I FIXED Magic: Standalone Version
NOTE: Please remember to rate the mod. Thank You! (THAT’S THE GREEN THUMBS UP)
UP TO DATE AS OF: 10/20/2022 Build Ver. 1.12.1
This is the "MAGIC ONLY" version of my Original MOD: "I FIXED MAGIC AND DRAGONS"
The Original Mod can be found here which includes all changes to both Magic and Dragons combined:
https://steamcommunity.com/sharedfiles/filedetails/?id=2877107909
Total War Wahammer 2 does many things right and MAGIC very wrong. Warhammer 2 is balanced around infantry tactics, not the lore of the table top game. So they had to include Magic but did not want Magic to be a focus which over took the importance of infantry and tactics. However on the table top Mages/Wizards are literally Godlike beings with immense power.
Total Warhammer 2 artificially limits magic in several ways to limit and prevent the use of spells during battle:
-Winds of Magic (Total Mana) with a MAX of 30. (3 large spells max per battle)
-Spell Cooldown (up to 120 seconds Cool down for some spells)
-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 (adding to the amount of time it takes to fire off the spell)
-Spell Execution/Placement being Anti-user 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 Cool down limits making them 1-2 uses per battle (which also have to manually triggered)
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/ Target 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.
-These changes make 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/heroes.
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/Heroes 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.
NOTE: This is the "MAGIC ONLY" version of my Original MOD: I FIXED MAGIC AND DRAGONS