Kingdom Hearts III

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TheFreester

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TheFreester

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About this mod

Overhauls the KH3 experience with changes to progression, playstyles, and difficulty.

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If there's anything the drew me into the Kingdom Hearts series, it was difficulty that scaled well enough through the game that you could really grind out levels and still take on tough enemies for awhile down the line. KH1 alone posed some of the heaviest footwork for getting EXP, followed by KH2's haul for upgrading Drive Forms. However, in KH3, the postgame gets... easy, save for Limit Cut, even in Critical mode. At that point, other than data fights, what's the need for items, equipment, synthesis, or even extra abilities and formchanges? This mod aims to make some changes so that ReMIND, Dark Inferno, endgame enemies and battlegates, are all things to grind for. And don't worry, I cleaned this page up if you don't have much time for reading. 

What does this mod do?


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This mod provides two different functionalities to scale the post-game along with your experience.  

The first portion of the mod, made by me, edits KH3 level data to increase EXP requirements for all levels above 50. 
This means that leveling up will require defeating more enemies. Whereas the previous Lvl. 99 EXP requirement was about 1.6 million EXP or so, the cap has been increased to 3,000,000 EXP. 
Within a few levels after 50, you begin to need way more EXP per level, meaning that you don't just score a level every 3 or so battles.

The second mod was created by none other than Cherryjiraden, made to increase the World Level of each individual world (except the Keyblade Graveyard) with the player's level. 
This means that the difficulty of enemies continues to scale with your own progress, even after you finish the main story. The Metal Trolls in Sanfransokyo will be able to give you the work again, as beasties so big should.



Thank you for 500 downloads!

[4.1 HOTFIX!]

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-Double Arrowguns projectile targeting fixes
-Faulty treasure reward fixes
-Keyblade final stats altered to reflect weapon themes and roles (Like the "Keyblade Balance" mod)
-Dark Inferno/Lich fixes
-Elemental keyblade attacks removed, replaced with respective status effects. This should reduce instances of keyblade strikes not hitting enemies. 
-Fire/Fira/Firaga have experienced a damage nerf. Since they're highly usable, they should hit a little less hard.
-Soft-lock reticle has been returned
-Text fixes for new abilities
-Adamantite and Dasmascus added to store 
-STR/MAG/DEF Boosts all have a lower buy value and higher sell value than before, effectively allowing you to trade in some stat boosts for others
-Incorrect store entries removed




[SMD 4.1 Build]
Let's skip the fancy vocab this time in favor of something more like a changelog!

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General -
-Added new route-specific lore-based abilities that overhaul Sora's core moves. 
-Moved maps and Classic Kingdom out of treasure chests, replaced with items such as Keyblades, Gummi Ships, rare synthesis materials, and more
-Progression has been rewritten keeping both the mod and story in mind. Some core abilities will now have to be earned, giving importance in your progression choices. 
-Collision boxes added to the Larxene/Marluxia Keyblade Graveyard fight. You can no longer glide above their DM. 

Enemies -
-Bosses rewritten for higher-intensity fights. Beefed stats, status effects, faster attacks, higher damage, lower revenge values, all punishing Sora more than ever. 
-Harder enemies and mini-boss encounters added to the worlds.
-Rarer drops. Harder enemies drop Munny by the hundreds (even thousands), and drop rare materials like Orichalcum+, Wellspring Crystal, Megalixir, and more.
The story mode challenge has never been more intense.
-In-depth resistances added for many enemies.
-Certain Gigas models have been buffed, and have much different experiences in vehicle mode.  
-EXPECT EXTREMELY AGGRESSIVE BOSSES. Cheers to those who topple them without a problem, and good luck to the rest. 

Core -
-Warriors now earn the move "Dynamic Dash" in place of Dodge Roll/Air Slide/Air Dodge. This allows Sora to bash through his enemies and destructible objects, inflicting damage and hitstun.
-Mystics gain the move "Mystic Flight" in place of Doubleflight. Sora is able to explode for a radius of magical damage when activating Doubleflight. On  occasion, Mystic Flight can also activate twice, and allow low-distance falling attacks.
-Guardians will be rewarded the move "Mighty Guard" in place of Block, a high-precision timing guard that explodes radial counter damage when struck. Sora is still allowed to counter after it activates.
-Donald Aero has been replaced with a brand new spell, "Donald Arcanum". Paying homage to KH1, Donald now has a spacetime spell which catches enemies in a wormhole, spinning them around and inflicting Stop for 10 seconds. You are still able to take advantage of Aero's launch feature through his spell.
-Goofy has been given a new charging attack that allows him to plow through enemies, both dealing and deflecting damage. 
-World levels have been intensified based on progression. Grinding for levels is HIGHLY advised. 


