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.

Post news Report RSS Roar of Conquest: The Late Middle Ages IV Changelog and Release

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

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Greetings! I am happy to announce that Roar of Conquest: The Late Middle Ages IV 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!

The Team Expands!

I am happy to announce that the modding team for Roar of Conquest is now a party of two! Mekkermann has just recently joined the team, and has been invaluable ever since he joined! He has been able to figure out how to fix a whole host of bugs and crashes, which you will see in just a moment, as well as providing new ideas and suggestion for the mod. Welcome to the team, Mekkermann!


Bug and Crash Fixes

Hammer

This release has come with a whole slew of bug fixes. Thanks to Mekkermann, many bugs and crashes have been fixed for version IV, so the mod is now far more stable than it was before. Here is a list of what has been fixed:

1) Fixed bug which caused the Minimap on the campaign map to have an "Error" on it's left side.

2) Fixed bug which caused the game to crash due to a coding error for the Teutonic Order's leader script.

3) Fixed bug which caused the game to crash due to the mod file name being too long; from now on, the file will always be an acronym to reduce the number of potential crashes.

4) Fixed bug which caused message saying the players Cardinals were now the anti-pope even when their faction was not excommunicated.

5) Fixed bug which decreased global standing with all other faction in the campaign over time, even when neutral or allied. Now, when you choose to occupy a city or castle instead of sacking or exterminating the population, it will now positively increase your relations with all friendly and neutral factions.

6) Fixed graphical bug for the Mourtatoi; now they will appear on the battle map with the proper textures instead of the silver surfer look.

mourtatoi 1


7) Removed Permanent Arrows from battles; this change will help improve performance on the battle map, especially ones with many archers and crossbows present.


Replenishment Script

Latin Empire Title Picture

The brainchild of Mekkermann, he created a script that allows the replenishment, (NOT recruitment), of castle units in Large and Huge Cities. This change now makes it easier for you, (and the AI) to maintain your elite units at peak combat strength as you march across the campaign map, and makes Large and Huge Cities even more valuable in the campaign. Even if a Large/Huge city is not a major money-maker, it can now serve as a staging and replenishment ground for your campaigns.


Crusader Target Changes

After some discussion, Mekkermann and I decided to remove certain cities as valid Crusade targets in the European theater. The idea was that these targets only affected a certain few factions, (mainly the Holy Roman Empire), and led to these factions being nuked by their neighbors because everyone declared war on them. The campaign testing we did with these changes proved very satisfactory, so they have remained. The locations are as follows:

  • Frankfurt, Paris, Toulouse, and Silves are no longer Crusade targets.

Artillery Campaign Movement Change

culverin


Do you enjoy big explosions? Does tearing down enemy walls with cannons fill you with childish glee? Does it sadden you when bringing artillery in your armies significantly reduces your campaign movement? Well, be sad no more! Thanks to the kindness of the Divide and Conquer mod team in sharing their knowledge, artillery will no longer reduce your campaign movement range for your armies! They will now have the same movement range as infantry, making the inclusion of big guns in your armies no longer such a burden. Enjoy your explosive fun!


The Return of the Timurids

Timur

Timur has returned to Roar of Conquest, and boy is he ready to conquer! The Timurids are no longer spawned into the campaign by event, but start on the campaign map with two territories under their direct control and 4 full stack armies ready to conquer the world. For those of you who feel that amount is too little, rest assured; in every campaign that I play-tested, they always kicked serious butt and made the Mongols and the Kwarezmians very sad neighbors. They start with the regions of Kerman and Yazd under their control. All hail Timur the Lame, conqueror born!


Settlement Ownership Changes and Upgrades

With this update has come quite a few changes to settlement ownership and the starting level of settlements, mostly focused on the Eastern theater with the return of the Timurids. The specifics of these changes are as follows:

  • Kerman has been upgraded to a Fortress, (now belongs to the Timurids)
  • Yazd has been upgraded to a Large City, (now belongs to the Timurids)
  • Urgerch has been upgraded to a Large City, (Mongols)
  • Khiva has been upgraded to a City, (now belongs to the Mongols)
  • Konjikala has been upgraded to a Fortress, (now belongs to the Mongols)
  • Bulgar has been upgraded to a Fortress, (Cumans)
  • Kazan has been upgraded to a City, (Cumans)
  • Jaiksk has been upgraded to a Castle, (Cumans)
  • Embi has been upgraded to a Castle, (Cumans)
  • Yelabuga has been upgraded to a Castle, (Cumans)
  • Isfahan, (now belongs of the Kwarezmian Empire)
  • Ahvaz, (now belongs of the Kwarezmian Empire)
  • Basra, (now belongs of the Kwarezmian Empire)
  • Al-Muminiya, (now belongs of the Kwarezmian Empire)
  • Sharjah, (now belongs of the Kwarezmian Empire)
  • Baghdad, (now belongs to the Seljuk Sultanate)
  • York has been upgraded to a City, (Rebels)

