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oskarpotocki
oskarpotocki

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Roadmap February 2025

Hey everyone! Hello!

I hope you're having a pleasant sunday. I come to you with a roadmap outlining how we're doing today, and what we're working on.

As you know, we've recently released our first instance of Vanilla Quests Expanded. The Generator mod turned out to be incredibly popular - a lot of you have loved it and expressed interest in seeing more. I also like this format as it allows us to do some really cool stuff, with really cool quest rewards.

I have decided to move the Crypto-related stuff from Vanilla Factions Expanded - Medieval 2 into its own Vanilla Quests Expanded mod. I've been working hard on the design for it and we aim to release it at the same time as Medieval 2. This new format allows me to add much more flavour around the entire Crypto-tech concept - you will be able to explore an ancient cryptoforge, a crashed space ship that used to be home to a nation of travelling heroes and warriors. By restarting the forge, you will invite the danger, but it will also allow you to craft the legendary gear.

Vanilla Factions Expanded - Medieval 2 moves into testing shortly. We're just nailing the few last bits before Beta 1 starts. Then, the only thing missing will be the heraldry, which is an incredibly complex system.

Flesher xenotype hasn't been getting too much attention lately but now that Medieval 2 will be out soon, I can finally give it the love it needs.

Smash Phil took a little break from modding (6 months) but he's back now, which means Imperial vehicles can also resume work. Again: first I need to clear some of my backlog before continuing work on it, so Medieval 2 and Cryptoforge take absolute priority.

Let me know how you all are doing and what your colonies are up to. And if you players around with the ARC generator, let me know how that goes!

Roadmap February 2025

Comments

Sarg is doing his own series of Alpha vehicles which includes pre-modern ones using hay as "fuel". You could check those out

Gota

If you could bother Smash Phil to add medieval vehicles, that would be great ( I know, it would work completely differently from regular vehicles and demand a TON of work, but i think its only fair we get that at some point )

Gustavo Righetti

I love that you guys occasionally jump topics like I do for my hobby project I am refering to the anomaly mods more or less drifting to the back, after the survey. This isnt to blame you, it just I just feel validated in my own topic jumping :)

LordME

Maybe a little early to ask, but in diplomacy mod will it be possible to have larger land areas than just where you have your base? That is, a tile around the base e.g

Najls

Splitting off Cryptoweapon content into its own expanded mod is a great idea; it fit thematically with the old Vikings stuff but due it Vikings folding into Medieval 2, it would be a bit much on its own, but there *is* a lot more potential as an expanded mod using the Quests system.

Moros

Man, War Walkers is getting closer and closer.

Rad Hazard

The original purpose, 5 years ago, maybe. But since then, RimWorld itself has grown exponentially and we simply don't offer enough content to warrant cutting 70% of the game off. Medieval Overhaul does a much better job at that.

Oskar Potocki

Super hyped for this as well but I am confused. Maynard Medieval's info used to say "all research will be limited to the medieval and pre-medieval eras" and the disclaimer states it was being merged with Vikings and re-released? Was the original intent in fact not made for medieval-only play throughs. Will it no longer limit the research?

RedSmokRanger

yooo, ya used BaS, respect

Rebekah Jones

Perfectly understood, my most likely plan is to just do a medieval start and work from there to eventually work through the Generator, it all depends on how long the playthrough lasts

Abaronca

Our medieval mod isn’t ideal for medieval-only playthrough. We never wanted it to be. We designed the mod to provide the best content for the transition between Neolithic and industrial, not to replace all the content you will miss out on from the rest of the game if you decide to do a medieval only save. Just making sure the expectations are right!

Oskar Potocki

I became a patron a few days ago originally just to see if Medieval 2 was being worked on and I'm very pleasantly surprised to see it already in the testing phase! Perfect timing too with me craving a good medieval start / medieval-only playthrough

Abaronca

Not to be generic: I don’t have much money to spare but when I see so much work being done in something that I absolutely love I can’t help but throw some love!