Stats -
-Hunny Spout is now a physical-based Keyblade. Warriors can now take advantage of this gun form to deal slower shots that pay out for their own strength stats.
-Double Arrowguns fire much faster, but their seeking has been reworked. The targeting on normal shots will pursue targets persistently, which pays off better in wide spaces. However, your auto-fire will be extremely fast, and deal more damage
-Path stats have been further rebalanced as to avert easy gameplay. 
-Disney allies rebalanced to maximize efficiency, while preventing them from being overpowered. 
-Counter stats are now rebalanced, dealing different damage and knockback types. 
 -Ultimate Form's Infinity Circle shotlock does less damage. 

Misc-
-Dark Inferno and the Lich texture changes.
-Tracks "Skyward Striker" and "Anger Unchained" replaced with the songs "Worlds Collide (Game Version) and "Unseen Abyss", respectively, from "Final Fantasy XIII-2". "Lord of the Castle" (KH2.5 ReMix) has now been replaced with "The 13th Reflection" from the same title, which plays during the Marluxia/Larxene fight in the Keyblade Graveyard. 
-Maps and Classic Kingdom available in the store. More synthesis items and ingredients, cheaper boost items. Keyblades now require Electrum at every level to upgrade. Electrum can now be found through all worlds, or bought in the store.
-Master Treasure Magnet is now a Lucky Emblem reward. 
-Targeting reticle for targets not marked by lock-on has now been removed
-Indicator for form/situation points have been removed. Does not affect form-point generation at all
-Further item changes

Next on the agenda -- Data Fights!





["Sora Must Die" Build - Total Overhaul]

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After weeks of hard work, here we are! Critical Mode Plus welcomes "Sora Must Die" Edition! With the core philosophy of overhauling the gameplay to be both challenging AND more rewarding, the game has been overhauled in massive ways. (If you're not much of a reader, just go over the stuff in yellow. Recommended for new games!)

REbalanced Formchanges 

Harder. Better. Faster. SORA. Formchanges are now more optimized than ever - several formchanges will now experience significantly extended time, as well as a more efficient way to reach the second stage of each form. New abilities, new attack damage values overhaul several of the game's neglected forms as ones of choice. Fans of Double Arrowguns, Second Form, and Strike Forms will especially benefit from these awesome changes, and find themselves able to pocket their forms for a lot more satisfying times. Now, you'll be able to dive into a more challenging battle with...

REmastered Disney Allies & Guardians of Light

Allied NPCs left on the wayside in this game have been given individual love to shape them up into more capable fighters. Every Disney world ally and Guardian of Light has had an overhaul to their abilities, main stats, items, and even move data. You can now count on your allies having your back in the fight, and there'll be a lot less babysitting. These changes were made with each character in mind, with specific strengths and weaknesses. They'll each take up an important role in your team as you take on the...

REanimated Enemies

We're not just talking about health bars anymore. Enemy AI has now been improved to pursue Sora and his friends harder and faster than ever before. Fight your way through a bullet hell-like KH3 where all enemies will leave your team without much time to breathe. Brainless gameplay no longer begets progression, and will no longer cut it against the...

REdefined Villains

All bosses are upping the ante. Story bosses are ready to bring the pain, Battlegates are now a powerful challenge waiting for an experienced Sora, and major story battles have been attended to. The Keyblade Graveyard rush is more challenging than your average vanilla run. Data bosses now move faster, closing up a few of their openings and making you think faster. If you've run your gauntlet with data fights, come try them again. Once-underwhelming villains will now pursue you with more characteristic speed and strength, with all-new move effects meant to set Sora up for his demise with one wrong move. Marluxia and Larxene work more like an assassin duo capable of injuring and executing Sora, Xigbar will now pose a serious threat if you focus only on Repliku, and several other changes that will make the fights more interesting. This will call for various abilities and items to help you strategize on how to fight back. The villains also have specific weaknesses, and even some full resistances. They're packing new kinds of danger in their stats, a lot like Sora's new...

REcoded Stats & Abilities

Sora's progression bonuses will allow a lot more breathing room for stats. From new health and MP bonuses, to helpful new abilities, your journey will never feel empty of rewards for all your hard work. Donald and Goofy have also experienced massive changes, with a significantly tanky Goofy, and a Donald able to constantly change the battle with arcane power. Attack and magic stats and descriptions have experienced changes. Magic has been reworked so that you can run a playstyle of endlessly chaining spells, without melting every single enemy to paste. 

