Total War: WARHAMMER III

Total War: WARHAMMER III

(Morven's Miscast Mod Edit) SFO Safe 6.x
40 Comments
Krakenous 17 May @ 9:04am 
Nice one Ill look into it. Changing it to 4000 and the radius to 100m :WH3_greasus_rofl:

Nah kidding heh. Thanks Zach.
Zach  [author] 17 May @ 7:29am 
If you want miscasts to inflict damage, change "Detonation Damage" under projectiles_explosions_tables

Probably start with 20 and adjust from there
Krakenous 17 May @ 3:44am 
Seems like the other other "fixed" version has been purged. Hmmm. I shall try this one instead although I actually really enjoyed the "mage nuking" damage effect lol it was quite funny in huge battles. I won't tell you how to "mod" Zach but is that changed easily revertible in RPFM? I will have to test and see if this version still works OK but I presume it would.
Zach  [author] 8 Feb @ 8:16am 
No update needed, still functions entirely as it should. Is just a version number change
nab 8 Feb @ 1:31am 
Any plans to update this must have mod? Cheers.
Antagonistes 11 Jul, 2024 @ 2:22pm 
Weird... most likely doesn't come from your mod anyways, sorry to have bothered you.
Zach  [author] 11 Jul, 2024 @ 2:11pm 
The most immediate thing that came to mind is Cerb's magic overhaul mod, but it doesn't touch miscasts either. Everything else in your list looks fine. If memory serves SFO does increase miscast chance on spell/some ability casting
Antagonistes 11 Jul, 2024 @ 1:47pm 
A whole bunch, but none who touches miscast chance as far as I know (except for SFO)
You can see my modlist here :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286089381
Zach  [author] 11 Jul, 2024 @ 1:37pm 
Me and my group experience miscasts yes, though not what I would say is an "abnormal" amount. Def worth investing in miscast reduction. What kind of other mods are you running?
Antagonistes 11 Jul, 2024 @ 1:15pm 
or perhaps a problem with SFO ? have you experienced it ?
Antagonistes 11 Jul, 2024 @ 1:02pm 
Alright then, it might be an issue coming from something else. Perhaps some bug in the latest Ca patch ? I don't know... I haven't experienced this in my previous campaign, with your mod enabled.
Zach  [author] 11 Jul, 2024 @ 12:52pm 
That is quite strange as nothing in this mod increases miscast chance, only the affects of miscasting
Antagonistes 11 Jul, 2024 @ 12:49pm 
Hey man! I think your mod is causing overly high chance of miscast with SFO since the latest patch. I would get 3 out of 4 miscasts on a spell as basic as Shem's Burning Cast during 4 consecutive battles.

I didn't experience that issue before and disabling the mod seems to fix it.

Hopefully someone else can confirm having the same issue on their side.

Cheers!
Zach  [author] 29 Sep, 2023 @ 2:37pm 
No actual content change, version update for 4.x
Strider009 9 Sep, 2023 @ 9:55pm 
Thanks for the update. It's unfortunate the state of the game and it breaking constantly. Hopefully things get better. Really enjoy this mod, thanks for creating it in the first place.
Zach  [author] 6 Sep, 2023 @ 3:06pm 
Due to the current state of Warhammer 3 and that every 'patch' they drop breaks more stuff - currently no desire to continue modding as of this moment

This *DOES NOT* mean I will not support my published mods. I am unsure which ones have been impacted and need attention, if any issues are noticed please do not hesitate to let me know so I can look into and rectify them

TLDR
I'm in maintenance mode for a while
Zach  [author] 24 Apr, 2023 @ 1:26pm 
3.0 Update

Minor value adjustment, by all appearances unchanged + includes chorfs now and is updated in parallel to the OG author's SFO version. Doesn't include the 'overrides' for SFO's spell stats/values as it's an unnecessary addition for this version which deals no damage on miscast, only debuff(s)
Zach  [author] 1 Feb, 2023 @ 2:59pm 
@Wyzilla TLDR explanation: If I bonk a necromancer with a hammer, it'll hurt. If I bonk a treeman with a hammer, he won't feel a thing.

