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oskarpotocki
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[DEVBLOG#303] Replacing gravship artillery

Hey everyone,
As we’re wrapping up work on Chapter 1 of Vanilla Gravships Expanded, I wanted to take a moment to talk about a big design change that came out of our recent testing phase and why we think it’s ultimately the right call for the mod’s first release.

Originally, Chapter 1 was meant to launch with three large gravship artillery pieces:

All three of these turrets were large, 5x5 structures, which meant they had to justify their footprint by being extremely powerful. However, there’s a balance problem here: gravship artillery was never meant to replace ground-based turrets. Their strength lies elsewhere: they can fire across the world map, engaging enemy gravships and orbital targets that normal autocannons or mortars can’t even reach.

The issue is, Chapter 1 doesn’t yet include those threats. There are no hostile gravships in orbit, no enemy platforms to bombard, so these massive guns had nothing to truly shine against. Testers who built them expecting massive firepower instead found that autocannons, rocketswarms, or mortars were simply more effective at dealing with regular raids. And they were right. The howitzer, launcher, and emitter were tools built for battles that don’t exist yet.

So, we decided to rethink our approach.

For Chapter 1, we’re scaling back the artillery lineup and introducing smaller, more practical variants that better fit the current gameplay loop:

These turrets are 3x3 in size, still require a linked targeting terminal and operator, and can fire across the world map, but their range and power are reduced to one-third of the full-size versions. They’re balanced around the kind of enemies you’re actually facing right now: raiders, mechanoids, and local threats, not orbital adversaries.

This adjustment makes gravship artillery usable right from Chapter 1, while giving us room to expand later. When Chapter 2 arrives (the combat-focused update) the full-sized artillery will return, complete with enemy gravships, orbital duels, and planetary-scale warfare, where their true purpose will finally shine.

On top of that, we have also addressed some feedback related to gauss artillery reloading. While the javelin pod and the beam launchers have their own ammo systems - gauss cannons needed to be reloaded by hand, which made little sense in space. We have introduced new ammo boxes - something you may remember from Vanilla Factions Expanded - Deserters. Those ammo boxes are consumed when the gauss artillery reloads, automatically giving your colonists a rebuild order to rebuild the ammo box. This will allow for continuous bombardment.

[DEVBLOG#303] Replacing gravship artillery [DEVBLOG#303] Replacing gravship artillery

Comments

Despite the fact that I will get email updates whenever a new post is made, I still come back here and hit refresh multiple times a day. I feel you, man. My own plans for my first VGE are either to load my Odyssey save featuring a solo mechanoid psyker/mechanitor/star captain and spend quite a while rebuilding my ship into the new systems OR Start a fresh game with the theme of SPACE KNIGHTS, using that one mod that adds 'advanced' medieval plate armor. Still undecided on making them mechanoids as well for robot space knights (very Cyberiad) or just enhanced humans (to engage more with the updated life support systems). Or maybe both, the Grandmaster of the space knights being a robot and the rest being whatever I can get my hands on.

Daszhmar

The anticipation is literally killing me. I have made three ship designs for each ship type fully mapping out each detail, created a full backstory and ideoligion, and downloaded character editor to hand select pawns to start this run from my original odyssey run that I’m still working on.

Steffen Lewis

It's global, there's no linking range!

Oskar Potocki

I hope the linking range on the guns is long enough that I can make a like security room or something where all my gunners go blasting, then afterwards sit around and have a beer

Steffen Lewis

Yeah!

Oskar Potocki

Oh they fire over walls! And can be under roof too as the turret top generates above it!

Oskar Potocki

Can these turrets fire over walls or must they all be externally mounted?

Steffen Lewis

Are you still anticipating a November release?

Charlie Burton


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