Warsword Conquest is a total conversion of warbands mount and blade 1.153 based on the warhammer fantasy world by Games workshop and is single player only at moment.

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The winds of magic are flowing in warsword conquest. Release date: TBA

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"For all those mac users! when you have trouble with the hitboxes, copy the skeleton_bodies.xml from the mod's data folder and paste it over warband data folder's skeleton_bodies.xml!

(Thanks to user hkajs)"



Greetings Warsword Conquest fans,


It has been a few months since our last update and during that time our modellers have been working on armours and apparels for our well known lords so that favourites such as Be’lakor, Arbaal the Undefeated and Heinrich Kemmler (to name a few) look closer to their real lore-friendly appearance. They have been working on other models too and also on lods for current models to help performance of the mod when full of our higher poly models. Some screenshots will follow to showcase some of the new lords.

On the coding front I have been focusing solely on magic for the last 6 months to try and get it into the mod in the best way to represent Warhammer Fantasy’s magic while keeping it within the mechanics and balancing requirements of Warband’s combat. I have tried to add all the spells in as accurately as possible, but some spells’ original effects had to be changed either for balancing purposes or because they couldn’t be well represented in the Warband envirnonment.

In terms of what magic casters are in the game, all real characters who cast magic on the tabletop cast spells in Warsword (yes, special lords are now even stronger) and each faction has 3 levels of casters with variations of that caster for each school available to them. Not every army will have a magic user in it, but many will.
Sorry dwarf fans but the rune guild will have to wait for the next update.

Note: Magic is for field battles only and not sieges for balancing reasons.

Here is a brief overview of how magic is going to work in the next update of Warsword Conquest:

AI vs Player:

AI’s and player’s magic works slightly different from each other. The player casts magic using their magic school’s activator (requires firearms proficiency to increase accuracy) to cast spells whereas for the AI will only use their activator for magic missile attacks. All other kinds of AI attacks are cast via script. I did this because a great deal of spells are augments and hexes and would benefit more from a decision-making AI than relying on the AI’s ranged targeting choices.
The AI will look at the battle circumstances before casting and try to choose the best spell for the situation.

In real terms, this makes one distinct difference. All AI casters will cast their spells at the very start of the magic phase while the player can cast at any time during the magic phase. This makes the AI much more efficient and deadly with the array of spells they have than if they used the activator for all.


New Magic Skill:

After the new Constitution skill, we’re going to introduce a second new skill in Warsword Conquest : the magic skill.
The higher your magic skill is, the more damage your spells will do and the larger radius your AoE (Area of Effect) spells will have and, in case you are casting a summoning spell, the better the troops you can summon. You will also regain mana faster and you’ll have a higher chance of making your casting roll.


The Magic Phase:

If there is a magic user in the battle, then the magic phase will be active and this will bring a new winds of magic strength number every 10 seconds. This number ranges from 1 – 8 and that is the amount of mana which casters regain (with bonuses for higher magic skill characters). If the winds of magic are at a 7 or an 8, then all casters are getting a +2 to their casting roll, while if it is a 1 they’re getting -2.

During each magic phase a caster may only cast 1 spell, with the exception of magic missile spells (which are normal Warband ranged attacks) that can be cast as many times as you have mana for.
At the end of the magic phase all spells’ effects (with one or two exceptions) are cancelled. This is the trade off for the player, who has the advantage of casting any time they like and in a more optimal place/situation, but the later they leave it in the phase the shorter time the effect will last.


Casting:

Each spell has a casting cost which the caster has to achieve equal to or better than on a D12 (plus a bonus for magic skill level) in order to successfully cast. If they cast it, then all affected troops who have magic resistance get a roll to resist the spell, in which case they will be uneffected.
If you fail a casting roll, you’re still going to lose 50% of the spell’s mana cost (which is the same as the casting cost) and you cannot attempt to cast again until the next magic phase.

There are penalties to the casting roll if you have a shield equipped (on back is ok) or if you are wearing too heavy armours.


Spell Types:

Magic Missile: An usual Warband ranged attack although some have bonuses

Radius From Caster: These AoE spells use the caster’s position as the center and usually require the caster to be close the action. These are more common in schools that don’t have a magic missile spell.

Radius Ranged: These AoE spells are a mix of the previous two kinds of spells and use the spot where the spell landed as the center of the radius.

Summon: A successful cast of these spells will summon troops in close proximity to the caster.


