Total War: WARHAMMER III

Total War: WARHAMMER III

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Modifiable Winds of Magic Pool
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Tags: mod
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Apr 7, 2022 @ 9:36pm
Apr 15, 2022 @ 6:38am
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Modifiable Winds of Magic Pool

Description
WH3 overhauled the magic reserves system from WH2 to make it much clearer and more straightforward. While I think the new system is in most aspects an improvement from the old system, there is one thing that I do not like: the hard limit of 100 maximum Winds in an army's reserve pool. In my opinion, the inability to increase that maximum number removed a great deal of the experience in WH2 of truly investing in magic over the course of a campaign. With a hard limit, you can easily reach 100 reserves within the first few turns of a campaign and then that's it. That is as much magic as you will ever be able to have throughout the entire rest of the campaign. I wanted to be able to see a difference in my magic between turn 5 and turn 50 besides just what spells I may have, so I made this mod.


This mod changes skills, traits, items, and other effects that would have given reserves in WH2 to instead increase the maximum Winds of Magic pool of relevant armies. This will allow you to increase the maximum total reserve an army can have on the campaign map above 100. This will not have any effect on how quickly (or slowly) that reserve will fill up.


In most cases, I have chosen to give these effects smaller numbers than they would have in WH2: +10 instead of +15, +3 instead of +5, etc., to counterbalance the fact that the WH3 magic system lets you get more out of each point of reserves than WH2's system did.


COMPATIBILITY: As far as I know, this *should* be compatible with pretty much anything, but I make no promises.
25 Comments
wotikins Dec 4, 2022 @ 10:28pm 
Does it work for 2.3?
SteakDriven Sep 22, 2022 @ 9:52am 
Does this mod still work with 2.1.1?
salty fingies Sep 14, 2022 @ 6:01pm 
I just wanted to say that the bug where winds of magic gets reset after fights is still present. However, this is not the case for every buff for reserves, meaning there must be something you can tweak which affects whether or not it gets reset. At least that's my theory.
Solaire Sep 9, 2022 @ 7:46pm 
Any progress?
Shadevar Aug 24, 2022 @ 5:05pm 
I think the numbers you had it at previously were pretty good; i would almost want to just change their numbers back to your numbers and leave it at that lol.
Sablesword  [author] Aug 23, 2022 @ 2:39pm 
At some point, probably. First I'll most likely take some time to play IME as is and determine what adjustments I want to make.
Junglist_ Aug 23, 2022 @ 10:29am 
Love your mod, can we expect an IE update?
Sablesword  [author] Jul 3, 2022 @ 6:14pm 
CA's effect for this has the same bug that mine does. Hopefully, however, that will mean that it gets noticed sometime and fixed.
salty fingies Jun 30, 2022 @ 7:03pm 
Just a thought: there are now actual options in the game which raise maximum winds of magic. Might be worth seeing if that fixes the bug that resets magic and if not seeing if it could be updated. Just spitballing I don't know how mods work.
Solaire Jun 30, 2022 @ 12:05pm 
Keep up the good work king