Total War: WARHAMMER III

Total War: WARHAMMER III

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Missing Special Herdstones
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17 Jul, 2023 @ 5:12pm
13 Dec, 2024 @ 7:43pm
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Missing Special Herdstones

Description
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. Southern Realms, Tomb Kings, Vampire Coast and Skaven just have generic Herdstones in their racial capitals and other racial capitals (which I'm defining as settlements where one or more races have a special main settlement building that has extra slots and possibly other bonuses) 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.

Maelstrom Desecrated (Galleon's Graveyard)
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.

The First Civilization Sundered (Khemri)
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.

Principality in Ruins (Miragliano)
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 Evil Replaced with Evil.

Demolished Bell Tower of the Pretender God (Skavenblight)
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.

Eight Peaks Toppled (Karak Eight Peaks)
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.

Evil Replaced with Evil (Sartosa)
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 3% per level. Mutually exclusive with the Principality in Ruins.

The Cursed City (Lahmia)
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. This will not show up in the landmark icon tooltip due to a vanilla bug.

The Last City (Itza)
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.

The Scoured Pits (Hellpit)
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 in 1 per level.

The Coast of Ruin (The Awakening)
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. This will not show up in the landmark icon tooltip due to a vanilla bug.

The Isle of Sacriledge (The Gaean Vale)
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.

The Blackened Pyramid (Black Pyramid of Nagash)
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. Increases Winds of Magic Power Reserve by 1 per turn at levels 1-2, by 2 per turn at levels 3-4 and by 3 per turn at level 5. Mutually exclusive with The First Civilization Sundered.

Great Herdstone of Cold (Naggarond)
Increases Armour in increments of 2 per level instead of 1.

Fall of Man (Altdorf)
Grants a Melee Attack bonus when fighting Empire factions only instead of any and all human factions.

Bloodfeasters' Ruin (Castle Drakenhof)
Grants a Melee Attack bonus when fighting against Vampire Counts only instead of any and all undead factions.

Morrsleib's Eclipse (Hexoatl)
Increases Winds of Magic Power Reserve Capacity in increments of 2 per level instead of 1.

Ruins of Urskoy (Kislev)
Grants a Melee Attack bonus when fighting Kislev factions only instead of any and all human factions.

Splintered Compass (Wei-Jin)
Grants a Melee Attack bonus when fighting Cathay factions only instead of any and all human factions.

Special Thanks
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.

Submods
23 Comments
Autumnchain  [author] 20 Dec, 2024 @ 2:53pm 
Wez Speshul has removed Black Pit from being a Racial Capital of the Greenskins. I still have the file though so if Black Pit is ever made a racial capital again, then I can just re-upload the mod.
Autumnchain  [author] 19 May, 2024 @ 12:47pm 
Yeah.
xxx_420_Bad_Boy [Wizard_Cum] 19 May, 2024 @ 11:47am 
@Autumnchain are the black pit / konquata / al-haikk submods working?
Autumnchain  [author] 29 Apr, 2024 @ 7:33pm 
@Galihan As far as I can tell, Ogre Kingdoms do not get a racial capital as I have defined it (my definition is in the mod description).
Galihan 29 Apr, 2024 @ 6:33pm 
Is there any chance that a herdstone could be added to somewhere in ogre territory, either in the Great Hall of Greasus (global raiding income) or the Maw Gate (increased replenishment when devouring captives maybe?)
pizzatime 14 Apr, 2024 @ 7:09pm 
thank you!
Autumnchain  [author] 14 Apr, 2024 @ 6:04pm 
@pizzatime A quick test shows that it does for me.
pizzatime 14 Apr, 2024 @ 7:05am 
does this still work?
Deviant 21 Nov, 2023 @ 1:57pm 
Beasman changelog 4.1:
GENERAL UPDATES
Added missing corruption effects to the unique herdstones found in Lothern and the Oak of Ages.
Added unique Herdstone buildings in Kislev, Zharr-Naggrund and Wei-Jin.
Autumnchain  [author] 3 Sep, 2023 @ 4:29pm 
@Murthor Oathstone I am receiving no indication that an update is ready. The update didn't add new columns to any db table that this mod changes.