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 in Roar of Conquest: Late Middle Ages 2.0 and plans the next update.

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Greetings! I am happy to announce that Roar of Conquest: The Late Middle Ages 2.0 has now been live for over a month! This article will be covering all the changes and updates that this version brings to the table from the last version, as well as future plans for the next update. If you want more information on how this mod overhauls Stainless Steel 6.4, feel free to check out the other articles on my mod page. Now, on to the updates!

Bug Fixes

No update would be complete without bug fixes, and what better place to start than with the things that have been fixed, eh?

1) Fixed bug which caused Poland to have duplicate recruitment scripts for Lithuanian Archers in certain regions.

lithuanian archers


2) Fixed bug which caused certain buildings for the Moors at the start of the campaign to have placeholder textures.

3) Fixed missing picture for Sicily's Light Men at Arms unit info card.

light MAA 1


4) Fixed bug which gave Retinue Longbowmen for England to have the wrong model type when the unit did not have any armor upgrades.

retinue longbowmen 2


5) Fixed the Stradiots unit info card for Venice so it now accurately represents what the unit looks like.

stradiots info



Starting Diplomacy Changes

Diplomacy


For the purposes of balance, (and to make things a little more interesting for certain factions), I changed the starting diplomatic relations between certain nations for when you start a new campaign. Note, these changes are how the game will start; you can use diplomacy and agents to try to change these at the start of the campaign, if you wish. Grumpy Cat doesn't seem hopeful though.

  1. When playing as the Holy Roman Empire, you no longer start the campaign excommunicated by the Pope. Since the campaign starts in 1330, I felt this change was more akin to the historical reality of the time period. The Pope still is not fond of you, though.
  2. When playing as either the Byzantine Empire or the Seljuk Sultanate, you will no longer start the campaign at war with each other on harder difficulties. You still hate each other though, so war is very likely unless you actively try to prevent it.
  3. The Kingdom of Portugal, the Kingdom of Leon and Castile, and the Kingdom of Aragon will now always start the campaign at war with the Almohad Caliphate, regardless of the difficulty setting. This change was made to help the AI of the Christian nations to stop tearing each other apart so much and focus on the common threat, the Almohad Caliphate, so they would not get wiped out so easily in the early campaign. Playing as the Caliphate will also start you off at war with these three nations, so there's more pressure on them in the early campaign.
  4. The Republic of Genoa and the Kingdom of France no longer start off the campaign on friendly terms. In fact, Genoa now has to wipe out France in order to complete their long campaign victory objectives. This change will make more sense with the other changes Genoa experienced for this update, so stay tuned for that!

Building Changes

There have been two major changes to starting buildings and/or city level requirements for certain buildings, so I felt they deserved their own little section here. They are:

  1. Constantinople now starts the campaign with the Scholae Barracks already built, allowing both the player and the AI access to elite units when playing as the Byzantine Empire. Rest assured, this does not make the Byzantines overpowered in the campaign, but it does make them more of a challenge to fight against.
  2. The Temple of Giltine and the Temple of Perkunas for the Grand Duchy of Lithuania now only requires a City to build instead of a Large City. This makes access to the unique units they unlock far easier and the benefits these buildings provide the settlement are far more readily available, both to the AI and to the player. In fact, the Lithuanian settlement of Mensk now starts off with a Temple of Giltine at the start of the campaign.

Unit Changes

'A huge portion of this update was focused on changing the recruitment and buffing stats of certain units for several reasons: campaign balance, player enjoyment, and logic. I have now updated all the faction roster articles I have previously published so that they now correctly display the info for when and where units are available from. Many of the stat changes I made were for two primary reasons. One, to help differentiate unique units from their more generic counterparts, (an example of this would be the Obudshaer, which felt no different than generic Halberd Men at Arms). A second reason was to boost certain units that should perform well in battle, such as professional soldiers or knights, so they are actually dangerous on the battlefield. This was a broad sweep, meaning I looked at the rosters of every faction, (except the Mongols and Cumans), in the game to make sure everyone got equal treatment. I have play tested these changes quite a bit, and have been quite happy with the results. I hope you guys enjoy these changes as much as I have! 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) Obudshaer

obudshaer


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 6
  • Defense: 20 (Armor 12, Defense Skill 8, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

A unique unit for Denmark, these men are a superior version of Halberd Men at Arms in every sense of the word. Now they are more readily available after the Full Plate Event, making them the backbone of the Danish army when they become available.

