Chaos Invasion Mod – Soul’s The End Time Comes 2.3 – Vanilla

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Author: Mr.Soul

Last revision: 8 Sep, 2021 at 03:08 UTC

File size: 199.68 KB

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Description:
TL;DR

Adds more hordes to invasion events, and makes harder chaos invasion armies themed to the dark gods.

Vanilla/Standalone version of my original Invasion+/Unit submob.

You can check out the original, unit submob here(link.) if you want to further spice up your invasion event with popular unit mods.

Save game compat’, I’ve tested it with other popular, large, mods like OvN and SFO* (as well play with a 85+ load list of mods including my invasion mod). Seems to get along with most mods, even if loaded with a mod that has its own invasion script (like SFO), higher up in the load order = which mod overwrites which mod’s script.

*Test mod + SFO Great Plan = Works. I don’t play with SFO, but always do a test whenever either updates. Have been reported issues with both in co-op however, so heads up there.

I play with OvN so can always assume that is 100% working or I’d be raging. Also really recommend the above linked original version of the mod if YOU play with OvN, kinda meant as a complement to it.


"For years the forces of the world have held back the tides of chaos…

In recent times some have even claimed the threat has grown weak. They say that as our armies have grown stronger, with all the new content released from the Elector Count’s Assembly’s arsenals, so the threat has grown weaker still.

Yet lately something has changed in the wind. Sea-traders claim Elves blame the vortex weakening, Dwarves in the taverns say that their eastern cousins are up to something, Vampires have sulked back to their dens to fortify, or taken to the seas of the world in flight as pirates. Worse still rumours run rampant of ‘ratmen’ abroad within the Empire, and the greenskins to the east and south have grown ever more restless. It is all as if something new is coming soon, and Otto my friend, I truly fear, that it may already be here."


Mod Summary
  • Mod is for ME, and tested for single player, and COOP *Thanks to Spooky (link) for helping me test it*
  • Save game compatible, and seems to be compatible with any mod I’ve tried yet (85+ mod list, tested it with things like SFO too, seems fine, I don’t play with SFO however so no clue about balance etc)
  • Adds four factions with themed armies for each chaos god to AI invasion script each hosting special units to match their god! (*less so than the main mod with required unit mods is capable of doing, but I tried to keep the general balance and themes I have worked into those armies for this vanilla version with what the game’s files give me to work with.)
    The Blood God’s, Skull Takers!
    The Plague Lord’s champions, the Blightkings!
    The Dark Prince’s, Legion of Excess!
    The Architect of Fate’s, Host of Change!
    and newly introducing our norsca participants as The Oblivion Raiders!
  • Tweaks vanilla load-outs of Sarl, WoC, and Beastmen to make chaos a threat and more difficult end game challenge
  • Increases spawn locales and amount of beastmen warherd spawns as well (from 1 in vanilla to 10)
  • Mod factions/hordes amount spawned vary based on chaos setting in game like the main chaos faction hordes.
  • Unlike WoC, my armies will not vanish upon Age of Peace, the gods simply will not allow Archie’s failure to slide in that event and leave their heralds in play.
  • Test version of the mod here.(link.) For checking your load lists etc, make invasion script fire off within 6 turns
  • Original, ‘main’ mod here(link.), places to report bugs, etc there too, just please be clear what version you’re coming from when reporting 😀


Enjoy, and good luck,
Mr. Soul

Some Other Mods I’ve Made (link pics)


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