Mongol and Cuman Khanate Starting Armies Changes

With the return of the Timurids, I have made some changes to the starting forces that the Mongols and Cumans get. Worth noting here, the Mongols, Timurids, Kwarezmian Empire, and Cuman Khanate all start at war with each other, (except the Cumans and the Kwarezmian Empire, who are at peace), making starting a campaign in the East hectic no matter who you play as. As such, the Mongols start off with 5 full stack armies, (which does not give them an advantage over the Timurids, believe me), and the quality of the Cumans starting armies have been improved, including the brand new unit they got this update, (more on that later). As such, none of these factions bulldoze the others in the first 30 turns of the campaign most of the time, making for a more interesting campaign map.


Reskinned Mercenary Units

Are your tired of bland, brown-and-gray mercenary units on the battlefield? Do you feel depressed when you hire a cool-sounding unit like Swiss Pikemen and then see them look ugly and bland on the battlemap? Well feel depressed no more! I have gone through and reused textures from various places in order to make the mercenaries more colorful on the battle map. While it is not as cool as completely brand-new, personally made textures, (something I can't do, sadly), I am quite pleased with the result, and I hope you guys enjoy it as well. I will admit, some of the mercenaries will look exactly like their non-merc counterparts, (such as the Mercenary German Knights), but since they are copies of each other anyway, I felt like it was a imperfection worth looking over instead of staying with the drab brown-and-grey textures. While I don't have pictures to show off all the changes, I do have one; the new look for the Swiss Halberdiers mercenaries:

swiss halberdiers info


In the future, I may do an article for all the mercenary units in the mod and provide pictures to show off their new appearance, but I won't do that for this article. The 30 units that have had their appearance changed are as follows:

  • Welsh Longbowmen
  • Catalans
  • Macemen
  • Sergeant Swordsmen
  • Mercenary Spearmen
  • Free Company Longbowmen
  • Free Company Men at Arms
  • Mercenary German Foot Knights
  • Prussian Spearmen
  • Hashashim Mercenaries
  • Swiss Armored Pikemen
  • Swiss Halberdiers
  • Swiss Pikemen
  • Flemish Pikemen
  • Mercenary Saracens
  • Mercenary Pavise Crossbowmen
  • Mercenary Arquebusiers
  • Black Band Arquebusiers
  • Albanian Cavalry
  • Arbalesters
  • Serbian Hussars
  • Condottieri
  • Armenian Infantry
  • Armenian Cavalry
  • Mercenary German Knights
  • Mercenary Knights
  • Armenians of Cilicia
  • Serbain Knights
  • Longbowmen, (not mercs)
  • Galloglaich, (not mercs)

Mount Changes

Along with the changes to the appearance of some of the mercenaries, some units also got new mount changes. I made these changes to help make certain cavalry units feel more professional and impactful than they previously appeared. The units that received new mounts are as follows:

  • Lithuanian Bodyguard, (Lithuania)
  • Cuman Bodyguard, (Cumans)
  • Boyars, (Kiev, Novgorod, Bulgaria)
  • Heavy Boyars, (Kiev, Novgorod, Bulgaria)
  • Eastern European Bodyguard, (Kiev, Novgorod, Bulgaria)
  • Late Eastern European Bodyguard, (Kiev, Novgorod, Bulgaria)
  • Junior Druzhina, (Kiev, Novgorod, Bulgaria)
  • Broken Lances, (Sicily, Papal States, Genoa, Venice)

New Units

With this update comes 3 brand-new units to the mod! 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) Slav Militia (Tsardom of Bulgaria)

transilvanian peasants info


  • Unit Size: 150
  • Melee Attack: 6 (AP)
  • Charge: 4
  • Defense: 8 (Armor 3, Defense Skill 5, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A cheap but useful infantry, this unit replaces Halberd Militia in Bulgaria's roster. While not as sturdy as Halberd Militia, they hit harder and have better morale, and are very useful for dragging down armored infantry and knights.

2) Scots Home Guard (Scotland)

scots home guard


  • Unit Size: 150
  • Melee Attack: 6 (AP)
  • Charge: 4
  • Defense: 15 (Armor 6, Defense Skill 5, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A sturdy armor-piercing unit, these men replace Urban Spear Militia in Scotland's roster. These men provide much needed staying power in Scotland's front line, while remaining more than capable of dishing out damage themselves.

