RimWorld

RimWorld

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Space Knights - Armor Expansion for VFE Medieval 2
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Mod, 1.6
File Size
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3.487 MB
2 Aug @ 9:06pm
9 Aug @ 4:13pm
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Space Knights - Armor Expansion for VFE Medieval 2

Description
REQUIRES "VANILLA FACTIONS EXPANDED - MEDIEVAL 2"


* I am not affiliated with the Vanilla Expanded team. This is a fan project.

I love playing medieval colonies, but I always get sad that there's nothing I can use appropriately in the spacer era. Especially now that Odyssey lets us leave for space. That's why I made this mod. To bring some medieval flavor into the space age!


Replaces the vanilla plate armor textures with a new, higher definition plate armor sprite.


Adds new variants of Plate Armor, including Prestige variants for Royalty and "Hi-tech" spacer variants with improved movement speed, armor, and vacuum protection.

The hi-tech spacer variants require a new space age research to unlock: "Hi-tech Plate Armors."


  • Excellent protection - depends on materials used
  • Not very protective against heat and cold
  • Major move speed penalty
  • Vision penalties: reduces accuracy


  • Superior protection - depends on materials used
  • Vacuum resistance
  • Excellent heat and cold resistance
  • Minor move speed penalty
  • No vision penalties: helmet increases melee accuracy due to built-in swordlink
  • Requires advanced components

The hi-tech variants can be considered a "side grade" to Recon/Marine armor. Unlike standardized power armors, hi-tech plate can be crafted from a variety of different metal types. Steel provides much less protection than recon armor, while a full plasteel set can surpass the protection of marine armor, at the cost of more materials and a far longer crafting time.

If you have the time and materials, consider setting your crafting bills to only use higher tier materials, such as plasteel. Unlike other power armor, this armor can use multiple material types, all with different properties. Plasteel is far more protective, but takes 2.2x longer to craft with.

The hi-tech variants eliminate many of the downsides of medieval plate armor (slow movement speed, reduced accuracy) while also providing the added benefit of limited vacuum protection.



New item additions in version 1.1! My goal with these items is not to add futuristic weapons for their own sake. Many other mods do that already. I specifically chose these weapons to expand on some of the special and unique concepts added by Medieval 2 that get outclassed by the spacer age.




An upgraded version of a flintlock pistol. Pulse-charge technology accelerates energized shrapnel over a wide area when fired. Although inaccurate, the sheer volume of projectiles in each shot makes this weapon extremely deadly at close range, with a high chance of collateral damage. Whoever designed this clearly had no regard for safety - or friendly fire.


A high tech buckler shield. Provides less armor than a low tech shield, but completely deflects sharp melee attacks as long as the internal grav-deflector has energy. The deflector can only take a few hits before needing time to reset, but that's just enough time to get a first strike advantage in melee.

Unlike a shield belt, this shield's deflector does not disable shooting, nor does it protect from projectiles.


A massive polearm tipped with a sharp monoblade for stabbing opponents. The reach of the lance allows the wielder to strike enemies from much further away, even through other pawns. High damage and armor penetration is offset by a very slow recovery time after each attack.

Please let me know in the comments how you find these weapons. Let me know what you think of the balance, and if you encounter any issues. Thank you!


Load this mod after any Vanilla Expanded mods
Armors from the following mods have been patched to match the plate armor buffs in 1.6. If you have any of these mods installed, the plate armor stats will be updated to reflect the recent changes. In general, this means increasing the armor's base resistances.
  • Heavy Plate Armor (VFE - Medieval 2)
  • Heavy Plate Helmet (VFE - Medieval 2)
  • Plate Helmet (Vanilla Armor Expanded)
  • Prestige Plate Armor (Vanilla Psycast Expanded)

Without this patch, some things don't make sense, like "Heavy Plate Armor" is worse than Plate Armor, despite having more severe downsides. The above mods are not required, except VFE - Medieval 2.



Visors for all plate helmet variants will automatically "flip up" when undrafted and "flip down" when drafted.



In the screenshots, I'm using Giddy Up 2 Forked to ride horses and Vanilla Weapons Expanded - Laser for the laser sword.

Future Plans
I would like to eventually add unique sprites for the Heavy Plate Armor (VFE - Medieval 2) and Light Plate Armor (V Armor Expanded). It's tedious work to draw everything, since it requires drawing sprites for 3 directions (north, south east), 5 bodies, with a color mask, for a total of 30 different drawings for one single armor piece. I will get to later if there is interest.

Compatability
- Compatible with "Show me your hands" (may require tinkering in the mod options)
- Compatible with "Melee Animations"
- NOT patched for Combat Extended. I don't use CE, and am not interested in maintaing a patch. However, I give free and open permission for anyone else to create a patch and host it on the workshop. I will even link your patch from my mod. Thank you for understanding.


Check out my other mods below!
111 Comments
Milknight 29 Aug @ 1:04pm 
Is there any chance we could get the plate armor retexture as a standalone mod?
TLS - Corgserker 24 Aug @ 5:32pm 
If making the heavy plate and the light plate is still in the cards, would they also get hi-tech counterparts?
Kilo 18 Aug @ 1:28pm 
the plate helmet opening and closing when drafted vs undrafted is a fucking sick feature, all modded helmets should have that, nice work
efedrall6663 15 Aug @ 7:21pm 
oh my god thank you! ever since ve med 2 came out I have been wanting a spacer reach weapon. Great work here.
Kurteous 15 Aug @ 1:10pm 
Parry this, you filthy casual!
Ben'wah 13 Aug @ 8:55pm 
finally got enough new content to build a new medieval playlist, I will go ahead and attempt to make the edit myself and will let you know if I have succeeded.
Evenstaar 12 Aug @ 3:05pm 
Can we get some wall-mounted chargelocks?
amm90 11 Aug @ 10:31pm 
Strong and unique identity. How about a heavy shield that gives you a 20% chance of negating all damage? In my opinion, that would be better than a shield that lasts 1 hit before breaking, in Randy 500%, having your front line hold means winning the fight. Or how about a shield that deploys a Low-shield pack. Not as good as the backpack, you know because it's a single use, but that has X shield points and prevents you from moving while it's active and then has to wait 1 game day for it to regenerate.
Stokes52  [author] 11 Aug @ 11:59am 
Love the trivia bits. That was my thinking too. What would a super advanced shield look like? I imagined it would be very small and lightweight, relying on energy shield technology to deflect blows rather than than directly blocking with a big chunk of metal.
TLS - Corgserker 11 Aug @ 11:25am 
And a little bit of trivia: bucklers were in fact shields at their apex because plate armor became protective enough for people to abandon shields, thus letting them go all in on two-handed weapons like longswords and polearms. Only a few were still using them, but it's primarily specialists like crossbowmen.