Learning magic:

The player can learn only one school of magic from a list of schools available to their race (the ability to change schools will not be in this release) and they can learn them by visiting the Wizards’ Guild via the town menus. As the player goes up in magic skill and has the appropriate gold, more spells will be available for learning.

Once you have learnt a spell, it will appear as a scroll in your inventory (these are unlootable) and the way you organise them in your inventory from the top left will establish the order they scroll through when selecting them in battle.

In battle you can toggle through your spells using the V and B buttons. Then, firing your activator, it will attempt to cast the chosen spell, which is displayed in the top left hand corner along with your mana. If you have already cast a spell or do not have enough mana available the spell will not activate.

If you would like to read about the schools of magic, what spells they have and their lore attributes then download this text file here..

Filedropper.com

So when is it ready?

We are a while off of release yet. As I have been exclusively looking at magic for most of the year, I haven’t looked at issues such as sea battles or how to reduce the map lag yet. I want to add 10 more events before release and GSanders (Phosphor1) is yet to return to look at his side of the coding. Moreover, the magic’s coding still has work to be done as well.

Another major workload we have is modelling as we mentioned in the last update. We have some new modellers which are fantastic, but with all the new magic troops who all need equipment made, as well as some effects and models for the spells themselves, there is still much to do on the modelling front.


No date can be given yet but rest assured we will continue to work as hard as we have been throughout all of 2017. Hopefully some more precise news will come when closer to the Christmas period.


Thanks for reading and for your continued support of Warsword Conquest.


Nameless Warrior

Comments
U1Y5535
U1Y5535

Keep up the incredible work!

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varrenw
varrenw

Sounds awesome! Super happy to hear that you guys are still working hard on the mod. Fantastic mod! Take your time, and keep up the good work. Ill try to keep waiting patiently.

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polloio
polloio

It is strongly recommended that you all download or at least read the document about the Schools of Magic to have a better understanding of all the spells the mod is going to have, how they work and for which factions they are.

Cheers to all!

Polloio, Warsword Team

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Randomnameholder
Randomnameholder

I have a question. Are you planning on making it possible to learn other races magic at some point? Because i sometimes roleplay as a normal human that gets corrupted by chaos, puts the zealot getup on and jumps sides.

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Bronx9146
Bronx9146

Regarding summoning Spells, Do we get relations deductions? because it would be awkward that an Loyal Servant of the Empire can summon Demons without the witch hunters getting ****** or a High Elf Summon Slaanesh Daemons and so on

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polloio
polloio

We made sure about that or similar out of place occurrencies being impossible to happen ;)

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mikeboix
mikeboix

Amazing work, guys. Keep it up :D

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Ettenrocal
Ettenrocal

Magic in Warband ! Incredible, can't wait to see that.

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djogloc
djogloc

Good luck, although I would prefer this mod to not have magic.

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polloio
polloio

I'm quite sorry to hear that, yet we answered what a quite vast majority of the community was asking for.

But let me tell you something: you'll enjoy it, it'ss really make battles feel and play different :)

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djogloc
djogloc

Oh, no problem. Don't take me wrong, I know magic is important to Warhammer and I will still play and enjoy it, it's just a personal preference for me. Nice to see you managed to make something the majority of the community asked for (and that is also hard to do in Warband)

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polloio
polloio

Heh, personal opinions and tastes are a tough matter to objectively discuss most of the times, the best I can do is try and assure you that you could change your mind on the subject when you'll play it ;)

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LAST_ACTION_HERO
LAST_ACTION_HERO

Release it for Christmas ^^

I can then test over the Holidays the hell out of the Mod and give you another List of Bugs I find.

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polloio
polloio

We can't release something we know it's blatantly incomplete, so we'll release when the work is done for good.

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martinsneibergs
martinsneibergs

Am I the only one who hears Freddie Mercury when reading the title? :D
Oh, and getting hyped for the magical new update.

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polloio
polloio

I hear the fingers snapping too :P

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Njorunn
Njorunn

This looks great, thank you!

