Roar of Conquest is an overhaul mod for Medieval II which combines Stainless Steel with Broken Crescent, while also introducing new mechanics, extensive unit and faction balancing, and more.

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Detailed description of the changes made in Roar of Conquest: The Late Middle Ages V update.

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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!


Play as the Timurids!

Timur

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.

elephants 1


Elephants.


New Submods for the Mod

mod meme


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.


New Units

This update comes with three new units to add to the fray, which are as follows:

1) Genoese Mariners (Republic of Genoa)

genoese mariners


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 15 (Armor 8, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

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)

foot condottieri


  • Unit Size: 150
  • Melee Attack: 9 (AP)
  • Charge: 6
  • Defense: 19 (Armor 12, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

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)

elephant artillery info


  • Unit Size: 45
  • Missile Attack: 45
  • Melee Attack: 12
  • Charge: 8
  • Defense: 20 (Armor 16, Defense Skill 4, Shield 0)
  • Hit Points: 6
  • Attributes: Can Rampage
  • Frighten Infantry and Cavalry
  • Availability: Campaign start
  • Building Requirement: Caliph's Stables, (Citadel)

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.


Pike vs Cavalry Update

tercio pikemen


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.


Bonus vs Cavalry for Units

swordstaff militia


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:

  • Voulgiers (France, Genoa, and Jerusalem)
  • Swordstaff Militia (Denmark and Norway)
  • Voulge Militia (France and Genoa)
  • Dismounted Knights of Antioch (Jerusalem)

Settlement Changes

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:

  • Rennes (France): has been upgraded to a City
  • Clermont (France): has been upgraded to a City
  • Marseille (France): has been upgraded to a City
  • Lyon (France): has been upgraded to a Fortress
  • Caffa: now belongs to Kiev instead of Rebels and has been changed into a Castle
  • Reval: now belongs to the Rebels instead of Denmark
  • Uppsala: now belongs to Denmark instead of Rebels

Campaign AI Update

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.


Non-Timurid Unit Changes

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)

scots guard 1


  • Unit Size: 120
  • Missile Attack: 7
  • Melee Attack: 7
  • Charge: 4
  • Defense: 17 (Armor 11, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: City Hall, (Large City)

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)

husarze


  • Unit Size: 80
  • Melee Attack: 6
  • Charge: 14
  • Secondary Melee Attack: 11
  • Defense: 17 (Armor 9, Defense Skill 5, Shield 3)
  • Attributes: None
  • Frighten Infantry
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: King's Stables, (Citadel)

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)

al haqa infantry


  • Unit Size: 150
  • Melee Attack: 6
  • Charge: 4
  • Defense: 15 (Armor 4, Defense Skill 9, Shield 2)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Militia Drill Square, (Large City)

These warriors are now available for recruitment by the Kwarezmian Empire.

4) Arbalesters (Kingdom of France)

arbalesters 4


  • Unit Size: 120
  • Missile Attack: 13
  • Melee Attack: 6
  • Charge: 4
  • Defense: 15 (Armor 9, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Archery Range, (Fortress)

These men now replace Crossbowmen for France when they become available.

5) Genoese Crossbowmen (Republic of Genoa)

genoese crossbowmen


  • Unit Size: 120
  • Missile Attack: 13
  • Melee Attack: 4
  • Charge: 3
  • Defense: 16 (Armor 5, Defense Skill 4, Shield 7)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

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)

genoese crossbowmen


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 3
  • Charge: 2
  • Defense: 15 (Armor 5, Defense Skill 3, Shield 7)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

These men have had their missile damage increased.

7) Sicilio-Norman Foot Knights (Kingdom of Sicily)

sicilio norman foot knights


  • Unit Size: 120
  • Melee Attack: 11
  • Charge: 4
  • Defense: 21 (Armor 9, Defense Skill 8, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

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!

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Guest
Guest - - 689,484 comments

Are you planning on adding early campaign support? Starting the campaign at 1330 is way too late and I like early development of empires. Your changes sound so good though!

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Lord_Vinciullo Author
Lord_Vinciullo - - 229 comments

I have no immediate plans for updating the early campaign, at least for the next planned update, but it is still a possibility I'm considering.

Reply Good karma+2 votes
Guest
Guest - - 689,484 comments

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