Total War: WARHAMMER III

Total War: WARHAMMER III

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Wondrous Wizard Levels - Magic skill tree overhaul
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7.273 MB
2022年4月29日 23時50分
12月9日 13時12分
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Wondrous Wizard Levels - Magic skill tree overhaul

Ydok4 作成の 1 件のコレクション
Wondrous Wizard Levels - Magic Skill Tree Overhaul
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解説
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.

The ingame spell browser does not display properly.

人気スレッド 全て表示 (2)
0
2022年4月30日 0時29分
ピン留め: Daemon Prince spell generation
Ydok4
0
2022年4月30日 0時11分
ピン留め: Character wizard levels
Ydok4
193 件のコメント
Altan 4 時間前 
Hello I noticed I only had one spell available as Teclis in a battle. Turns out there's a vanilla bug where characters cannot switch lore. I assume that's why there's an issue with the multilore mages in your mod.
To be able to switch between Lores of Magic, a character must have the relevant lore added in special_ability_groups_to_units_junctions_tables.
It might break custom battles though.
Ydok4  [作成者] 5 時間前 
@Quinn I've fixed Sayl. I'll need to do an update for other casters as well.
Ydok4  [作成者] 12月8日 2時12分 
@Quinn the in battle stat card displays the correct spells but the spell wheel is missing the actual abilities. I suspect there's something in the patch that has changed this behaviour. I suspect the other multi-lore casters will be impacted as well. I'll try and find some time this weekend to figure it out.
Ydok4  [作成者] 12月7日 23時19分 
@Quinn That is unexpected. I haven't had a chance to play Sayl since the DLC dropped but I'll check it out.
Quinn 12月7日 16時39分 
I noticed Sayl doesn't seem to get all of his spells in battle, usually one fewer than the generated spells on his card. Checked other lords and they seem to be fine
Ydok4  [作成者] 12月6日 14時32分 
@Rauri Looks like the skill trees have a unique innates and some unique skills that aren't in the magic line. I've pushed an update which should add the WWL skill trees to them. Neat little sneaky addition by CA.
Ydok4  [作成者] 12月6日 13時26分 
@Rauri Thanks for the heads up. Looks like it isn't just Techlis's mage, there's a unique mage with unique affinity for each of the playable elves.Will need to think about this a bit to see what I want to do.
Rauri 12月6日 4時38分 
Teclis' starting loremaster doesn't have your spell line. I'm guessing it's using wh3_dlc27_skill_node_set_hef_order_of_loremasters_loremaster_affinity set instead of the normal one.
Ydok4  [作成者] 12月5日 0時22分 
Updated for 7.0.
@sarumanthecursed I'm not sure what I'm missing to get these unlock requirements to work. I'll take another look at the Dragon skills. I can't make the characters only have 2 slots in dragon form only unfortunately.
sarumanthecursed 11月9日 9時32分 
Wizard level 2 high elf shadow wizard, mindrazor and pit of shadows do not count towards unlocking arcane conduit