Total War: WARHAMMER III

Total War: WARHAMMER III

Wondrous Wizard Levels - Magic skill tree overhaul
199 Comments
Ydok4  [author] 19 hours ago 
@Altan Perfect. I think this probably fixes a bunch of weirdness with Miao/Zhao as well. I thought it was something to do with their transformations but I suspect the upgraded spells weren't configured properly.

Glad to here you're a long term user . This mod doesn't have heaps of subscribers but I find the people who use it, love it.
Altan Dec 10 @ 2:23pm 
Teclis spells work as well now and likely other characters.
1st discovered your mod with WH2, kept it in my mod list ever since
Ydok4  [author] Dec 10 @ 11:06am 
@Quinn Thanks for the kind words.
Quinn Dec 10 @ 2:13am 
Nice! Sayl's spells are looking good now. Thanks for solving so fast; this mod is an absolute must-have on my campaigns!
Ydok4  [author] Dec 10 @ 1:38am 
@Quinn @Altan All the multi lore characters should be fixed now. There's a lot and some are tricky to verify without going through a campaign. Please let me know if this resolves the issues on your end.
Ydok4  [author] Dec 9 @ 7:36pm 
@Altan Yeah I've just picked up on a related issue with other characters. None of the spellcasters should need to switch since they always get capped at 6 spells. However it looks like I'm missing definitions for several characters with unique spell groups. The 'new' spells I'm dynamically adding to the characters need to be setup in: special_ability_groups_to_unit_abilities_junctions_tables

Thanks for the flag though. I'll double check that table as well.
Altan Dec 9 @ 2:42pm 
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  [author] Dec 9 @ 1:33pm 
@Quinn I've fixed Sayl. I'll need to do an update for other casters as well.
Ydok4  [author] Dec 8 @ 2:12am 
@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  [author] Dec 7 @ 11:19pm 
@Quinn That is unexpected. I haven't had a chance to play Sayl since the DLC dropped but I'll check it out.
Quinn Dec 7 @ 4:39pm 
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  [author] Dec 6 @ 2:32pm 
@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  [author] Dec 6 @ 1:26pm 
@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 Dec 6 @ 4:38am 
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  [author] Dec 5 @ 12:22am 
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 Nov 9 @ 9:32am 
Wizard level 2 high elf shadow wizard, mindrazor and pit of shadows do not count towards unlocking arcane conduit
sarumanthecursed Oct 27 @ 3:21pm 
I can confirm for Cutist of Tzeentch after wizard level 1, points in Firestorm and Piercing bolts do not contribute to Arcane conduit unlocking
sarumanthecursed Oct 8 @ 1:32pm 
have not tested for the level 2 wizards yet, playing cathay so will see if their casters have same issue as the dark elf beast sorceress
sarumanthecursed Oct 8 @ 1:31pm 
i notcied the spells of cathay dragon lords like miao ying dont change despite the transformation text saying they will have reduced casting.

I would recommend restricting characters in dragon mode to have just 2 spell slots available

or editing the ability description so that it is no longer conflicting
Ydok4  [author] Oct 3 @ 3:00pm 
@sarumanthecursed hmm I checked the pack and it looks arcane conduit for the beasts sorceress has the level 3 skill node links setup. This might need more digging.

Do are any of the level 1/2 wizards have the arcane conduit unlock requirements working properly?
sarumanthecursed Oct 2 @ 4:04pm 
earthing, Magical reserves and hakarti's blessings count

but the curese of arnahair and transformation of kadon do not
sarumanthecursed Oct 2 @ 4:02pm 
"@sarumanthecursed I think this has been an oversight in the mod since the WH2 days.

I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements."


still not fixed for dark elf sorceress of beasts
Ydok4  [author] Sep 22 @ 2:44pm 
@sarumanthecursed Hmm sounds like they've added new skills instead of modifying the existing ones. This makes supporting it a bit harder since I would need need to update my automation instead of just supporting a new character.

I'll keep it in the back of my mind but as I'm not using SFO at the moment, this probably won't come around for a long time, if it does at all. You're welcome to make your own patch in the interim though.
sarumanthecursed Sep 22 @ 6:18am 
Specifically they added a new lore of Magic: Lore of Hags for kislev, and a lot of the castor lords have dual Lords of magic in their skill tress
Ydok4  [author] Sep 21 @ 2:45pm 
@sarumanthecursed Whats the compatibility issue with SFO? Last time I checked (admittedly a while ago) it worked fine.
sarumanthecursed Sep 21 @ 7:12am 
Please make an SFO submod
Ydok4  [author] Sep 3 @ 3:17am 
@sarumanthecursed I think this has been an oversight in the mod since the WH2 days.

