I FIXED MAGIC AND DRAGONS

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Author: Night Rider

Last revision: 31 Oct, 2022 at 18:31 UTC

File size: 422.91 KB

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Description:

UP TO DATE AS OF: 10/30/2022 Build Ver. 1.12.1

PLEASE REMEMBER TO RATE THE MOD, Thanks!

Total War Wahammer 2 does many things right and two things very wrong. Those two things are MAGIC and DRAGONS. Warhammer 2 is balanced around infantry tactics, not the Lore of the table top game. So they had to include Magic and Dragons, but did not want them to be a focus which over took the importance of infantry and tactics. On the table top Mages/Wizards/Dragons are literally Godlike beings with immense power. Often times players dedicate half their army to take down one dragon, because if they do not, it will destroy whole units each turn. The problem is CA nerfed Dragons and Magic to the point of almost being useless when compared to other Units. For instance a unit of Archers kills 80+ enemies per battle on average, while a Dragon typically kills 25-35 enemies. The archers cost 25% of the Dragons cost in Custom battles. This makes no sense.

This is due to how fast the dragon turns, moves, charges, flies and attacks, and also its weight. It’s animations and Acceleration/Deceleration times are horrible compared to other units. It’s breath attacks are limited to 3 uses with a 60 second cool down between each use. This made dragons a rare option in my unit selection.

The same goes for Magic. You are artificially limited in several ways to prevent the use of Magic:
-Winds of Magic (Total Mana) with a MAX of 30. (3-4 large spells max per battle)
-Spell Cooldown (up to 120 seconds Cool down)
-Spell Wind up time (can be as high as 5 seconds before the spell animation begins, and still has not actually fired)
-Spell Speech and Animations
-Spell Execution/Placement being Anti-Player friendly
-Winds of Magic Recharge rate( another 1 spell possible in most cases)
-Bound Spell Items are often single use per battle.
-Lord/Hero Abilities often have ridiculous Cool downs making them 1 use per battle.

WHAT THIS MOD CHANGES:

-It makes spells cast instantly: All spells have been set to cast (fire off) when you click on the cast location/unit.
This makes Magic far more useful, and results in far less wasted spells/mana, It also presents the opportunity to bring other Mages of all Lore types back into the game, because their previous uselessly long casting spells are now useful.

-It Reduces the Cool Down time of all Spells: The spell you want to cast is ready more often.

Here is the breakdown:

Original Cool Down: 120 Secs
Revised Cool Down: 80 Secs

Original Cool Down: 90 Secs
Revised Cool Down: 45 Secs

Original Cool Down: 60 Secs
Revised Cool Down: 20 Secs

Original Cool Down: Anything Less than 60 Secs
Revised Cool Down: 10-20 seconds depending on the spell.

-WINDS OF MAGIC: Max Winds of Magic is set to 500(this is not what you start with)
Min Start =99 (up from 5) (the minimum amount of Mana you will start with in any battle)
Max Start =499 (up from 30) (this is starting Mana Limit, not what you will start with)
Max Pool Size=500 (up from 30) (this is the largest amount of Mana you can recharge to)
Base Recharge rate increased slightly 0.50 from 0.15

(These increases will see you able to cast almost an unlimited amount of Spells per battle (when including recharges) and make your Mages useful the entire battle, not just for three mouse clicks.

-Makes running multiple caster Hero/Lords in the same army viable for long battle usage. Namely the Return to Glory: Apocalypse Mod, which runs 300% increased army sizes.

– Bound spell items (Single Use Item Spells): Now more useful, as bound spells stats and timings were aligned with the default spells of mages/heros.

Meaning things like the "Amber Spear" bound spell gets more than 1 cast per battle, by raising the number of allowed uses slightly, so:

-Single use bound items, can now be used 3 times.
3 use bound items, can now be used up to five times.

-The cool down for bound items were also adjusted to align with the cool down period of the default spells.

-The reduction in casting time also affects Lords/Heros abilities based on the same logic above.

-All Lores of Magic are covered for all Races. No favoritism( if you find something I missed let me know and I will add it, but I went through every single spell and special ability available.

DRAGONS: You will want them and fear them now.

-ALL BREATH ATTACKS FOR ALL DRAGONS (and creatures who have breath attacks) Have been converted to 1000 (unlimited) uses. The time between breath attacks has been substantially reduced, dragons can now use a breath Attack every 20 seconds down from 60 seconds.
(Updated for Terrorgheists as well)

-DRAGONS have been completely overhauled, they are no longer SKY SLUGS but Legendary Creatures as the Warhammer Fantasy Battles lore specifies. They are faster both on the ground and in the air, they charge and walk faster as well.They are stronger, heavier, turn quicker, and reposition perfectly. They dive bomb and attack crushing all those beneath them in a SPLATTER OF GORE. Enemies are thrown farther, pushed out of the way easier, and because the dragon can turn faster and react faster they last longer in the battlefield.

-These Dragon changes of course affect DRAGON MOUNTS, (however be advised that no Armor, Attack, Defense, or Damage has been changed in any way. You will see it is completely unnecessary.

-The Breath attack has not been increased in damage at all, it is just usable more often and more accurately now.
-The Breath attack range has been increased from 80 to 100, its not a huge amount but substantial.
-The Breath attack is instant cast, however the dragon must still perform the animation of the attack, but you will see this is a huge improvement from vanilla.

-The same movement, flight, acceleration/deceleration,weight increase, turning speed, attack radius and all Walking/Charging speeds was applied to all dragon models, this means Malekith is even more scary than before, and the High Elves will be building some dragon towers for sure. Imrik will be a terrible foe. This also will apply to
Vampires as well.

NOTE: I have tested this mod in many Custom Battles (burned about 20,000 Clan Rats) and Mortal Empires, and it is pure awesomeness for my play style. However please note that these Magic and Dragon changes do affect the AI as well.

This is completely save compatible, (added to a pre-existing save/campaign) as it only changes Dragon Stats and Spell Parameters. It does not affect or add Characters/Locations/Units/Weapons/Campaign changes etc.