This mod was actually born from frustration on my part on the performance of pikes in Stainless Steel 6.4. What started out as a minor tweek to a couple of units in the mod turned into a hobby, one which has now continued for a couple of years as a overhaul for units and factions that I felt under-performed. The goal of my efforts was to create a campaign with larger, more professional armies and to see the rise of factions which before never became powerful empires capable of challenging the player. I hope those of you who try it out will find my work enjoyable and worth the download. Enough with the word play; onto the action!
Greetings! I am happy to announce that Roar of Conquest: The Late Middle Ages V is now live! This article will be covering all the changes and updates that this version brings to the table from the last version. If you want more information on how this mod overhauls Stainless Steel 6.4, feel free to check out the other articles on the mod page. Now, on to the update!
As of the last update, the Timurids came back to Roar of Conquest; now, you can play as them! Walk in the footsteps of Timur, one of the most famous military leaders in history, in carving out your own empire and legacy! Along with their faction comes an extensive rebalancing of their roster, as well as a brand new unit unique to their faction. The Timurids replace the Mongols as a playable faction in the campaign, since I felt that the Timurids had a more interesting roster than the Mongols. Why, you may ask? Simple.
Thanks to the brilliant work of Mekkermann, my fellow modder, the Viva la Rebellion and Longer Assimilation mods are now compatible with Roar of Conquest! Viva la Rebellion is a mod which allows dead factions a chance to re-emerge in the campaign if there is a rebellion in one of their home provinces, while Longer Assimilation makes it so that it takes a bit longer to bring newly conquered settlements to heel. These submods are available in the newest update under the 'submod' folder, which includes a more detailed description of the submods along with installation instructions.
This update comes with three new units to add to the fray, which are as follows:
1) Genoese Mariners (Republic of Genoa)
These men serve as a medium-armor shock infantry which replaces Halberd Men at Arms in the Genoese roster. A good unit for dealing with armored enemies and cavalry.
2) Foot Condottieri (Kingdom of Sicily)
These soldiers serve as a heavily armored shock infantry for Sicily, excellent for chopping through enemy infantry and cavalry with their polearms. These men replace Halberd Men at Arms for the Sicilian roster.
3) Elephant Artillery (Timurids)
What's more terrifying than a charging elephant? An elephant with a small cannon mounted on it, of course! These juggernauts are not a new unit for Medieval II, but they are new for the mod, and they are ready to make their explosive comeback! Available exclusively for the Timurids.
With this update comes a change to how pikes will fare versus cavalry. Bonus versus cavalry is one of those invisible stats that you can only see if you go into the game files themselves. As of version V, all pike units now have a massive bonus versus cavalry, allowing them to fulfill their role as anti-cavalry specialist as they are meant to be.
Another change for this update is that certain units that did not have a bonus versus mounts now have that extra bonus in combat. The units that received the bonus are as follows:
The mod has always been focused on trying to balance things between factions, and settlement updates have always been a part of those changes. Most of these changes focus on France, which as a faction has been struggling a bit for the past couple of updates. The changes are as follows:
In the past I noticed that certain factions would engage in naval invasion and send troops away even when their home lands were under threat. As such, I have now changed the AI for quite a few factions so that they are less likely to send their troops on naval invasions, and therefore do a better job of defending their native borders. The Byzantines are most likely the faction you will notice this change the most with.
Beside the Timurid roster, a few units have received changes either in stats or in availability. For reference, the unit sizes I will be listing here are when the game is put on 'ultra unit size', Secondary Melee Attack represents the secondary weapon cavalry units use after completing a charge, and the acronym AP stands for armor-piercing.
1) Scots Guard (Kingdom of France)
Besides receiving some small buffs to defense and attack, these men are now recruited from cities instead of castles, and are available from campaign start.
2) Heavy Hussars (Kingdom of Poland)
These fierce warriors now frighten infantry, as a nod to the Winged Hussars and their ability to strike fear in their enemies. No winged models, unfortunately, but if someone knows of such a model and would be willing to share, let me know!
3) Al Haqa Infantry (Ayyubid Sultanate and Kwarezmian Empire)
These warriors are now available for recruitment by the Kwarezmian Empire.
4) Arbalesters (Kingdom of France)
These men now replace Crossbowmen for France when they become available.
5) Genoese Crossbowmen (Republic of Genoa)
These men have had their missile damage increased, and as such Arbalesters have been removed from the Genoese roster.
6) Genoese Crossbow Militia (Republic of Genoa)
These men have had their missile damage increased.
7) Sicilio-Norman Foot Knights (Kingdom of Sicily)
These fearsome warriors have had their armor increased.
So there you have it, the changelog for Roar of Conquest: The Late Middle Ages V! If you like what you have seen and would like to try out the mod for yourself, you can download it here: ROC: LMA V I plan on updating the faction roster articles for all the changed factions, so keep your eyes open for that. Until then, go forth and conquer!
Detailed description of mercenaries available in Roar of Conquest, along with updated pictures of their appearances.
Detailed description of the Cuman Khanate's roster.
Detailed description of the changes made in Roar of Conquest: The Late Middle Ages IV update.
Detailed description of the Republic of Novgorod roster.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Patch to fix missing unit textures for Roar of Conquest: The Late Middle Ages "The Reconquista"
Full release of Roar of Conquest: Late Middle Ages "The Reconquista", Stand-Alone Installation
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.