Total War: WARHAMMER III

Total War: WARHAMMER III

Wondrous Wizard Levels - Magic skill tree overhaul
154 kommenttia
sarumanthecursed 20.1. klo 19.39 
Since it is wonky, why not just disable spell casting when characters are in dragon form
sarumanthecursed 5.1. klo 14.43 
nvm appears to be inconsistent, yuan bo changed spells everytime he transformed
sarumanthecursed 5.1. klo 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  [tekijä] 4.1. klo 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 4.1. klo 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  [tekijä] 2.1. klo 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On the plus side I did discover (and fix) some issues with out of date spell data impacting the lores used by the dragons.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  [tekijä] 2.1. klo 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 2.1. klo 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  [tekijä] 19.12.2024 klo 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 19.12.2024 klo 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  [tekijä] 19.12.2024 klo 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.
Ydok4  [tekijä] 19.12.2024 klo 20.26 
@Zey @Yoshi @saruamanthecursed If some characters are already getting 15%-30% bonus intensity then sub 15 is probably still reasonable. I'm not planning to differentiate between legendary characters though. Casters already have unique skills and features that accentuate their power.

Miscast is a trickier problem. I can change the miscast chance BUT this only works if the spells can already miscast (ie only the upgraded versions of spells). I can make the base versions of spell miscast but this will decrease compatibility by a fair bit. This is primarily the reason why I haven't made the change previously.

This could be a good idea for a submod though.
sarumanthecursed 19.12.2024 klo 19.31 
I feel like the idea of a signature spell should just be removed, so that it’s fully Random,
Yoshi 18.12.2024 klo 23.57 
I am guessing this wont work with "More Differentiated Casters"?
Yoshi 18.12.2024 klo 15.33 
There also exist a feature in the game which is under used: silenced. This was added in patch 4.2 I believe and this could be used for some spell casters as a "dispell" mechanic maybe.
sarumanthecursed 18.12.2024 klo 15.16 
Yeah, ever since they separated, magic resistance and spell resistance spell resistance is almost entirely useless in campaign
Yoshi 18.12.2024 klo 15.02 
On some wizards the last skill gives 15% spell mastery already(1.15x) so any spell mastery buffs for wizard levels could be in line with that.

Level 1: gives no extra spell mastery since its base line
Level 2: gives +2%
Level 3: 4%
Level 4: 8%
Level 5: 16%

Regarding my comment on spell resistance: they currently do not affect debuffs which kindof makes spell resistance worthless right now. Try casting some spell vs dwarfs. Many spells overkills anyway so 20% resistance sometimes is totally meaningless. By making it also affect debuffs its value would be better. It could be possible via scripting according to chat gpt. But I dont know much about modding but I am a programmer myself so I might read up on modding a bit and join the modding scene :))
sarumanthecursed 18.12.2024 klo 12.49 
I agree again with Zey. though personally I feel that all spells even regular cast, should have a miscast chance
Zey 18.12.2024 klo 12.40 
And for the miscast an aditional 6% at lvl 1 and +2% every aditional level....

Again I based my thoughts on tabletop.

By default you used 2 dice for simple spells, and if I recall correctly you only got malfunction on double 1s.

Which makes it a 5.556% chance

But in terms of gameplay it would be simpler to put concrete numbers, and somewhere between 5% and 6%... Given my previous recommendations a 6 would be more convenient since it would make a level 4 sorcerer have an additional 12% chance of taking damage when casting a spell.

As I say, this would be increasing the chances that already exist in the vanilla game because with this mod, sorcerers, and especially legendary ones, are incredibly powerful since you have no way to counter them in a particularly efficient way.
Zey 18.12.2024 klo 12.23 
Sorry for reposting. The last suggestion was about MR, not SI.

In relation to the SI, perhaps it would be an option to double the MR% you offer to your army.

Just like on the board, the sorcerer generated fewer dice to counter enemy magic.

Another recommendation would be, for outstanding sorcerers like Teclis or Kairos that only they give 15% MR and have 30% spell intensity
sarumanthecursed 18.12.2024 klo 12.13 
I agree with Zey’s suggestion. Would also help the AI be a bit stronger since the players can abuse spells so much.
Zey 18.12.2024 klo 11.50 
@Yodk4 My idea would be. 2% level 1, 4% level 2, 6% level 3, 8% level 4 and 10% for level 4 legendary sorcerers. Let the % affect the Sorcerer's Army
Ydok4  [tekijä] 18.12.2024 klo 11.23 
@Yoshi @sarumanthecursed These interactions, if they aren't already behaving like this would be something that needs to change on an engine level. Practically I'm looking for suggestions like +/-X% spell intensity per wizard level.
sarumanthecursed 18.12.2024 klo 5.10 
Agree with yoshi (out of the scope of this mod) but spell resistance should also reduce spell intensity
Yoshi 18.12.2024 klo 4.39 
@Ydok4 Would probably be pretty safe to add. Nothing too extreme.

