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Hello 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.

 

Files

Comments

Manlor

This will be fun!

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.

Ich171

I am looking forward to the wine most, but wasn't cheese making also a VE Medieval thing?

Djmanx101

The anticipation is absolutely killing me 😍

Lucas Kryger

I think the mood values on the wine is wrong?

Carolin

I love the continuation of the skyrim references! Thats maybe stupid question, but will it play nice with medieval overhaul and such?

Squidismydog

The wine info graphic says "Being drunk on mead increases psychic sensitivity, up to 20% when hammered."

Brandon

can't wait to see this live.

The Dragonborn

This looks so good! Much higher quality with more to do in it, I can't wait for it to come out!

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?

Robert McPherson

We be getting close... are there any plans for cross-intergration of some kind between this and Alpha Bees?

JM

Wine reduces mood by -3? For each level of quality? What does that mean?

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.

Stephan Schany

I can already see my colonists defending a doomed camp because the wine isn't ready

Karl Franz

Looks awesome! Creating draughts is still planned yes?

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?

Stim

Ah, been waiting on it. Will probably start a new game when this is out.

Wolfy

Sooooo keen!

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

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 ?

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?

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.

PaperClipChip

oh yes! This looks so much fun. skål!

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

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.

Najls

Love your work! Cant wait to start a new save

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

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!

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.

Scyobi Empire

let me guess, someone stole your sweetrole

Jotek

Will dame hat and dress satisfy clothing requirement from Royalty dlc and VE empire?

Nerdy Gardevoir

Ooh, how many more days must we wait? This is the last big mod I've been waiting for an update on.