2) Norse War Clerics

norse war clerics


  • Unit Size: 120
  • Melee Attack: 7 (AP)
  • Charge: 3
  • Defense: 21 (Armor 11, Defense Skill 5, Shield 5)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Abbey, (City)

These fierce heavy infantry now have better melee attack, making them even more dangerous in battle.

3) Norse War Cleric Cavalry

norse war cleric cavalry


  • Unit Size: 60
  • Melee Attack: 9 (AP)
  • Charge: 3
  • Defense: 20 (Armor 15, Defense Skill 2, Shield 3)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Cathedral, (Large City)

Like their dismounted brethren, these men have had their melee attack increased, making them more deadly in battle.

4) Norse Axemen

viking huskarl axemen


  • Unit Size: 120
  • Melee Attack: 11 (AP)
  • Charge: 5
  • Defense: 14 (Armor 7, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These men have had their melee attack and defense skills increased, making them even more fearsome shock infantry.

5) Gotland Footmen

gotland footmen info


  • Unit Size: 120
  • Melee Attack: 12
  • Charge: 7
  • Defense: 16 (Armor 8, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Barracks, (Fortress)

These men have had their melee attack increased, making them even more deadly in battle.

6) Noble Hirdsmen

kings hirdsmen 1


  • Unit Size: 120
  • Melee Attack: 12
  • Charge: 5
  • Defense: 24 (Armor 8, Defense Skill 10, Shield 6)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Citadel

These men have had their melee attack increased, solidifying their place as one of the best sword-and-shield units in the mod.

7) Pavise Spear Militia

pavise spear militia


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 14 (Armor 4, Defense Skill 1, Shield 9)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

This common unit has had their melee defense skilled increased to 1 from 0, since I felt a 0 defense skill was just a bit too ridiculous.

8) Genoese Crossbowmen

genoese crossbowmen


  • Unit Size: 120
  • Missile Attack: 12
  • 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 and range increased, making them one of the deadliest crossbow units in the game. They now have a larger recruitment pool, making them far more readily available to recruit. Theses warriors will now form the backbone of any proper Genoese army, and will reap a deadly toll in battle.

9) Genoese Crossbow Militia

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)

Like their non-militia counterparts, these men have had their range and missile damage increased. A worthwhile option when their professional counterparts are not available.

10) Broken Lances

broken lance cav 1


  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 20 (Armor 14, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Royal Barracks (Huge City)

These men have had their armor and melee defense increased, making them more sturdy and more capable of competing with other heavy cavalry on the battlefield.

11) Dismounted Broken Lances

broken lances


  • Unit Size: 150
  • Melee Attack: 8
  • Charge: 4
  • Defense: 23 (Armor 13, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Royal Barracks, (Huge City)

These soldiers have had their melee attack increased, helping them to perform more like the professional heavy infantry that they are.

12) Venetian Archers

pesante archers 1


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 3
  • Defense: 13 (Armor 6, Defense Skill 7, Shield 0)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men have had their charge and melee defense increased, making them perform more like a hybrid infantry/archer unit.

13) Venetian Heavy Infantry

fanteria pesante 1


  • Unit Size: 150
  • Melee Attack: 7 (AP)
  • Charge: 4
  • Defense: 18 (Armor 7, Defense Skill 6, Shield 5)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

These professional soldiers have had their melee attack increased, making them a deadly force to be reckoned with on the battlefield.

14) Lithuanian Noble Sons

lithuanian noble sons


  • Unit Size: 120
  • Missile Attack: 12
  • Melee Attack: 6 (AP)
  • Charge: 3
  • Defense: 16 (Armor 6, Defense Skill 5, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Citadel

These fierce warriors have had their melee attack increased, making them more deadly in melee combat.

15) Noble Sons Cavalry

noble sons cavalry


  • Unit Size: 60
  • Missile Attack: 12
  • Melee Attack: 8 (AP)
  • Charge: 4
  • Defense: 15 (Armor 7, Defense Skill 4, Shield 4)
  • Attributes: Free upkeep, Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Castle

These deadly mounted skirmishers have had their armor and melee attack increased, allowing them to go in and out of melee combat more easily.

