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oskarpotocki
oskarpotocki

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[DEVBLOG#10] Medieval faction preview!

We are approaching a release date for the medieval faction, which unfortunately needs to wait a couple more days for the beta testing to finish. Plasteel tier subscribers should have already received the mod and are working hard to make sure the first workshop submission works like a charm.

In the meantime, I've prepared a mod description and a preview image, so here it goes:

 

After all the mods we have already created, it was finally time to retouch the vanilla factions. I was always a big fan of Rimsenal (other mods are available), but I personally never found it quite fitting. The game however was in dire need of new faction mods, hence we decided to deliver. The scope of the mod is similar to Rimsenal - a unique faction alongside new items and mechanics.

The first iteration of this mod, Medieval faction, is a missing link between tribals and outlanders. With this mod you can experience the proper medieval siege, as the enemy base generation builds a massive, towering fortress with buildings inside. Have your own vineyard and brew the best wine, which gains in value the longer it’s in the barrel! Medieval subjects will be equipped with new armor, color-coded depending on the faction color, making medieval armies look like an actual army serving the same lord. Receive caravans of medieval armor makers, weaponsmiths, mercenaries and the elusive art patron!

With a native support for the other Vanilla Expanded mods, knights and peasants will come equipped with Vanilla Armor Expanded armors and Vanilla Apparel Expanded clothing! Thanks to Vanilla Weapons Expanded, bowmen will start using longbows and crossbows, whilst Knights can be found using any medieval melee weapon there is and with Vanilla Security Expanded, Medieval factions will be able to lay siege using catapults. A support for Editable Backstories allows us to inject the game with new, medieval backstories which will add to immersion as well as enhance the depth of the factions.

And beware of the black knight!


Comments

Also, good to know you don't plan to do VGP style one and that I can keep using that haha. Edit: Having said that, based on your grapes I feel like you would do a great job adding a few select new crops.

Awesome! Looking forward to it.

Thanks for the quick response!

We will work on compatibility with it, and we have no food mod planned. As you said, there is VGP and RimCuisine out there which have a lot to offer and we don’t want to step on their toes. We found that wine fits the lords of the medieval faction quite well, so here it is, being a part of the medieval mod

Oskar Potocki

Question: will this be compatible with vegetable garden? I know it's a bit early to ask about mod compatibility but that one's a must have in my load order. If the answer is no then I have to ask why grapes / vineyards / winery stuff is integrated into a medieval faction mod rather then being its own separate mod?


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