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oskarpotocki
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[DEVBLOG#284] The Cryptoforge

Hello everyone and welcome to a development blog that will cover a brand new Vanilla Quests Expanded entry that SHOULD release roughly at the same time as Vanilla Factions Expanded - Medieval 2.

 

Cryptoforge is a brand new quest that takes players on an unforgettable journey through the frozen wastelands of the planet’s north pole. In this expansion, you will uncover the remnants of an ancient, long-forgotten cryptoforge ship, fight off deadly threats, and harness ultra-advanced technology to craft legendary cryptogear. This mod introduces a multi-stage, high-risk, high-reward questline where survival is not guaranteed, but the rewards are well worth the struggle.

Before I start with what the mod has to offer, let me just do a quick recap of what's happening behind the scenes:

If you'd like to be surprised by what Vanilla Quests Expanded - Cryptoforge has to offer, do not read ahead.

The Cryptoforge questline begins when players receive intel about a crashed starship, said to have belonged to a nomadic warrior fleet that mastered cryptoparticle technology. Generations ago, this massive vessel shattered upon atmospheric entry, its fragments scattered across the planet's northern pole. The player’s journey starts at an ancient radar station, where they must scan for the wreckage sites. But scanning the terrain will come at a cost: activating the ancient relay station will draw the attention of mechanoids and trigger hostile engagements.

Quest Progression:

New Structures & Technologies

Ancient Cryptoforge

The cryptoforge is an ultratech workbench designed to craft the highest-tier cryptogear, utilizing nano-assembly techniques far beyond modern understanding. It requires significant energy to function, and once activated, it becomes a magnet for mechanoid forces determined to eliminate any who attempt to harness its power.

Key Features:

Cryptogenerator

The ancient power source responsible for fueling the cryptoforge. It cannot be refueled and will eventually detonate in a massive explosion once its energy reserves are depleted. The longer it remains active, the more powerful mechanoid forces will arrive to destroy it.

Ancient Security & Defensive Systems

New Enemies

Frozen Mechanoids

These mechanical monstrosities lie dormant in the wreckage, waiting to be disturbed. Any movement near them will trigger their awakening, forcing players to fight them head-on. Expect:

Cryptofused Insectoids

A new type of insectoid enemy that has adapted to the freezing conditions of the ship's interior. These creatures are extremely dangerous in the cold but become sluggish and weak when exposed to warmth.

Legendary Cryptogear

The ultimate prize of this expedition is access to the cryptoforge, where players can craft legendary cryptogear. This includes:

These items are crafted on the cryptoforge from advanced components, plasteel and gold - fortunately, these resources and more can be found in the wreckage!

Hero arrives

Just like the Inventor in the Generator mod, Cryptoforge also comes with a unique character you can find. The Hero is the last survivor of his faction. Frozen in cryptosleep, he's absolutely shocked to find himself rescued. As reality sets in and they realize they are the last of their people, crippling depression will set in - and the only way to slow it down is to let him work his craft: smithing. Eventually, however, the sadness will become unbearable, making him a volatile element in your colony.

Vanilla Quests Expanded - Cryptoforge is designed to push even the most experienced of you to your limits. Between managing freezing temperatures, surviving relentless mechanoid onslaughts, and racing against time to craft legendary cryptogear, this mod will test just how greedy you are when it comes to ultratech gear.

Let me know what you think, and soon I will show you some screenshots in a teaser post!

Comments

Does the hero pawn have a unique piece of equipment like the inventor, or something that makes him unique compared to normal colonists?

Quinn

Of course!

Oskar Potocki

Kuru Chilion

Looking forward to the new Vanilla Cooking Expanded content!

Slippyfopp

Oh I won't, I don't want to play favourites. I don't want people to see VE as some sort of trend setter. Every mod is precious.

Oskar Potocki

I hope you can create a collection of the non-VE mods you use.

Brother Guan

based and pilled, sending love 🫂💜

Luis Alvarez García

Not many actually! Just some quality of life stuff. I tend to check what mods other people are running and add the ones I find personally interesting.

Oskar Potocki

Oskar, besides the VE mods, what other mods do you use?

