RimWorld

RimWorld

4,036 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
2,674 Comments
bob1886 13 Mar @ 11:02am 
Hey Oskar, I see that it appears that you’re rolling this into medieval 2, but I think the harpoons are causing some lag, from all of the missed ones not despawning in a reasonable time, especially when using multiple. Either that or the game doesn’t like me being able to see into the ancient danger because the village raid start managed to spawn a gibblet cage inside the danger. Either way, hope you have a nice day :)
Нубас 2 Mar @ 11:39am 
I think there's supposed to be a separate mod for crypto weapons in 1.5 called Vanilla Quests Expanded - Cryptoforge. Honestly I'm more excited for that then medieval 2 since I never really played with this during 1.4 so I didn't use the cool crypto guns and armor
StockSounds 15 Feb @ 2:49pm 
Are the crypto weapons being moved to a Weapons Expanded pack? I think it'd make since, considering that the mod would have plenty of content without them after it's merged, and I don't even see how it fits the viking theme.
HIVEMIND 1 Feb @ 5:53pm 
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.
Shima 18 Jan @ 1:10am 
szkoda że nie ma moda w wersji 1.5
Bonhoovi 16 Jan @ 2:02am 
Medieval 2 WHER OMG (much excite)
Oskar Potocki  [author] 11 Jan @ 10:11am 
And definitely do not, ever, activate this mod on 1.5. If you do, your save will be broken when Medieval 2 comes out.
Tedious Crow 10 Jan @ 10:18am 
Oxford, this is being rolled into VFE Medieval 2 which is currently being worked on
Oxford The Cat 9 Jan @ 7:33pm 
I assume this is dead?
tilarium 14 Dec, 2024 @ 7:27am 
It’s not happening. Read the comments and you’d know why.