Miscast Mod – Original Edition

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Author: Morven

Last revision: 22 Feb, 2023 at 22:35 UTC

File size: 488.45 KB

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Description:
Miscast Mod – Original Edition

Original edition of Miscast Mod for greater compatibility with mods that edit magic spells. For everyone else see the main updated Miscast Mod that now tiers miscast damage to the mana expenditure of the spell:

Updated Main Edition /w Miscast Damage Tiering:

Original Edition

Miscasts will no longer be the forgotten mechanic you scroll past on character screens, or only notice in fine-tooth combed reviews of battle replays. Out from underneath the hood and on to centre stage, Miscast Mod gives miscasts:

  • Huge swirling lightshows
  • Detonation effects to ragdoll the mage and surrounding units with mild damage (40 HP damage per entity, 20 non-AP plus 20 AP)
  • Terrain scorch effects
  • Applies a 20 second contact effect (with unit and banner vfx) to the mage and other victims of the magic energy discharge, stumbling around blindly as Surge Struck
  • For Greenskins, instead the Madness of Mork (or Gork), a 20 second contact effect mini-waaagh rampage of greentide surge
  • For Dwarf rune magic miscasts, a new Petrification contact effect as Dwarven spell dabblers turn to stone. Adds rock hard 25% physical resistance and immunity to psychology, at the cost of losing their 35% magic resistance, slowing affected units by 80%, and a small fatigue malus, for 20 seconds.
  • 20 second recharge cooldown contact effect on spells and abilities implemented, always intended for the TWW2 version and now works in TWW3
Vanilla Miscast Damage Changes

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.

Videos of Miscast Mod in Action

Italian Sparatus’s Top Mods List (Week 1) for Total War: Warhammer 3 @15m06s
https://www.youtube.com/watch?v=mMhvuS-zXEE&t=906s

Your Best Friend’s 30* Mods to make Total Warhammer 2 kinda cool @6m53s
https://www.youtube.com/watch?v=IXJei5ehhsQ&t=413s

Gamethumb’s Skaven vs Grudgebringers – TWW2 Cinematic Battle @6m59s
https://www.youtube.com/watch?v=fGfpuKT80SQ&t=419s

Compatibility (From Warhammer II)
  • SFO, tested and works. SFO adds a miscast chance to all spells, so expect to now notice the many more miscasts SFO adds.
  • Mixu’s Ice Magic, which uses the vanilla lore of heavens miscast.
  • Boyz Will Be Boyz – Closer to Tabletop overhaul (CTT), tested and works.
  • Radious, tested and works.

The only vanilla entries Miscast Mod overwrites are the vanilla miscast effects in projectiles_explosions, so any mod that leaves those alone will be compatible. Unless the mod is doing its own miscast effect modding, then those entries will not be modded and you can assume compatibility.

Will work with new lords and heros that use vanilla spells. Will work with any mod’s new spells or abilities that use any of the vanilla miscast entries in projectiles_explosions, which they are very likely to do.

Add and remove from save games as you like.

Acknowledgments

Thanks to bmstanfield’s ‘BM Alternative Miscast’ mod for the inspiration and providing a guide on the tables to edit:
https://steamcommunity.com/sharedfiles/filedetails/?id=1365339205

Thanks to Ubermorgen and Fenriswolf for their help with getting icon displays and tooltip descriptions to work.

Warhammer II edition of Miscast Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2095977495

See Also:

Updated Main Edition /w Miscast Damage Tiering:


Cult of Pleasure Can Recruit Slaanesh Daemons