On another note: I am annoyed over how spell resistance work in the game. Is it possible to make it affect debuffs?
Ydok4  [tekijä] 18.12.2024 klo 1.18 
@Yoshi I've been procrastinating about doing something to differentiate the individual wizard levels for years now haha. I originally wanted to do something with miscast chance but was worried about the AI blowing themselves up. Spell mastery has been discussed a few times so maybe I'll do something with that eventually.
Yoshi 17.12.2024 klo 15.03 
Wow! This mod is amazing! Cant believe I just found out about this. Although it seems that wizard levels could also include spell mastery bonuses maybe? A spell from a slann or teclis should feel more impactful then from some lowly poor wizard!
Ydok4  [tekijä] 15.12.2024 klo 23.52 
@sarumanthecursed I may have spoken too soon. I had another look and believe I've fixed it. Or at least the Fay Enchantress looked correct. Let me know if it works now.
Ydok4  [tekijä] 15.12.2024 klo 23.32 
@sarumanthecursed Unfortunately I haven't figured out why the spells are on different wheels yet.

Agree that the signature spell slot is usually the best first choice. Short of removing the ability to buff it, I'm not sure if there is anything I can do to change this unless I make it mandatory to level it up to 3 before the others unlock.

I use the Tasteful level up mod so I get two skill points every second level which gives me some more options for how I spend these skills. Depending on the lore, I'll invest early in some of the weaker spells so they're more appealing if the characters end up receiving them.
sarumanthecursed 15.12.2024 klo 14.20 
since the signature spell is guaranteed, there is not much point really in not fully levelling it over the other spells slots.
sarumanthecursed 15.12.2024 klo 12.54 
Do the spells all appear on the same wheel now? Or do we still have to use the arrow to go between lores
Ydok4  [tekijä] 15.12.2024 klo 12.52 
@mmi.05 I'm still not adding in the Kroak spells. If someone reskins Fiery Invocation is the correct spell but CA really needs to change the Phoenix to a Coatl or something.

I don't understanding what you mean by Yuan Bo, are you saying he should have Yin?
mmi.05 15.12.2024 klo 10.07 
Amazing Wizard Levels - Refining the tree of magical skills Yan bo has a yin school, not yang you have
mmi.05 15.12.2024 klo 10.06 
slans can only be given 2 spells from the kroak school, and a level 3 spell can only be left with kroak, the phoenix does not fit into the lizards in any way
Ydok4  [tekijä] 14.12.2024 klo 14.38 
@mmi.05 Definitely not changing the Kroak spells. They're way too strong and should be unique to Kroak. As far as I'm aware there's no precedence for this on table top either.

Yuan Bo's lores have been chosen based on his elemental lore association (which last time I checked was heavens) and one of the yin/yang lores. IIRC this I chose yang over yin because he had more yang spells by default. This is the pattern I intend to follow for all the dragon children.
mmi.05 14.12.2024 klo 8.24 
Yuan Bo should also have access to the Yang schools and the school of light, since he is a great sorcerer by lore
mmi.05 14.12.2024 klo 8.21 
give the Slans and mazdamundi the opportunity to learn the kroak school, or at least transfer the kroak spells to the schools of higher magic instead of the phoenix of the elves, otherwise it's not right that the slans cast the phoenix
Ydok4  [tekijä] 13.12.2024 klo 22.26 
Updated for 6.0.
Most of the patches are still working fine.
When Unwashed Masses and Wez Speshul is updated they will need an update.
Ydok4  [tekijä] 12.12.2024 klo 1.43 
@Zigg Price Correct.
Zigg Price 11.12.2024 klo 15.19 
So this would be compatible with other mods that add more skills, as long as it isn't messing directly with the spell list?
Ydok4  [tekijä] 28.11.2024 klo 13.25 
@Azrubêl You are correct. The mod has her as a level 4 wizard but the levels were incorrectly specified in the table in the forum. I've fixed this now.
Azrubêl 20.11.2024 klo 2.44 
Shouldn't Morathi be a level 4 Wizard rather than maxing out at 3, going by tabletop?
sarumanthecursed 23.10.2024 klo 8.26 
Oh yes it’s that! Such a pain to have to switch
Ydok4  [tekijä] 23.10.2024 klo 3.22 
@sarumanthecursed I think I know why. You need to use the arrows next to the spells to switch between the different lores. I'm not actually sure when this changed, I know Mannfred used to be like this but it changed over time. I might take a look at this and see if I can get them back onto the one panel, but spells should be all functional.
Ydok4  [tekijä] 23.10.2024 klo 3.12 
@sarumanthecursed I haven't experienced this issue with community bug fix myself so I had a look inside their packfile. There doesn't appear to be anything that touches the fay enchantress directly.

There could be another mod that interferes with the community bug fix mod that causes a script break. I know the 'Lost & Found Chaos: Sigvald, Champion of Slaanesh' mod used to cause a similar issue. It still might but I stopped using it after I found the conflict.
sarumanthecursed 22.10.2024 klo 22.06 
Not compatible with The community bug fix mod.

Character gets sloted into a random fixed lore with random number of spells.

Fay would have 2 spells, 4 the next battle then 3. Always of the same lore but different lores each battle. Essentially jumbled the mod

Removed CBF and mod worked as intended
Ydok4  [tekijä] 21.10.2024 klo 13.40 
@sarumanthecursed I haven't tested it with Duke's damned nations but as long as it doesn't touch the same skill nodes, it should work.
sarumanthecursed 21.10.2024 klo 9.35 
Is this compatible with Duke’s damned nations?
sarumanthecursed 4.10.2024 klo 20.00 
epic mod dude!

was hoping to see this!
Ydok4  [tekijä] 4.4.2024 klo 3.48 
@Eni I considered this earlier but after the Shadows of Change update I'm probably not going to bother due to future DLC inevitably adding these characters.