Swietny Leben

Thank you! What made you become a patron?

Oskar Potocki

Hi, I just wanted to say as a new member of the Patron is that I think the work being done here is amazing. So much passion. I love it.

Swietny Leben

It’s one of the very big mods we have planned, and we currently have three supermassive mods like that in design stage. Unlikely we will add another.

Oskar Potocki

What’s the level of priority for vanilla mining expanded? Is that more in the back or could we see it enter development soon?

Zachary Fewins

Right, thank you for the reply

Shavius G

Yeah, but Plasma weapons were removed because they didn't have a niche and offered nothing special. This is not the direction we want to take plasma weapons in.

Oskar Potocki

Sry forgot about that. But still, plasma weapons seem like they can be released as a VWE module at any time.

Shavius G

It is!

Oskar Potocki

Is that Jotun xenotype i see in that teaser?

saltychipmunk190

I don’t think there have been any patreon posts about the fleshers at all or if there has been I don’t remember. What are the fleshers like?

p t

Flesher flesher flesher! great roadmap too!

CAdaverOusPRophet

locating a legendary crypto forge to construct items of a long past age, I'm rather excited to partake in such a quest

Kuru Chilion

The Generator quest was FUN! Really looking forward to the Cryptoforge and the Flesher. Also a technical question: How do I code multiple inputs and multiple outputs with the pipe system i.e. Substance A plus Substance B get turned into Substance C and vice versa.

Stephan Schany

The idea of extracting quest lines from other mods looks good, unfortunately for me I'm on sabbatical from rimworld until probably the release of VE Mechanitor, hell that mod looks too good and I love the mechanitor solo runs

Wider

But riot gear is in Vanilla Armor Expanded…

Oskar Potocki

Since crypto equipment will come in an independent mod, any news about the plasma weapons and riot gear from Insectoid 1?

Shavius G

This. The initial generator is too far away, particularly if you do bigger worlds than 30%. Makes sense that the following steps are farther off, though.

Kristian West

I like the idea of the crypto gear from VFE: Vikings becoming its own thing. Always felt a little out of place in a mod centered around medieval vikings. Can we expect mod intergrations like a fancy crypto warcasket with VFE: Pirates?

Spoder

I am just patiently waiting for Warwalkers and old war vehicles :,)

Dadifadi

I don’t think there’s a blog. Blogs are available to all patrons. There is only a teaser post for now.

Oskar Potocki

There's a blog about it but it requires higher tier

Elen0766

Wait, did I miss a DevBlog? Where did the Cryptoforge come from?

Silverskene

Hype levels rising!

Robert McPherson

All of these look fantastic!

Polar Potato

Looking forward to the Cryptoforge stuff so I can begin to do my own rugpulls on the other Rimworld settlements

AKorgar

For me, my excitement for Exploration Expanded is finding cool new things out in the world, sort of like how Ancient Urban Ruins, or VE Ancients create different POI's with emergent story telling, and create a livelier experience on the world map between destinations. VE Mechanoids is great for this too with forcing you to attack the ships, or Insectoids with the hives. Vanilla Quests Expanded is awesome, and gives you stuff to do on the map, but the quest chain is linear, so it feels less like exploring and more like questing (haven't gotten very far in it though, so that could just be my initial impression). This is still a gap in what vanilla offers, so Quests Expanded scratches my questing itch, but it's not quite the same as my exploring itch. Maybe this issue will be resolved as we get more Quests Expanded mods adding more things, but my hopes for Exploration Expanded were to have both more things to do between the colony and the destination, as well as having a reason to send a party out without any specific destination in mind, hoping to find stuff as we go along. For the first, maybe just more minor varied POI's, like the hunting camps where they're low risk low reward, but kind of fun to do if they're on the way or a Quests Expanded that is less focused on one deep chain, and has a couple shallow chains of quests to explore. Or like Vanilla Events Expanded, but focused on the world map rather than the home tile. For the second, unsure, maybe more events when you have a caravan out in the world, or maybe a system to hide other factions bases until I find/trade/receive visitors from/interrogate prisoners from them. Like the first half of Civ games, where you're figuring out who and what are around you.

