边缘世界 RimWorld

边缘世界 RimWorld

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Vanilla Factions Expanded - Medieval 2
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Mod, 1.5, 1.6
文件大小
发表于
更新日期
25.341 MB
3 月 14 日 上午 11:22
11 月 3 日 上午 3:42
14 项改动说明 ( 查看 )

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Vanilla Factions Expanded - Medieval 2

在 Oskar Potocki 的 1 个合集中
Vanilla Expanded
110 件物品
描述
[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.
1,187 条留言
Lowdawg 10 小时以前 
Has anyone else had a problem where using a helicopter from VVE to get to a Merchant Guild doesn't actually let you trade at the Merchant's Guild?
Petrus Aurelius 11 月 15 日 上午 11:26 
You had me at bees and wine. Alchemy is something I did not even know I wanted. Such a good idea that the potions have toxic build up, very Witcher 👍
heaven 11 月 15 日 上午 9:38 
I know the Freya Fierce missing can be explained away by using the raiding ideology (even if, visually she seems way cooler than Maynard) but there are definitely other things missing in this version compared to the 1.4 one. Funeral pyre, runestone for meditating, and the New Clan start which is thematically more appropriate for a Viking playthrough than New Kingdom in terms of gear/names, etc.

I know there are some other things like Fenrir and the wooly cows that I think are supposed to be added to another mod but I haven't seen any mention of the other stuff being incorporated elsewhere. Are there plans to add these things back or have they been pulled intentionally for some reason without any intention to bring them back?
Reestock 11 月 12 日 下午 4:31 
the cobblestone walls don't work with the 1.6 replacement system like regular walls do.
-=GoW=-Dennis 11 月 11 日 下午 7:51 
Is it intended that Medieval factions get added to the game?

I started with one and by now have two times gotten a random camp quest that immediately failed due to the faction no longer being hostile, with a followed message "Allied: Faction Name". The faction mentioned in both cases couldn't be found in the faction screen until I turned on dev mode for the factions - turns out both are merchant's guilds. So now I have three, the one I started with that has neutral relations and two more hidden ones I have +100 with. Seems weird?
Iceobeasty 11 月 10 日 上午 11:51 
im only getting medieval backstories
Harry_Robinson1 11 月 9 日 下午 2:40 
I made a patch to disable pillaging raids, primarily intended for people who use Minify Everything as it kinda breaks those raids when they can just dismantle your walls in an instant. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3602970579
dialmeida147 11 月 6 日 下午 4:46 
Could you guys add a option to spawn merchant guild via dev mode? Or you already did and i'nt literate enough to find it.
Sprankles 11 月 3 日 下午 8:56 
After staring at the armor values of everything for the plate armor changes, I've also noticed that the medieval plate helmets seem left behind and in need of a buff, while the VFE classical helmets are over-tuned and should probably receive some kind of nerf, although this is all just my opinion.

Legion(.68mam) & Centurion(.73mam) helms from VFE Classical are too good (better than flak helms(.70mam) in Centurion's case), and should have their material affect nerfed to be slightly worse than flak while possibly losing eye/nose protection OR gain a shooting accuracy penalty.

The plate helm(.40mam) from Vanilla Armor Expanded, and the heavy plate helm(.55mam) from VFE Medieval 2 should be buffed to have atleast equal/slightly better material affect to these nerfed classical helmets, while having their cost increased if needed. Currently, using medeival helmets (even the heavy plate helm) instead of neolithic helms from the VFE classical mod is very suboptimal which makes me sad.
Sprankles 11 月 3 日 上午 11:58 
Oh thanks! You also fixed the ones I didn't notice. Much appreciated.