RimWorld

RimWorld

Vanilla Storytellers Expanded - Freya Fierce
191 Comments
Korgoth 17 Jan @ 2:37pm 
is this getting a 1.5 update ?
surefirecure 31 Jan, 2024 @ 8:34am 
Oooh, and now we can be Orlanthi. Thanks!
Ategol 10 Aug, 2023 @ 4:07pm 
What is the population cap before things start to get difficult?for example I think standard story’s teller is minimum 4, maximum 12 and critical events start accruing at 18 colonists. Where as the max for Randle is 50 before critical events start to be thrown at you
PucPuc:{} 4 Apr, 2023 @ 12:52pm 
just a quick question, i tried running this mod last night and the two times i started a new game technology was not limited to medieval only and i was able to research electricity and other techs.
Götterdämmerung 2 Jan, 2023 @ 10:29am 
Short Question - i always get like twice attacked from enemies - do they need also raid? Thank you very much.
Jinn 30 Dec, 2022 @ 9:21pm 
Yep, still not going away or reducing to x0 (currently at x2 for all colonists)
Jinn 30 Dec, 2022 @ 8:59pm 
Read through comments, I'll give it an in-game day or two to see if "Restless" goes away
Jinn 30 Dec, 2022 @ 8:49pm 
Yea I'm having a similar issue with the "Restless" modifier not going away after performing a raid or completing an out-of-map-encounter. I raided one of those pop-up steel mining work sites and upon returning home my characters immediately got "Restless" again. Great mod overall, only hiccup I've experienced since using it.
CaptainCasp 30 Nov, 2022 @ 12:42pm 
@Auctor I'm by no means an expert but it says on VFE medieval that the storyteller gets rid of everything non-medieval except for the empire faction because it is hardcoded. So probably yes.
Auctor 27 Oct, 2022 @ 11:08pm 
Is there a way to get the Medieval-only effect while keeping the Shattered Emprie? I love the idea of the contrast.
МакТраххер 28 Apr, 2022 @ 4:43am 
"In order to reset this meter, player needs to form a caravan and either complete any out-of-your-map encounter or raid another settlement." You can remove debuff with something else besides a settlment raid? Or is that a "to be added" feature?
Elchman69 24 Jan, 2022 @ 6:10am 
thanks
yes I am using CE
Oskar Potocki  [author] 24 Jan, 2022 @ 5:05am 
Sounds like you're using CE.

CE patches tribals to be able to use normal weapons. Not an issue with this mod.
Elchman69 24 Jan, 2022 @ 3:48am 
I seem to have done something wrong, my pawns spawned with axes, shields and bows on the edge of the map and the enemy camp spawned with pump action shot guns, chain shotguns, revolvers and sticky bombs.... so the outcome was as expected. Everbody died including the few pet dogs you spawn with. I chose Freya with tech restriction as storyteller. Am I missing something?
Oskar Potocki  [author] 16 Oct, 2021 @ 5:34pm 
You'd be cutting 90% of the game away and you'd be left with a husk that's only fun for 2 or 3 hours.
Moth 16 Oct, 2021 @ 1:49pm 
Interesting... But Can you do Storyline OLNY for Tribal technology ? Nop guns just spears and bows ...and test jusy bloody flesh :happy_evil_imp:
Kingfisher 8 Oct, 2021 @ 8:40pm 
Just following up on what Borimino said. This mod is not compatible with Research Pal, unlike Maynard in Medieval. If you have Research Pal, Freya will not restrict tech. Disabling Research Pal and enable this version of Freya instead of the one that comes with Vikings, and you'll have restricted tech.

Anyways, cool mod. Love Medieval and loving this one.
GORDO INTENSO 18 Aug, 2021 @ 11:33am 
Sorry, I misexpressed myself. I meant if they would ever attack with the crypto weapons/armor included in the factions expanded mod.
Oskar Potocki  [author] 18 Aug, 2021 @ 5:47am 
Factions in Rimworld don't advance in tech...
GORDO INTENSO 17 Aug, 2021 @ 8:48pm 
Do savage clan raids ever move on from medieval tech? I'm playing with the Freya that allows all techs
Borimino 9 Aug, 2021 @ 9:16am 
This series of screenshots:
https://steamproxy.com/sharedfiles/filedetails/?id=2570500675
https://steamproxy.com/sharedfiles/filedetails/?id=2570501394
https://steamproxy.com/sharedfiles/filedetails/?id=2570501464
https://steamproxy.com/sharedfiles/filedetails/?id=2570501520

