Missing Special Herdstones
Everyone is aware of the big Beastmen update that added the ability for Beastmen to erect Herdstones in settlements. Everyone should also be aware that various racial capitals have special Herdstones that grant a universal buff and a Melee Attack buff against the culture the capital corresponds to. These were all great improvements but there were some things missing. Kislev, Southern Realms, Tomb Kings, Vampire Coast and Skaven just have generic Herdstones in their racial capitals (which I’m defining as settlements where the main settlement building chain has both a unique icon and grants more slots than the typical 8) and other racial capitals lack special herdstones as well. That’s where this mod comes in which aims to fix this issue as well as add some additional adjustments to some of the existing special Herdstones. Everything that goes unmentioned is unchanged.
Noctilus merely exploited an existing magical phenomenon. Chaos has far more imaginative designs.
Grants a Ward Save in increments of 1% per level. More powerful than the others but in all likelihood, the player will not be able to complete the Ritual of Ruination there and thus must sacrifice a Herdstone Shard for the bonus.
Man’s first civilization survived the death of its people but will not survive the Age of Chaos!
Increases Leadership in increments of 1 per level. Mutually exclusive with The Blackened Pyramid.
No amount of Gold or mercenaries could have stopped the tides of Chaos. All nations of Man will fall!
Increases Magic Item Drop Chance in increments of 3% per level. Mutually exclusive with the Demolished Bell Tower of the Pretender God and Evil Replaced with Evil.
The Horned Rat is nothing more than an upstart daemon to be taught it’s place as servant to the true Gods of Chaos.
Increases Beastpath Evasion Chance in increments of 2% per level. Mutually exclusive with the Principality in Ruins.
The people of Kislev flee to the forests – little good that will do.
Decreases Winds of Magic Cost of all Spells in increments of 2% per level.
No Dwarf, Skaven, or Greenskin can lay claim to the Eight Peaks any longer for the Cloven Ones have left nothing but ruins.
Grants a Melee Attack bonus when fighting Dwarfs or Greenskins. Increases Underway, Beastpath and Worldroots interception chance in increments of 2% per level. Mutually exclusive with the Crag of the Cloven.
The Old World’s den of scum and villainy has met a fitting end, at the hands of a force much more despicable than they could ever be…
Grants a Melee Attack bonus when fighting Humans. Increases razing income in increments of 5% per level. Mutually exclusive with the Principality in Ruins.
With the birthplace of vampirism in ruins once more, the city has truly earned the moniker of "The Cursed City".
Grants a Melee Attack bonus when fighting Tomb Kings or Vampire Counts. Increases the recruit rank of Wargors in increments of 1 per level.
The First City of the lizardmen reduced to ash, the once beautiful Emerald Pools now run red with the blood of its guardians while mutated beasts crawl out of the spawning pools. The Children of the Old Ones will never recover from this!
Increases casualty replenishment rate in increments of 1% per level.
Throughout the depths of Hellpit, the creations of ordered fleshcrafting fought the fruits of chaotic mutation. The erratic mutations of the Skaven were bested by the much more ordered mutations of Chaos, thus proving the Dark Gods are the true masters of mutation.
Increases Melee Defence in increments of 1 per level.
The Pirate King of the seas has been brought down along with his Grand Armada. Neither the Lizardmen nor the Pirates can lay claim to the coast any longer for it now belongs to the Cloven Ones…
Increases Gorebull recruit rank in increments of 1 per level.
Even the most beautiful of lands are not safe from the touch of chaos. The valleys of the Gaean Vale are trampled and tainted and the Temple of the Mother Goddess now a cave of horrors.
Grants a Melee Attack bonus when fighting any High Elves or Wood Elves. Increases Lord recruit rank in increments of 1 per level.
Nagash was weak! Let the world tremble at the sight of darkness far worse than the undead!
Grants a Melee Attack bonus when fighting any Undead. Reduces Miscast Chance in increments of 5 per level. Mutually exclusive with The First Civilization Sundered.
Increases Armour in increments of 2 per level instead of 1.
Grants a Melee Attack bonus when fighting Empire factions only instead of any and all human factions.
Grants a Melee Attack bonus when fighting against Vampire Counts only instead of any and all undead factions.
Increases Charge Bonus in increments of 2 per level instead of 1.
Increases starting Winds of Magic in increments of 2 per level instead of 1.
Special thanks to The_Inquisitor who created the impressive icons for each unique Herdstone and helped with naming and giving fluff descriptions to their tier 5 levels.
Revisions:
Old revisions of this mod are available below. Click the link to download.