Roadmap Update November 2024 (Patreon)
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Hello everyone and welcome to a new roadmap post!
Sorry we skipped one last month. There's no other reason we did other than I was busy. I recently moved to a new house and I was sorting everything out, so I didn't know what the release schedule would look like.
Since the last roadmap, we have released the final content update for Vanilla Factions Expanded - Insectoids 2, adding a brand new boss-level insectoid as well as many new structures and QoL features.
Sarg has cooked a Vanilla Food Variety Expanded mod that really adds some much needed depth to what your colonists want to eat and how they feel about it.
Vanilla Anomaly Expanded - Insanity was also released, inspired by the works of HP Lovecraft, you can now see your colonists succumb into madness.
Work on Medieval 2 is still ongoing - we have the first stage of the mod more or less done: this means that the content we wanted to keep from both Medieval and Vikings is in and working. Now, we're focusing on adding the new content - including an alchemy system, new weapons, new structures, a new faction and much more!
We have a new addition in development too, a mod I announced to you recently: Vanilla Quests Expanded - The Generator. It's really a lot of fun designing it, and oh boy does it give a lot of power on highest tiers. I reckon you will love it.
I have decided to move Exploration Expanded back to planned mods since we didn't do any work on it recently. There has been some development hiccups and issues arising, and I need a clear head to be able to tackle them. I have replaced it on the roadmap with a new xenotype mod we have been working on: Vanilla Races Expanded - Flesher. Really a grotesque monstrosity mod, allowing you to keep a half-fleshbeast half-human in your colony!
As always, our focus is on quality over quantity. Since we have over a 100 mods in our collection, this means it's absolutely critical for us that our mods release well polished, well tested, with a breadth of content that feels like something Ludeon would've done. That's why while the development might feel slow, we're actually putting in more hours than ever. I hope the quality of Insectoids 2 shows the amount of time we spend on our mods.
If you have any questions, don't hesitate to ask in the comments below!