After testing without Research Pal - Forked it seems like it is bad interaction between this storyteller and Research Pal - Forked. I'll just play without Research Pal - Forked for now.
Oskar Potocki  [author] 8 Aug, 2021 @ 10:46am 
What gives you that impression?
Borimino 8 Aug, 2021 @ 10:31am 
It seems like Electricity isn't locked in Rimworld 1.3 despite playing with this storyteller
Xeno42 4 Aug, 2021 @ 4:26am 
quest raids work as well from my memory
Oskar Potocki  [author] 4 Aug, 2021 @ 2:29am 
Yes, for now.
cancel 3 Aug, 2021 @ 6:25pm 
Just to double check, but restlessness can only be reset by attacking other faction bases and not by attacking work camps, right?
X_Aurawhisperer_X 19 Jul, 2021 @ 10:23am 
Just to clarify, when reading the storyteller dialogue it states she only limits tech to pre industrial only, but on here advertises up to medieval. Not sure if aware of this or not. And I did confirm I'm choosing the right Freya, for one has the blue clothing (Vikings one) whereas the other has gray clothing (This one)
Xeno42 8 Jul, 2021 @ 10:13am 
i was just going to go to the vanilla factions expanded vikings mod to ask if there was going to be a version that limits tech to medieval and then i found this one :D
Jitterz 7 Jul, 2021 @ 11:48am 
LOL, I'm so dense, I see that said prereqs are locked. My bad
Jitterz 7 Jul, 2021 @ 11:46am 
I'm still able to see modern research options. I'm using the correct version of Freya, this one, not the one included with viking faction, Is that normal? If I start playing and research prerequisites, am i going to be prevented from choosing the visible modern techs? It is clear that the world factions have been adjusted correctly, just worried about my tech levels
leo6511 4 Jul, 2021 @ 4:29pm 
best storyteller for 40k orks
(≡◉‿‿◉≡) 26 Jun, 2021 @ 1:00pm 
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Oskar Potocki  [author] 5 Jun, 2021 @ 3:38pm 
No.
Dfid 5 Jun, 2021 @ 12:48pm 
Is there a 1.1 Version for this mod?
Oskar Potocki  [author] 19 May, 2021 @ 3:16am 
It’s not a bug, it’s a design choice in CE - they add guns to tribal factions.
coyote477123 18 May, 2021 @ 7:01pm 
An interesting bug I found. Apologizes if this is the wrong place. When using CE - Guns, it is possible for the "Medieval" tribes to spawn with SKSs, Revolvers, and even grenades.
Oskar Potocki  [author] 16 May, 2021 @ 11:19am 
It won't work.
MaxFromPoland 16 May, 2021 @ 6:28am 
If I use "faction control" mod will it overwrite the ban of past-medieval faction spawning?
Lyra 26 Apr, 2021 @ 6:05pm 
I was just venting my confusion because I did not know the limiting version existed at first, I didn't mean to put you down
Oskar Potocki  [author] 23 Apr, 2021 @ 2:07am 
It’s all in the FAQ. Just because I released one tech limiting storyteller with the medieval mod people now expect my every storyteller to limit tech
Lyra 22 Apr, 2021 @ 1:32pm 
Exactly, my expectation was that the FE version also limited tech. I had to search to find this and restart my world
Oskar Potocki  [author] 22 Apr, 2021 @ 12:42pm 
It is, it's just storyteller in Vikings is different and does not limit tech to medieval only.
Lyra 22 Apr, 2021 @ 12:34pm 
It's really confusing that this is not included with Factions Expanded - Vikings.

Took me a lot of googling to figure out why I was being raided by guys with way more advanced tech
Oskar Potocki  [author] 18 Apr, 2021 @ 1:52pm 
Yes it should.
Tardo The Ass-Monkey 18 Apr, 2021 @ 1:32pm 
If used with Hotseat, will the "Raid Restlessness" debuff disappear if someone else swaps in?
Elias 8 Apr, 2021 @ 1:58am 
@sylux93 she is a godess associated with love, beauty, fertility, sex, war, gold and seiðr (a kind of magic) so she doesn't just stand for love and fertility.
Oskar Potocki  [author] 4 Apr, 2021 @ 5:21pm 
Ingame there are only following tech levels:

Neolithic - Medieval - Industrial - Spacer - Ultra

Flintlocks and Muskets from VWE are Medieval.
Mattler~~ 4 Apr, 2021 @ 3:12pm 
this mod storyteller seems to lock at pre industrial and not medieval. compared with another mod that removes modern stuff and I noticed a bunch of flint locks and stuff still appeared when using this mod.
Oskar Potocki  [author] 26 Mar, 2021 @ 2:55pm 
No. Bear in mind the debuff is always there, it never gets removed, it just gets knocked to 0 mood offset.
blovdubb 26 Mar, 2021 @ 2:10pm 
do all of your vikings have to go on the raid to remove the debuff?