RimWorld

RimWorld

1,551 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
14 Mar @ 11:22am
9 Jul @ 11:06am
11 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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.
969 Comments
Sarg Bjornson  [author] 9 hours ago 
No
Carlmeister 11 hours ago 
anyway to remove draughts from the quest rewards?
Karkinos 17 hours ago 
figured out why heavy plate is weak, it's because vanilla plate armor was buffed with 1.6

also you did a great job with the arbalests graphics and sfx, it feels amazing to shoot. Even with superior firearm options unlocked I'm still using it
Karkinos 11 Jul @ 5:40pm 
Also, the halberd added by Vanilla Weapons Expanded is added alongside the halberd from this mod if both are installed, creating minor confusion.

Also double checked the plate helmet values, and it offers a mere 5% pierce and 3% blunt buff over the simple helmet. At the cost of worse shooting accuracy and worse melee hit chance, I do not see it as being worth the trade-off even if it does protect more of the head than the simple helmet.
Karkinos 11 Jul @ 5:34pm 
Heavy plate armor is directly inferior to regular plate armor in every way possible. It has lower armor values around the board, is more expensive to make, and has a greater move speed penalty. It does not even cover the hands or feet as advertised. Is this intended?

The plate helmet is also only a very marginal upgrade to the simple helmet at the cost of vision.
Oskar Potocki  [author] 11 Jul @ 2:57pm 
It's not a medieval overhaul and this mod can't be used to do a medieval-only playthrough.
Godsuya 11 Jul @ 1:13pm 
does this mode include an alternative to go-juice? will my hussars die if i want to make a medieval playthrough?
Tuuxx 11 Jul @ 8:05am 
Did they get rid of the wooly cow?
мачача 11 Jul @ 2:40am 
Has anyone encountered the problem that colonists won't be doing recreational work with this mod?
ThcGM 10 Jul @ 3:31am 
I'm guessing chemdrench is used for warcrimes?