[DEVBLOG#285] Medieval 2 infographics
🕑 Added 2025-02-27 21:39:07 +0000 UTCHello folks!
I have just started making infographics for Vanilla Factions Expanded - Medieval 2, which means we're very close to release now. There's just a small amount of things we're yet to add, and in fact you can take a look at the list below:
Offset claymore and standard a bit so they don’t cover the character.
Code Siege camp quest.
Code Skirmish quest.
Implement Wall-mounted arbalest and Wall-mounted arquebus.
Implement Throwing torches as they were in Vikings. Give them to the torch thrower pawns in Vikings factions.
Implement the unique ability of the standard.
Implement the starting scenario.
Implement Maynard Medieval.
Implement a new raid type: Pillage.
Figure out if we can remove the placement restriction for apiaries but keep it balanced still.
Once these tasks are done, the mod will be release-ready.
I have already made a number of infographics that I will show you below. You probably know most of these things already, but these infographics can act as a neat little reminder of what's coming.
Oh, and to the person that I offered we will make the fire pits to light up arrows on fire: Sorry, didn't manage to yet, it's a tricky design task because the game doesn't see a distinction between a bow and a rifle, but I promise we will keep looking at it when time allows.




























Comments
Nerdy Gardevoir
Still feels like an eternity, but I've waited this long so what's a little longer?
Oskar Potocki
Not long now! I reckon 2 weeks tops.
Nerdy Gardevoir
Ooh, how many more days must we wait? This is the last big mod I've been waiting for an update on.
Jotek
Will dame hat and dress satisfy clothing requirement from Royalty dlc and VE empire?
saltychipmunk190
It is going to give us more options for choke point holding with more melee pawns that's for sure.
Scyobi Empire
let me guess, someone stole your sweetrole
Brutus Albion
Just want to say I absolutely love the inclusion of the new long range melee mechanics that are used with the pikes and halberd. I'd suggested it previously as a feature but to see it actually come to fruition is peak and it will definitely bring some new tactical options and make melee more viable aside from the mandatory standard melee blockers to protect the ranged pawns.
saltychipmunk190
Fair enough.
Brutus Albion
will VFE-architect receive some love? Some parts seems a little bit neglected and broken at times. > the inverted single door doesn't open the correct way. (bug) > the stone flooring is oddly balanced, the stone slabs have higher beauty than the polished ones and are easier ot make which is weird. (contradictory / unintuitive) > there's no reliable way to make the 3 wood colors since the cut to the code that allowed you to build different colored wood buildings with the same material and painting the buildings isn't a good solution since the colors don't naturally exist in the vanilla color palette (1: need another mod, 2: need to manually set the other wood colors AND 3: need to grow dyes for them. 4: while you can build the floors without any paint or changes)
Félix Dubois
It's a mask that covers the face, if you want a hood with it, just wear a hood on top
Anrileth
HUZZAH HUZZAH HUZZAH! I cannot wait to be free from my actively breaking down 1.4 save! I wanna fight the new SCPs with my space vikings!
Gustavo Righetti
Another thing - Id seriously recommend you change this "no skill learning" for the jester suit. Make it so theres a random chance the Jester is not taken seriously ( trade deals go to shit, people get pissed off at his jokes and start fights ). Make it so the characters act like a proper wildcard, with a ton of randomness added in. Id like to recreate the jester from darkest dungeon and that would seriously go right along with his character as well
Gustavo Righetti
YES YES YES ive waited SO LONG for this, great work My favorite part is that you merged vikings with medieval, it's everything i wanted for a proper medieval playtrought... however you gave me an even better idea. SInce there are trader guilds and they are nomadic... why not add a nomadic horde of mongols faction type that is only interested in pillaging and plundering? They have no bases, only camps, but enormous armies. Also, one simple request please reskin the plague doctor mask, it simply doesnt look that good. make it look like the plague doctor of darkest dungeon, with a hood covering the rest of the head so no part of the head goes exposed
Najls
Love your work! Cant wait to start a new save
Oskar Potocki
There's no such thing as 'moving content between mods' in RimWorld. If I move something, I break the saves of people who will now have these items missing. There's not as much overlap between our mods: Most notable I can see right now is halberd in VWE, and musket/flintlock in VWE. Those will be addressed.
saltychipmunk190
Weird side note, but given the overlap between mods do you ever plan to revisit the core VE weapons pack to perhaps split it up/ eliminate redundancy it has with these more focused packs? In this case I am looking at all of the low tech weapons added in that pack and all of their parallels seen in Medieval 2. The same could be said for the armor in VE armor . there are a bunch of medieval armor pieces included in that mod. Not really a complaint mind you, just an observation. But from my point of view you could easily move all of those lower tech items into their corresponding mods, Afterall you have mods for the Wildman, Tribal and soon to be Medieval tech tiers. which would focus the VE weapons/ armor to be more of an industrial/ spacer mod. Which makes the mod more modular IMO.
Tobias Peter
Also they have different philosophy I can say you in 1.4 MO and Vfe medieval played nicely together some minor bugs here and there but had a great time building my medieval castle
Oskar Potocki
Ah yes it slows down movement and applies a minor debuff to meleeDodgeChance - which means it’s more likely to be hit in melee. It is however offset with the amount of protection the armor offers. It only applies to melee combat so if you’re being shot at, the chance to be hit is unchanged.
