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Hello everyone and welcome to a brand new roadmap breakdown.

I use these posts to keep you up to date on our progress and development of each mod, but remember to check out our development blogs on Patreon to read indepth explanations for different approaches in different mods!

We have been quite busy these last few weeks, and I am very proud to announce that Vanilla Factions Expanded - Insectoids 2 will be releasing in a few days. I don't want to give you specific timeline because there might be last-minute additions, but the mod is pretty much done, tested, working well, infographics and screenshots are all made, and overall it's probably one of our best mods yet - and possibly the perfect remake.

As a final reminder: If you were impatient and run the 1.4 Insectoids mod on your 1.5 save, it will not be safe to replace it with Insectoids 2. Your save will break. If you're still on 1.4 and enjoying Insectoids 1, it's also not safe to just swap it to Insectoids 2. Your save will also break. You will need to add Insectoids 2 to a save that never, ever had Insectoids 1.

This in turn means that my gaze now befalls on Vanilla Factions Expanded - Medieval 2. While not as extensive of a remake as Insectoids 2 (which quite frankly had f*** all content so we needed to come up with a lot for it), Medieval 2 will integrate the best features from both Medieval and Vikings. It will also include some new content too. I'm very excited to add a brand new travelling merchant faction that operates on barter economy - your silver will be of no use, so prepare to sell 5 pigs for a brand new bionic arm. Or something like that.

We have released Vanilla Weapons Expanded - Bioferrite recently, allowing you to craft some cool new weapons with even cooler new abilities. Make sure to give it a shot if you own Anomaly DLC.

Last week we have also launched Vanilla Vehicles Expanded - Upgrades, a mod adding many cool new upgrades to all the tier 1 vehicles. The upgrades are quite significant too - you can add additional armor to your vehicles, slap some offroad tires on them, extend their cargo space and so on. Really exciting stuff. I also plan to expand it with more upgrades in the future: primarily upgrading all the Tier 2 vehicles. I will probably be releasing the upgrades one by one.

Vanilla Vehicles Expanded - Imperial vehicles is temporarily on hold while I design a cool system for Aerodrones. After all, these are unmanned, but that doesn't mean they fly by themselves. I think it'd be cool if someone had to sit at some console to steer one.

Vanilla Exploration Expanded is a mod I really want to finish as soon as possible, as I think it'll add even more to the cross-map exploration, combined with Insectoids 2 world map infestation, and vehicles. There are heaps and heaps of graphics already done for it, we just need to start putting them in the game. I'll get my best man on it. XRUSHHA! Where are you my beloved!

There is also a new mod on the horizon, one that I think will improve the Anomaly experience greatly. Vanilla Anomaly Expanded - Insanity is our first swing at improving the DLC content, and it's a mod that adds a system inspired by the work of H.P. Lovecraft. Sanity is a new need that will be directly affected by interactions with the unknown, and will eventually lead to your colonists becoming insane. It's a vast mod that touches many systems in the game, because I didn't like the idea of low sanity becoming a mood debuff. I want true insanity. Paranoia. Scratching your eyeballs out. True lovecraftian collapse of a human psyche.

As you can see, we have our work cut out for us. In the meantime, all mods are receiving regular bug fixes thanks to our new bug reporting procedures. It's very easy for us to access the required logs, reproduction steps and categorize bugs from trivial to critical. I hope we can keep delivering the best possible content for you so that you may sink 1, 2 or 3 thousand hours into this game.

Catch you all very soon!

Files

Comments

Ozzy Lee

Thank you Oskar for the amazing content that always bring me back to Rimworld again and again. With over 2.5k hours and more to go, I appreciate everything you've given us. Thank you!

Denis Hayes

Just my two cents, but I think that the Aerodrones should be fully autonomous. This would allow them to fill a role that other vehicles don't. Maybe a controller could also exist which would enhance the abilities of the drone? Thanks for all the amazing work!

Freya

thank you for all of your work! I'm so excited to play with it :) also, healthcare expanded looks very fun, it's an aspect of the game I love. will you be adding extra illnesses/maladies that need fixing as well as new health tools?

WarCookie

How is the work on mining expanded going? Do you still think it's possible to release sutch a game changing mod?

Aron Marczylo

Didn't know you guys were working on VVE: Utilities as I was brainstorming the idea of things like combine harvesters.

Mx Prbms

By chance, are you an Arkham Horror boardgame enjoyer?

Sheibban Pervez

Amazing work, i’m also really excited about Health, I think it’s one of the areas that could really take a lot of improvement and is a core aspect.

Ravenzadow

The excitement I have for the insectoids expanded 2 is intense. I even went back to Stellaris for a bit just to play some hive minds just so I could feel close.

Gerhard de Boer

Whooo I miss my vikings so much Just the lack of quivers, archery range, armor and beehives alone leaves a whole in my heart I hope the cauldron makes a comeback🤞

The Dragonborn

Praise Papa Oskar! I am must excited to don my armour and trapaise amongst the common folks in medieval 2! With my colony run by bugs of course!

Mx Prbms

After thinking more on it, I understood that besides this game, there are other examples of "sanity as another health bar", I should have probably said "Darkest Dungeon"

Nickolok

Hey I just wanted to say your mods are worth a whole lot more then the $1 a month but that's about all I can afford for now. Keep up the great work you make a great game even greater

Spoder

Insanity ey? I like the idea. Though I don't think it should be purely negatives. Some dark inspirations perhaps? A chance for colonists to write an anomaly book or gain some insight into anomaly research. Maybe even interact with some traits like academicians, psychopaths and occult minded pawns enhancing the effects while iron willed and dull minded pawns resisting the effects.

