Second release of Mundus Igne et Gladio, you don't need to download the previous version, this contains all the files you need. Because of the slight name change in this version it is not recommended to overwrite the previous version of MIeG but instead delete it and replace it with this version. More information below on how to import your previous save files to the new version.
Installation
To install Mundus Igne et Gladio 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
IMPORTANT: Because MIeG had a slight name change since last release (for improved Latin grammar) it will utilize a different save folder than previous version of MIeG, your old save file should still be compatible, you will need to move it to the new save folder, which could be found in your Documents.
Because Mundus Igne et Gladio focuses on changes to the troop trees and soldier equipment, which tend to be very stable modifications, new updates are compatible 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 Mundus Igne et Gladio (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 Mundus Igne et Gladio 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 and ModDB community members for suggestions on improving translation,
Rafasanchez0206, historical consultant for Mundus Igne et Gladio
Inkbolt, lead designer for Mundus Igne et Gladio
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)
Added in Release 2 - Europa
Expanded troop trees for France, and Knights of Saint John (which finishes the initial expansion of all European troop trees)
Rework to the Holy Roman Empire Troop tree, replacing the Arquebusier unit with a Crossbowman as the weakest unit of the HRE, replacing crossbows given to Landsknecht and Doppelsolder with matchlocks and arquebuses, removing pikes from Landsknecht and Doppelsolder loadouts, Vanguard and Sergeant changed into pike units
Small changes to other European troop trees which included removing shields from most Knight and infantry units unless historically appropriate (pavises kept for crossbow infantry and steel shields used as bucklers for some troops along with other historical instances such as the shields used by Polish-Lithuanian hussars)
The Difference
What sets this sub-mod apart from the original 16th Century Mod then? In Mundus Igne et Gladio 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 Mundus Igne et Gladio, 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 Mundus Igne et Gladio.
Features
Main features of Mundus Igne et Gladio 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 X
Crimean Khanate - Specialized - Ranged Cavalry X
Kingdom of France - Focused - Heavy Cavalry X
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 re-balancing and improved translation of Head Armor items such as helmets and hats as well as any reworking of European troop trees based on community feedback and possible mechanical improvements such as fixing the Freelancer feature (ability to join Lords' armies as a soldier). 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.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Yes, finally! A new update, wohooo.
I hope you'll enjoy it because the next one will be in another 6 months! My next semester is starting in a couple of days so I'll be going quiet again, but I'll try to get the Freelancer fixed in my free time and maybe do more item balancing, so there might be a patch coming out before or during Spring Break
Hmmm, yeah..the freelancer feature kind of buggy, I can't rank up. :(
Yeah that's the issue I'll be trying to solve, you can still get the minimum wage and loot from battles at least
Hey, it would be better to have a Discord Server for better communication, so people can give suggestion, or reporting a bug.
While I agree that it would be good for communication, it's an idea we floated around before, decided against, and I'll uphold the previous decision to not have a Discord server. Once I start being busy with school and work I do not have enough time to actively check in with or moderate a Discord Server.
You can post a topic about Discord Server Staff Recruitment, probably some people will go apply for it, and you can just rest and let them handle the Discord Server, or maybe get your friends to apply.
Is the promotion problem solved in this update
No, I'll try to solve the promotion problem in a patch before the next big release is out
Great work! I'm really looking forward to your future works. I wonder it would be possible to reinforce South Asian assets using ones from
Suvarnabhumi Mahayuth mod, as they would really suit the whole thing.
Also, I know Korean users' custom submod made for 16th Century Mod diversifying Joseon Korea's troops and assets. Would it be possible for you to use this in the next version? I am really appreciating your works and I would love to see them included in this.
Drive.google.com
Hey Dino, right now my plan is to finish expanding and redesigning troop trees with the assets that are in the game already as well as balance out the items already in the game. After that is done I might look into adding more assets, currently we have a queue of Teutonic and Hospitaller Knight assets we wanted to add to expand their loadout options armor wise. I am familiar with the Suvarnabhumi mod (and I enjoyed it) so it would definitely be a good candidate. First we want to see how stable the mod will be just with troop tree expansions without mods added though. As to the Korean submod, I'll have a look at it but I won't be able to guarantee anything yet, Asia will be the last continent we'll work on, we won't be adding any new assets until all the redesigns are finished, their troop tree would need to fit the designs we've been using so far in order to keep things balanced, and we would need to agree with their choices based on the historical research we'll do once we'll get to Korea.
i hope you make decent Ottoman Janissary"s because your game timeline was the Complete Ottoman dominance. i wanna take them and start the f.king conquer hole world.if you dont know what janissary, they were quick and reload speed was the x3 better the other rifle users.And tactic of course and horse archers. And cannoners.
I'm aware of who the janissaries were, thank you. I already reworked the Ottoman troop tree, my team will have another look at it once we start going through African and Middle Eastern nations though at this moment we are not expecting to make any more changes to it. Once I will start rebalancing range weapons though I might make a more advanced musket that would be used by the janissaries. There won't be any new cannoneer units added any time soon.
hello there does the promotion on enlisting as a soldier works
Not yet and so far I've had little luck getting it fixed in the work in progress version
Thanks for the update! Really like this mod. So much variants.
Do you know how you can move the political map? Where you see which faction have take which settlement? Because they never fit complete in the screens.
Why their are no ministers or Governor in the Palace or the castle .If their is please tell me where
I think they might only appear if you'll capture a castle, and then even more will appear if you'll capture a town.
hello there you said in january that the update will come out in 6 months thats july so where are you in developing the update
That was the rough expectation I had generally, but over the summer I was given an opportunity to conduct paid independent research in psychology (it's what I'm studying) which I took so that's what I was focusing on. I am starting a PhD program now, so yes I will be continuing the development as much as I can, but unfortunately the updates will be pretty rare depending on whether and when I'll have some free time.
WHoo! A new update! Pog