Total War: WARHAMMER III

Total War: WARHAMMER III

Wondrous Wizard Levels - Magic skill tree overhaul
210 Comments
Vaxar Kun Dec 20 @ 12:44am 
okay, thanks - also thanks for the fix
Ydok4  [author] Dec 20 @ 12:31am 
@Vaxar Kun No thats correct. He's a level 4 wizard so he gets the 1 signature spell + 4 other random spells.
Vaxar Kun Dec 19 @ 10:42pm 
Seems like it yes - loaded in my sayl campaign, an a battle - he had different skill, though only 5 slots, not 6 - not sure if that's intended at this point :D
Ydok4  [author] Dec 19 @ 5:06pm 
Ok I think the duplicates are actually fixed now. I booted up a Sayl campaign got the second skill point for all the spell slots and tested in battle that the upgraded spells were working and had no duplicates.
Vaxar Kun Dec 16 @ 7:07am 
out of curiosity i leveled up all his skills to 3, so now all battle he has 3 skills only, as each are duplicated.
Ydok4  [author] Dec 16 @ 2:17am 
@Vaxar Kun I'm betting this is the 'upgraded' version of the spell doubling up. I thought it would be mandatory for it to work but maybe it isn't...

I'll try and fix this over the next few days.
Vaxar Kun Dec 15 @ 12:40pm 
sorry for spam, now tha i put level 2 to most spells i have 6 skills slots, pendulum is duplicated
Vaxar Kun Dec 15 @ 12:11pm 
it would appear it starts to happen when i put more points into the skils - alkl the other spells i have seen, only pendulum not
Vaxar Kun Dec 15 @ 12:02pm 
huh,. now i got two wind blast - in previous battles i only got one.
And he onlyhas 5 spells in any battle, not 6
Ydok4  [author] Dec 15 @ 11:26am 
@Vaxar Kun Hmm seems like we've gone from no spells to too many. Do you know if you had Sayl has had any missing spells at all? If Pendulum is actually missing (and not just getting bad random luck) then Sayl will have a spell slot empty.
Vaxar Kun Dec 15 @ 11:20am 
Sayl gets two Okkam's Mindrasor - i think i havent seen Penumbral Pendulum in the campaign yet

https://i.imgur.com/y5GKsgx.png
Ydok4  [author] Dec 11 @ 3:38pm 
@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.