This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Updated version for first release of Mundum Ignem Et Gladium, you don't need to download the previous version, this contains all the files you need. You can either delete the previous version and replace it with this one, or simply overwrite the previous version.
Installation
To install Mundum Ignem Et Gladium simply unpack the folder provided in the .7z archive into the Modules folder of your Mount & Blade: Warband and select it from the modules drop-down menu in the game’s launcher. All of the files required to play the mod are provided in the said .7z archive.
Old Save Compatibility
Because Mundum Ignem Et Gladium focuses on changes to the troop trees and soldier equipment, which tend to be very stable modifications, new updates are compatibile with old saved games and you can enjoy them without starting a new game. However, games started with older versions might not display some units correctly in the troop trees (mounts or gloves not showing up on the model) though this tends to be fixed once the unit spawns in during a battle.
About This Mod
I call Mundum Ignem Et Gladium (the World of Fire and Sword) to be an expansive submod of the 16th Century Mod due to its origin as a series of modifications to the 16th Century Mod and use of its many assets and features. It contains all of its 33 factions spread across 5 continents, all of the equipment used with the 16th Century Mod, features such as building your own village, expanded diplomacy options, or medical system, and it’s set in the same setting of the 16th century.
Credits
16th Century Mod Team (Mskimizd, Ellis, and Yifeng) for creation of 16th Century Mod on which Mundum Ignem Et Gladium was based,
Khorps for original improved translation to the 16th Century Mod (including troop names and locations),
Victoris by Vocum Primitiva - Music in the Main Menu
Mariusz Kozil for loading screen art featuring a charge of winged hussars (original does not contain mosaic effect),
The Battle of Grunwald team for their assets, including pavises and armors for Teutonic Knights,
All of the artists and creators whose assets were used in creation of the 16th Century Mod,
Doctore for suggestions on improving translation,
Rafasanchez0206, historical consultant for Mundum Ignem Et Gladium
Inkbolt, lead designer for Mundum Ignem Et Gladium
Changelog
Added in Release 1
Expanded troop trees and re-balanced soldiers for Ottoman Empire, Mamluk Sultanate, North African States, Union of Poland-Lithuania, Principality of Moscow, Kalmar Union, Holy Roman Empire, Italian States, Confederacy of Livonia, and Crimean Khanate.
Improved translation and re-balancing of chest armor items in the mod.
Changed artwork and textures for menus.
Added in R.1 Patch 1
Expanded troop trees for England, Spain, Scotland, and Portugal.
Rework to troop trees for Poland, Kalmar Union, and Italian States, including changes to some of the unit names and equipment loadouts.
Changed Kingdom of Spain and Kingdom of Portugal to Empire of Spain and Empire of Portugal
Changed Nishi to Nis (location name)
The Difference
What sets this sub-mod apart from the original 16th Century Mod then? In Mundum Ignem Et Gladium troop trees of the 33 factions are going to be expanded to represent one of three different faction types to reflect their historical movements and flavors based on a degree of research mixed with creative freedom (criticism and suggestions are always welcomed in comments below as to what units or equipment you believe certain factions should possess), the NPC stats are going to be assigned based on tested formulas, all of the armors and weapons will have their stats changed in order to fit one of several tiers based on tested formulas in order to make equipment choices more balanced and less punishing when choosing one suit over another purely for aesthetic preference, and quality of the English translation of the 16th Century Mod will be improved in regards to equipment especially. It is possible that in the future additional bandit parties and mercenary troop trees will be added to Mundum Ignem Et Gladium, as well as additional assets to provide a wider range of equipment available to factions and players, however that will be based on time and energy constraints on my part. Another major difference is that the 16th Century Mod has a development team behind it that could potentially plan on providing continuous development and support to that mod, while I’m a single fan doing edits on my own and outside of the additions I outlined above and providing some limited fixes, I don’t really have much in the way of programming skills, or plan on providing further development once what I want to be in the mod is added in. As such, it is possible that 16th Century Mod will eventually have more features and be much more stable than Mundum Ignem Et Gladium.