I believe I've fixed this now.
All Level 2 and lower spellcasters should have their Level 3 spells count towards the Arcane Conduit unlock requirements.
sarumanthecursed Aug 13 @ 10:06am 
Isabella has trouble unlocking Arcane Conduit - Arcane Conduit says "requires spending 3 skill points in previous group"

but does not seem to count skill points put on Wind of Death and Curse of Years

Arcane Conduit only unlocks for isabella when you put points in:
Evasion
Earthing
and Magical reserves

despite Wind of Death and Curse of Years being in same group
Ydok4  [author] Jul 11 @ 2:01am 
@Rauri Thanks for the report. This should be resolved now.
Rauri Jul 8 @ 1:10pm 
Tzeentch heralds and lord of changes spell lines need moving from indent 2 to 3. They're conflicting with their self and exclusive lines respectively.
Ydok4  [author] Jun 23 @ 2:49am 
@sarumanthecursed For overcast specifically? This is technically feasible although I've had concerns about the AI killing their own spellcasters too easily.
sarumanthecursed Jun 22 @ 8:33pm 
What if you tied a negative miscast chance to the wizard level trait?

Level 1 - 40%, increased miscast chance
Level 2 - 30%, increased miscast chance
Level 3 - 20%, increased miscast chance
Level 4 - 10%, increased miscast chance

Or something like a negative ability.

Not sure if that would be easier
Ydok4  [author] Jun 22 @ 2:46pm 
@sarumanthecursed I've looked into this previously because I've had the same reasoning. Unless CA has changed how this works, it requires me to touch the main ability tables which isn't great for compatibility and effort required for maintenance. I might revisit this one day but this isn't changing in the short term.
sarumanthecursed Jun 22 @ 1:48pm 
Can you please add à miscast chance to every spell cast?

Would make magic more lore accurate and require more strategic use.

Something like:

35% miscast chance on normal cast
50% miscast chance on Overcast

Most characters get copious amounts of miscast reduction anyways in campaign

To the point where miscasting is virtually non existent currently
Ydok4  [author] Jun 20 @ 5:01pm 
@nullmana I don't think I've ever actually gone into the ingame spell browser before. I'll add a note to the description. Thanks for reporting.
nullmana May 31 @ 6:24am 
Hey great mod. Just want to let you know that this mod has a minor issue. It is breaking the ingame spellbrowser.
Ydok4  [author] Mar 28 @ 2:33am 
Fixed Kairos by removing changes that hid the Daemon Prince's item effects.
The Daemon Prince is still behaving the same aside from the UI being misleading.
I can hopefully fix this but for now I think this is preferable to Kairos's UI being bugged.
Ydok4  [author] Mar 28 @ 1:51am 
Mod has been updated so it no longer crashes on startup.
For the timebeing I've removed all changes to Kairos but there's still some bugs where he is missing some spells. I'll try and resolve but at least for the mod is back to being functional.
Ydok4  [author] Mar 26 @ 3:17am 
@sarumanthecursed I'm not using the seasons mod at the moment but I have used it without issues with WWL in the past.

As an aside, 6.1 is going to need a few changes. Kairos needs another look at but there's also an issue causing a crash if mods include capital letters for table names, scripts and some other file types.
sarumanthecursed Feb 22 @ 10:21am 
this when in cunjunction wirh the seasons mod and land encounters seems to cause occasional crashes.

i think possible because all 3 mods have too much triggering at each turn start
Ydok4  [author] Feb 17 @ 1:07am 
@sarumanthecursed Admittedly, its been a while since I noticed the performance issue. So maybe it is has gotten better since WH3's launch? The secondary problem was that this is a lot of effects to display which makes the tooltip hard to read.

I'm not familiar with the other mod you're referring to.
sarumanthecursed Feb 16 @ 2:03pm 
oh perhaps, i was playing morathi, did not realize it was a performace fixer in regards to mixed lores.

perhaps the mod that allow a drop down menu for skill slot descriptions could help you with this in regards to performace
Ydok4  [author] Feb 16 @ 1:57pm 
@sarumanthecursed Are you talking about the mixed lore spellcaster skills? This was actually a performance thing. The UI struggled to deal with the amount of effects displayed at once. I have been wanting to put the base spell back in however. This has been more of a tech problem with my build process though.
sarumanthecursed Feb 16 @ 1:43pm 
i would recommend adding the actual number in the skill slots on by how much it reduces mana costs and cool downs
Ydok4  [author] Jan 31 @ 3:54pm 
@sarumanthecursed I'll have to do some testing but I suspect that since this flag isn't working then I won't be able to disable the default spells the dragons get access to. At the moment I'm working on a siege overhaul, so I'll swing back around to this eventually.
sarumanthecursed Jan 20 @ 7:39pm 
Since it is wonky, why not just disable spell casting when characters are in dragon form
sarumanthecursed Jan 5 @ 2:43pm 
nvm appears to be inconsistent, yuan bo changed spells everytime he transformed
sarumanthecursed Jan 5 @ 1:53pm 
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  [author] Jan 4 @ 8:48pm 
@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 Jan 4 @ 8:27pm 
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