Brother Guan

Ice baby!

Atem23

Ooo I am hype!

Billy

makes sense. hope some other guy can mod em in tho

Rebekah Jones

A unique cold insectoid subspecies seems like a cool idea! Very excited to hear tracks from the official Rimworld soundtrack artist, the base game and Royalty tracks were iconic and I can't wait to hear more!

Zac

What instruments we add is based solely on what instruments Alistair can play and record for me, so we’re waiting for him to do that first.

Oskar Potocki

They will not. There’s 5 unique genelines in Insectoids 2 already. A cold-based geneline makes little sense since they’re actively weaker when it’s hot; meaning majority of the players would face the weaker versions of them. Plus, designing a geneline out of them would add another 30-50 working hours across design, art and coding tasks so I think I’m not interested.

Oskar Potocki

i hope that the ice insectoids have a hive faction thingy in VFE:I2

Rebekah Jones

Will there be a way to help the last survivor get through the depression or somehow reduce it, besides smiting since it seems it only slows down thr progression from how it's worded. To have the last of a legendary faction die off because they're too difficult to deal with would be quite sad, that or put 'em on ice until the game ends. Perhaps some sort of mind wipe procedure or something cheeky like bringing a mech serum and reviving some of their clan members.

Call Me QB7

This, this is fantastic news. Managed to only have a quick skim of the mod's contents, though the temptation is strong. And the new mods? Heck, this is going to be awesome

Marius Salsbury

The power of ice (the cryptoforge) and the power of fire (the ARC). Loving the contrast there!

Marc

I didn't read any further. It was hard, but I stood firm.

Deggial

There won’t be a new geneline. Genelines come with a mountain of new content I’d have to come up with and make. Currently it’s just two new insect types, that’s it. Yes, if you power the cryptoforge, you can live in it indefinitely.

Oskar Potocki

Looks amazing, just two things to ask: First, will this allow for a crypto-hive when playing with VFE-Insectoids 2? I mean, probably not, but I can dream. Second, this is to see if I'm reading things correctly. Could we technically use the Cryptoforge indefinitely as long as we can power it, or does it also have a finite use separate from the Cryptogenerator's lifespan?

Kingster789

I will build a holy crafttemple for the cryptoforge (settling the tile)

Juan Miguel Zibell

Hm. Judging by that art, you are not including the legendary hunts in medieval 2 that used to be in vikings and that is being broken off as well. I do miss just how potent gear from those hides was like.

Stim

Im digging the quest variations of the new gear. The additional adventure required breathes more life intothe tech we acquire, not just a research tree or stumbling upon the gear. It has life now, and that creates the desire to claim and tame it

D-Train

Looks extremely interesting .... and I feel it would fit both in a medieval or "standard" playthrough (which was the point I think ?). (For non-medieval plathrough tho I might search, or (if inexistent, try and make myself) a mod to salvage and get the forge back to my base in some form, and plug it to the ARC generator for good measure :P)

Saakyra

Looking forward to all these mods, in particular Medieval 2 and the Cryptoforge. Regarding the Music Expanded mod, a few questions/thoughts: - Will the new instruments be able to be used for concerts, on top of musical recreation? If so, would it be possible to make the ability for non-royal colonists to hold concert a part of the mod? - Would it be possible to have portable music intruments (such as flutes, small harp, a guitar or a banjo) to use for recreation on caravaning? People using more rugged instruments around a campfire is a common activity - which could also be an ideology ritual? - Will there be different tech tiers for instruments? What would spacer instruments look like?

Kristian West

Look closer at the weapon on that character sketch for the unannounced mod I posted…

Oskar Potocki

It’s an exclusive thing!

Oskar Potocki

Every mod just gets better and better. I just started an Insectoids 2 playthrough and I'm blown away with all the detail.

Nickolok

The hero looks incredible, also are these insectoids a new geneline that will be explored more in the future or is it more of a exclusive thing??

eduardo volpe

This looks amazing! Are there any plans to bring back the old plasma weapons from insectoids 1? I'm feeling a pyroforge...

Billy

combo this with the generator you can really have a proper ice age playthrough

BrenTenkage's Gaming


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