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 tweaks to a couple of units turned into a hobby, one which has now brought Stainless Steel, Broken Crescent, and various other mods together into one. The goal of our efforts is 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, and to introduce new and interesting mechanics into the game. I hope those of you who try it out will find our work enjoyable and worth the download!
Mod Discord: ROC Discord
Start Date: 1330 AD
End Date: 1730 AD
28 Playable Factions:
Greetings! I am happy to announce that Roar of Conquest: The Late Middle Ages VIII is now live! This article will be covering the major changes that it brings to the table from the last version.
For those of you who are new to the mod, Roar of Conquest initially started as a submod of Stainless Steel 6.4. Now it now combines Stainless Steel 6.4 with Broken Crescent 2.4, Tsardsoms Total War, and assets from various other mods, into one big mod! However, Roar of Conquest is not simply a merging of various mods into one; it also brings its own unique features and mechanics, such as replenishment of Castle units in Cities, an extensive rebalancing of unit stats, better balancing between all factions in the game, new factions and units, and more! So without further ado, on to the update!
Near the start of 2023, we reached out to the mod team of Tsardoms and asked if they would be okay with allowing us to use assets from their mod and bring them into ours, and they were kind enough to say yes! As a result, many unit models in the mod have been updated, new units created, and a brand new set of combat animations have brought new life to Roar of Conquest!
In addition, we have received aid from Gigantus, a legend in the Medieval II modding community, and have received help and advice from other modders, including the DAC team and Call of Warhammer: Beginning of the End Times team. We have also had plenty of great ideas and help from members from our Discord, whom I cannot all name out of fear that I would forget to give credit to someone. So for all of those who have helped us, if you happen to read this, a heartfelt thank you from the Roar of Conquest team to all of you guys!
Alongside this update are some changes which affect the campaign map for all factions. These changes include the following:
For those of you who are long-time fans of Medieval II, you might remember that the Teutonic expansion of the base game had a mechanic which gave the player the choice of whether or not to convert to Christianity while playing Lithuania. Now, you can do that in the mod as well! While playing as Lithuania, by turn 5 you will be given the option to convert to Christianity or remain pagan. If you remain pagan, the campaign plays out the same way it used to. If you chooses to convert, you will become Catholic, loose access to your 3 pagan-specific units, but unlock 3 new units, which will be in the Lithuanian Roster article once it has been updated. Do note you will get this choice once per campaign, so once you choose, you cannot change your mind later!
In the case of the AI, Lithuania has a 50/50 chance of converting or remaining pagan.
At the start of every campaign, the player will now have the choice of having the Ilkhanate Empire absorbed by the Timurids or not. If you are playing the Timurids, it will give you a far easier campaign start; if you are playing any other faction, it simply determines how strong the Timurids will be. Beware though; if you are playing as a faction neighboring the Timurids and accept the absorption, you may have quite the tough enemy to face early on.
Part of this update includes changes to battle mechanics across the board. Here are changes that will affect all factions in the game:
For those of you who are curious about how the stats have exactly changed, I will be updating the existing roster articles to bring them up-to-date with the newest release over the next couple of months; each article states which version of the mod it represents, so that will be your way to tell.
Thanks to the generous donation from Tsardsoms Total War, there has been a wide-ranging update to units and unit models across most factions in the mod, so there is a lot of shiny new stuff to look at! If you want to get a preview of all the new models, you will have to wait for the faction roster articles to be updated, but you get a sample of what is new here! Also, it is worth noting that we have new models for Cataphract Barding, along with new barding for many mounts throughout the mod, so keep your eyes open for that!
