Realms of Chaos Campaign Streamlined (more fun, fair, faster, & focused) [7.1]

If you liked this item, please rate it up on Steam Workshop page.

Author: Llamakazi

Last revision: 7 Dec, 2025 at 03:31 UTC

File size: 345.47 KB

On Steam Workshop

Description:

Hello there!

Want to polish off some Realms of Chaos (RoC) Campaign achievements or play the forgotten step-child mode of WH3, but are still annoyed by the default RoC Campaign mechanics? Look no further! Here’s my attempt at an all-in-one mod that tries to make the RoC Campaign more tolerable and even fun without completely cheesing the whole kit and kaboodle!

CHANGES:
  • Vanilla RoC: AP (movement) is zeroed out when teleporting around in the Tzeentch and Slaanesh realms; making the whole ordeal feel like a slog.
  • Streamlined RoC: NO more zeroing out of AP when teleporting around in the Tzeentch and Slaanesh realms! Get in and get out with the loot! Take advantage of your movement bonuses!

  • Vanilla RoC: The special Khorne weapons are TAKEN from the Player when entering the chaos rifts on the next cycle/round, encouraging Players to tackle that realm LAST in order to keep them.
  • Streamlined RoC: Players now have the ability to KEEP ALL special Khorne weapons (Chainsword, etc. Note: AI can keep them permanently too, but they can be stolen!)

  • Vanilla RoC: There is a intense cooldown after rifts are used in a cycle/round, which feels terrible when you realize the option is now also completely cut off until many turns from now.
  • Streamlined RoC: NO cooldown for ENTERING a rift again on the same cycle/round (e.g. loot the chaos realms, bail, and go back in next turn if another rift is nearby!)

  • Vanilla RoC: Chaos heroes are spammed out of all chaos rifts 2 turns after they initially spawn in a cycle. The tend to be highly ineffective and greatly slow the end turn camera.
  • Streamlined RoC: Heroes do NOT spawn anymore from the rifts (now only armies), cutting down on the hero spam!

  • Vanilla RoC: If AI armies meet the minimum army strength requirement, they will ALWAYS 100% of the time win every Survival Battle.
  • Streamlined RoC: AI armies now have a chance to LOSE the Final Survival Battles (giving you more chances to get ahead)! Note: % chance depends on their army strength and campaign difficulty.

  • Vanilla RoC: Rift spawn rates – can start showing up on turn 30-40, cooldown between cycles is 10-20 turns. Pretty slow, lots of waiting around!
  • Streamlined RoC: Rift spawn rates – now start showing up on turn 25-30, cooldown between cycles is 5-10 turns!

  • Vanilla RoC: AI armies only have to teleport X amount of times (used to be 8 – and apparently 5 on release!) to get to the end of the Tzeench realm maze.
  • Streamlined RoC: It now takes the AI 10 teleports to fully get through the Tzeench realm, giving you more than enough time to intercept!

  • Vanilla RoC: Auto Resolve is available for the 4 Realm Survival Battles, but NOT for the final Forge of Souls battle.
  • Streamlined RoC: Auto Resolve is now available on the Final Battle for the Forge of Souls, just like the other Survival Battles!

COMPATIBILITY:

This mod should be decently compatible; unless you have mods that modify the following scripts:

wh3_realm_common.lua wh3_realm_slaanesh.lua wh3_realm_tzeentch.lua wh3_realm_tzeentch_data.lua

As I override the defaults for these, specifically. Beyond that I make no promises! And yes, it does seem like it is compatible with SFO (for as long as they don’t touch these scripts mentioned)

Efforts were taken for potentially enabling/disabling during a campaign, but with the streamlined changes; I highly recommend starting a new campaign for this!

TESTING:

Tested mainly during patch 4.2 (post-Shadows of Change) in the Realms of Chaos Campaign with Khorne! Highlights:

  • Completed campaign on turn 90 (even with good amounts of faffing about)
  • Kept 3 out of 4 of the special Khorne weapons throughout the whole game (did that realm first)
  • Grabbed "The Dark Prince’s Paramour" ancillary from the Slaanesh realm, then re-entered a few turns later to nab the soul too on the same cycle. Also only took 3-4 turns to get to the end since Skarbrand gets a lot of AP/move bonuses!
  • Sped up the end turn camera quite a bit by NOT watching rift spawned heroes do basically nothing
  • Tzeench realm was actually fun and could be easily used for player advantage (just like the Khorne weapons & Slaanesh bribes) for Global recruitment since AP is no longer zeroed out between teleports

Just in time for a replay of Kugath, the addition of Epidemius, and the Nurgle rework in the next patch! Have fun =)

SUPPORT:

If you like this mod, then please consider helping me out by:

Many thanks y’all, and have fun!