16) Lithuanian Noble Cavalry

lithuanian noble cavalry


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 8
  • Secondary Melee Attack: 11
  • Defense: 17 (Armor 8, Defense Skill 4, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

These heavy cavalrymen have had their armor increased, making them tougher in melee combat.

17) Giltine's Chosen

giltines chosen


  • Unit Size: 120
  • Melee Attack: 11 (AP)
  • Charge: 7
  • Defense: 14 (Armor 9, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Temple of Giltine, (City)

These religious fanatics have had their melee attack and defense skill increased, making them even more capable of bringing the wrath of their gods to their enemies in battle.

18) Latvanian Crossbowmen

latvian crossbowmen


  • Unit Size: 120
  • Missile Attack: 8
  • Melee Attack: 2
  • Charge: 2
  • Defense: 12 (Armor 2, Defense Skill 3, Shield 7)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These crossbowmen are now available exclusively from the City barracks line, which helps Lithuania defend it's cities more capably.

19) Pavise Spearmen

pavise spear militia


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 3
  • Defense: 17 (Armor 5, Defense Skill 3, Shield 9)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These professional soldiers have had their melee defense increased, making them more capable of taking punishment in battle.

20) Hungarian Nobles

magyar cavalry


  • Unit Size: 60
  • Missile Attack: 5
  • Melee Attack: 9
  • Charge: 6
  • Defense: 12 (Armor 4, Defense Skill 5, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

These noble horse archers have had their missile damage and charge bonus increased, making them more deadly both at range and on the charge.

21) Royal Banderium

royal banderium


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 12
  • Defense: 29 (Armor 19, Defense Skill 5, Shield 5)
  • Attributes: Free upkeep
  • Availability: Portable Pipe Organ Event, (year 1400)
  • Building Requirement: King's Stables, (Citadel)

These elite heavy cavalry have now been given free upkeep in Citadels.

22) Livonian Auxilaries

livonian auxiliaries


  • Unit Size: 120
  • Missile Attack: 10
  • Melee Attack: 3
  • Charge: 2
  • Defense: 13 (Armor 3, Defense Skill 3, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These crossbowmen have had their melee attack and armor increased, making them a more professional unit than they were before.

23) Ritterbruders

ritterbruder


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 14
  • Secondary Melee Attack: 14
  • Defense: 19 (Armor 10, Defense Skill 4, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

These feared knights have had their armor increased, securing their status as fearsome elite cavalry.

24) Heavy Boyars

heavy boyars 1


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 9
  • Secondary Melee Attack: 9 (AP)
  • Defense: 25 (Armor 13, Defense Skill 5, Shield 7)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

These heavy cavalry have had their secondary melee attack increased, making them more deadly in sustained melee combat.

25) Druzhina

druzhina 1


  • Unit Size: 120
  • Melee Attack: 7 (AP)
  • Charge: 3
  • Defense: 16 (Armor 5, Defense Skill 6, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These fierce warriors have had their melee attack increased, making them even more deadly in melee combat.

26) Berdiche Axemen

berdiche axemen


  • Unit Size: 120
  • Melee Attack: 10 (AP)
  • Charge: 6
  • Defense: 15 (Armor 7, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These deadly shock infantry have had their melee attack, charge, and armor increased, making them truly skilled professional soldiers.

27) Strzelcy

strzelcy


  • Unit Size: 60
  • Missile Attack: 7
  • Melee Attack: 3 (AP)
  • Charge: 5
  • Defense: 8 (Armor 4, Defense Skill 2, Shield 2)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

These men now have a shield stat to reflect the shield they use when in melee combat.

28) Edessan Guard

edessan guard 2


  • Unit Size: 150
  • Melee Attack: 9 (AP)
  • Charge: 5
  • Defense: 15 (Armor 6, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Militia Barracks, (Large City)

These soldiers have had their armor improved, making them more sturdy in battle.

29) Templar Zweihander

templar zweihander


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 7
  • Defense: 16 (Armor 7, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These warriors have had their armor improved, making them more sturdy in battle.

30) Knights of Jerusalem

knights of jerusalem 1


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 12
  • Secondary Melee Attack: 9 (AP)
  • Defense: 18 (Armor 8, Defense Skill 6, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

These knights have had their melee attack, secondary melee attack, and armor increased, making them deadlier warriors.