The damage required for higher health/armored/resistant entities to actually be 'hurt' (think of every high health/tanky spellcaster in the game) would bloody lower health/armor/resistant casters/etc

Until I can figure out a way to apply damage as a percentage of a unit's health (or similar), it will remain on doing no damage
Wyzilla 13 Jan, 2023 @ 5:32pm 
What about one solution of making all of the damage be inflicted by armor piercing magical attacks? At least logically speaking something with high magic resistance may be more resistant to backlash even if it's so on TT, but it's better than nothing.
Gleen Cross 11 Jan, 2023 @ 1:35pm 
The irony is that I just had a fight against N'Kari and he used spells that triggered self explosions... but weirdly, Katerina and the witches were always unscathed. I did not used any item or skills that diminished the miscast chance, so who knows why that happened. But either way, if you can't set a percentage, then it becomes harder to balance this indeed
Zach  [author] 11 Jan, 2023 @ 11:19am 
My 'edits' have no visual changes to the effects as I enjoy those as well. AI general mod is neat but haven't tested in it MP yet. There is still an "explosion", I've just notably reduced the radius of it (which is not visual). I've gone back and forth on the damage side of things and have settled on having no damage set. Until I can figure out how to have it be based off health percentage or something at least. The damage value is across the board for casters, meaning high health/armor etc casters are much less affected by damage than their weaker counterparts (like tomb king priests for example). It takes a much higher damage value for a high health caster like a Ancient Treeman to have damage applied to it, but that same value would be much more detrimental to a lower health/armor caster like a spellsinger. (Thus there is no one-size-fits-all value)
Gleen Cross 11 Jan, 2023 @ 10:04am 
Really? I got used with the original mod because of the fancy explosions, it was more noticeable when a miscast happened (to be fair, I automatize everything with the "AI General" mod, so I don't really notice speed debuffs and things like that). I agree with the sentiment that explosions were too strong in the original mod, it actually incentivize the player to miscast... but maybe you can maintain the explosion, but diminish the area damage? And make it hurt the caster by a significant amount, that would make the punishment more exposed
Zach  [author] 11 Jan, 2023 @ 8:46am 
Miscast mechanic works, I just tested it with Katarin and the miscast debuff properly applies. Unsure why - I did remove damage being applied a hot minute ago so if thats what you were looking for that makes sense. So the only debuff (consequence) would be to unit stats like speed, melee attack and defense, accuracy and etc

From what Ranger commented, only miscast chance alterations do not work.Miscasts themselves definitely works
Gleen Cross 11 Jan, 2023 @ 8:12am 
So the miscast mechanic have issues in this new Warhammer "3" engine? That's a shame. I didn't noticed any negative effect on Katerina, no explosions, no AP damage... nothing really, she just cast one spell after another without any kind of downsides. I assumed the mod was not working, but the issue is with the game itself smh
Zach  [author] 9 Jan, 2023 @ 12:40pm 
The more you know I guess, unfortunate that it is bugged

Update
Dwarf Miscasts:
Reduced physical resistance bonus on miscast to +10% instead of +25%
Reduced movement speed debuff on miscast multiplier from 0.2 to 0.5 (so speed is only halved)
Reduced magic resistance debuff on miscast from -35% to -25%
Ranger Tau 8 Jan, 2023 @ 10:10pm 
So, not sure if you've discovered this or not, but uh, miscast reduction in Wh3 does nothing. It's bugged. Your miscast chance will always be 50/35% depending on the points you have in the spell. Something changed between 2 and 3 which screwed with the equation. So, while I like the concept here (miscasts should be punishing), encouraging miscast-reducing spells and abilities is a moot concept.
Lt. Ruben 18 Dec, 2022 @ 5:30pm 
already spend time investigating it and talking with others about it on the modding discord. Sadly, my tests showed that regen can't be negative (nothing happens if the number is negative) and no other percentage based hp change exists. All damage abilities are flat damage.
Zach  [author] 18 Dec, 2022 @ 12:16pm 
Will def look into! That would be ideal to have it be percentage based for damage
Lt. Ruben 17 Dec, 2022 @ 9:02pm 
I can tell you (in theory) how to make miscasts proportionate to the caster :) Make a reverse regeneration debuff. Regeneration in WH3 is percentage based instead of flat numbers. You could have miscasts apply a "-X% HP regeneration per second for Y seconds" debuff, and then everyone suffers the same no matter the armor, resistance and HP.

