RimWorld

RimWorld

1,433 ratings
Vanilla Factions Expanded - Medieval 2
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Mod, 1.5
File Size
Posted
Updated
23.757 MB
14 Mar @ 11:22am
7 Jun @ 4:37pm
10 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
109 items
Description
[www.patreon.com]



See change notes or GitHub for detailed change lists.



A worthy successor to our beloved Vanilla Factions Expanded - Medieval and Vanilla Factions Expanded - Vikings, VFE-Medieval 2 builds upon everything that made the originals great. While this isn’t a medieval overhaul that removes late game content in favor of medieval content, we’ve carefully designed it to seamlessly fill the gap between the neolithic and industrial eras, ensuring medieval technologies remain relevant even as you advance.

Here’s what you can look forward to:

- New Medieval Factions & Warfare: Encounter fortified castles, viking towns and merchants’ caravans. Engage in castle sieges and skirmishes, as well as barter!

- Meaningful Medieval Technology: Unlock medieval advancements that don’t become obsolete: matchlock firearms, alchemy, and powerful fortifications that remain useful well into the industrial era.

- New Economy & Industry: Produce fine wines, rich honey, and crafted armors, establishing a thriving medieval economy that supports both trade and warfare.

- Expanded Crafting & Equipment: Wield an expanded arsenal of medieval weaponry, from warbows and arbalests to halberds and pikes with extended attack range, and dress your warriors and base in custom heraldic apparel and structures, displaying your faction's colors.

- Challenging Storyteller: Maynard Medieval: A storyteller who embraces drama, suffering, and slow technological progress, forcing you to earn every breakthrough through blood and toil.

After many months of development, Medieval 2 is our most refined medieval era expansion yet, delivering a unique experience without restricting your playstyle or halting your technological progression.













































































Gunplay causes the ranged weapons to go haywire and spew hundreds of projectiles (and red errors) constantly.

If you encounter any issues, report them using the google form linked below. Bug reports in the comments section of the mod will be ignored.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for the mod design and art.

Taranchuk, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Sarg Bjornson, a programmer who’s coded loads of mechanics here.

Reel, master of screenshots.

Storyteller artworks by Vitalii.

Visandar The Unliving, an artist responsible for some of the walls in this mod.

Oracle of Thessia, an artist responsible for some of the walls in this mod.

RedMattis, responsible for the behemoth of the heraldry code.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I add this mod to an ongoing save?
A: Yes, as long as you never had Medieval 1 or Vikings on that save. Vanilla Factions Expanded - Medieval 2 is not compatible with any save files that ran the previous versions of the mods due to extensive changes to factions.

Q: Can I use it alongside Medieval Overhaul?
A: Yes, but it’s not recommended due to the extensive content overlap. Both mods add same things. Medieval Overhaul is an overhaul-style mod which focuses heavily on medieval era and changes the game to fit medieval era. Our mod is focusing on creating a smooth transition between neolithic and industrial periods, and is not meant to be used for ‘Medieval-only’ playthroughs. After all, we don’t want to remove the industrial content from the game. We’re Vanilla Expanded, not ‘Vanilla Replaced and Removed’.

Q: Does Maynard Medieval still limit the technology of the game?
A: No it does not. See above. We recommend using the following mod to limit tech: World Tech Level

Q: There seems to be some overlap with Vanilla Weapons Expanded
A: That’s right. This mod changes some content in Vanilla Weapons Expanded - for example, flintlock and musket will now be direct upgrades to matchlock weapons, offering longer range and actual armor penetration.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.

Q: What about Crypto weapons?
A: Those will arrive in Vanilla Quests Expanded - Cryptoforge.

Q: And what about the monster hunts?
A: Those will arrive in Vanilla Quests Expanded - Monster Hunt.
926 Comments
//SlipperyPete:. 9 hours ago 
FYI the Thermaebath does not allow light to pass through it, and pawns using it are considered to be in darkness and get the negative moodlet unless they are blind or have appropriate related ideology or genes.
Gutterpunk 17 Jun @ 4:26pm 
Love the mod. Minor feedback: I love the warboe concept but find them both OP and a bit tedious; firing directly at people over walls makes for utterly one sided battles. Also makes them a far better hunting weapon than any other option. Getting the job done requires endless micro though, since I have to command archers to fire at every individual target.

Is it possible to have warbows fire like artillery? Archers would be directed to fire into an area, with a miss radius. Would make them easier to manage and also much less deadly to individuals, making their best use to fire into masses of enemies at choke points.

This would limit their use to softening up big groups, and needing to be used in numbers, fitting the "war" theme. They wouldn't be great at cleaning up individual pawns or firing near allies, giving them natural limitations.

Anyways, not sure of that's even possible, but I'd love to see it if you think the idea has merit.

Thanks again for a great mod
zoroththeawesome 17 Jun @ 2:27pm 
Hey guys I noticed that sometimes the castle doors will close when I uncheck the hold door open button without there needing to be a pawn to go through it. Can someone confirm this is intentional (I'm hoping so). It doesn't always work so if thats the case I will do some testing to see where the mod conflict is coming from.
zoroththeawesome 17 Jun @ 10:30am 
@Legiaseth I am trying to upload the mod but apparently my about file is formatted wrong and I can't figure out why. It's probably something small as it usually is in coding. Either way I don't have the patience to figure it out right now. If your still interested you can accept my friend request so we can chat and I'll send it to you some other way. Then all you need to do is drop the file into your mods folder. It's working great for me other than it saying in game that the mod author is unknown.
guardian1368 17 Jun @ 1:29am 
i cant sell leather helmets etc. that is from this mod
Legiaseth 17 Jun @ 1:05am 
@zoroththeawesome that would be awesome, thank you!
zoroththeawesome 16 Jun @ 9:58pm 
@Legiaseth I agree. The description is historically accurate but the mechanic that padded armor cant go under metal chest pieces isn't. So I made a patch for it, if you'd like I'll upload it to steam for you.

I also noticed that sandstone castle walls are stronger than slate or marble which doesn't make sense to me. Can anyone think of a reason for that or should I patch that too?
Alyssa 16 Jun @ 2:12pm 
Change

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<sowResearchPrerequisites Inherit="False">
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>

To

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant/sowResearchPrerequisites</xpath>
<value>
<sowResearchPrerequisites>
<li>RG_MushroomCultivation</li>
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
</value>
</Operation>
CLOCKWORK 16 Jun @ 11:43am 
I tried to retexture heraldics, but failed, and they are still the same in the game, despite being changed in the mod folder. Any suggestions why? My other retextures work fine
vin 16 Jun @ 10:21am 
@MajorityOfTheInternet
I will publish one soon.