RimWorld

RimWorld

1,969 ratings
Vanilla Factions Expanded - Medieval 2
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Mod, 1.5, 1.6
File Size
Posted
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25.341 MB
Mar 14 @ 11:22am
Nov 23 @ 4:32am
15 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
111 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.
1,205 Comments
Oskar Potocki  [author] 1 hour ago 
Not with this mod.
BrodeRwynn 1 hour ago 
Original tech tree can be disabled? Feels very awkward when a merchant/guest show up at medieval castle with futuristic armour and rifles.
Morton Nov 28 @ 4:09am 
Yup, sometimes the Merchant's Guild doesn't sell items to me as well. Frankly, removed it with cherry picker to save myself a headache. The atrocious slowdowns of the game happen when you play with mods like Altered Carbon, GTG Orbital Traders, EGI Holograms or even some combinations of mods that I forgot about but already reported them. As for no items? Probably the same or similar issue. Mod incompatibilities. Which is a shame since I adore the Guild but it's just better to pick it away and have a more balanced game with normal vendors anyways XD The rest of the content is great and not as OP after all.
bing bong 멍청한 병신 Nov 27 @ 6:44pm 
its less efficient
each wall needs a chunk each
with stoneccutting you can turn your chunks into 20 bricks and you need 5 bricks each for a wall

i imagine this means cobblestone walls will be less favorable middle to late game
Sucetzu Nov 27 @ 4:05pm 
Aren't cobblestone wall a little too OP?
As much HP than a real wall for less work and without the need of the stonecutting research?
Yucky_Yak Nov 27 @ 1:36pm 
After playing with this mod for a bit I've noticed that for some reason it does not use medieval clothing (tunics, blouses etc.) from vanilla apparel expanded, which is quite odd, considering medieval 1 had this integration. New kingdom start has my peasants wearing button-down shirts and all pawns from medieval factions also exclusively use t-shirts. Is it by design or did I break it myself?
Nanao-kun Nov 27 @ 9:37am 
Does anyone sometimes start playing and the Merchant Guilds sell literally nothing? Some playthroughs they work, some they don't. Wondering what issues would most likely affect that.
Kay Avalon Nov 24 @ 11:51pm 
Think i managed to delete the stock from the merchants guild i visited, took up about 300k lines in the save document. The speed of the game definitely increased, although it didnt reach pre merchants guild levels
Kay Avalon Nov 24 @ 8:59pm 
For reference, something similar happens with “Whats for sale” where it loads many faction shops and leads to those shops being loaded, thisnis similar, just all in one settlement as opposed to several
Kay Avalon Nov 24 @ 8:47pm 
Heya, Ive been having a bit of trouble with this mod, specifically the merchants guild. I dont think its a mod compatability issue, more a ‘Mods add a lot of items’ issue. After I shuttle over to one and barter, (aside from how long it takes to load and unload the list the first time), it adds a permanent tps drop. It feels like the game is trying to keep the very large item list in use at all times. I think vanilla has a similar issue with keeping the settlement trade lists loaded at all times, but its kind of exponential here, due to how many item rolls it does. I was hoping the merchants moving after the alloted time would delete those lists, but it doesnt seem to have done so. For help, I was wondering either if you knew where abouts the active trade list is being saved so I could try to alleviate this, or if you had any other suggestions.