Total War: WARHAMMER III

Total War: WARHAMMER III

Not enough ratings
Light Difficulty Mod (MP and SFO compat) 6.x Update
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
181.228 KB
3 Nov, 2022 @ 4:44pm
15 Dec, 2024 @ 1:17pm
102 Change Notes ( view )

Subscribe to download
Light Difficulty Mod (MP and SFO compat) 6.x Update

Description
Set Campaign Difficulty/Battle Difficulty to Skill Level/Comfort


Which mod to use?

*The effects of this mod will become more apparent as the game progresses*

"Why" blurb: I got tired of having to subscribe to multiple/overlapping/mish mashed difficulty mods to get to the experience/difficulty I wanted. So I made my own, tailored it to the experience I wanted (we use it in mp with sfo). Works great with Hecleas's AI Overhaul Mod.




Difficulty Mod Changes/Values/Adjustments/Alterations:
S P O I L E R !

+AI recruits more heroes and embeds them into armies (most of them anyway)
+AI can recruit heros at start without the building requirements - they are bound by hero caps however
+AI Agents will no longer perform agent actions, at best they are simply minor nuisances on the campaign map
+Increased AI Mana Regen: +100% Power Recharge and +1.15 Mana Reserve Regen Rate
+AI will recruit higher quality armies (Where/when capable)
+AI Horde armies should be more likely to follow each other (increasing survivability)

[For players]
+Increased the starting army caps of Tomb Kings/Nakai/and Beastmen for human players, still adjusting it
+Increased pool size for lord and hero recruiting, as well as increasing the frequency of new ones entering the pool

[Depending on difficulty mod]
+Increased AI Ability and Spell cooldowns by 33%
+Increased AI Base Hero/Lord starting level by 4 (tiered by the mod in use)
+AI armies receive XP each turn +100 (Results in higher chevron units in AI armies overtime)
+Reduced AI Recruitment, upkeep, and Construction Costs by 25%
+Reduced AI Building Construction Time by 50%
+Reduced AI Research 'Cost' by 25%
+Increased AI Ancillary acquirement rate by 25% (Magic item drop chance from battles won)
+Increased AI GDP (income) by 25%
+Increased AI Post Battle Loot by 25%
+Increased Major and Minor faction potential

Anti-Cheese Implementation(s):
+REMOVED STALK STANCE FOR ALL PERTINENT FACTIONS
+GAVE THEM MASTERFUL AMBUSH INSTEAD
Blurb: Ambush chance on attack is almost as bad as lightning strike. Very abusable against AI and other players.
To compensate I have given them the Masterful Ambush stance (It's a better ambush stance).

+DISABLED LIGHTNING STRIKE
+Now putting points into Lightning Strike increases army reinforcement times in battle
Blurb: I can't truly recommend a mod, let alone my own, that would encourage use of lightning strike. It is a very powerful and abusable mechanic against AI and other players. If in use with this mod you want to be able to use lightning strike as well - I have linked a submod on this page if you want to re-enable LS



This mod does not alter AI recruitment points
This mod does not alter unit stats


Is this compatible with . . .
  • Other 'difficulty' mods? As long as they don't touch economy, should be fine. Can always use RPFM to check
  • SFO and MP? Yes, Extensively tested
  • My difficulty mods are interchangeable
  • Mid-Save Safe Add? Yes
  • Mid-Save Safe Remove? Unlikely
  • Unit Mods? Yes
  • Script Free? Yes
  • Dependency Free? 'Soft' dependencies, can function without but strongly recommended
  • Gluten Free? Try it and see
  • Anything Else? Most Likely


Created a submod to re-enable lightning strike and stalk stance with my difficulty mods for those who want it - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964263894

Check out my other Mods!
https://steamhost.cn/steamcommunity_com/id/XenoInReno/myworkshopfiles/?appid=1142710
Popular Discussions View All (1)
3
30 Sep, 2023 @ 10:44am
Difficulty mods to use together
Alan
66 Comments
Zach  [author] 17 May @ 9:11am 
Interesting, the choice between using hecleas or deepwar is entirely just that - preference. Neither are hard requirements for use with my mods, its simply a recommendation from me

My group switched from hecleas to deepwar and have liked it more
One Creator 16 May @ 6:27am 
I don't quite understand why, but with Heckles AI Overhaul, the campaign went great and the opponents had a slightly larger number of armies than in vanilla. When I installed DeepWar AI, there were a lot of armies, about the same number that would have been with Medium Difficulty Mod, and it ruined the multiplayer campaign for us. And with DeepWar, he hires so many armies that he regularly gets attrition from lack of money.
Zach  [author] 3 Feb @ 7:50am 
Updated recommendation to use DeepWar AI instead of Hecleas's. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2978779730
Zach  [author] 15 Dec, 2024 @ 1:21pm 
Reworked a chunk of the mod, several changes and one notable of them is that it should rectify, when used with hecleas, AI stagnating around cities

Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
elrosx 21 Aug, 2024 @ 1:18pm 
https://www.youtube.com/watch?v=2Jzw2r8q7Bw Battlesey video, with what I think is an untested difficulty mod
Zach  [author] 13 Aug, 2024 @ 2:18pm 
It will! While I made these to work in tandem with those other listed mods, they can indeed be used just by themselves

I have not, can you provide a link? - Thanks
elrosx 13 Aug, 2024 @ 2:17pm 
Might this still work without the other required mods? I am looking for a mod that doesnt make big changes to AI behavior.

PS Did you see Battlesey's videos on playing with increased difficulty?

Looks like your mod is cool I am looking forward to trying it. :steamhappy:
Zach  [author] 28 Jun, 2024 @ 6:43pm 
Updated for 5.1

Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Zach  [author] 17 Jun, 2024 @ 2:20am 
Lowered bonus starting army cap for humans from 5 -> 0 (Only affects Tomb Kings, Nakai, and Beastmen).
Zach  [author] 13 Jun, 2024 @ 10:00am 
Oop, it's increased for AI but I seem to incidentally raise the starting cap for humies. That added cap is mainly for use with the hard and very hard variants of my mods - as only having a cap of 1 army to start with would mean the AI would likely outpace and become overwhelming to human players who have army limits like Beastmen and Tombkings. I'll remove that cap increase for humies, (or likely just set it to increase by 1 for this version) when I get back from my vacation