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Willhelm72
Willhelm72

Hey Polloio, first of all great mod, created an account just so I, could give it a 10/10. I guess if a new version is in the stores there's been bug hunting in the background too, so my question is there a possibility of you guys realising small patches for somme bug, like script errors or disapearing hair, floating boat battle etc.. or even any bug-fixes rather than all at the same time with a Huge update where all the feedback being about magic balance or gamebreaking bug?
If not it's okay the fact that you guys made this mod at all is amazing, probably one the reason I love the internet so much is for people like you who make such incredible things for free where companies would make you pay for the blood in-game ^^ thanks for your time

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polloio
polloio

First and foremost, thank you very much, without people like you all keeping our work in a so high regard we probably wouldn't be doing this. It's always a pleasure knowing that you guys have fun playing Warsword Conquest :)

Now, on to the interesting stuff. Of those three bugs you named, one is a bug of the native game (disappearing hair, also known as "The Curse of Baldness", is a savefiles corruption caused by an error on the native game's side) and we can't do much against it; one other is either one of the leftovers bug that Freelancer was causing (SCRIPT ID errors' texts) or missing meshes: if it's the first you are reporting, well that's why we had to take the Freelancer submod out of Warsword Conquest, instead if it's the second case you are reporting, then please tell us what meshes are missing (the red texts report their exact name) though we have checked for all of them and we are sure the next release won't be missing them again and we have cleaned the mod of all the small Freelancer bits that were still lying around, so no more red texts; for the latter bug, that is the only true mod related one, as Sea Battles got corrupted pretty bad somewhere after we tested them before the last release.

We have plans about "solving" it. But we haven't done anything definitive about it yet. Sure, the next release is going to see the problem gone, one way or another.

Cheers!

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Willhelm72
Willhelm72

Well, weird about the curse of baldness never happened inn Pendor or Perisno, and god knows Perisno wazs bugged when i played it. But no it ain't a missing mesh don't worry all the (impressive) meshes have been here, for all races at all time, it was just a lign of red text for script error wich I can't really look into now with my possibly surpise exams in college right now, so it must be something from the Freelancer since i'm sure 100% it was script error.
anyway thanks for the reply, it's always nice to know you guys watching, cheers and good luck with the mod and life in general I guess ^^

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polloio
polloio

Yeah, Warband is a quite old engine and is not used to this much custom stuff (especially the deifferent races....) and that's why sometimes it stumbles and fails to save correctly.

About the red text, I can assure you no more of that is going to pop up in game in the next version (unless the Chaos Gods do what they're best at and mess it all up...).

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Teeff
Teeff

Looking forward to this update.

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Willhelm72
Willhelm72

does the integration of magic means we're going to get more magic oriented chaos armors/units? like those of slaanesh and of course Tzeench? I want my space octopus god's stylish blue'n'gold on my armours ^^

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polloio
polloio

Yes it does ;)

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wessleysmiley
wessleysmiley

Could you possibly add the "Forcibly Recruit Troops" option that I've seen in a few other mods? It honestly makes the game so much more enjoyable, and (at least for me) it would make this mod perfect.

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Guest
Guest

Are you also going to add some amount of magic resistence to some of the races for example dwarfs. I also wonder if you will add the option to choose your chaos god alignment similar to the beastmen in the 2016 version. if you would do that than for character roleplaying the Khorne player should have a certain amount of magic resistence too since the should never use magic and tzeentch may have an augment. Just throwing random ideas I've had for your mod for the longest time

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polloio
polloio

We already know what to do, and we're going to do as much as we can.

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Guest
Guest

I'm so happy to see another update on the progress of this mod! I have logged so many hours into it, and to see it continuously getting better puts a huge smile on my face! Magic looks really sweet, but I have a question about my favorite race of furry ratmen. Are there any plans to put in a way to customize shaven fur color and/or add horns in the Skaven character creation screen. As Skaven wizards are exclusively grey seers it would really elevate the experience to be able to add these features to a new character and amplify the roleplaying aspect of the mod. I will continue to eagerly await more updates, but for now thank you Polloio and the rest of the team!

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polloio
polloio

Make it "the Team and polloio", as they are the guys making it real, I'm just the guy answering your comments and doing some other minor things :)

About Skaven, we can't make multiple fur colours or horns happen as a racial feature, because many armors are bound to use parts of the body as part of the armor pieces.
WQith different fur colours, skaven would look like a collage of different coloured furs, which is not cool.

That's why we haven't done it before and we can't do it unless we rebuild the Whole faction from scratch (which would cripple the release and put it on an undefined lenght hiatus, as that is something MASSIVE to do).

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Guest
Guest

When we can expect magic?

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goldfang17
goldfang17

i do love summoning

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