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[Release] Vanilla Factions Expanded - Medieval 2

Vanilla Factions Expanded - Medieval 2 is out now!

After a long wait, Vanilla Factions Expanded - Medieval 2 has been released. 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.

STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=3444347874

Github: https://github.com/Vanilla-Expanded/VanillaFactionsExpanded-Medieval2

[Release] Vanilla Factions Expanded - Medieval 2

Comments

It does sound like a bug that occurred at the beginning when we first released the mod. First step would be ensuring it’s all updated on your end!

Oskar Potocki

I may as well ask this here instead of on Steam (I guess?): *What is the secret of masterful wine making?* I know that wine is ruined if the temperature is not kept at a certain level. But what exactly *is* the best temperature for that? Despite having installed a wall-mounted AC unit (set to 21°C, which is too high in real life), my attempts at wine-making always result in the premature expulsion of "awful" wine. Have you guys *actually* implemented the perfect ripening temperature of 12-13°C?

Deggial

Okay that makes sense, thanks for the clarification.

saltychipmunk190

Hardleather has the benefit of being able to be made from patchleather. If you have access to normal leather, you better use it instead, but if leather access is limited and for example you don’t have enough good quality leather to equip all your colonists, by making patchleather and then boiling it you can get a decent amount of generic hard leather that’s useful for armor making.

Oskar Potocki

My bad, I got the 88% and the 81% mixed , but still I guess my big question is: Is hard leather intended to be a side grade competitive with a relatively common leather type like plain leather? I guess it just felt weird to turn the plentiful plain leather in my early games into patch leather to then convert it back to hard leather and have such a comparable result. But maybe my situation is just not the intended use case for it?

saltychipmunk190

ohh no I mean Epic haven't updated their version of the GAME.

Robert McPherson

They’re there. Put low castle walls and standard castle walls side by side, one next to another, and it will form a sort of battlement. We’re not adding ‘embrasures’ as in impassable walls you can shoot through, like in some other mods. That’s op.

Oskar Potocki

The mods work perfectly fine side by side

Oskar Potocki

The armor values of hard leather are higher than plain leather, no?

Oskar Potocki

We don’t have our mods on epic. You can get the latest mods from GitHub!

Oskar Potocki

Wish I could say how good this is... alas almost a week later and Epic still haven't updated their version. T_T

Robert McPherson

I had a question about the hard leather. What exactly is the use case for it? I was trying to figure this out. It is technically much better than patch leather true . But I never actually had a reason to use patch leather because it was so easy to get plain leather in absurd quantities if you just do mild hunting (its a really common leather type). And this is still the case. Looking at the stats of hard leather: It is actually weaker than plain leather. So like patch leather.. I skip hard leather because plain leather is generally easier to get in massive amounts and is stronger. I was hoping hard leather would be a way to bridge the gap between plain leather tier leathers to heavy fur/ Elephant skin tier. But as it stand it just seems like a redundant plain leather with more steps. I will note that the hard leather is technically cheaper than plain leather which is interesting from a wealth management stand point But this seems like a minor boon for the extra steps.

saltychipmunk190

Just wondering, is this in any way compatible with Alpha bees? Or does one kind of replace the other?

nikolai

Awesome!!!!! Haven't touched rimworld in months just waiting for this mod wooooo! I'm sorry if this was mentioned before or I'm just didn't see them because I have too many hair mods, but are the hair and beards from VFE - Vikings in Medieval 2? I miss seeing all those braids with Nordic names!

Leo Durocher

Could Castle wall embrasures be added? they seem pretty essential

Hadwiger

I highly recommend to listen to viking music while having a fight with this mod, my personal recommendation is Eldrvak. Such a really nice mod as always.

Ricardo Vazquez

Good stuff all around. The new linkables are cool, the alchemy system looks better than I thought it'd be, and I like the changes to mead and wine.

Slippyfopp

plenty of mods to do that at the moment, i recommend "World Tech Level", it limits the entire planet's tech level to a specific level you choose, ive been using it for the medieval run

Gustavo Righetti

i really do hope so, i was recreating the characters from Darkest Dungeon using the medieval Mod, and the Irish Wolfhound happens to be the exact dog breed of one of the DD classes

Gustavo Righetti

Any info on Fleshers?

CAdaverOusPRophet

YEAH BOOOOOOOOOOOOOOOOI Finally can create my colony of medieval catpeople taming the VE insectoids. This overhaul is the one I have been excited about for months, thank you and the team for your hard work.

Lilac0

Apperantly, the Woolly Cow is going to be moved to an unreleased mod, “Vanilla Animals Expanded - Livestock” module. You can see it on the most recent roadmap. I’m unsure if the Wolfhound will be included, but I hope it will be…

Dom Speziale

Great news! Thanks for this, i definetly will play with medieval 2 a lot! Time to build another modded playthrough :)

jhjhhj fdgfd

Dear gods, finally! Now I will resume eagerly waiting for megacorps. And I was just in another game with a tribal start, still in the neolithic. This will spice things up.

Stim

Oy where are the Irish Wolfhound / Northern Cows from the original vikings mod?

Gustavo Righetti

Well, there goes the weekend. Thanks. :)

Kristian West

Would have liked some kind of global tech lock like what old Maynard had, in the spirit of VE or no

Tia

Yeah there's a new mod that works really well called 'world tech level' or something like that. You can choose the maximum tech level included when creating a new start

Teebo

Congrats Oskar and team!! Incredible work as always!!

Teebo

Praise Randy!! Praise oskar!!

Monkfish

Anyone have recommendations for a mod that does remove higher tech content easily to go alongside this?

Katieclysm

Are you planning to add more quests with medieval stuff?

SeisoN

...'Scuze me while I restart my colony for the 8th stime so far this year - gosh you guys are just the best.

Lydia Collinson

I've been holding off on my next colony for this. Time to start working out the mod list for this weekend

R

its here!!!! thank you!!!!

PaperClipChip

My patronage has paid itself.

Rodrigo Valero

The other one was never updated to 1.5. If you used Medieval 1 or Vikings 1 on 1.5, this means you have used outdated, unsupported mods. Medieval 2 is NOT COMPATIBLE with any save file that previously had Medieval 1 or Vikings 1 due to some factions being removed, which in turn bricks the save.

Oskar Potocki

Dumb question: if it is a successor, should we unsubscribe from the other one?

Silverskene

Just fell to my knees in the middle of a Walmart when I got the notification, silently weeping as employees placed wet floor signs around me.

Vetelgyus

I've been waiting for this for so long!! Thanks so much

T33Tness

Yessss, I’ve been waiting for this day! Time to march.

Logan Rhodes

YES!! ITS HEREEEE 😭😭😭😭😭 MY BELOVED 😭😭😭😭😭😭😭😭

cuber


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