Kael
Deity
So, how will miscast spells work? Could we see, say, a spring spell accidentally turning a land tile into water? Or is it just things like units accidentally harming friendly troops? Will there be ways to modify the chances of miscasting, like it being less likely for units with the arcane promotions and more likely for civs with more chaos mana?
Its not enabled on any spells yet. It was an idea from the Warhammer team. Spells can be given a miscast percent (none have it right now) and units can be given a miscast percent. There is also a new python function on all spells that is called only if the spell is miscast (none of the typical stuff for the spell will occur when its miscast).
So we could modify the summon balor spell to occasionally miscast and summon another unit instead. Or a chaos spell could randomly trigger another spell if miscast. Or all spells can stay at 0% spell failure but a unit could be given 25% miscast chances. Or all spells could be given 15% spell failure and t3 casters could get -5% to their chance and t4 casters could get -10%.
Plenty of options. Right now Im just adding the mechanic.
) after building pact of the Nilhorn. The three giants had hidden nationality and I was using them for some AI pillaging. If I ever parked them next to an AI city, every defender of the city would attack them, leaving the city undefended. In the same game was using Mercenaries for the same purpose but it didn't re-create this issue. I also had spiders roaming the AI lands but again no problems.