31) Dismounted St. Lazarus Knights

dis st lazarus knights


  • Unit Size: 120
  • Melee Attack: 11 (AP)
  • Charge: 6
  • Defense: 17 (Armor 9, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Citadel

These warriors have had their armor and charge improved, making them stronger in battle.

32) St. Lazarus Knights

st lazarus knights 1


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 12
  • Secondary Melee Attack: 10 (AP)
  • Defense: 20 (Armor 10, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

These knights have had their melee attack, secondary melee attack, armor, and defense skill increased, making them deadlier warriors.

33) Canons of the Holy Sepuchler

templar zweihander


  • Unit Size: 120
  • Melee Attack: 14
  • Charge: 7
  • Defense: 19 (Armor 9, Defense Skill 10, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Holy Sepulcher, (Jerusalem)

These warriors have had their armor improved, making them stronger in battle.

34) Constable of Jerusalem

constable of jerusalem 1


  • Unit Size: 120 (Not a typo)
  • Melee Attack: 8
  • Charge: 14
  • Secondary Melee Attack: 9 (AP)
  • Defense: 21 (Armor 11, Defense Skill 6, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Militia Barracks, (Large City of Jerusalem)

These knights have had their melee attack, secondary melee attack, and armor increased, making them deadlier warriors.

35) Templar Longbowmen

french foot archers 2


  • Unit Size: 120
  • Missile Attack: 7
  • Melee Attack: 4
  • Charge: 2
  • Defense: 12 (Armor 6, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • Availability: Coat of Plates Event, (year 1240-1260)
  • Building Requirement: Archery Range, (Fortress)

These deadly archers are now available from the Archery Range, (Fortress) instead of the Marksman's Range, (Citadel), making them more accessible for recruitment.

35) French Foot Archers

french foot archers 2


  • Unit Size: 150
  • Missile Attack: 6
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (6 Armor, 5 Defense Skill, Shield 0)
  • Attributes: Place Stakes
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Marksman's Range, (Citadel)

This unit has been removed from the Kingdom of Jerusalem's roster as it was a redundant unit.

36) Templar Guard

templar guard 1


  • Unit Size: 120
  • Melee Attack: 11 (AP)
  • Charge: 7
  • Defense: 21 (Armor 13, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Armory, (Citadel)

These warriors have had their melee attack and defense improved, making them stronger in battle.

37) Noble Knights

noble knights 1


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 14
  • Secondary Melee Attack: 15
  • Defense: 22, (Armor 15, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Man Made Inferno Event, (year 1350)
  • Building Requirement: Citadel

These knights have had their melee attack and secondary melee attack increased, making them a superior version in all respects to the French Chivalric Knight.

38) Naffatun

naffatun


  • Unit Size: 40
  • Missile Attack: 15
  • Melee Attack: 4
  • Charge: 2
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Cannons Developed Event, (1305-1330)
  • Building Requirement: Militia Barracks, (Large City)

These bomb throwers are now available from the Militia Barracks instead of the Alchemist School building, making them more accessible to the Seljuk Sultanate and the Fatimid Caliphate.

39) Sipahi Macemen

sipahi macemen info


  • Unit Size: 120
  • Melee Attack: 8 (AP)
  • Charge: 3
  • Defense: 15 (Armor 6, Defense Skill 6, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

These warriors have had their melee attack improved, making them stronger in battle.

40) Turkish Ghulam

turkish ghulam cavalry


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 8
  • Secondary Melee Attack: 7 (AP)
  • Defense: 17 (Armor 12, Defense Skill 5, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

These professional cavalrymen have had their melee attack and secondary melee attack increased, making them deadlier warriors.

41) Iqta'dar

iqta dar


  • Unit Size: 60
  • Missile Attack: 6
  • Melee Attack: 6 (AP)
  • Charge: 7
  • Defense: 18 (Armor 11, Defense Skill 5, Shield 2)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Citadel of Caesarea

These horse archers have had their missile attack, melee attack, charge, and defense increased, making them truly elite warriors.

42) Turkish Crossbowmen

turkish crossbowmen


  • Unit Size: 150
  • Missile Attack: 10
  • Melee Attack: 2
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These crossbowmen are now available from the City Watch, (City), instead of the Marksman's Range, (Citadel), making them far more common and help the Seljuk Sultanate defend their cities better.

