RimWorld

RimWorld

3,878 ratings
[1.4] Vanilla Factions Expanded - Medieval
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
9.641 MB
Mar 15, 2020 @ 10:49am
Feb 12 @ 1:41am
51 Change Notes ( view )

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[1.4] Vanilla Factions Expanded - Medieval

Description


[www.patreon.com]





See the Change Notes



This mod won't be updated to 1.5. We are re-releasing this mod, merged with Vikings mod. They will release when ready. DO NOT USE THIS MOD ON 1.5, IT WILL BREAK YOUR SAVE.

After all the mods we have already created, it was finally time to retouch the vanilla factions. I was always a big fan of Rimsenal (other mods are available), but I personally never found it quite fitting. The game however was in dire need of new faction mods, hence we decided to deliver. The scope of the mod is similar to Rimsenal - a unique faction alongside new items and mechanics.

The first iteration of this mod, Medieval faction, is a missing link between tribals and outlanders. With this mod you can experience a proper medieval siege, as the enemy base generation builds a massive, towering fortress with buildings inside. Have your own vineyard and brew the best wine, which appreciates in value the longer it’s in the barrel! Medieval subjects will be equipped with new armour, colour-coded depending on the faction colour, making medieval armies look like an actual army serving the same lord. Receive caravans of medieval armour makers, weaponsmiths, mercenaries and the elusive art patron!

A new storyteller, Maynard Medieval, has also been added, with whom you can create a dark-age world, limited to neolithic and medieval technology. With Maynard, no outlander or pirate factions will be generated upon world creation, allowing you to immerse yourself in a true medieval experience. This feature is compatible with all mods, allowing you to tailor your dark-age playthrough to your liking. The only way to research modern technology with Maynard is to use techprof subpersona cores, as they can still allow you to research technologies normally disabled by the storyteller.

With native support for the other Vanilla Expanded mods, knights and peasants will come equipped with Vanilla Armour Expanded armour and Vanilla Apparel Expanded clothing! Thanks to Vanilla Weapons Expanded, bowmen will start using longbows and crossbows, whilst Knights can be found using any medieval melee weapon there is and with Vanilla Security Expanded, Medieval factions will be able to lay siege using catapults!

And beware of the black knight!


































Sometimes medieval siege will use field artillery. Please make sure VFE-Security is loaded after Medieval mod.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

XeoNovaDan, a programmer responsible for the C# and XML code of the mod.

ISOREX, for Moats code.

Storyteller art by Vitalii

Rimworld is owned by Tynan Sylvester.

Thank you:

Brrainz for creating Harmony Patch Library which has made this series of mods possible.

NotFood for kindly providing the community with PatchOperationLoadDefsOnDemand.

OwlChemist for a new Giddy-Up patch.

Beta testers for finding pesky bugs.

(CC BY-NC-SA 4.0)[creativecommons.org]



Q: Compatible with Royalty DLC?
A: Empire faction is hardcoded to always spawn and will always appear even when using Maynard Medieval storyteller.

Q: Do I need the base module for it to work?
A: Yes, the base module is required as it contains all the functionality of the mod.

Q: Is this mod compatible with Combat Extended?
A: Yep.

Q: How can I use techprof subpersona cores once all research has been done?
A: VFE Core changes techprof subpersona cores to complete random projects after all researchable projects have been completed.

Q: Is this mod going to force me to play Medieval only playthrough?
A: No, this effect will only take place IF you activate the Maynard Medieval storyteller as your starting storyteller.

Q: Is this mod save game compatible?
A: Yes, though you do need a mod like Faction Discovery for the medieval factions to appear. Changing the storyteller to Maynard Medieval mid-save will not affect the factions since they are determined at world creation.

Q: Why do shields have -500% melee dodge chance and -200% melee accuracy?
A: That's just a vanilla text formatting bug; it's really just equivalent to -5 and -2 skill levels' worth respectively.



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Popular Discussions View All (75)
6
Mar 5 @ 2:04pm
Job processing not finishing correctly - cooking and stone cutting so far
Sanderoth
12
Jan 31 @ 8:29pm
[BUG] Tabards render BEHIND the Outer layer rather than in front
Strill
2
Oct 18, 2023 @ 8:39am
Missing "meat smoker" in build tab
krab-93
2,725 Comments
Oskar Potocki  [author] 8 hours ago 
Sadly, no, we're currently focusing Insectoids with all our resources. You can try other Medieval mods out there!
Bish 10 hours ago 
Man, I check this pretty much every day, i'm hyped to try a medieval only rimworld run. I feel bad asking but is there any hints on an ETA for this?
Oskar Potocki  [author] Jun 10 @ 2:45pm 
Because I want to do some heavy changes to them that would result in saves breaking anyway. Having two separate mods creates a lot of tech debt, and as VE grows, we want to minimize that tech debt.

I'm not blowing off criticism. Sadly, there's no easy way to remove factions from the save. That's a base game limitation. Modders can't really do anything in that regard - I know I can't. Maybe somebody more knowledgable could try, but nobody in our team knows how to, as the game's code is fairly restricted in that regard. Factions are fragmented across hundreds and hundreds of references.

People have the right to be upset, sure, but nobody is losing anything. You can continue your save on 1.4 just fine. For 1.5, if you want to use our Medieval mod, you will need a brand new save. Simple as that.
ECH0 Jun 10 @ 2:08pm 
Gotta say, while I wouldn't put is so crassly, I'm kinda with WJSabey on this one. It seems just a little inconsiderate to break two mods that everyone is using just to merge them into one, why couldn't they just be updated separately and not break everyone's saves?

It also seems rude to just blow off any criticism by saying they were "warned" when A. most people don't regularly check mod pages, and B. even if they did, it wouldn't matter because there's nothing they could have done anyway, the save is gonna break no matter what. I'm no modder myself so this may simply be impossible, but it seems the least that could have been done would be to add a safe way for people to remove the mod.

I haven't read too much into this, so I apologize in advance if I am missing context, but from what i have seen, it seems that people do have a right to be upset at essentially losing their save games.
Olirin Jun 9 @ 3:56am 
@Oskar Potocki
Thank you for your work :)
Smiley Boi =) Jun 9 @ 2:59am 
Alright, thanks! I saw that around a few times but I wanted to make sure! I really love all the Vanilla expanded mods, so I'm pretty excited for the 'remakes' coming out.
Oskar Potocki  [author] Jun 9 @ 1:28am 
Vanilla Factions Expanded - Medieval 2 :)
Smiley Boi =) Jun 8 @ 1:37pm 
Don't know if this was mentioned specifically already or not, but when the remake of this, combining Vikings and Medieval, is released. What is it going to be called? Curious so I can hunt it down easier.
Snorri Karlson Jun 7 @ 3:03am 
i mean, you guys are remaking it, which is why its not 1.5, so i gotta be conniving when poking for updates.
KΞNTΛR Jun 6 @ 8:25am 
Man I really need the storyteller from this mod.
Trying to play a Medieval Era without him is terrible.