DeMante

Sometimes I think, I don't play RimWorld much anymore, maybe I should stop doing the Patreon. Then I see this and get excited all over again. It's looking great Oskar and Team!

Verity Ottaway

Fantastic work. I'm really looking forward to Medieval 2 to create the new version of my Hivemaster Kingdom. You could do this a little bit with the VE:Ideology allowing you to build hives for jelly and tame insectoids but the greater complexity and depth in Insectoids 2 is going to be a real treat. Looking forward to future updates!

Mitch Barnett

Personally I am really looking forward to VE: Health.

The Blue Tempalr

I became a patreon to have a look at the medieval mod progress. I stayed for all of the rest

Ethan Correia

I can't wait to see when you guys get to archotech. Im really hyped to see that one

Kristian West

Nice, fingers crossed that there will be no problems with Medieval 2! Hope that, from the Viking side at least, the beasts (Fenrir, Lothurr, Njörun), their leathers and their hunts, the hearths and runed columns, beekeeping, mead and sweet rolls and the gear will make a comeback!

Daniel Wensink

Looking at where medevil 2 located 😥 I miss my vikings man.

TJ Espinoza

Thank you for your work! I see that Diplomacy is still on the timeline. Any news about the Animat psycaster path mod as of now?

Gabriel McFarlane

If I use a character editor mod to transfer characters from Insectoid 1 to Insectoid 2, will that run afoul of the incompatibility note? Brand new world, I'm just transplanting the characters.

William Labes

I'm so excited for health and childhood mods. There's a lot of untouched mechanics that could be improved. A quick question, will there still be road building in medieval or will that go to exploration? This feels like a basic function and the base game already has autogenerated roads. Thanks team!

the good fat cat clan

With the imperial vehicles will they be buildabl or quest or permit exclusive

John Anderson

It goes without saying we all can't wait to use this for upcoming playthroughs. I myself plan a desserters playthrough.

oskarpotocki

Animat is cancelled, sadly. Legodude is not coming back. Diplomacy is as of yet undecided.

Deggial

Thinking about this "insanity"-feature is driving me crazy! ;p Will there be ways to deal with it? Possibly tie up the patients? Restrain beds for the hospital maybe as cross content with VHE? I mean... that eyball scratching sounds scary! (Also: "... a vast mod that touches many systems in the game ...") Will there be means to *cure* insanity or will it be a condition that will go away after a while if left alone?

p t

Dear Oskar Potocki, I hope this letter finds you well. I’ve spent countless hours immersed in the wonders of your creations, and I must say, your mods have been nothing short of life-changing. However, there is one mod that has been haunting my dreams—a mod so enticing that I’m willing to make an offer that might sound a bit… unconventional. In exchange for the release of Vanilla Exploration Expanded, I am prepared to offer you something of great value: my firstborn child. Yes, you read that correctly. I’m ready to make the ultimate sacrifice for the joy of wandering new terrains and discovering fresh adventures in RimWorld. My child’s future career in interstellar cartography will be solely dedicated to the exploration of your fantastical worlds. Warm regards, a Patron

TJ Espinoza

One last question - any change that Animat might be revived in the future? Is it a cancellation for now or forever?

Ryyy

Not to ETA-beg, but do you expect VVE - Imperial will be finished in the near or far term? Was just about to begin a Royalty-focused playthrough and now I feel compelled to wait until I can get my hands on some cool Imperial vehicles lol

William Labes

I don't know if this is the place for ideas, but would it be possible to add a feature in exploration where base-building ideologies or pawns with close relationships get a temporary mood buff when returning to the home colony after being away?

oskarpotocki

I’m not sure that’s something in the scope of the mod. It feels like it should belong in some psychology mod instead

dan surratt

i know its just the order they happen to be in, but i find it really funny imagining insanity needs to be done for birds development to start

Jonatan

Curious to know how the development of megacorps is going. As always, thanks to all team, good work.

oskarpotocki

I have recently been designing the bureaucratic part of it, including writing forms and filing requests, but the real work on that mod will start after insectoids and medieval 2 is out. After all we are not a big studio that can handle three large faction mods at the same time.

Jason Ruth

I hope Diplomacy works out. Ive been suoer excited about it since it was announced.

John Beate

Since Insectoids has been done how long do you think Medieval 2 will take I'm waiting on that mod from my old list to start a new run.

Cool_Guy123

have you ever considered creating alternate endings? Leaving the planet on a spaceship doesn't seem to vibe with a medieval run. Maybe a multi-part campaign like the archonexus ending could be retooled to work, instead focusing on conquest or diplomatic goals?

oskarpotocki

Well Deserters adds an alternative ending so yeah, definitely something I considered, where it makes sense of course.

oskarpotocki

Well considering we have just released insectoids, there’ll be a two week break before we start work on the next mod, making a mod takes about 3 months and then 1 month in testing, I’d say expect it maybe in 4 months at the earliest.

Atem23

Been wondering, are there any plans in like far future on giving Vanilla Expanded Faction - Mechanoids same treatment as Insectoids 2? Or atleast some kind of little update of sorts. I feel like VEFM could use some sorts of it, because I feel like it since release of Biotech, it has been fallen bit on way side in terms of usefulness. Plus the mechanoid swarm mechanic, could really use some touch up.

oskarpotocki

Probably not in the coming years. Maybe in 2 or 3 years. I'm fairly happy with the content offering of Mechanoids.