**Downloads and videos are on the TWCenter official mod post:**
ntro:
I'm a huge fan of vanilla M2TW with over 2000 hours playtime but some parts just infuriate me and there are plenty of units/ factions that are either straight upgrades or useless. Igni Ferroque is a multiplayer balance mod that sticks closely to the vanilla style. The aim is to create a whole new balance which should allow much more satisfying gameplay by rewarding good strategy.
The name is a Latin phrase referring to the scorched earth tactic, meaning "With fire and iron".
ajor Changes:
> Much larger difference between cheap troops and elites.
> Counters are stronger.
> Lighter units are faster, heavier units are slower.
> A lot of units are specialized to fill a certain role:
- Standard cavalry (good all-round)
- Shock cavalry (great on the charge but melt away quickly in drawn out fights)
- Melee cavalry (specialize in drawn out melee fights, especially against other cavalry)
- Spear cavalry (some cavalry use only spears to fight and excel against other cavalry)
- Bow cavalry (low damage but high ammo count. Used for harassing the enemy and killing weak units)
- Javelin and crossbow cavalry (high damage, used to single out and damage elite units)
- Standard infantry (good all-round)
- Defensive infantry (useful for holding an area and acting as an anvil)
- Offensive infantry (useful for killing quickly)
- Shock infantry (similar to shock cavalry)
- Spearmen (high defense, low attack, great vs cavalry)
- Archers (the most versatile ranged type, they can shoot over walls and friendly units and also have decent range)
- Crossbowmen (high damage but struggle to shoot over things, especially the steel crossbows)
- Javelinmen (high damage, low range, bonus vs elephants)
- Musketeers (high damage and good range, used for sniping elites)
- Arquebusiers (anti-horde, low damage that hits multiple enemies like a shotgun)
- Handgunners (melee infantry that can shoot before engaging)
- General bodyguards (very tanky but low damage output, lots of custom bodyguards added)
- Ambush units (great at hiding, usually get combat bonuses in woods)
> These will be shown in the unit descriptions along with the range of any projectile weapons.
> No 2 units in a faction have the same stats.
- Example: peasant crossbows have more damage output (due to more numbers) but are less reliable than crossbow militia.
> Artillery flaming rounds are much more effective against units.
> Anti-armour units actually excel against armour.
> Phalanx weapons (pikes, halberds, voulges and sword staffs) are all fixed.
> Every faction has a way of stopping cavalry charges (phalanx or stakes).
> Added a lot of new units from the kingdoms expansions and also some custom units:
> Added a ton of new maps, including some scenarios/ historical battles:
otes:
> This is balanced for HUGE army size and ALL time periods. (you can still use others though)
> Units get a lot more expensive once they go red, so be aware of that when making your army.
> I prioritise balance over realism always. Gameplay is king.
> I made a steam group to help find people using the mod: Steamcommunity.com
> I am willing to change things so any feedback/ suggestions/ criticism is welcome.
> I will credit anyone who contributes to the mod in the install file.
> Make me maps! I will credit you fully in the text file and add your name to the preview pic of the map.
> This mod will most likely not work with the disc version, but that doesn't matter too much since it's a multiplayer mod.
> The mod installs in a mod folder, leaving vanilla untouched.
So is there any new factions or old factions that have been greatly changed?
I have not added any new factions but every vanilla faction has been completely reworked.