Features
Main features of Mundum Ignem Et Gladium are expanded and balanced troop trees of existing factions. This is done by first assigning a faction to one of three categories that help better define it: Focused factions are standard factions which have four units that go up to Tier 4, one unit ending at Tier 5 that shows the special focus this faction has towards a particular combat style, and one unit ending at Tier 3 that shows the weakness in their military formations; Specialized factions have three units that end at Tier 5 and three units that end at Tier 3 in order to show their military specialization towards a particular type of combat and the drawbacks that come with it; Versatile factions are those that at the time of 16th century were much more progressive, modernized, and organized than others, this is shown by all six of their units ending at Tier 4, having no advantages but no drawbacks as well. Full list of factions divided into four regions is shown below, factions with X next to them have been expanded upon within the latest available release
Africa
Ottoman Empire - Versatile X
Mamluk Sultanate - Specialized - Armored Units X
Safavid Dynasty - Focused - Musketeers
North African States - Focused - Dragoons X
Songhai Empire - Focused - Medium Cavalry
Swahili - Specialized - Archers
South African Tribes - Specialized - Shield + Spear Infantry
Arabia - Focused - Heavy Infantry
Europe
Union of Poland-Lithuania - Focused - Medium Cavalry X
Principality of Moscow - Focused - Musketeer X
Kalmar Union - Focused - Two Handed Infantry X
Holy Roman Empire - Focused - Polearm Infantry X
Kingdom of England - Focused - Archers X
Italian States - Focused - Shield + One Handed Infantry X
Kingdom of Spain - Focused - Dragoons X
Kingdom of Scotland - Focused - Pikemen X
Kingdom of Portugal - Versatile X
Confederacy of Livonia - Specialized - Armored Units X
Knights of Saint John - Specialized - Melee Units
Crimean Khanate - Specialized - Ranged Cavalry X
Kingdom of France - Focused - Heavy Cavalry
Asia
The Ming Empire - Focused - Heavy Cavalry
Mongolian Khanate - Focused - Horse Archers
States of Japan - Versatile
Delhi Empire - Focused - Dragoons
States of Southeast Asia - Specialized - Shield Infantry
Joseon Korea - Focused - Archery
Jurchen Tribes - Specialized - Archery
Kazakh Khanate - Specialized - Cavalry
Americas
American Indian Tribes - Focused - Archery
Aztec Empire - Specialized - Infantry
Maya Civilization - Focused - Spears
Incan Empire - Focused - Clubs
In order to balance the NPC soldiers and make sure they are on the same level, their stats are applied by following formulas: Tier 1 troops start at level 5 with 20 points of Stats usually distributed as Strength 7, Agility 5, Intelligence 4, Charisma 4, all Proficiencies at 80, and 10 points of Skills, at Tier 2 they are at level 15, with 30 points of Stat s usually distributed as Strength 12, Agility 10, Intelligence 4, Charisma 4, all Proficiencies at 100, and 15 points of Skills. After that their levels increase 5 per Tier, they gain 5 extra Stat points, their Proficiency increases by 50, and they gain 3 extra Skills. My play testing showed this distribution to be very effective both against NPCs and PCs, making high tier NPC soldiers challenging in combat even for high level players while not impossible to overcome.
In the future, factions whose troops might be given equipment and armors of lower Tiers due to what was available to that faction at the time (such as Swahili, Aztec Empire, or South African Tribes) may be given troops of higher levels than those available to other nations at the same Tier in order to make playing them against other nations more viable and make them into a greater challenge for player to face.
In order to balance chest armors, 12 different Tiers have been designed, with values ranging from 0 Head armor, 5 Body armor, 5 Leg armor, 5 Weight, Price of 25, Abundance of 120, and no Strength requirement at Tier 1 which could include a simple Linen Shirt, to 10 Head armor, 60 Body armor, 25 Leg armor, 25 Weight, Price of 51200, Abundance of 10, and Strength requirement of 16. The progression of these attributes is not fully linear, the tiers will be shown in detail in one of the images attached to this mod. At this point every available Chest Armor in game has been assigned to a Tier, appropriate stats applied, and its English translation improved.