1) Almughavars
2) Mesnaderos
3) Bulgarian Heavy Archers
4) Bulgarian Heavy Infantry
5) Latin Handgunners
6) Dynatoi Nobles
7) Mourtatoi Guard Archers
8) Georgian Heavy Infantry
9) Royal Guard Archers
10) Obudshaer
11) Mounted Crossbowmen
12) Tabardariyya
13) Mamluk Archers
14) Retinue Longbowmen
15) Gendarmes
16) Scots Guard
17) Gothic Knights
18) Landsknecht Halberdiers
19) Zweihander
20) War Wagons
21) Clipeati Pavisers
22) Banderium Knights
23) Hussars
24) Canons of the Holy Sepulcher
25) Knights of St. John
26) Foot Boyars
27) Kievan Palace Guard
28) Imperial Guard Cavalry
29) Imperial Guard Archers
30) Lithuanian Sergeants
31) Lithuanian Arquebusiers
32) Genoese Crossbowmen
33) Genoese Ducal Guard
34) Tartar Guard Spearmen
35) Keshik
36) Berber Pirates
37) Granadine Lancers
38) Sergeant Crossbowmen
39) Pavise Spearmen
40) Polish Knights
41) Polish Sierżantów
42) Aventuros
43) Conto Crossbowmen
44) Novgorod Guildsmen
45) Druzhina Cavalry
46) Foot Condottieri
47) Broken Lances
48) Italian Arquebusiers
49) Monteros de Espinosa
50) Pavise Crossbowmen
51) Caballeros de Armadura
52) Archer Sergeants
53) Afghan Axemen
54) Tarkhan Nobles
55) Janissary Archers
56) Qapukulu
57) Serdengecti Heavy Infantry
58) Fanteria Pesante
59) Signori Noble Cavalry
60) Venetian Arbalesters
61) Condotta Handgunners
62) Flemish Pikemen
63) Mounted Arquebusiers
64) Albanian Cavalry
65) Swiss Pikemen
66) Ghazis
67) Papal Swiss Guard
68) Cohorta Pontifica Guard
With all the new units added to the mod, all 29 factions had to have their recruitment and units stats re-worked and balanced across the board. To try and go through them here would be painful for most of you guys to read, so these changes will be shown in the roster articles once they have been updated. I hope you’ll forgive me for not listing them here.
However, to give you a general idea of what has changed, there are less units that are shared by many factions and more units that are shared by a few factions or are faction-specific. For example, the Italian city-states have their own shared units, like the Signori Noble Cavalry, that are not shared with any other European factions. These changes help make each faction roster stand out more in comparison to the others than they did in the past.
As with each update, there is a juggling of settlement ownership across the map, both for balance purposes and to bring new life to certain factions. The changes are as follows:
Along with everything else listed, a few other things worth noting have been changed with this update. They are as follows:
As of now, there is a submod in development by other members of the Roar of Conquest team, which aim to give a different and more challenging experience than the base mod. As for the main mod, there are no major updates planned. I am currently happy with the state of the mod, and with my personal life becoming more hectic, I have no plans for working on any major updates for the base mod.
Of course, if there are bug fixes to implement, or some things we want to change or balance, we will likely release a patch in the near future.
So there you have it, the changelog for Roar of Conquest: The Late Middle Ages VIII! If you like what you have seen and would like to try out the mod for yourself, you can download it here: ROC: LMA VIII I plan on updating the faction roster articles for all the changed factions, so keep your eyes open for that. Feel free to join the mod Discord as well; it's a great place to share you thoughts on the mod: ROC Discord Until then, go forth and conquer!
Dev diary of upcoming Version VIII release and trailer.
Full release of Roar of Conquest: Late Middle Ages VIII.
Full release of Roar of Conquest: Late Middle Ages VII.
Full release of Roar of Conquest: Late Middle Ages VI.
Full release of Roar of Conquest: Late Middle Ages V, Stand-Alone Installation.
Full release of Roar of Conquest: Late Middle Ages IV, Stand-Alone Installation.
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Has Timbuktu been removed from the map? I cant find it anymore
Hello :) would u maybe have a .bat to run the mod the launcher doesn't seem to work for me
Nice updates!
How to build a Jewish community? Did I need heretics or trading buildings? Tell me please what I need to do for an offer to build it in my city
High public order and a governor with high chivalry are the conditions to get the Jewish Commune.
How about making an ingame option for 2 turns per year (or even more [4, 6, or 12] if someone likes dragging the game duration to the extreme)? And how about giving access to other nation's local troops when occupying their lands? Just a couple of thoughts.....
Downloaded the latest version. This mod has been polished towards excellency. Well done to the modders :)
Got a problem the VII works for me but the new one can't locate kingdoms.exe
You need to create it. Instructions are in the installation instructions.