Total War: WARHAMMER III

Total War: WARHAMMER III

(Morven's Miscast Mod Edit) SFO Safe 6.x
46 件のコメント
sarumanthecursed 11月25日 17時09分 
Yes exactly, sadly in vanilla. Miss Cass only applies to the overcast spell.
Zach  [作成者] 11月25日 17時00分 
Do you mean how SFO adds miscast chance across the board? I haven't played vanilla proper in so long, I am unaware how vanilla miscast chances are
sarumanthecursed 11月25日 16時59分 
Would be nice if even non-overcast spells could miscast. Like in SFO
Zach  [作成者] 10月2日 8時56分 
Added ward save debuff of -50% during miscast, dunno how I overlooked adding that for so long
Lowered leadership penalty debuff amount
Reduced vigour debuff from 2 --> 1
Zach  [作成者] 8月27日 15時31分 
Damages enemies as well? I am unsure what you mean, as this version doesn't damage friendlies at all. Do you mean debuffs enemies as well? - That would allow you to weaponize miscasting again against enemies, defeating the intention and purpose of this version
daredevil83 8月4日 2時21分 
please share a version that damages enemies aswell
Krakenous 5月17日 9時04分 
Nice one Ill look into it. Changing it to 4000 and the radius to 100m :WH3_greasus_rofl:

Nah kidding heh. Thanks Zach.
Zach  [作成者] 5月17日 7時29分 
If you want miscasts to inflict damage, change "Detonation Damage" under projectiles_explosions_tables

Probably start with 20 and adjust from there
Krakenous 5月17日 3時44分 
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  [作成者] 2月8日 8時16分 
No update needed, still functions entirely as it should. Is just a version number change
nab 2月8日 1時31分 
Any plans to update this must have mod? Cheers.
Antagonistes 2024年7月11日 14時22分 
Weird... most likely doesn't come from your mod anyways, sorry to have bothered you.
Zach  [作成者] 2024年7月11日 14時11分 
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 2024年7月11日 13時47分 
A whole bunch, but none who touches miscast chance as far as I know (except for SFO)
You can see my modlist here :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3286089381
Zach  [作成者] 2024年7月11日 13時37分 
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 2024年7月11日 13時15分 
or perhaps a problem with SFO ? have you experienced it ?
Antagonistes 2024年7月11日 13時02分 
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  [作成者] 2024年7月11日 12時52分 
That is quite strange as nothing in this mod increases miscast chance, only the affects of miscasting
Antagonistes 2024年7月11日 12時49分 
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  [作成者] 2023年9月29日 14時37分 
No actual content change, version update for 4.x
Strider009 2023年9月9日 21時55分 
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  [作成者] 2023年9月6日 15時06分 
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  [作成者] 2023年4月24日 13時26分 
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  [作成者] 2023年2月1日 14時59分 
@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 2023年1月13日 17時32分 
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 2023年1月11日 13時35分 
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  [作成者] 2023年1月11日 11時19分 
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 2023年1月11日 10時04分 
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  [作成者] 2023年1月11日 8時46分 
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 2023年1月11日 8時12分 
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  [作成者] 2023年1月9日 12時40分 
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 2023年1月8日 22時10分 
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 2022年12月18日 17時30分 
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  [作成者] 2022年12月18日 12時16分 
Will def look into! That would be ideal to have it be percentage based for damage
Lt. Ruben 2022年12月17日 21時02分 
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  [作成者] 2022年12月6日 9時37分 
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 2022年12月5日 18時08分 
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 2022年12月5日 17時58分 
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 2022年12月5日 17時58分 
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 2022年12月5日 13時59分 
i luv ur mod brother man thank u for doing something about that explosive cheesy strategy.
Zach  [作成者] 2022年12月5日 13時43分 
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 2022年12月5日 13時14分 
I feel like your edit is just reverting most of the changes back to the vanilla system :D
Zach  [作成者] 2022年11月28日 6時11分 
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 2022年11月28日 6時02分 
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  [作成者] 2022年11月28日 5時57分 
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 2022年11月28日 5時38分 
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.