RimWorld

RimWorld

1,332 ratings
Vanilla Factions Expanded - Medieval 2
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Mod, 1.5
File Size
Posted
Updated
23.756 MB
Mar 14 @ 11:22am
Apr 27 @ 3:25pm
9 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
108 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.
853 Comments
blitz 5 hours ago 
Super bummed to see there is no longer a viking scenario along with Freya the storyteller. What is the thought process behind removing some of the best features of all time, and is everyone here as lazy as me or has someone made a mod to fix this?
Sarg Bjornson  [author] 21 hours ago 
Only the ones present in NPC settlements can't, because they spawn with randomized contents
Fen Hin 23 hours ago 
I'm sorry if this have been asked, but can anyone enlighten me on the reason for the shelf added by this mod cannot be reinstalled? (can not be minified) Thank you
Sprankles May 22 @ 8:26pm 
The Warbow is too powerful. It makes mechanoid clusters trivial at any point in the game.
Nymph May 22 @ 12:40pm 
Not sure why but the hand cannon is causing a insane amount of lag when fired... havent figured out why yet
rout May 22 @ 8:51am 
Why aren't the VFEM2_HeavyArcher and VFEM2_Crossbowman included in any pawn groups in Factions_Kingdom.xml? This means the AI will never spawn with arbalests or war bows.
Basch_III May 22 @ 3:56am 
@AstillaPower I've had the same problem. You can solve the bugged trading with the merchant guild by dismounting your pawn when arriving at the guild through using the vehicle interface.
rout May 21 @ 7:12am 
I do wish low castle walls were either impassable and instead behaved like embrasures. It doesn't make sense that raiders can just walk through the walls instead of breaching
Johnny 5 May 21 @ 6:38am 
Do the factions advance with tech level over time?
Caar May 20 @ 11:42pm 
How does the Merchant's Guild travel work? I've had a game where I could access them all the time and then another when none of them would come south and never come near my settlement. Is it basically something that only works around the equator?