Total War: WARHAMMER III

Total War: WARHAMMER III

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Wondrous Wizard Levels - Magic skill tree overhaul
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7.027 MB
Apr 29, 2022 @ 11:50pm
Sep 3 @ 3:45am
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Wondrous Wizard Levels - Magic skill tree overhaul

In 1 collection by Ydok4
Wondrous Wizard Levels - Magic Skill Tree Overhaul
8 items
Description
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.

Popular Discussions View All (2)
0
Apr 30, 2022 @ 12:29am
PINNED: Daemon Prince spell generation
Ydok4
0
Apr 30, 2022 @ 12:11am
PINNED: Character wizard levels
Ydok4
180 Comments
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.