Total War: WARHAMMER II

Total War: WARHAMMER II

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BM Alternative Miscast
   
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Tags: mod, Battle
File Size
Posted
Updated
352.775 KB
19 Apr, 2018 @ 12:20pm
3 Jun, 2018 @ 8:02pm
3 Change Notes ( view )

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BM Alternative Miscast

Description
Alternative Miscast - Major Unit Disruption with No Damage

Mod Key Highlights
  • Provides you with an alternative miscast for all Lores of Magic and their Spells to provide a more interesting and impactful experience to miscasting. Both you and the AI will have this alternative miscast. The only spell excluded is the Dark Elves Soul Stealer spell, as it has 100% miscast and its own specific miscast to deal with healing.
  • If you liked the idea of this mod but find it too extreme, check out my
    Alternative Miscast Nerfed mod variant.

Mod Issues/Bugs
  • [Design Issue] Due to the animations provided to the cavalry units, they are only slightly knocked back, while flying units are not affected. I have tried a variety of methods to change this but have not been able to find a solution.
  • [Bug] Sometimes random individual characters or some models within the blast radius will be unaffected. Tried playing around with a few values to stop this from occurring but so far it is something that is just going to happen from time to time. I like to think of these individuals as being more magically attuned or resistant.

Compatibility
  • Works in any game mode.
  • Save Game Compatible and can be removed at any time.
  • As long as none of the mods you have alter miscasts specifically, this will work with any other mods.

Mod Description
Overall, this is a recreation of my TWW1 mod that I created when I found the default miscasting to be rather boring and uninteresting on the battlefield. So, I considered changing the miscasts to be more like the tabletop and was disappointed to find that miscasting was very limited. So, I then focused on making miscasting directly impact the battlefield.

Therefore, this MOD makes it so whenever someone miscasts, no damage is taken, but any units within a decent radius around the wizard will be blasted away, excluding cavalry, flying units and some very big units that cannot be knocked over. With that said, it does knock down troll sized creatures, giants and varghulfs.

Mod Design Remarks
  • [Skill Based Change in Difficulty] With the change to miscasting, a poorly timed miscast could spell doom for your forces, but a well timed one could keep the enemy at bay or heavily disrupt their forces. Thus, depending on how you adapt to the use of this mod, it could make battles easier or more difficult.

Mod Creation
For anyone interested in modding or would like to make a variant of this Mod please check out the Change Notes for details about how I made this mod. I did this to improve the readability of my Mod description but still wanted to provide modding details for those who are interested.

Feedback
Please rate this mod and ask questions to help others of the community know what you think. Constructive feedback is always appreciated :)
13 Comments
LordofRoses 23 May, 2020 @ 10:59am 
Hey ho doesn't seem to work with the new patch. Could you update please ^
bmstanfield  [author] 14 May, 2020 @ 6:22am 
@Morven
Glad I could help and I like the unique changes you made to the miscasts, very cool!
Morven 14 May, 2020 @ 4:50am 
Hi I made a new miscast mod inspired by yours and helped by your guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2095977495

Thanks for the inspiration and help.
bmstanfield  [author] 25 Apr, 2018 @ 10:15pm 
@Darkness
Glad you like it, enjoy :)
Foenix 25 Apr, 2018 @ 9:54pm 
Perfect, I'm going to play with the new version in my campaigns from now on :))
bmstanfield  [author] 25 Apr, 2018 @ 6:23pm 
@Darkness
No worries at all, I appreciate the constructive feedback and suggestions :D

Based on what you have requested I have decided it is better to make a new mod with those changes, rather than change the current mod. It is already up, so just let me know what you think :)
Foenix 24 Apr, 2018 @ 11:35pm 
Man I hope I am not being annoying, you shouldn't have to change things just to fit my preference.
Foenix 24 Apr, 2018 @ 11:30pm 
Hmm, I see a difference, but I feel like the impact is too big, like this is fun in custom games, but would be annoying and unbalanced in campaign, I tested with a light wizard and 2 swordsmen units, I stood several dozen (in-game) meters away from both of the units while standing in the middle and still knocked down both entire units, is there any way to make it so that even if the wizard stands right next to 2 units in a row, only about half the unit gets knocked down? That would cause enough disruption in the formation to serve the purpose of your mod + it would be balanced (I think), especially since it doesn't affect cavalry, so you could technically stand 30 meters or so away from an enemy infantry line, charge your cavalry and then overcast to knock down those units so they can't fight back against the cavalry (Because that makes them not braced I think?).
bmstanfield  [author] 24 Apr, 2018 @ 10:27pm 
@Darkness
Thanks for the clarification, the mod has been updated :) Let me know what you think :D
Foenix 24 Apr, 2018 @ 10:19pm 
@bmstanfield I was thinking about the area which the explosion covers :))