Thomas Grummett

yeah, just mucked around with my mod list to fix an issue that broke my current run. Was going to do a generational tribal -> spacer playthrough, but might just run a normal crash landed game now and wait for medieval 2 so I can really enjoy those middle years

Thomas Grummett

Megacorp is not in development yet, it's not even fully designed. We might be able to see it this year if all goes well.

Oskar Potocki

Medieval 2 heh ? Might be the time to whip up a modlist to be ready for a big medieval playthrough when this comes out :P

Saakyra

It probably does somewhat, but I think I'm deadset on EE because of how it was described as FTL encounters. I would always get a spike of excitement whenever I saw that blue text, knowing I might have hit a jackpot. If I did another run without EE, every caravan trip would feel like I was missing out. To be fair, it's also an excuse for me to stay away from Rimworld for awhile and dig into my backlog. I am currently several hundred hours into The Long Dark, and close to finishing all the DLC stuff that Hinterland recently completed.

Jason McGinn

Regarding the Generator mod it would be great to have a starting scenario with it or if the location wouldnt be that far away. such a long travel distance over half the planet is only possible relatively late in the game where the reactor would be to late to become something central to the colony

Hadwiger

Doesnt Quests Expanded scratch that itch? It pretty much adds exactly what Exploration was originally meant to add.

Oskar Potocki

Vanilla Exploration Expanded, my love. I miss you

Jason McGinn

The cryptoforge being split out into a questline-style mod is a really good idea IMO. While I haven't had the chance to play the Generator mod yet I love the idea and I think that implementing the Cryptoforge like that makes a lot of sense! Hype to see it and Medieval 2!

Scarlet Shepard

Called it on the crypto stuff. My colony is in the middle of medieval development from a primitive start, the base is about half excavated and the living conditions are about to get upgraded. Eagerly trying the new alpha crafts. That one is worthy of full VE treatment.

Stim

Extremely excited for the oncoming content, you are all doing wonderful job. Thank you so much for it! May I ask, when do you roughly expect Megacorp to be released? I absolutely get that you don´t know for certain since there are many variables in plain, but rough estimate please?

Merx

That's fair enough, thanks for getting back to me

Robert Frost

I have answered Robert Frost with my view on anomaly mods

Oskar Potocki

They haven’t been worked on, they’re sitting in planned mods and none of them entered development or design yet, hence not much is shared about them. Generally I don’t like the new DLC and I don’t particularly have the urge to make more entities, because I don’t think 2, 5 or even 10 entities would make this DLC better. I think what’s needed is some major redesigns and depth added to the systems, like we did with Insanity, before the DLC becomes enjoyable for more than one run.

Oskar Potocki

I wish we had anomaly mods. Insanity is good but that whole DLC just feels empty now. It doesn't have the biotech and ideology feel

ez ez

Wondering if you could share your thoughts and any progress on the new Anomalies? They've been there a while and I don't think we've heard anything about them. Just curious, you're work on other stuff is more than enough anyway

Robert Frost

super excited for diplomacy. can't wait till you share more

Jake

I'm so excited for medieval 2! Also for feedback on the arc generator mod. I'm a big fan of the inventor. A special pawn once per playthrough is such a great idea.

PaperClipChip

Of course! And more!

Oskar Potocki

Are the wooly cows being resurrected in VE Livestock? I'm so happy.

Alissa DeWitt

Separating the crypto stuff into that crypto Forge idea sounds like a really good plan. The heraldic system sounds really interesting as well and well definitely set this medieval mods apart from the others in a really great way.

Krieg Blackpaw

The cryptoforge is an incredibel idea

Juan Miguel Zibell


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