3) Kipchak Cavalry (Cuman Khanate)

kipchak cavalry info


  • Unit Size: 80
  • Missile Attack: 6
  • Melee Attack: 7 (AP)
  • Charge: 6
  • Defense: 16 (Armor 7, Defense Skill 5, Shield 4)
  • Attributes: Cantabrian Circle
  • Frighten Infantry and Cavalry
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

A deadly horse archer capable in melee combat, these warriors are capable of going toe-to-toe with the best that the Mongols and Timurids have to offer, and will prove critical to the Cuman's survival and growth as an empire.


Unit Changes

As with most updates, I have gone through and tweaked certain units stats that I felt would befit that unit's specific role in battle. While many of these changes were rather minor and not worth noting here, I am listing the more dramatic changes and tweaks that will impact gameplay substantially. 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) Spanish Arquebusiers (Leon and Castile, Portugal, Aragon)

musketeers 1


  • Unit Size: 150
  • Missile Attack: 22
  • Melee Attack: 4
  • Charge: 2
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

2) Cossack Musketeers (Kiev, Novgorod, Bulgaria)

cossack musketeers 1


  • Unit Size: 150
  • Missile Attack: 28
  • Melee Attack: 4
  • Charge: 2
  • Defense: 6 (Armor 0, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

3) Janissary Arquebusiers (Seljuk Sultanate)

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 18
  • Melee Attack: 7
  • Charge: 4
  • Defense: 13 (Armor 5, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

4) Janissary Musketeers (Seljuk Sultanate)

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 30
  • Melee Attack: 7
  • Charge: 4
  • Defense: 13 (Armor 4, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

5) Sudanese Gunners (Moors, Fatimid Caliphate)

sudanese gunners 1


  • Unit Size: 150
  • Missile Attack: 20
  • Melee Attack: 2
  • Charge: 1
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

6) Cossack Gunners (Kiev, Novgorod, Bulgaria, Cumans)

cossack gunners


  • Unit Size: 60
  • Missile Attack: 18
  • Melee Attack: 5
  • Charge: 6
  • Defense: 1 (Armor 0, Defense Skill 1, Shield 0)
  • Attributes: Free upkeep
  • Frighten Infantry
  • Availability: Machines that Fly Event, (year 1492)
  • Building Requirement: King's Stables, (Citadel)

These men have had their missile damage increased, making them more deadly at range.

7) Lithuanian Arquebusiers (Lithuania)

lithuanian arquebusiers info


  • Unit Size: 150
  • Missile Attack: 18
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed Event, (1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

8) Calivermen (Scotland)

calivermen


  • Unit Size: 150
  • Missile Attack: 20
  • Melee Attack: 4
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Portable Clock Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their missile damage increased, making them more deadly at range.

9) Mounted Calivermen (Scotland)

mounted calivermen


  • Unit Size: 60
  • Missile Attack: 18
  • Melee Attack: 6
  • Charge: 6
  • Defense: 6 (Armor 4, Defense Skill 2, Shield 0)
  • Attributes: None
  • Frighten Infantry
  • Availability: Portable Clock Event, (year 1510)
  • Building Requirement: King's Stables, (Citadel)

These men have had their missile damage increased, making them more deadly at range.

10) Highland Pikemen (Scotland)

highland pikemen 1


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 3
  • Defense: 7 (Armor 1, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men have had their unit size increased, making them more impactful in battle.

11) Scots Pike Militia (Scotland)

scots pike militia 1


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 3
  • Defense: 5 (Armor 1, Defense Skill 4, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These men have had their unit size increased, making them more impactful in battle.

12) Aventuros (Portugal)

late pikemen


  • Unit Size: 250
  • 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 men have had their unit size increased, making them more impactful in battle.

13) Noble Pikemen (Scotland)

noble pikemen 1


  • Unit Size: 250
  • 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 men have had their unit size increased, making them more impactful in battle.

14) Landsknecht (HRE)

landsknecht info


  • Unit Size: 250
  • Melee Attack: 7
  • Charge: 4
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their unit size increased, making them more impactful in battle.

15) Late Landsknecht (HRE)

late landsknecht info


  • Unit Size: 250
  • 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 men have had their unit size increased, making them more impactful in battle.

16) Menaulatoi (Byzantines)

menaulatoi 1


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

These men now have free upkeep.

17) Novgorod Home Guard (Novgorod)

novgorod home guard


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 19 (Armor 8, Defense Skill 5, Shield 6)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

These men now have free upkeep.

18) Kipchak Archers (Cumans)

cuman heavy archer info


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 5 (AP)
  • Charge: 3
  • Defense: 16 (Armor 6, Defense Skill 5, Shield 5)
  • Attributes: None
  • Frighten infantry
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men have had their stats improved and now frighten infantry in battle.

19) Kipchak Infantry (Cumans)

cuman heavy infantry info


  • Unit Size: 120
  • Melee Attack: 7 (AP)
  • Charge: 4
  • Defense: 17 (Armor 6, Defense Skill 6, Shield 5)
  • Attributes: None
  • Frighten infantry
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men have had their stats improved and now frighten infantry in battle.

