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Hello everyone and welcome to the brand new roadmap post!

Since the last update, we have delivered a brand new Vanilla Psycasts Expanded path called the Puppeteer, which allows you to create your own little lichdom by puppeting your friends and foes and leeching off their experience. This mod also came with a major Vanilla Psycasts Expanded rebalance which is only a first step in the direction of making VPE more fun to play. While some people were vocally unhappy about the rebalance, I expected as much, and as always I welcome all the feedback so that our second rebalance pass brings it closer to the perfect middle ground.

We have also released a brand new race mod - Vanilla Races Expanded - Fungoids, which adds a unique archite-powered fungi species to your planet. Arriving on ancient chunks of spacecraft, these monstrosities are incredibly dangerous and can easily turn an entire colony into decaying husks.

Vanilla Factions Expanded - Tribal has wrapped up development and has been sitting in testing for a little while now. Not long now before this small but definitely fun mod hits the workshop. Our goal with it is to allow players to start with absolutely nothing - not even the ability to do doctoring or construction, and let the players slowly advance from a bunch of cavemen savages into a functioning tribe. Thanks to the cornerstone system, you will unlock permanent bonuses as you advance through RimWorld's technological eras.

We have also finally released Vanilla Vehicles Expanded - Tier 3, a mod we have spent a very long time working on. It introduces 11 brand new vehicles of the Tier 3 category - in order to construct them, you first need to find and restore their wreck, and then research their specific research project. From Lightning supercars to Marshal battle tanks, there is a lot to explore, with each vehicle filling a very specific niche.

Work is ongoing on Vanilla Vehicles Expanded - Old War and a few other mods, some of them not yet announced. One new addition to the roadmap is Vanilla Races Expanded - Archon. This mod introduces a very powerful but enigmatic race that unlike other xenotypes was not created by humans. Archons are created from the populations of transcended planets whenever an Archotech absorbs the world to consume all the resources. They exist outside of our normal dimension and possess incredibly strong psychic abilities. Clad in armor made from unknown elements, wielding powerful archoblades, they are a new mystery you will have to solve. With a bit of luck, you might be able to capture one of them!

I will see you all very soon with more development blogs but for now, stay safe everyone! It's a dangerous world out there.

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Comments

Bernard C.G

I'm excited about the ideas Diplomacy and Caravan events than everything else. Rimworld lacks these aspects in the game.

али иброгимов

Is there anything that can be said about the Lycanthropes from a Lore perspective? Also did they have any special features other than the fact that they can switch their xenotype?

Brandon Pollastri

Will the Tribal Expanded have new backgrounds for the wild pawns you'll start with?

oskarpotocki

Nope, as in Vanilla RimWorld all wild men come from all walks of life. Space marines, Glitterworld surgeons, tribal healers and hunters, anyone can spawn as a wild man. It's a bit like Tarzan.

Phraxius

Archons sound interesting. Very interesting.

Aron Marczylo

Vanilla Events Expanded: Caravans has me intrigued and thinking about a mod I wish to create at some point. I'd love to learn more about this mod.

Anonymous

I was gonna make a dirtmole playthrough that took the Corporate ideology so I could be Deep Rock Galactic, but I definitely gotta wait for the megacorp faction to come out first haha, really excited for that one!