Cataph’s Magic: Closer to Tabletop
— UPDATED FOR NORSCA —
So, this was originally meant as a Closer-to-Tabletop tweak-down of our good pal Molay’s Magic Overhaul.
For its CTT nature, it might be better appreciated by those that played or know Warhammer Fantasy’s inner workings already. Others might still appreciate the buffs over vanilla stats.
Compared to vanilla it mostly consists in buffs, sometimes in full spell reworks (such as Gaze of Mork and Rune of Wrath & Ruin, see screenshots). In a TT direction, hopefully.
For example, wizards have more winds available and will have a deeper impact on the battlefield. In terms of damage, the mod is battle-tested around Large size but I’m told it fares well on Ultra as well due to proportional damage.
You can see the details of the magic lores in the discussion below.
With time, I reduced the impact of unnecessary changes so it is mostly compatible with stuff like Proper Combat, but compatibility may be case sensitive. Recently ensured full compatibility with CeltiK’s AI.
See the collection above for examples of what’s surely compatible.
Now, as you know there’s a multitude of artifacts and skills and spells so I will probably not list all changes I’ve done but only a few meaningful examples.
Tabletop: N/D.
Vanilla: +10% missile resistance.
Molay’s: +5 Ld aura, +50% aura size, 15% magic resistance, 15% missile resistance, +2 religion conversion.
*Nerfbat bonk noises*
Now: +12% missile resistance, +2 religion conversion.
(All unique “Wards” get a similar treatment.)
Rationale: while the original +10%miss.res doesn’t look like much as not-dragon-mounted-lords mostly become untargetable by missile once in melee, on the other hand you simply can’t get all that stuff for one skill point, not to mention that even one of them alone would be an appropriate way to spend a point, IMO. I mean, Aura size skills get 40% on their THIRD level.
Tabletop: magic weapon, ignores armour, wounds automatically, inflicts d3 wounds; TLDR absolute murder.
Vanilla: magic, +8 melee attk, +10% battle loot, +5 p.o.; active skill +36% ap dmg +22% normal dmg. Still murder.
Molay’s: magic, +12 melee attk, +40% battle loot, +5 p.o.; active skill +52% ap dmg +34% normal dmg. Looty murder?
Now: passive as vanilla +30 ap damage +12 vLarge; active skill as vanilla.
Similar to Archaon’s Slayer of Kings (which has much better buffs but 5% chance of 600 self-dmg on the active skill) and Runefangs.
Rationale: giving those weapons some of the murderous ap damage they have in TT and make them unique. In Slayer of Kings’ case, also Uzuhl is an angry vengeful fella (improved the weapon’s description).
Most other LL artifacts (especially non-DLC) were similarly edited.
Other general or minor changes:
– some more spells effects: http://imgur.com/a/tCBui.
– Most spells have an effect duration of 24" and intensity/range proportional to their TT version.
– Spell tend to unfold their true value in overcasts, as it often was in TT.
– Units summoned by spells are stable.
– Rune Magic follows analogous changes. Runesmiths might suffer intensive changes in the future to remove runes that should be tied to the Anvil of Doom.
– Set agent success debuffs to a maximum of -20% on most LL.
Compatibility bridge with Kam’s Proper Combat here by Kosigan.
Pr0 tip: hold Alt to switch to ground-target on an aoe spell that also has unit-target. And center aoe buffs on the caster to affect them as well (as per 1.6 game changes).
More campaign buffs for casters? Here: http://steamcommunity.com/sharedfiles/filedetails/?id=873583615.
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