Deadbolt
I was talking about the breastplate specifically for the melee malus. The helmet makes sense, was wondering if the "slowed and vulnerable to melee attacks" was a offset by the protective value of the main armor.
Oskar Potocki
It says it reduces the ranged combat capabilities. This means that wearing it offsets negatively your shooting skill (due to it restricting vision). It applies to the helmet exclusively just fyi
Deadbolt
Question on the heavy leather armor. If I'm reading it correctly it says it makes "the wearer more vulnerable to melee attacks"? Does that mean it lowers dodge chance, or increases melee damage received? If so, does the increase in armor offset that vulnerability? Because with the helmet greatly reducing ranged abilities it seems a little counterintuitive if it also makes melee survivability worse. Other than that, loving the new stuff here. Very cool
PaperClipChip
oh yes! This looks so much fun. skål!
HeinrichK
Oh, sorry. That went over my head. Thank you ❤️
Nickolok
Gotcha
ELYNAIH
Ah, it would. I can't wait!
Oskar Potocki
Yes yes!
Oskar Potocki
But I’ve said numerous times they’re being moved to vanilla animals expanded - livestock.
Oskar Potocki
Nope, we have decided that it’s no longer optimal to limit the content of the game to a specific period because we simply don’t offer enough new content to fill the gap created this way.
Oskar Potocki
Oh outposts is only in the design stage for now. It’s not even being developed (coded). It will be at least 6 months before it’s out, maybe more.
Oskar Potocki
It’s available on our GitHub!
Oskar Potocki
It will be moved to VFE-architect mod instead.
Happycam
Might need other mods for this ngl.
ELYNAIH
Oh, I'm very happy. I've been looking forward to the Medieval 2 expansion since the day I first discovered the Vanilla Expanded series. But one of the features I used to find attractive was to dry wet land through an in-game system, so will this feature be implemented this time? I wonder if it will also be implemented to make a moat. Sorry if this is already answered in another post. Thanks for making a good mod.
Eike Wehner
I'm looking forward to release. Would there be a way to get the xml files for the bees and honey early to create a comp patch with MO?
Corentin Lieutenan T
Really cool mod, I'd really like to start my new colony with it, do you think Outpost 2 will be released soon after (like a month) or will it take more time ?
Nickolok
Does this have a story teller that keeps the world feeling "medieval" or something that keeps you from getting raided by high tech factions
Wolfy
Sooooo keen!
Stim
Ah, been waiting on it. Will probably start a new game when this is out.
HeinrichK
So, the wooly cows really are off the table? Would you be cool with somebody makeing a stand alone, basically "wolly cows (continued)"- mod with your assets?
Karl Franz
Looks awesome! Creating draughts is still planned yes?
Kristian West
Although Cheese Making is of Medieval Tech Level, maybe that has you confused?
Kristian West
Looking forward to this harder than to some AAA games...
Stephan Schany
I can already see my colonists defending a doomed camp because the wine isn't ready
JM
Or that you are not drinking enough wine!!! Great work btw haha
Oskar Potocki
It means I made a mistake when making the infographic!
BrenTenkage's Gaming
I now have a reason to make cheeses and Alpha Crafts stuff since bartering will be the name of the game. Yeah this is looking really good.
JM
Wine reduces mood by -3? For each level of quality? What does that mean?
Carolin
Okay, thank you for the fast answer! That makes sense, I guess! I like playing dynasty style colonies that evolve through multiple technological ages, so your mod is perfect for that. Plus, your mod coupled with Aspen Forests and Skyrim Music Extended brings me one step closer to playing other games though Rimworld! Thank you!
Robert McPherson
We be getting close... are there any plans for cross-intergration of some kind between this and Alpha Bees?
Gota
The merchant guild moving around is interesting. Will future mods also make use of the same code to add entities that move around the world map?
The Dragonborn
This looks so good! Much higher quality with more to do in it, I can't wait for it to come out!
Oskar Potocki
Well it’s a good question. When you have MO, and you’re interacting with MO, you probably won’t benefit from VFE Medieval 2 at all. There is some content overlap, and we have a different philosophy than MO authors. Our mod plays different than theirs. Theirs is an overhaul, ours is an addition to the base game and VE mods.
Cinder Fell
I CRAVE SWEETROLLS
Brandon
can't wait to see this live.
Oskar Potocki
Yes they are xd
Oskar Potocki
Ah yes need to fix that
Squidismydog
The wine info graphic says "Being drunk on mead increases psychic sensitivity, up to 20% when hammered."
Carolin
I love the continuation of the skyrim references! Thats maybe stupid question, but will it play nice with medieval overhaul and such?
Lucas Kryger
I think the mood values on the wine is wrong?
Djmanx101
The anticipation is absolutely killing me 😍
Oskar Potocki
Nope that’s in cooking expanded
Peter Dolin
I am looking forward to the wine most, but wasn't cheese making also a VE Medieval thing?
TauPathfinder
Nice
Oskar Potocki
Stealing!
TauPathfinder
Does the pillage raid type include both burning and stealing? Medieval 1 had burning I remember, but if that's it I think it's kinda lame and stealing is a really cool idea as a core raid concept.
Manlor
This will be fun!