43) Qapukulu

qapukulu


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 12
  • Secondary Melee Attack: 8 (AP)
  • Defense: 23 (Armor 14, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Caliph's Stables, (Citadel)

These professional cavalrymen have had their melee attack and secondary melee attack increased, making them deadlier warriors.

44) Mamluks

mamluks 1


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 9
  • Secondary Melee Attack: 7 (AP)
  • Defense: 14 (Armor 6, Defense Skill 6, Shield 2)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Sultan's Stables, (Citadel)

These professional cavalrymen have had their charge and secondary melee attack increased, making them deadlier warriors.

45) Royal Mamluks

royal mamluks


  • Unit Size: 80
  • Melee Attack: 10
  • Charge: 9
  • Secondary Melee Attack: 8 (AP)
  • Defense: 21 (Armor 12, Defense Skill 7, Shield 2)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Caliph's Stables, (Citadel)

These professional cavalrymen have had their charge and secondary melee attack increased, making them deadlier warriors.

46) Elephants

elephants 1


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

Elephants have had their melee attack, armor, and defense increased, making them well worth their cost and upkeep.

47) Imperial Foot Knights

imperial foot knights 1


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 3
  • Defense: 22 (Armor 12, Defense Skill 7, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

These knightly foot infantry have had their melee attack and armor improved, making them stronger in battle.

48) Imperial Knights

imperial knights 1


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 9 (AP)
  • Defense: 22 (Armor 15, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

These knights have had their melee attack, secondary melee attack, and defense skill increased, making them elite heavy cavalry.

49) Gothic Knights

gothic knights 1


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 16
  • Secondary Melee Attack: 10 (AP)
  • Defense: 29 (Armor 25, Defense Skill 4, Shield 0)
  • Attributes: Free upkeep
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Fortress

These knights have had their melee attack, secondary melee attack, and defense skill increased, making them elite heavy cavalry.

50) Late Landsknecht

late landsknecht info


  • Unit Size: 200
  • Melee Attack: 8
  • Charge: 4
  • Defense: 18 (Armor 10, Defense Skill 8, Shield 0)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

These professional pikemen have had their melee attack and defense improved, making them stronger in battle.

51) Late Tercio Pikemen

tercio pikemen 2


  • Unit Size: 200
  • Melee Attack: 7
  • Charge: 5
  • Defense: 17 (Armor 10, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

These professional pikemen have had their melee attack improved, making them stronger in battle.

52) Aventuros

late pikemen 8


  • Unit Size: 200
  • Melee Attack: 8
  • Charge: 6
  • Defense: 13 (Armor 6, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

These professional pikemen have had their melee attack, charge, and armor improved, making them stronger in battle. They are also available from the Barracks, (Fortress) instead of the Armory, (Citadel), making them far more common and available for recruitment. I made this change to compensate for the fact that Portugal does not get Sword and Buckler Men, like Aragon and Leon and Castile.

53) Sword and Buckler Men

sword and buckler men


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 16 (Armor 4, Defense Skill 9, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

These professional soldiers have had their melee attack improved, making them stronger in battle.

54) Highland Nobles

highland nobles


  • Unit Size: 120
  • Melee Attack: 15
  • Charge: 7
  • Defense: 16 (Armor 8, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These noble infantry have had their melee attack and armor improved, making them stronger in battle.

55) Galloglaich

galloglaich 1


  • Unit Size: 120
  • Melee Attack: 10 (AP)
  • Charge: 5
  • Defense: 15 (Armor 7, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These warriors have had their melee attack, defense skill, and armor improved, making them stronger in battle. They are also no longer available as mercenaries; this unit is exclusive to Scotland now.

56) Noble Highland Archers

noble highland archers 1


  • Unit Size: 120
  • Missile Attack: 4
  • Melee Attack: 6 (AP)
  • Charge: 3
  • Defense: 15 (Armor 6, Defense Skill 7, Shield 2)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These noble archers have had their melee attack and armor improved, making them stronger in melee combat.

57) Noble Pikemen

noble pikemen 1


  • Unit Size: 200
  • Melee Attack: 9
  • Charge: 5
  • Defense: 19 (Armor 11, Defense Skill 8, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Citadel

These noble pikemen have had their melee attack and defense improved, making them stronger in melee combat.