Fire - Firaga: Costs less MP, does less damage on normal shots, but has a very powerful finisher
Blizzard - Blizzaga: Costs less MP, does consistent strong damage, but does not do extra finisher damage
Thunder - Thundaga: Costs more MP, generates very little situation, and is more difficult to finish bosses with. Damage has been reduced
Aero - Aeroga: Costs much less MP, does very little damage. Reworked into a crowd control spell instead of damaging.
Water - Wataga: Slight damage boost, but few changes otherwise.
Cure - Curaga: No longer costs all MP, and cures all allies no matter how far, but does less healing. 


Your customizable team playstyle now reflects more of a JRPG setting, and lets you feel a sense of strategy with your team. The command styles they had before have now been renamed from Stick by Sora, Hands off, Be Yourself, Finish the Job > Companion, Synergist, Maverick, and Commando, each with guidance on when they're best used. The ability styles have been renamed Conserve, Watch MP, Go Wild > Hold Back, Pace Yourself, Unleash the Beast. 


REvenge - Counters & Keyblades

Keyblades have had a rework of their own - now, each Keyblade (except Ultima) has its own individual Counter ability unlocked at LVL 3. This means that each individual key you use will indicate whether you use Counter Slash, Counter Impact, or Counter Kick while it is equipped. This method gives you a reason to use more than just the strongest keyblades, AND have several counter options without having to switch in menu. Speaking of options...

REwritten Progression

The game's progression has been overhauled to make for more rewarding and versatile gameplay. Event battle bonuses yield new abilities and boons for Sora and his pals, with respect paid to the story's timing. Your Disney allies won't be left out of your adventure. Sora's ReMind abilities, save for Radial Blaster, have been added to progression rewards. The same goes for Donald and Goofy's abilities, meaning just like in KH1, they'll grow with you steadily. More options for farming rare items such as Orichalcum+, including more Twilight Town mailbox drops, rare enemy drops, extra treasure chest locations, and even in the store. Item synthesis now has increased prices for some items, but now you can also unlock Hunny Spout, Classic Tone, and Grand Chef through synthesis. Oblivion and Oathkeeper can be found near the end of the game. This goes to those who can't be bothered to do 100 Acre Wood, Classic Kingdom, and Bistro lines again, or clear the conditions for Proofs, but want to start completely anew. Furthermore, certain tough enemies have been added into the game to make your path more challenging -- don't be afraid to revisit them once you're stronger, or when you've picked up some of the new...

REimagined Items & Crowns

Let's face it. Items were in desperate need of an overhaul. This in mind, I've added new items to the game, several that can be bought in the store for hefty prices, or obtained via treasure chests.  These items have very special stats and abilities, and require you to make some tough calls on how you'll play. The new bounty of purchase options in the store, including rare materials, equipment, and stat boosts, as well as extra Kupo coins, will make your Munny worth way more than it ever has before. These items include non-cosmetic Final Mix crowns! 

Destiny Crown: Reward for defeating Dark Inferno
Twilight Crown: Reward for defeating Master Xehanort
Finale Crown: Reward for defeating Yozora

These crowns are very powerful pieces of equipment that carry the endgame abilities for the...

REvived Warrior, Guardian, Mystic Paths

It's time for your choice at the beginning of your run to matter again. Warrior, Guardian, and Mystic paths have been overhauled to give you immediate stat changes and other bonuses from the start. Now, you can truly live the Keyblade journey of your choice as this mod rewards the playstyle you choose. Every path has an important space in the game, such as Guardian having the best chances in the endgame and Limit Cut -- it's up to you to choose your own journey!


I've got so many people to thank both on and off Nexus, so find the credits for this build below!



[Update 8/17/2021]

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The newest edition of this mod has some new tricks.

-Exclusive level-up abilities have been added to levels 51 and beyond, giving new ways to play Warrior, Mystic, and Guardian. 

Warriors, you can chain long combos and smack out crazy amounts of physical damage, as long as you've got good timing. Mystics can work toward maxing not just magic damage, but frequency, giving you further MP cost reduction opportunities and boosts. Just watch out -- you'll be a glass cannon. Finally, Guardians get the earliest chance at increasing their EXP gain and can really get the biggest boons out of the game's rewards. Between superior damage reduction and easier grinding, you give up brandishing the big guns in exchange for rewarding perseverance.

See the ReadMe or the gallery for the list, and decide which path you'll take. 

-AP Costs raised for exclusive and very powerful abilities.