Would love to see that, in the normal mod miscasts are actually a buff for runelords instead of hurting them.
Zach  [author] 6 Dec, 2022 @ 9:37am 
Early on I toyed with the idea of it only affecting the caster, can't quite get there but I got close -

Miscasts no longer do damage (there is not a "one size fits all" damage/ap damage value)
Debuff now only applies to the spell caster and friendly units in very close proximity

Should make miscast reduction skills/items worthwhile, or at least have more importance than they did prior



Dynamic damage that takes into account caster health/armor/resistances and etc would be dope, though that is beyond scope and I do not have the know-how to implement such a feature
Vorondil 5 Dec, 2022 @ 6:08pm 
But I'm not here just to grumble like an old Longbeard :D
I like the concept of your mod, since I also get the feeling that the huge explosion still does way too much damage. The AI hits its own troops a lot and the player can abuse it by walking into enemy blobs. I'd like the mod to be more balanced while still keeping the excitement and chaos that the author intented. I think just decreasing the damage of the explosion would be sufficient to make the mod even better! Maybe even removing it completely, while still maintaining the direct damage to the caster?
Vorondil 5 Dec, 2022 @ 5:58pm 
This is a quote from Morven's Miscast Mod Description:

"The vanilla detonation damage applied to the immediate tiny radius around the mage of 588 HP (288 non-AP + 300 AP) is removed in favour of a dramatic large radius detonation intended to hit and ragdoll more unit entities with mild damage of 40 HP (20 non-AP and 20 AP) but not slaughtering everything it touches.

Some spells and abilities have a unique miscast effect, usually reversing the spells HP or stat effect. Those miscasts are left as is and not changed by this mod. They are Soul Stealer, Rebirth, Doppelgang, Reaper of Souls, Mislead, The Amber Trance, The Daemons Curse, Heroic Fortitude, and Stay Here I'll Get Help."
Vorondil 5 Dec, 2022 @ 5:58pm 
Afaik in vanilla your caster takes a few hundred damage in a very tiny explosion when miscasting. In the past I've been playing SFO a lot, where the miscast chance is increased. You really start noticing then.
Natureleo 5 Dec, 2022 @ 1:59pm 
i luv ur mod brother man thank u for doing something about that explosive cheesy strategy.
Zach  [author] 5 Dec, 2022 @ 1:43pm 
I am unsure what you mean - vanilla to my knowledge does no damage and has no ill effects for the caster and units in the immediate vicinity

Just gave vanilla miscasting a whirl and indeed no damage and no visible debuff (that I can see)
The edits I made are to lessen the damage you can inflict by miscasting aka weaponizing it, trying to purposely miscast in a blob of enemy troops. It still does damage, but you have to weigh the pros and cons of miscasts. I hope that makes sense
Vorondil 5 Dec, 2022 @ 1:14pm 
I feel like your edit is just reverting most of the changes back to the vanilla system :D
Zach  [author] 28 Nov, 2022 @ 6:11am 
Sorry about that - I added a disclaimer/statement at the bottom of the page stating they are not actually "required'. I added them to 'advertise' those mods
Jixxor 28 Nov, 2022 @ 6:02am 
Nice, thanks for the quick reply.
Was just trying to subscribe but it says this mod needs ALL these mods as requirements to work?

Zach's Reshade Preset for WH3
Medium Difficulty Mod (MP and SFO compat)
Highest Difficulty Mod (MP and SFO compat)
Higher Difficulty Mod (MP and SFO compat)
High Difficulty Mod (MP and SFO compat)

Judging by the mod description I assume it has zero requirements actually so that must be a mistake?
Zach  [author] 28 Nov, 2022 @ 5:57am 
This affects both AI and Human players, they both have the exact same miscast debuff/damage

You can test this mod in the battle mode as well for AI vs Human - like giving the enemy Ikit as the Lord and watch for miscasts
Jixxor 28 Nov, 2022 @ 5:38am 
When AI miscasts, do their units take damage? I read on commens of the original mod that basically just the player suffers from this mod while it has no negative effect for the AI.