58) Noble Swordsmen

noble swordsmen


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 22 (Armor 11, Defense Skill 8, Shield 3)
  • Attributes: Free upkeep
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

These noble infantry have had their melee attack improved, making them stronger in melee combat.

59) Militia Serjeants

militia serjeants


  • Unit Size: 150
  • Melee Attack: 6 (AP)
  • Charge: 5
  • Defense: 11 (Armor 6, Defense Skill 5, Shield 0)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

These professional soldiers have had their melee attack and charge improved, making them stronger in battle.

60) Heavy Billmen

heavy billmen


  • Unit Size: 150
  • Melee Attack: 7 (AP)
  • Charge: 6
  • Defense: 15 (Armor 8, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

These professional soldiers have had their melee attack, defense, and charge improved, making them stronger in battle.

61) Scoutatoi

skoutatoi 1


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 16 (Armor 5, Defense Skill 3, Shield 8)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These professional soldiers have had their defense and armor improved, making them stronger in battle.

62) Scoutatoi Swordsmen

spathatoi 1


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 18 (Armor 5, Defense Skill 6, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These professional soldiers have had their melee attack and armor improved, making them stronger in battle.

63) Mourtatoi

mourtatoi 1


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

These professional archers have had their melee attack, charge, and armor improved, making them stronger in melee combat.

64) Castrophilakae

kastrophylakes 1


  • Unit Size: 150
  • Melee Attack: 6
  • Charge: 4
  • Defense: 19 (Armor 5, Defense Skill 9, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These professional soldiers have had their melee attack and armor improved, making them stronger in battle.

65) Scholarii

scholarii 1


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 9 (AP)
  • Defense: 27 (Armor 17, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Scholae Barracks, (Huge City)

These professional cavalrymen have had their melee attack and secondary melee attack increased, making them deadlier warriors.

66) Pronoia Infantry

pronoia infantry info


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 4
  • Defense: 20 (Armor 10, Defense Skill 7, Shield 3)
  • Attributes: Free upkeep
  • Availability: Partial Plate Event, (year, 1310-1330)
  • Building Requirement: Fortress

These professional soldiers have had their melee attack and charge improved, making them stronger in battle.

67) Menaulatoi

menaulatoi 1


  • Unit Size: 200
  • Melee Attack: 7
  • Charge: 3
  • Defense: 17 (Armor 9, Defense Skill 8, Shield 0)
  • Attributes: Spear Wall
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

These professional pikemen have had their melee attack and defense improved, making them stronger in battle.

68) Spartharii tou Vasileos

spatharioi 1


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 24 (Armor 10, Defense Skill 9, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Scholae Barracks, (Huge City)

These warriors have had their melee attack and armor improved, solidifying their status as elite heavy infantry.

69) Late Musketeers

arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 36
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Army Barracks, (Huge City)

These gunpowder troops have had their missile attack increased, making the Late Musketeers the deadliest gunpowder infantry unit in the mod from range.

70) Dismounted Knights of Montesa

dismounted km info


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 4
  • Defense: 19 (Armor 6, Defense Skill 8, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Knights of Montesa Minor Chapter House, (City)

These religious warriors have had their melee attack increased, making them stronger in battle.

71) Knight of Montesa

knights of montesa info


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 12
  • Secondary Melee Attack: 8 (AP)
  • Defense: 19 (Armor 10, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Knights of Montesa Minor Chapter House, (City)

These religious warriors have had their secondary melee attack increased, making them stronger in battle.


Starting Armies Changes

Roar of Conquest 2 0 Title Pictu


Part of the balance changes was to change the starting armies here and there to help certain factions out. Many of these changes were minor, but the major changes are as follows:

  1. The Mongols now start the campaign with 6 full stacks of powerful troops, making them much more of a threat than they previously were. In my playtesting, I found that they did a decent job of making their own kingdom and threatening the Kwarezmian Empire as the AI.
  2. The Kwarezmian Empire now has 1 full-stack army of powerful professional troops, to help them stall the advance of the Mongol horde.
  3. The Holy Roman Empire has had multiple armies improved across it's empire. This change was to help them out as the AI to not die so fast to their many enemies.

