Global End Times – Chaos Invasion Adjustable even in Multiplayer/Co-op (373 armies in Legendary)

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Author: kurozawa

Last revision: 23 Dec, 2025 at 01:44 UTC (1)

File size: 598.38 KB

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Description:
WARNING: INCOMPATIBLE WITH OTHER CHAOS INVASION MODS/MODS THAT EDIT THE CHAOS INVASION SCRIPT i.e. "Change Chaos Difficultty in Multiplayer" (already included here)

An updated combination of the mods, Chaos Difficulty In Multiplayer and Chaos Invasion – 150 Armies with some ideas from Soul’s The End Time Comes, but tweaked, optimized, and fixed. Be sure to disable other chaos invasion mods including the previously mentioned as they’re generally incompatible.

Normal difficulty roughly matches vanilla Legendary (24 armies) but multiplied by 6 factions.
Legendary gives 60 * 6 + 13 armies.

Feel free to try this TEST VERSION to quickly see how the invasions behave without waiting a hundred turns (use the Console Commands mod to reveal the map).

Killing Archaon, Kholek, and Sigvald will no longer instantly wipe out the Warriors of Chaos faction.

Fixes for the original mods include (but are not limited to):

  • Fixed Chaos cinematic not working
  • Fixed Defeat Chaos Lords quests not completing upon the death of Archaon, Sigvald, and Kholek
  • Fixed Shield of Civilization diplomacy changes not working
  • Fixed and adjusted Age of Peace – now properly triggers upon wiping out ALL 6 chaos invasion factions excluding the elusive beastment horde (number of remaining factions is now shown via the tooltip)
  • Fixed Chaos invasion armies not moving (~70 armies limitation bypassed by splitting Chaos into 6 factions)
  • Fixed other chaos invader factions not declaring war and other diplomacy/inconsistency issues

Other optimizations/adjustments:

  • Added an immersive event notif in the beginning of the campaign to ensure the mod is working (including the difficulty change in multiplayer)
  • Slightly buffed and randomized Beastmen army composition
  • Multiplied Beastmen armies by 4 to 10 (from just 1 army) but reduced lord rank from 30 to 20 each
  • Removed non-sensical Norscan army spawns randomly scattered around the North
  • Global chaos corruption based on settlements razed is now more balanced for a global invasion (no longer overly oppressive, +1 every 30 instead of every 10)
  • Made chaos invasion armies immune to most attrition
  • Generic Chaos Lords’ starting rank increased to 13 from 10 (14 would give Manticore mount)
  • Chaos invasion arrival is now a 1/x kind of increasing probability instead of being dependent on the player’s progress while retaining the vanilla range (turns 90-110, then 140-160 for Archaon wave)
  • Chance formula is 1/(min_max_range – turns_past_min), maxing at 1/1 with an extra >= turn_max check to prevent errors.

How to change Chaos Invasion DIFFICULTY in Multiplayer/Co-op
  1. Go to main menu -> Select a New Campaign in Singleplayer.
  2. Select Chaos Invasion difficulty, NO NEED TO START (if you select Legendary, the preference will be saved as Legendary even after leaving).
  3. Start your new multiplayer campaign. An event message at the start of the campaign should confirm the difficulty change.

This mod is fully save compatible in Singleplayer, as long as the chaos waves you want changed still haven’t spawned.

It’s also save compatible in Multiplayer EXCEPT the difficulty (Normal by default/without modding).

Kindly comment if you want a way to change the saved Chaos Invasion difficulty of your on-going campaign (SP or MP).

Warning: Script/balance is yet to be thoroughly tested for when there are Norsca/Chaos human players in multiplayer.

UPDATES
v1.1 – A more challenging late game

Buffed later invasion armies:

  • Guaranteed Chosen and more Chaos Warrior variants to replace all Marauder Infantry that were too weak for late game
  • Added a guaranteed unit of Dragon Ogre and Marauder Horsemasters
  • Added a small chance of having a Dragon Ogre Shaggoth
  • Added more chances of having stronger late units inlcuding Forsakens, even more lanced Knights, and Armored Trolls which replace unarmored.

Adjusted legendary lords’ armies to be closer to lore or stronger in-game:

  • Kholek now has more Dragon Ogres/Shaggoths and only a few Chaos warriors with 0 Hellcannons
  • Sigvald now has Chosens, 1 Dragon Ogre, and more Marauder Horsemasters to replace weaker infantry units and a Hellcannon (instead of having 2)
  • Archaon replaces a few Chosens (had way too much infantry) for 1 Shaggoth, 1 Dragon Ogre and 1 Horsemasters unit
  • Sarthorael turns all Unarmored Chaos Trolls into Armored variants and replaces Hellcannons with 1 Shaggoth and 1 Dragon Ogre unit

v1.1a – Some fixes and a bit more lore accuracy.

Extra armies:

  • Made Chaos Warriors with Halberds more common than Chaos Warrios with Great Weapons
  • Changed 1 guaranteed Dragon Ogre into a small chance (even the smaller ones are a bit rare in lore)
  • Added 1 guaranteed Chaos Warhounds (Poison)
  • Made Forsakens and extra Chaos Warhounds a lot more common
  • Fixed rare monsters (Shaggoths, Giants, Armored Trolls) being more common than intended

Beastmen:

  • Fixed rare extra monsters (Cygors, Giants) being more common than intended

Archaon:

  • Replaced 1 Aspiring Champions with Chosen Halberds

Sigvald:

  • Replaced 1 Aspiring Champions with Chosen Halberds
  • Replaced 1 Dragon Ogre unit with Chaos Knights

Other mods I recommend for a fun, optimized, close-to-vanilla full co-op campaign experience:

Community Bug Fix
WH3 Features & Fixes Compilation
No Multiplayer Battle Confirmation (Auto Accept Battles)
Recruit Defeated Legendary Lords (co-op not anymore restricted by confederation pathing)
Camera Settings In Multiplayer Campaign
Guv’s Faction Rename Mod
Sensible Sieges Compilation
Get Up Faster

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.