RimWorld

RimWorld

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[1.4] Vanilla Factions Expanded - Vikings
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Mod, 1.2, 1.3, 1.4
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34.100 MB
17. Sep. 2020 um 6:59
21. Dez. 2023 um 10:11
47 Änderungshinweise (anzeigen)

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[1.4] Vanilla Factions Expanded - Vikings

Beschreibung


[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]
Beliebte Diskussionen Alle anzeigen (2)
31
15. Apr. um 2:11
ANGEHEFTET: Suggestions
alphamike99
0
9. Jan. um 21:31
Beehives and Mead
Tardo The Ass-Monkey
2.639 Kommentare
Uriel Septim VII 3. Nov. um 5:24 
I hope the update keeps the wooly cows I need me my highland coos!
Daniel231154 29. Okt. um 13:49 
i hope medieval 2 keeps the Odin and crypto armour
V∆ŁĶẎŘĒΞ 25. Okt. um 6:59 
Oskar Potocki give me tribal hood COMEBACK SKINHOOD suka:d2axe:
V∆ŁĶẎŘĒΞ 25. Okt. um 6:58 
1.5 work
1.5 работает, пока что из всего заметил что связка факелов не работает, просто нельзя применить) а так скрафтить можно для эстетики XD
Antearz 23. Okt. um 4:07 
Oh so this Mod and the Vanilla Expanded Medieval Mod are going to be Combined ?
I.A.N.A.S 15. Okt. um 2:27 
does anyone know a mod that adds the weapons+armor from this mod to the game?
Not_A_Furry 8. Okt. um 17:11 
I'm very excited to see what stuff in here makes a return in Medieval 2
Loki 21. Sep. um 15:26 
So will this new medieval 2 mod work with medieval overhaul?
👁 20. Sep. um 20:29 
Yah that makes sense, like consolidating the crop mods would make a lot of sense but merging that with psychasters expanded might be weird.

Or like merging the animal mods would make sense until someone complained about the endangered species and couldn't legally have it in their country because of it.
Oskar Potocki  [Autor] 20. Sep. um 15:01 
Oh we won't be doing one big mod for many reasons. We will however consolidate mods where it makes sense, and in the case of Vikings and Medieval it really does - in fact, most people were always running both anyway.