RimWorld

RimWorld

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Vanilla Factions Expanded - Medieval 2
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Mod, 1.5, 1.6
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25.341 MB
14 mar @ 11:22
20 jul @ 13:52
13 ändringsnotiser ( visa )

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Vanilla Factions Expanded - Medieval 2

I 1 samling av Oskar Potocki
Vanilla Expanded
110 artiklar
Beskrivning
[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.
1 139 kommentarer
BTAxis 1 timme sedan 
The palissade does seem able to support a roof in my game.
Brighteyed_Dragon 23 timmar sedan 
@Darkstar I've had a similar issue. I went out to trade with a couple of merchant caravans, and the TPS dropped to around 80. Dub's Performance Analyzer specified WorldObjectHolderTick as one of the most likely issues. Clearing world pawns only improved TPS by about 4. Once the merchants moved, the TPS jumped back up to 200-250. I'm planning to have any future caravans arrive a few hours before the merchants leave, in order to minimize the time spent with lower TPS.
DadRadSkittle 30 sep @ 19:09 
Is there a way to disable the Merchant Guild caravans sites from spawning with Minified structures?
DanZinagri 30 sep @ 13:24 
Maybe i'm missing something but i noticed the heavy plate is supposed to provide the best protection of the era, but i noticed the vanilla plate armor has a 90% rating, putting it at 81% vs sharp for steel.
But the heavy plate seems to be 85%, ending up at 78% vs sharp for steel.

I double-checked the wiki and it seems those are the numbers, and i checked the XML just to make sure my numbers weren't being somehow overwritten by something else.

It just seemed odd to me it was worse than the vanilla armor unless there's something i'm missing.
Morton 30 sep @ 8:59 
@Darkstar Did you manage to make the errors completely disappear? I don't know much about editing saves to the point of removing the barter list entirely. (saves are so big all I can is ctrl+F items the log was crying about)

I had to cherry pick the Merchant's Guild entirely, it's just so incompatible with some mods and I got too tired. Already reported it in multiple places. This mod is so popular and yet I have seen 2 mentions of this issue here and 2 people noticing it with holograms mod. As if people just accepted that their game runs like glue and sometimes even their caravans just stop moving after bartering and that it's completely fine. I wonder how many people even reported the bugs they have encountered instead of waiting for a miracle to happen.

I've sent you a friend request. I'm curious now, because removing the entire list seems more efficient than items one by one, even if it's still annoying after evey barter.
Phenax 30 sep @ 7:31 
I noticed that the surgery tools don’t stack with the operating table, was wondering if could be fixed?
Sarg Bjornson  [skapare] 30 sep @ 6:46 
Carcoona 30 sep @ 5:04 
Dude, we can't see any of the images above in the mod description. I'm in the UK and it says this "Content not viewable in your region". When you click on an image it takes it to your patreon. I get that using patreon to support your excellent work, but it should not overlap with the descriptions for your mod that is available to all.
Oskar Potocki  [skapare] 29 sep @ 14:12 
Original is not 1.6 compatible so obviously you cannot run the original with this one.
king potato 29 sep @ 9:33 
do you need to run the original with this or are they incompatible