Total War: WARHAMMER III

Total War: WARHAMMER III

56 ratings
Ser Poutine's Better Magic and Spells Overhaul
   
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Tags: mod
File Size
Posted
Updated
534.329 KB
9 Apr, 2022 @ 12:37pm
19 Apr, 2022 @ 5:46pm
22 Change Notes ( view )

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Ser Poutine's Better Magic and Spells Overhaul

Description
Lores Completed and Included
  • Cataclysm
  • Ice
  • Tempest
  • Slaanesh
  • Shadows
  • Fire
  • Metal
  • Tzeentch
  • Yin
  • Yang
  • Heavens
  • Great Maw
  • Beasts
  • Nurgle
  • Death
High Runic Vampires Deep Light Stealth Life Nehekhara Little Waagh Ruin Dark Wild Big Waagh Plague

Patch Notes
Due to a character limit in the Mod description these have been moved to the Change Notes section in the same format as they were here so it's easy to locate the changes to each of the lores of magic.

What To Expect
Hey there folks! I've found magic in this game to be somewhat underwhelming (looking at you lore of fire) with the exception of a select few spells and a lot of the new lores, other than Tzeentch, were just completely under powered in comparison, especially for some of the high winds of magic costs associated with the spells.

Almost every spell in every lore has been buffed in some way and their winds of magic cost adjusted to reflect their potential. Damaging spells have been increased while buff and debuff spells have been buffed but also had their cost decreased to make them a more appealing option. The intention when the project is finished will be to make all spells in the respective lores feel useful and their damage output reflect the winds of magic cost, whether that be powerful expensive spells to decimate a group of enemies or cheap spells to proc passives and interrupt unit formations.

There's a lot of tables to go through and variables to edit for all of the lores so will likely be focusing on one at a time and releasing them in incremental updates, I will look for and appreciate feedback as this develops to hopefully create something most of the community is happy with. Sorry if this takes awhile to complete or for changes to be made following updates; as I'm the only one working on any of my mods but will try to get things updated when possible and continue this until all lores have been added hopefully in time for Immortal Empires. Once this is complete though changing values will be much easier than trying to balance an entire lore from scratch. Cheers, and enjoy!

Disclaimer
All damage tests were done against units of Tzar Guard on Ultra unit sizes as a control to ensure spells would still be effective against the heaviest of armoured units, some factions may be affected more drastically than intended or likewise some spells may under perform.

I'm pretty sure CA uses large unit sizes for their balancing meaning magic is weakened for those who use ultra. This also means these changes used on smaller unit sizes with have exponential results as spells are base values that do not scale. Please leave any feedback you have regarding balance changes as the goal is to feel like every spell choice is the right choice and be equally as effective. Yes Cataclysm spells should feel OP but were also the only spells I couldn't test reliably.


Other Mods
If you're interested check out some of my other mods!
10 Comments
Jorlami 28 May, 2023 @ 8:23am 
Just wanted to let you know I still use and appreciate this mod :):lunar2019piginablanket:
Truen 27 Aug, 2022 @ 7:35pm 
Is this mod still supported?
Papa Nurgle 25 Aug, 2022 @ 9:46am 
Anyone know where one can find the change notes?
The Hammer of Justice 30 May, 2022 @ 12:09pm 
Update?
LordShotGun 16 May, 2022 @ 10:08pm 
A lot of the upgraded spells that say they give an area are not giving that AoE buff. Jade shield for example. Could very easily be one of the many mods I'm using but just wanna make sure it's not a bug.
Ser Poutine  [author] 19 Apr, 2022 @ 3:47am 
Thanks Skup I appreciate it! I think I spent more time testing the mod than I think I did making it haha probably 4-5 hours per lore to ensure they were all, in my opinion, relatively equal in strength but still unique enough to not just be the same spell with a different animation.

The increased buff/de-buff duration was an idea I got from one of Enticity's videos so he kind of gets the credit for that one
Skup 19 Apr, 2022 @ 3:44am 
Hi Ser Poutine, really enjoying this mod, so far doesn't seem overtuned (which is always the danger with things like this!) and enjoying using Lore of Slaanesh to it full potential. The longer duration on buff/debuff spells is such a huge fix for them given the attack intervals and general haggard animations sometimes. Thanks :)
Ser Poutine  [author] 17 Apr, 2022 @ 10:27pm 
Thanks for the feedback Dma I had the opposite experience in my playthroughs but I can take a look at the numbers on it again since it's spending less time at each unit and throw an update out once I've tested it out, glad you're enjoying it!
Deamhan Fírinne 17 Apr, 2022 @ 5:26am 
Love the mod, absolutely fantastic, 1 thing I feel like the wall of wind and fire for cathay is weaker, I know you turned up the damage but even so the vanilla version feels very good, slow but obliterates units in its path whereas with the mod it seems to go past units too fast to do damage,
VOLDEMORT 10 Apr, 2022 @ 5:28am 
Tx mate !