Considering that AP boosts fall off in usefulness very, very hard, I've decided that several of these new abilities should have a higher AP cost. Now you've got a reason to grind for items, AP boosts, and synthesis materials again!


[Update 9/5/2021 - Important!]

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Replaced Warrior path extra Combo Plus and Air Combo Plus, with a third Formchange Extender and Waterza. 

Added a new variant to the mod that adds a new set of items to the game: the Artifact Series. Using unused files, I've been able to add some new items with group names and descriptions to the game that should come in handy. 

Purifier Series (Bronze Necklace)

Focus Amulet - Focus Syphon + 15 AP
Rookie's Chain - Combo Boost, 3 STR, 10 AP
Mystic Locket - MP Hastera, 3 MAG, 10 AP
Survivor Broach - Defender, 3 DEF, 10 AP
Liar's Tongue - MP Thrift, 15 AP
Seeker's Eye - Dark Syphon, 15 AP

Hallower Series (Silver Necklace)

Wisdom Amulet - Focus Syphon x 2, 25 AP
Hunter's Chain - Air Combo Boost, 5 STR, 15 AP
Arcane Locket - MP Hastera + Full MP Blast, 5 MAG, 15 AP
Juggernaut Broach - Damage Control, 5 DEF, 15 AP
Heretic's Tongue - Nobody Buster, 20 AP
Traitor's Eye - Heartless Buster, 20 AP

Purifier Series (Master Necklace)

Nirvana Amulet - Focus Syphon x 2, 50 AP
Slayer's Chain - Combo Boost + Air Combo Boost, 7 STR, 25 AP
Enigmatic Locket - MP Hastega + Full MP Blast, 7 MAG, 25 AP
Unstoppable Broach - Defender + Damage Control, 7 DEF, 25 AP
Recusant's Tongue - MP Thrift + Nobody Buster, 30 AP
Usurper's Eye - Dark Syphon + Heartless Buster, 30 AP 
King of Kings - 100 AP, Wizard's Ruse, Hidden Potential, -3 STR, -3 DEF, -3 MAG, -30% all resistances


To get the most out of this, use a new game. They're in treasure chests in every world, from Olympus all the way up to Remind Scala! (Orichalcum+ has been moved to Scala) Collect them, as they'll help you on your journey.




Why should I play with this mod?

All up to you, of course! I, personally, wanted to balance out installing fancy new moves, abilities, and stat-changes with worthwhile gameplay even after the story. This mod allows you to engage field enemies again instead of running straight through them all, and increases the gratification of leveling up against hard enemies. Its effects don't kick in until level 50, meaning you should be sailing along story difficulty until around the final clash. From there, you'll be able to try out all of your shiny techniques on enemies who can actually take them, and watch as you fill a fat EXP pool for it all. Finally, with the addition of new abilities, there's a direct reward for leveling up and facing hard enemies. You should play with this mod if you want to keep the Heartless-smacking adventure rolling.

How do I install this mod?

The normal way, silly! Use Vortex or whatever mod manager you have, or manually drop the file with your other mods. 


Compatibilities/Conflicts?

This will overwrite mods that change ability progression, affect Sora, ally, or enemy base and attack data, that change the store, that change treasure chests, mods that affect certain items or synthesis. Many of these aspects themselves are covered in the mod, and are likely to override other changes. 

Compatible with ReStyle and Second Form Remastered - Recommended


Special thanks to

Cherryjiraden, for working with me on several aspects of this mod to bring it to life
AuraMix, for constantly testing and helping to iron out the gameplay
Jun, for the high quality item model used for "One Become Two"
DavidRM99, for various Keyblade and form changes that have joined the core of this mod
Gladias9, creator of "Sora Must Nerf", for teaching me how to make changes to enemy AI, and for the new Goofy attack
dOGE x Tylom, for Dynamic Dash, Mystic Flight, and Mighty Guard anims and mechanics, as well as compatibility changes 
Adol for the collision box additions, as well as some change advice
Savitar for the new textures
YuriLewd, dH, and various others in the KH3 for giving guidance and advice, and generally supporting this project along the way!
Cover image cosmetic mods: Jaster's "Sora and Roxas in Paris", AESRYL's "Twilight Xemnas", jagger 127's "Supreme Sora", Esuramods' "Light and Dark Inferno"

New Tracks:
Worlds Collide - https://www.youtube.com/watch?v=6VcqE4HT42c
Unseen Abyss - https://www.youtube.com/watch?v=bKmZ7Uw76qI
The 13th Reflection - https://www.youtube.com/watch?v=EvtKlIGaeTA


And you, the player looking to try this mod for yourself.

Thank you all!