RimWorld

RimWorld

1,785 ratings
Vanilla Factions Expanded - Medieval 2
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Mod, 1.5, 1.6
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25.341 MB
Mar 14 @ 11:22am
Jul 20 @ 1:52pm
13 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
110 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.
1,108 Comments
Sarg Bjornson  [author] 4 hours ago 
@lloki: 7-30 ms is not a tps impact, it is a looping error being constantly vomited on the log
Morton 13 hours ago 
OK I have been sending quite a bit bug reports for this mod already (and frankly I don't even know if some of them are useful at all, I'm very sorry I'm just not good with this error stuff). I need help from anyone since I'm going slightly insane. Merchant's Guild is just a hive for bugs to happen. I'm looking for incompatibilities using binary method and already found some and even reported one and it's fixed but there is still more. The worst part is I love this mod and I love the merchant's guild T_T

Please people when you find bugs send them with the google forms, include your logs (hugslib has an option to copy everything), I just hope nobody is saying there is broken stuff and not even including the log!!!

NGL kinda wish merchant's guild was like a different mod without all the other medieval stuff because it's seriously giving some gamebreaking stuff like looping errors that make the game basically unplayable...
lloki 14 hours ago 
Merchant Guild camps are destroying the tps lategame. There are so many sites and each one is ticking like hell. I just destroyed all of them and suddenly WorldobjectsHolder:WorldObjectsHolderTick is showing 0.190 ms max, while just before it was 7-30ms
Simikiel 21 hours ago 
@Firelemms22 I'm still relatively early into using it, but it's great! Loads of things to make actual castles, workshop additions that are applicable across all time periods, I definitely suggest giving it a try!
Firelemms22 Aug 29 @ 3:09am 
just checking with people using this mod, it doesn't feel like overkill to have it on? Especially with a fairly long mod list. By overkill I mean does it integrate into the base-game well; i only play vanilla-like mods (yes i know it's a vanilla expanded mod).

I'm not all that interested in a solely medieval playthrough, i'm just seeing if it would go well with your average rim playthrough, because i think the vanilla medieval content is lacking
ggfirst Aug 29 @ 2:52am 
theres gotta be a reason why sweetrolls are'nt considered as Dessert from VCE.
Simikiel Aug 28 @ 9:35am 
Ah I just realized I'm stupid! The embrasure is from Combat Extended so is a poor example. Disregard that part of the question, I'd still like to know though!
Simikiel Aug 28 @ 9:32am 
What's the reasoning behind being able to walk over Low Castle walls? I would have figured they'd need to be in the damaged state to be able to do that.

Like, the low castle wall's cover height is 1.05m, and for comparison, the Embrasure's cover height is 1.23m, and the embrasure cannot be traversed.

I'm not mad about it, just wanting to know the reasoning behind it.

Absolutely love ya'll work <3
Geisthander Aug 28 @ 8:57am 
Is it intended that the castle gate opens slower than the castle door? They both have the same HP when stuffed the same, and it would think that the gate (using steel for the moving part) would open quicker that the solid granite door. either way, doesn't make a huge difference, but it seemed odd so I thought I'd ask.
HalfMoon95 Aug 27 @ 5:19pm 
When if ever are you going to bring Freya back? I liked the raid mood mechanic.