RimWorld

RimWorld

4,078 ratings
[1.4] Vanilla Factions Expanded - Vikings
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Mod, 1.2, 1.3, 1.4
File Size
Posted
Updated
34.100 MB
17 Sep, 2020 @ 6:59am
21 Dec, 2023 @ 10:11am
47 Change Notes ( view )

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[1.4] Vanilla Factions Expanded - Vikings

Description


[www.patreon.com]




1.3.2 (25/11/2020): fixed mead not applying correct buffs
1.3.1 (28/10/2020): Lothurr now drop lothurr antler when butchered, removed training dummy sound.
1.3 (15/10/2020): Fixed the issue with hordes of pillagers.




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

After 6 months in development and almost 2 months in beta testing, we are absolutely ecstatic to show you the effect of our hard work - Vanilla Factions Expanded - Vikings. This mod will enhance your selection of pre-industrial factions by adding two new Viking tribes - both with new, custom-made, legit name generators! It’s up to you to decide whether you want to help them pillage, or get pillaged by them!

This mod utilises a vast amount of new custom code we made available in Vanilla Expanded framework, including custom base generation code, which makes all sieges much more authentic! A number of new weapons, armor, apparel and furniture is also added, greatly adding to your selection of medieval flavour. To those who prefer spacer vibes, rare, experimental cryptotech weapons and armor are also added - now you can literally freeze your enemies as you shoot them!

Various new quests and events allow you to add more dynamic to any playthrough, as they will work just as well for a viking clan as they will for industrial or spacer colony. Hunt legendary creatures, explore ancient dangers, ransack viking tombs or get raided by two new raid types - pillagers, who will come and go like a thunder, stealing your valuables and throwing torches at your base, and slavers, led by a number of wolfhounds, they will try to kidnap all your colonists!

Freya Fierce storyteller introduces a new raid restlessness mechanic, forcing your colony to venture into the world and complete missions in order to remove a stacking debuff for inactivity! Event-wise, she’s just like Randy, but allows you to have 2x as many pawns due to the need for annual caravans.

















































































[forms.gle]



Authors:

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

Erin, an artist responsible for Wooly cow art.

Sarg Bjornson, a programmer responsible for mead code.

erdelf, responsible for facepainting code.

Kikohi, a programmer who wrote a big chunk of this mod’s code.

Taranchuk, a programmer who wrote more complex methods, like raids.

Helixien, a modder responsible for initial design of the mod.

Storyteller art by Vitalii.

Chowder, a modder responsible for xml tweaks and description writing.

Rimworld is owned by Tynan Sylvester.

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



Q: Is this mod compatible with Combat Extended?
A: Yeah!

Q: How to remove honey from apiary?
A: Your pawn needs at least 5 Animals skill!

Q: Will you keep updating the mod with new content?
A: Possibly, but we will much rather focus on developing new modules for the faction mod.

Q: Does Freya Fierce storyteller limit technology the way Maynard Medieval does?
A: No. She adds a raid restlessness mechanic.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save.

Q: How do I remove facepaints?
A: Simply deselect the currently equipped face paint.

Q: Does it work with Rimbees
A: YES



Check out our collection at:


[www.patreon.com]
Popular Discussions View All (2)
32
14 Dec, 2024 @ 6:35am
PINNED: Suggestions
alphamike99
0
9 Jan, 2024 @ 9:31pm
Beehives and Mead
Tardo The Ass-Monkey
2,684 Comments
Oskar Potocki  [author] 12 hours ago 
But it has already been merged… it’s part of medieval 2. Been released for ages now.
tilarium 16 hours ago 
@Shakeyourbunny See, that's the beauty of it. It is in the description, right after the big bold "Description" banner.

"This mod won't be updated to 1.5. We are re-releasing this mod, merged with Medieval mod. They will release when ready. DO NOT USE THIS MOD ON 1.5, IT WILL BREAK YOUR SAVE."
shakeyourbunny 16 hours ago 
@tilarium: this should be in the mod's description and not buried somewhere down in the comments.

but thank you for pointing it out, that it will be merged into another mods... at some time hopefully.
tilarium 22 hours ago 
@shakeyourbunny No. Try reading. The comment that was literally at the top before yours was from the author saying it was no longer supported. If you bother reading further down you'd know that the author is working on a rebuild, merging it with another mod.
shakeyourbunny 22 hours ago 
Will there be an 1.6 update?
Oskar Potocki  [author] 1 Jul @ 12:19pm 
We no longer support 1.4 version of the game, sorry.
^2=OVR9K= 30 Jun @ 8:59pm 
know that harpoons are causing issues, i had harpoons thrown at a training dummy and they simply wont disappear. had to load back multiple saves prior to before they were thrown to avoid the issue, it caused UNBELIEVABLE amounts of lag due to overflow error ticks.
Khalcae 16 Jun @ 3:13am 
No wolfhound anymore :(
Lekoda 10 Jun @ 8:59pm 
No bear headdress
StockSounds 19 Apr @ 6:44pm 
I think I agree with the decision to split it up, because all the stuff we lost other than the hunts were really disjointed and out of place, and vikings in rimworld specifically is an odd choice.