Future Releases and Road Map
Future versions of the mod will be released when major progress is finished. Next release is planned to be released when expansion upon remaining factions in the European region is finished, it could also possibly include re-balancing and improved translation of Head Armor items such as helmets and hats. The African region will be worked on afterwards, followed by Americas, followed by Asia. Once all of the factions have been expanded upon one final update might be released containing last balancing efforts, improved translation, and addition of assets to provide a wider range of equipment.
hey im having an issue with the text. Theres no text in the loading screen or main menu. Otherwise I am hype to play this mod if I can get this figured out
Hey there! Sorry for late reply, I got busy with school and an internship so I stopped checking this page too often. I’ll go back and check the last update to see if I get that issue too, are you playing in English? I think that might have been caused by some error in the installation or in translation files
do i need to download 16th century mod too to play this mod?
No you just need to download this file
there are no battle sounds from the soldiers? is that intentional ?
It’s definitely not intentional! I’ll go back and check if that issue happens in my installation too though I haven’t messed with any sound files so it should be fine. Could you try playing the 16th Century Mod and see if you have the same issue there? If battle sounds are good for you there then you can just copy MIEG’s files over 16th century and that could fix it, unless all the new troops I added in need to have sounds assigned but I don’t think that’s the case as those are bound to their assigned model/race I believe.
if your still looking at the comments when is the next update
ps if you need help i can help with scripts
Hey mountaby! To be honest I don't check the comments too often like you might have noticed, I'm on my winter break now and have energy to development the mod a bit further so you might expect the next update in two weeks or so at the latest, I'll try to finish working on the European factions before my next semester starts.
hi there
I have been playing the game for too much and it's really awesome but I am facing just one problem which is that I have been 30 days in service with a rank of Spanish levy and still until now I didn't get promoted so how can I get promoted, I am currently level 11.
Hey there guest, I talked about it a bit in the main comments section, the Freelancer in this mod (joining lords' armies as a normal soldier) is currently broken because of a coding error in the original 16th century mod files that I used as foundation for MIEG so at the moment you are unable to be promoted and you'll be stuck at the bottom rank. I have few ideas on how to fix it and I will try to do it after I'll put out the next update that finishes expanding on the remaining European troop trees (France and Knights Hospitaller) although to be honest I am not sure if I will be able to fix Freelancer any time soon.
Also, how do you like the Spanish armies?
oh thanks, Inkbolt for your fast reply and thanks for making things for me clear and I hope that the next update will be better but I just wanted to ask when will the next update be released.
well, they pretty tough and great but not tougher than the Italian pikes.
Hey no problem, you just caught me at a time when I'm working on the mod and checking the page regularly. The next update should come out by the end of this week, maybe even today, I'm just waiting to hear from the person that is helping me with historical research for this mod to see whether they have any objections or concerns with the newly added troop trees so we can do some last-minute revisions before making the next update public. It's not going to be super big, mostly troop trees for France and Knight Hospitallers and some balancing and revisions to other European troop trees, but it will for the most part wrap up our work on the European armies.
I'll have a look at the Italian pikes then, I think they are supposed to be weakest in Europe for balance purposes though some of the armies I worked on earlier on might have better armor and longer pikes for lower tiers than more recent armies.
Hey dude, it's good to see an alive mod, keep it up!
Hey thanks Fender! Yeah because of me studying full time in between work and other adult things there will definitely be periods in time when I might disappear for months and it might seem like the mod is dead but I'll keep coming back to continue the work when I have free time. So no worries, it might take a while but eventually this mod will get finished.
I suggest you add some main-quest per-faction, or maybe side-quests with reward, so if you have completed the side-quest, you will get a reward. For example "The Legend Armor", Player's skills will be the trigger for this quest, if the player has reached 20 Strength, it will trigger the side-quest to pops up, when player goes into a tavern, there will be a "Mysterious Man". That was an example of side-quest, well its just my suggestion, so the mod is not only for "invade-conquer" mod, it will be more "alive", but anyways..I think its a good mod, keep it up!
I would love to add some more quests in actually, I tend to get a bit too bored of the sandbox too in longer games. However, right now my plan is to finish expanding the troop trees, balance out the rest of items in the game, improve the translation, and implement some smaller fixes like try to get Freelancer to work again. Once that is done I will look into other features like adding in more armor and weapons and quests, I do not want to get distracted with other things so I'm trying to stay focused on troop trees first and foremost.