20) Behk Druzhina (Cumans)

bekh druzhina


  • Unit Size: 80
  • Missile Attack: 7
  • Melee Attack: 9
  • Charge: 5
  • Defense: 15 (Armor 6, Defense Skill 6, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

These men have had their missile attack increased, making them the deadliest horse archer at range for the Cuman Khanate.

21) Berdiche Militia (Novgorod, Kiev)

berdiche militia 1


  • Unit Size: 150
  • Melee Attack: 7 (AP)
  • Charge: 4
  • Defense: 12 (Armor 6, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These men have had their melee attack, charge, and armor increased, making them all around more effective in battle.

22) Junior Druzhina (Novgorod, Kiev)

junior druzhina 1


  • Unit Size: 60
  • Missile Attack: 4
  • Melee Attack: 6
  • Charge: 6
  • Defense: 16 (Armor 7, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Cavalry Stables, (Castle)

These men have had their missile attack, melee attack, and defense stats increased, making them more deadly in battle.

23) Dismounted Junior Druzhina (Novgorod, Kiev)

dis junior druzhina 1


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 7
  • Charge: 4
  • Defense: 17 (Armor 7, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men have had their melee attack, charge, and defense stats increased, making them more deadly in battle.

24) Luchniki (Novgorod, Kiev)

luchniki 1


  • Unit Size: 150
  • Missile Attack: 6
  • Melee Attack: 5 (AP)
  • Charge: 3
  • Defense: 16 (Armor 6, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men have had their missile attack and charge increased, making them more deadly in battle.

25) Mounted Luchniki (Novgorod, Kiev)

mounted luchniki 1


  • Unit Size: 80
  • Missile Attack: 6
  • Melee Attack: 4 (AP)
  • Charge: 5
  • Defense: 14 (Armor 6, Defense Skill 4, Shield 4)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Earl's Stables, (Citadel)

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

26) Druzhina (Novgorod, Kiev)

druzhina 1


  • Unit Size: 120
  • Melee Attack: 8 (AP)
  • Charge: 3
  • Defense: 16 (Armor 5, Defense Skill 6, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

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

27) Dismounted Boyars (Kiev, Novgorod, Bulgaria)

dis boyars


  • Unit Size: 120
  • Melee Attack: 9
  • Charge: 4
  • Defense: 21 (Armor 6, Defense Skill 9, Shield 6)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

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

28) Chude Militia (Kiev)

chude militia


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 3 (AP)
  • Charge: 2
  • Defense: 11 (Armor 4, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Guard, (Large Town)

These men have had their missile attack and charge increased, making them more deadly in battle.

29) Slavic Javelinmen (Kiev)

slavic javelinmen


  • Unit Size: 120
  • Missile Attack: 12
  • Melee Attack: 4 (AP)
  • Charge: 3
  • Defense: 12 (Armor 3, Defense Skill 6, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

These men have had their missile attack, melee attack, charge, and defense stats increased, making them far more effective in battle.

30) Highland Nobles (Scotland)

highland nobles 2


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

These men now frighten enemy infantry in battle.

31) Galloglaich (Scotland)

galloglaich 1


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

These men now frighten enemy infantry in battle.

32) Tercio Pikemen

tercio pikemen 2


  • Unit Size: 250
  • Melee Attack: 6
  • Charge: 5
  • Defense: 10 (Armor 3, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Army Barracks, (Huge City)

These men have had their unit size increased, making them more impactful in battle.

33) Late Tercio Pikemen

tercio pikemen 2


  • Unit Size: 250
  • 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 men have had their unit size increased, making them more impactful in battle.


Jihad Defense Script for Jerusalem and Constantinople

As the title implies, their is now a script that will now spawn a small number of elite units for the cities of Jerusalem and Constantinople when a Jihad has been called against these cities. There are certain conditions for this script to fire:

  1. Jerusalem or Constantinople must be controlled by the AI, (will not spawn for human player)
  2. The cities must have a Jihad declared against them.
  3. The cities must be controlled by the native faction, (Jerusalem under the Kingdom of Jerusalem, Constantinople by the Byzantines).
  4. The cities must be under siege by a Jihad army.

The idea of the script is to help prevent these cities from falling to Jihads too easily, especially when a human player is calling the Jihad.


So there you have it, the changelog for Roar of Conquest: The Late Middle Ages IV! If you like what you have seen and would like to try out the mod for yourself, you can download it here: ROC LMA IV I plan on updating the faction roster articles for all the changed factions, as well as publishing articles for the factions that do not yet have one, so keep your eyes open for that. Until then, go forth and conquer!

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