original mod never did bring bound spells into line with unbound spells. Now, when you get a magic item with a bound spell, you no longer have to worry about it being a waste of a bound spell slot for your characters.
  • Better potions: Same as with bound spells, the original mod never changed potion values to account for ♥♥♥♥♥♥♥♥ spells. All potions have been improved. More effects, stronger effects, stronger healing. Just plain better.

Known Issues

Any spell that resurrects dead models can and, at some point, WILL crash your game mid-battle. It will be more common here because more models will be resurrected over the course of a typical battle involving healing spells. This is an issue with CA's handling of the resurrection effect dating back to WH1. There is no fix because CA can't be bothered to investigate it. Reload your battle and have another go.

Compatibility

This mod is compatible with anything that does not affect spell behavior, non-unique(quest) item behavior, winds of magic rules, or AI spell usage. If you use such a mod already, whichever has the higher priority table names will overwrite the conflicting values of the other.
This mod is save compatible and save-removable.

Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA's garbage tier mod manager.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I've already done all the irritating stuff.

Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn't read the compatibility section. Use Kaedrin's Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: I found a bug!
A: That's not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it'll get looked at Soon™ if it's a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you'd be so kind).

Shameless Plug

I've restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamproxy.net/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility
218 Comments
Marianojoey 25 Jul, 2022 @ 8:08am 
hahhahahaha, the picture at the top of the description made my day. :lunar2019laughingpig:
Commisar Jon Fuklaw  [author] 8 Mar, 2022 @ 6:15pm 
Sounds like outdated table schemas. Likely an old version of PFM. You either need to update or switch over to RPFM.
Curatorr 8 Mar, 2022 @ 6:01pm 
I retract my previous question. Worked fine with RPFM instead of PFM, for those with a similar question in the future.
Curatorr 8 Mar, 2022 @ 5:54pm 
Is there a reason that the 'Unit_special_abilities_table' is inaccessible in PFM? Its red, and therefore unlike all the other tables, cannot be edited.

I know the default-mod is working as intended because things that table effects, such as duration/distance, are changed from their official values, but I'd like to be able to change them around in the mod manually for my own use.

Any ideas?
Pink 2 Nov, 2021 @ 9:56pm 
This mod is so much fun! Thanks for this, now I'm not sure I can go back to vanilla (but I don't intend to).
Morarthi becomes so deadly, that now that I finished my Eltharion campaign I'm sure I will miss the dungeon feature.

Anyone concerned that it might be too strong, well, it is. But that it is what makes it so much fun.
The AI is competent enough to snipe your mages and your army but if you are prepared for it you can counter it. It gives a nice extra challenge to battles.

Last night I had to keep dodging the Everchosen's fireballs left and right while using my lord and Loremaster to focus on him (and eventually imprison the bastard). Luckily he had decided to attack an army with reinforcements, so the other mages could focus on dealing damage to his super armoured army.

Also, happy to report that in 180 turns I had no crashes linked to the resurrect spells (that I used extensively). And I'm using >30 mods with the vanilla mod manager.
Warlock Overlord Nukit Claw 5 Oct, 2021 @ 3:42pm 
I foudn it. It was nanu skaven tweaks but some1 already made a patch which resolves the issue :D
Commisar Jon Fuklaw  [author] 5 Oct, 2021 @ 10:47am 
Never seen anything like that in the 3 years I've used the mod. I'd need footage of the issue (and probably a modlist) to even identify it, and I already strongly suspect that this is vanilla behavior or the result of some other mod.
Warlock Overlord Nukit Claw 5 Oct, 2021 @ 5:12am 
No i mean i am not knocked down or sent flying. I'm standing still but when i try to cast spells it dousn't cast
Commisar Jon Fuklaw  [author] 4 Oct, 2021 @ 1:33pm 
Spells could never be cast when a "knock down" or "sent flying" animation was playing out. That's normal WH2 behavior.
Warlock Overlord Nukit Claw 4 Oct, 2021 @ 11:21am 
Like when you get knocked down while casting spells