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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!

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Comments

Krieg Blackpaw

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.

Introverted Gamer

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

PaperClipChip

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.

Jake

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

Robert Frost

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

xevalox

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

Merx

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?

Stim

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.

Scar, the Creator

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!

Jason McGinn

Vanilla Exploration Expanded, my love. I miss you

LH

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

Saakyra

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

AKorgar

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

Silverskene

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

Dadifadi

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

Spoder

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?

Shavius G

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

Wider

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

Stephan Schany

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.

Kuru Chilion

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

p t

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?

saltychipmunk190

Is that Jotun xenotype i see in that teaser?

Zachary Fewins

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

Swietny Leben

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.

Abaronca

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

Rad Hazard

Man, War Walkers is getting closer and closer.

Moros

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.

Najls

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

LordME

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 :)

Gustavo Righetti

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 )