Total War: WARHAMMER III

Total War: WARHAMMER III

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Wondrous Wizard Levels - Magic skill tree overhaul
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29 ABR 2022 a las 23:50
2 ENE a las 16:12
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Wondrous Wizard Levels - Magic skill tree overhaul

En 1 colección creada por Ydok4
Wondrous Wizard Levels - Magic Skill Tree Overhaul
8 artículos
Descripción
Wondrous Wizard Levels is a skill tree overhaul bringing the wizard level mechanic from the table top to Total War: Warhammer.

This version is an upgraded version from the Warhammer 2 version with several new features and full support for the new races.

Latest update
Overhauled wizard levels for generic Daemon princes.
Daemon Princes start at Wizard Level 1 and will be able to get to Wizard Level 3 through skill points.
Chaos Sorcerer's who ascend to daemonhood will receive a bonus Wizard Level, allowing them to reach level 4.

Introduction
The original goal was to randomise the spells a character has available in order to force me to use spells I normally wouldn’t. When I began fleshing out the design of the mod I realised this would be an effective way to differentiate spellcasters within a faction and provide an incentive to choose the spellcaster variant of lords.

To achieve this, I have taken the Wizard Level mechanic from table top and made my own twists to it to better fit the style of Total War: Warhammer. So while this is inspired by the same table top mechanic, it is not exactly the same and characters may have different wizard levels than they did on the table top.

Changes from the WH2 version
New Mechanics: Introduction of Wizard Level 0 and Daemon Prince spell generation.

Better compatibility:All new races are supported, as well as built in support for
Mixu’s Wizard Conversion mod.

New UI: Changes to the recruitment panel necessitated some changes and I decided to bite the bullet and add an icon. The icon will have a colour corresponding to the lore of the character.

Performance: AI will only generate spells when they are interacted with by the player. Fully regenerating spells every turn is overkill when the player isn’t involved. Additionally, new script functionality added by CA has allowed me to remove some of the slow workarounds I relied on for the UI features.

Features overview

Wizard Levels
Each spellcaster in the vanilla game, have a wizard level associated with them. The wizard level is the primary indicator of how powerful a spellcaster a character is. This influences the number of spells you have access to.

Starting Wizard Level
The skill tree of characters changes depending on their starting wizard level. In general, there are two main types of skill trees.

Hero spellcasters start at level 1 and have all of their level 1 spells (see below) unlocked by default. Skill points need to be spent to unlock a higher wizard level, more spells and improve their existing spells.

Lord spellcasters start at level 3 and have all the level 1 spells and level 3 spells unlocked by default. Skill points can be spent to increase their wizard level or upgrade existing skills.



Spell Level
To better fit with the skill trees in Total War: Warhammer, I’ve divided spells into three categories. This includes:
-The ‘Signature spell’ of a lore. This is the starting spell a character has in the vanilla game.

For the above Metal Herald of Tzeentch Wizard skill tree, the Signature Spell is Searing Doom.

-The ‘Level 1’ spells. These are the next 3 lowest spells in the vanilla skill trees.

For the same Herald of Tzeentch, the highlighted spells are the outlined level 1 spells.

-The ‘Level 3’ spells. Named so because Level 3 wizards have these unlocked by default.


For the Herald of Tzeentch Wizard, because their starting level is 1. The level 3 spells are locked until they unlock Wizard Level 2 and put skill points into the spells.

Note: Skill trees may differ between characters due to their starting wizard level or special rules.

Spell Generation - Standard
Spell generation is the primary feature of the mod. Each turn a character will generate spells depending on their wizard level (exceptions may apply) and their lore(s) of magic. For characters with one lore of magic they will gain:
1. Their lore attribute, eg for Fire magic, Kindleflame.
2. Their lore’s signature spell, eg for Fire magic, Fireball
3. A number of spells equal to their wizard level that they have unlocked.

3. Is where it will vary depending on the character type and number of skills unlocked. The best way to explain this is with a couple of examples.

On the first turn they are recruited, a new hero spellcaster will gain the skills outlined in 1. and 2. receive 1 additional level 1 spell.

This is because they only have level 1 spells unlocked by default. Over the course of the campaign, this character will level up and unlock their level 2 wizard level and then will have 2 spells available per turn. Assuming they unlock the level 3 spells in their lore, those spells may be generated each turn.


^ These are the spells generated for a Level 1 Slaanesh Aluress. You can see they have their lore attribute (Blissful Rapture), their signature spell (Lash of Slaanesh) and a randomly chosen level 1 spell (Acquiescence).

On their first turn they are recruited, a new lord spell caster will gain the skills outlined in 1. and 2. And receive 3 additional spells chosen from the level 1 and level 3 spells

This is because they have all spells unlocked by default. Over the course of the campaign, this character will level up and eventually unlock their level 4 wizard level and then will have 4 spells available per turn. This will increase the number of extra spells available to 4 per turn.

