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oskarpotocki
oskarpotocki

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[Release] Vanilla Quests Expanded - Ancients

Vanilla Quests Expanded is a brand new series of mods that aims to add some interesting quest chains to the game, encouraging world map travel and quest interactions in order to obtain powerful rewards. Ultimately, it allows us to add some really cool mechanics without making an entirely separate Vanilla Factions Expanded mod for them.

In Vanilla Quests Expanded - Ancients, players uncover the buried remains of a long-lost supersoldier program. Deep underground lie sealed laboratories where forgotten governments experimented with volatile archite technology - machinery capable of rewriting human genetics with incredible power and catastrophic risk.

The questline begins with a strange intercepted broadcast, leading players to their first abandoned vault. From there, each recovered signal points to new facilities: some overrun with escaped mutants, others collapsed into insectoid infestations. Every vault contains key components of the ancient archite system, devices like the spliceframe uplink, mutagen inhibitor core, and archite pathing array, each expanding the player’s control over the dangerous archogen injector.

Piece by piece, players assemble their own supersoldier laboratory, mastering the same tools that once pushed humanity to the brink. But every step deeper reveals more twisted experiments and unstable prototypes left behind by the ancients.

Only those who brave the vaults and seize their secrets can wield the power the ancients failed to control.

[Release] Vanilla Quests Expanded - Ancients

Comments

Because it isn’t coded. The previous version was broken and a performance nightmare so it needs to be fully remade. The code behind it is so complex you could compare it to making half of the mod itself. I’ve made a decision to not carry it over for now.

Oskar Potocki

I know I'm a bit late but why wasnt the mending table carried over to this mod?

Filip Drygalski

If only the special character was collectible! I know I sound like a Pokemon trainer, but I like the collection/rescue of unique characters who band together. Think of "One Piece" but a Rimworld version where all of these characters are teaming up to look for Archotech treasure, exploring ancient ruins for clues, etc. For me, the Ancients mod is cool, but with the other options like Archotech body modifications and the full range of psycasts from VPE, it seems a little bit redundant. We need the Special Character from the Ancients to be available to recruit... Please.

Silverskene

I've just started a new game with Super Soldiers crewing a Gravship. Quelle surprise! :D I'm not far in yet, but I'm enjoying it so far. One thing was a bit ... unfortunate, though. It's far too easy to increase the pawn count with all those filled caskets. Was I just "lucky"? Will this repeat in future vaults? In the original mod, you were truly alone and sometimes had the opportunity to release one additional test subject. I enjoyed this solitude (and the desire to overcome it). For every new super soldier , we had to discover an additional vault, and most of the pawns were unfeasible colony members. In the new iteration, however, I was immediately granted four (EDIT: I just found a fifth in the underground!) additional pawns. I think this is a bit too generous and it diminishes the old vibe. I realise that tastes differ. An obvious solution is: Mod options! Would you consider adding an option to limit the number of "inhabitants" of the vaults to between 1 and 4? (Sorry if this already exists. I haven't looked into the mod options yet.) -- Additional question: Will Alfred be returning as narrator as well? I liked the idea of small colonies with no skill loss. Admittedly, I always recruited more than the recommended super soldiers... EDIT: I just saw, that you've added Alfred as a special character. This is awesome! It burns the character as a narrator, though (at least his visual representation), which is unfortunate. I wouldn't mind, if you'd create a new design for the "new" Alfred at all. My love wasn't for his appearance. ;) EDIT 2: Doh! Reading carefully through the Steam Q/A, I founfd the link to the storyteller. That "issue" is resolved! :) The innitial issue remains, though - and is actually even more relevant, as Alfred as storyteller still damands a small colony size (as he alwayys has). Of course, I will be able to expell "superflous" pawns. But this will decrease my pawn's mood and for me, it doesn't feel right either.

Deggial

Sorry to hear that. Vault system is still there and better than ever. Saying that this mod is a cut down version of the original is just false: there’s 2x more content and more to do than in the original mod. It had to require Biotech DLC. I have always warned that it will. Hopefully you can use the money you save on me to get this dlc. It’s the best one for sure.

Oskar Potocki

The mod itself too be 100% real is just a really cut down version of the orginal that was much loved. This really is dissapointing. I loved the whole vault system wich now is not even a thing. Not giving this dude money anymore

steven kovacs

Had too make it require biotech the only DLC I do not own. The orginal version did not require it

steven kovacs

Working on the final few quirks and it’ll be up!

Oskar Potocki

Hey Oskar, any chance we’re getting an updated December Roadmap?

Dom Speziale

Found a tiny issue... the body size increase of the gene Enormous tweaks out. The affected pawn kind of shimmers because it's trying to resize to fit the gene, but then downsizing to normal... roughly thirty times a second.

Onikage-056

They didnt remove the boose to surgery chance...

The Dutchman

Excellent. Great to see this mod make a comeback! I'm a little disappointed that you reintroduced the scalpel, but removed the boost to surgery chance entirely, instead of greatly nerfing it. I also noticed that the Enormous archite gene says that the carrier is capable of feats of incredible strength, but it doesn't mention any improvements to anything other than stagger time. Now for the good: Love, love, love, LOVE the addition of the Archite Recycler and the Mutagen Inhibitor, essentially meaning if the process fails, there's zero chance of a wasted capsule or of the pawn turning into a monster. There IS the coma, but that happens with gene splicing anyway. The wonderdoc is a very interesting addition; the fact that the machine breaks down upon its first malfunction is a blessing in disguise; it removes the temptation to keep rolling the dice. The patient gown is a nice addition; I like the specialty clothes in VE. Since you encounter other supersoldiers in this mod, does that mean you can capture them and extract their negative effect genes? Sorry for the long, rambling comment. I love the gene mechanics in vanilla Rimworld. I wasn't so keen on the other quest mods, but this one? Looking forward to it.

Kirboh

Very excited for this one! When you announced the first Ancients mod it was actually what got me to become a patron. Keep up the good work!

dalr753

Oh my GOSH! The mod is here, woo!

Victoria_Night


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