Starting Region Changes

Castle Inverness


The second major focus of this update was the upgrading of settlements across the map, along with some change in ownership of a few regions. The main idea was to make more settlements more valuable to own or capture, and make the campaign map more interesting, (and balanced, for certain factions). The changes are as follows

  1. Caffa starts off as part of the Rebels rather than the Republic of Genoa.
  2. Bologna starts of as Rebels rather than the Holy Roman Empire.
  3. Pisa now starts off as part of the Republic of Genoa rather than the Rebels.
  4. Rheims now starts off as part of the Holy Roman Empire rather than the Kingdom of France.
  5. Skara, Uppsala, Serdobinskaya, Konjikala, Stettin, Benghazi, Aleppo, Isparta, Adana, Qarisiya, and Kerman now start off the campaign as Castles rather than Wooden Castles.
  6. Wroclaw, Beleb el Anab, and Durazzo now start off the campaign as Large Towns rather than Towns.
  7. Visby, Khiva, Candia, Syracuse, and Palma now start off the campaign as Cities rather than Large Towns.
  8. Damghan, Tbilisi, Kerak, Bern, Ajaccia, Mosul, and Granada now start off the campaign as Fortresses rather than Castles.
  9. Konya, Frankfurt, Isfahan, Vienna, and Naples now start off the campaign as Large Cities rather than Cities.

Custom Starting Bodyguards

Yes, that's right, custom bodyguards! Now, before anyone gets too excited, the standard bodyguards that you can recruit and that new family members will get when adopted/born are still the same. However, I have gone in and given custom bodyguards to certain factions throughout the campaign! While these bodyguard units will disappear when the general for them dies, I felt it would help give the early campaign a little more spice and excitement! The common theme here is that these custom units are described as being infantry bodyguards for faction leader and royalty, so I felt this inclusion would be fitting. A big thanks to Divide and Conquer, another wonderful Medieval II mod which gave me this idea in the first place! So without further ado, here are the custom bodyguards!

1) The Ayyubid Sultanate's faction heir now starts off with Tabardariyya as his bodyguard.

tabardariyya 1


2) The Kingdom of Scotland now has a new general character at campaign start, and he has Highland Nobles as his bodyguard.

highland nobles 2


3) The Seljuk Sultanate's faction heir now starts off with Hasham as his bodyguard.

hasham 1


4) The Byzantine Empire's faction heir now starts off with Spartharii tou Vasileos as his bodyguard.

spatharioi 1


5) The Byzantine Empire now has a new general character at campaign start, and he has Varangian Guard as his bodyguard.

varrangoi 1


6) The Novgorod Republic's faction heir now starts off with Novgorod Home Guard as his bodyguard.

bulgarian spearmen info


7) The Almohad Caliphate's faction heir now starts off with Christian Guard as his bodyguard.

christian guard


8) The Grand Duchy of Lithuania now has a new general character at campaign start, and he has Giltine's Chosen as his bodyguard.

giltines chosen


9) The Grand Duchy of Kiev's faction heir now starts off with Scandinavian Guard as his bodyguard.

scandinavian guard 1


10) The Kingdom of Norway's faction heir now starts off with Noble Hirdsmen as his bodyguard.

kings hirdsmen 1


11) The Kingdom of Jerusalem now has a new general character at campaign start, and he has Canons of the Holy Sepuchler as his bodyguard.

templar zweihander


12) The Kwarezmian Empire's faction heir now starts off with Imperial Guard as his bodyguard.

royal guard 1



Future Plans

As far as the future of the mod is concerned, I have been thinking that instead of focusing on sweeping changes across the entire campaign map and all factions, I will now focus on a specific region of the map and the factions therein. As such, I have decided that for the next update, the majority of the focus will lie on the Iberian Peninsula the the Kingdoms of Portugal, Aragon, Leon and Castile, and the Almohad Caliphate. Quite a few people have commented in the past that the Christian factions here do not feel unique to each other, and lack a certain spice that helps set them apart from each other. My goal is to find that spice and bring it into the campaign for all to enjoy, and make these factions more attractive and interesting for people to play. Feel free to let me know your thoughts in the comments or on Roar of Conquest's discord here: ROC Discord


So there you have it, the changelog for Roar of Conquest: The Late Middle Ages 2.0 and the plans for the next update! This is quite possibly the biggest update I have done, as far as the number of things that I have changed. If you like what you see, feel free to download the mod here: Roar of Conquest: The Late Middle Ages 2.0 Now, go forth and conquer!

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