Note: Characters who are level 3 or higher are guaranteed at least 1 level 3 spell.

^ These are the spells generated for a Level 3 Tempest Ice Witch. She has a lore attribute (Freezing Winds), signature spell (Hailstorm), 2 level 1 spells (Gust of true flight and Swiftwing) and 1 level 3 spell (Hawks of Miska).

Important: The UI may not update immediately. The characters should have the correct spells when they enter battle.

Further spell generation information
For a full breakdown of how spell generation works, see this Google Doc[docs.google.com] for a more detailed breakdown.

Compatibility
This mod re-organises all of the skill trees for vanilla spellcasters. Any mod changing these magic skill trees will need a compatibility patch.

The Daemon Prince has also had several effects overwritten for their items. New items adding spells will need patches to be supported but should otherwise work.
Daniel Painter (Daemon Prince colour picker mod) is compatible.

Mixu’s Wololo (Wizard converting for Cultist of Tzeentch) is supported and recommended.

Mods adding new spellcasters will not have the new spell generation rules but will otherwise not be impacted and may be used alongside this mod.

Known Issues
Unsure if this works in multiplayer. Please let me know if it works.

The UI may not update immediately. The characters should have the correct spells when they enter a battle.

The spell list will not update in the Daemon Prince customisation menu until you close the menu. This is a performance concession so you aren't constantly generating spells while playing around with equipment.

Discusiones populares Ver todo (2)
0
30 ABR 2022 a las 0:29
FIJO: Daemon Prince spell generation
Ydok4
0
30 ABR 2022 a las 0:11
FIJO: Character wizard levels
Ydok4
153 comentarios
sarumanthecursed 5 ENE a las 14:43 
nvm appears to be inconsistent, yuan bo changed spells everytime he transformed
sarumanthecursed 5 ENE a las 13:53 
Ydok4 curious, Yuan Bo does not suffer the same fate when transforming as Miao Ying (storm dragon).

the reduce spell capacity is respected when yuan bo turn into the Jade dragon, it however is not respected when his sister Miao ying turns into the storm dragon.

I have not yet tested for the other dragon sibling (metal fire dude, zhao ming?)
Ydok4  [autor] 4 ENE a las 20:48 
@sarumanthecursed Not sure if I can change the border. I may be able to change the description but since I'm piggybacking off of the existing skills, I'm reluctant to overwrite the descriptions unless I have to.

That said, the skill trees have been organised so that the skills are generally following this order:
ie Wizard Level->Spell Attribute->Signature Spell->Level 1 Spells->Upgraded Wizard Level->Level 3 Spells.

There's some variation depending on the starting wizard level (eg Level 4 Wizards) but in general, the signature spells are always after the spell attribute passive.

If you're referring to multi-lore characters, they are custom skills and already list out which spells are signature in the skill description. Those skills are due for an overhaul since there are some improvements to effects UI in WH3 I should be able to leverage for clarity.
sarumanthecursed 4 ENE a las 20:27 
If possible can the signature spell in each lore, have a different border colour or mentioned in its description that it is the signature spell?

When deciding on skill points, it is simply hard to remember, sometimes which is the signature spell, especially with the amount of factions and lores in the game
Ydok4  [autor] 2 ENE a las 16:14 
@sarumanthecurse Done some more testing and it looks like the game isn't respecting the 'Can be copied' flag on the unit special abilities tables. I think we are unfortunately stuck with this for the timebeing.

On the plus side I did discover (and fix) some issues with out of date spell data impacting the lores used by the dragons.
Ydok4  [autor] 2 ENE a las 14:44 
@sarumanthecursed Thanks for the report. I'll take a look.

I vaguely recall there being a known issue with spells and transformed characters but can't find the source at the moment. Could be we're stuck with this for a while but I'll see what I can do.
sarumanthecursed 2 ENE a las 9:11 
mod fails to differentiate spell availability between storm dragon form and human form (she is suppossed to have less spells or maybe even none in dragon form).

otherwise there is little point in ever using the human form
Ydok4  [autor] 19 DIC 2024 a las 21:19 
@sarumanthecursed The signature spell is always the default spell that CA set for casters.

I don't think that there is an issue with signature spells being a consistent good first pick to max out. This is consistent with vanilla CA design where some skills across all lines are obvious early picks.
sarumanthecursed 19 DIC 2024 a las 20:40 
Perhaps then putting the signature spell in a separate block, perhaps infront of the wizard level.

As I honestly don’t know what the signature spell is sometimes, and do to it’s reliability there is no reason not to max it out before any of the other spells
Ydok4  [autor] 19 DIC 2024 a las 20:26 
@Yoshi 'More differentiated casters' is a tricky one. I haven't booted it up in game but suspect most of their skill changes won't be compatible.

@sarumanthecursed I'm pretty attached to the idea of signature spells. From a design point of view it is good to have something be consistent so you can rely on the spells. Especially since from a vanilla game point of view, all of CAs other design decisions assume you always have these spells.