Total War: WARHAMMER III

Total War: WARHAMMER III

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Hardest Difficulty Mod (MP and SFO compat) 6.x Update
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Nov 8, 2022 @ 8:45am
Dec 15, 2024 @ 1:17pm
92 Change Notes ( view )

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Hardest 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 Base Hero/Lord starting level by 10 (tiered by the mod in use)
+AI armies receive XP each turn +400 (Results in higher chevron units in AI armies overtime)
+Reduced AI Recruitment, upkeep, and Construction Costs by 100%
+Reduced AI Building Construction Time by 50%
+Reduced AI Research 'Cost' by 100%
+Increased AI Ancillary acquirement rate by 100% (Magic item drop chance from battles won)
+Increased AI GDP (income) by 100%
+Increased AI Post Battle Loot by 100%
+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://steamcommunity.com/sharedfiles/filedetails/?id=2964263894

Check out my other Mods!
https://steamcommunity.com/id/XenoInReno/myworkshopfiles/?appid=1142710
114 Comments
VAS Apr 23 @ 9:31am 
is it possible to reduce the reward for battles at the same time? and then it became even easier to play with this mod, because for the same khorne you can raise 50k gold per turn.
Zach  [author] Mar 14 @ 6:18am 
In no way do any of my difficulty mods touch battle stats, so there has to be another factor in play here to cause that
Ragnarjan Mar 14 @ 12:37am 
thats strange because i tested the same battles with the hard diff mod and the tzeentch lords were killable,could it be another mod thats causing this in hardest?
Zach  [author] Mar 13 @ 4:52pm 
This mod in no way touches battle stats
Ragnarjan Mar 12 @ 3:07am 
i like the mod but ive noticed many lords are simply unbeatable,invulnerable to all attacks,especily tzeentch lords
Zach  [author] Feb 3 @ 7:50am 
Updated recommendation to use DeepWar AI instead of Hecleas's. https://steamcommunity.com/sharedfiles/filedetails/?id=2978779730
NEST-7 Jan 27 @ 10:13pm 
Thanks man, I'll take a look.
Zach  [author] Jan 25 @ 5:38pm 
No problems, I highly recommend those being used together! I can certainly offer recommendations, though you can see what my group and I use in this collection I curate: https://steamcommunity.com/sharedfiles/filedetails/?id=3154626852
NEST-7 Jan 25 @ 5:00pm 
Hey, I'm using Hardest Difficulty Mod, Hecleas AI Overhaul
, and Aggressive AI Personalities 6.X
at the same time, will there be any problems? Do you have any other combinations to recommend?
Doankham Jan 14 @ 4:57am 
This really bring back the thrill of WH2 and more than that, the AI Ogres even build their camp properly, big shoutout to you genius