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Hello everyone and welcome to another development blog! This time, I'd like to update you on the progress on the Ancients mod.

We have already thrown the mod into beta testing, and we're already after two rounds of feedback for it. The reception of the mod was positive, but some people rightfully pointed out that some of the charm of the original mod has been lost.

Based on this feedback, we have greatly improved the content offering for the mod. The locations now feature huge vaults you're used to from the old mod - but obviously different since we're not using the old Ancients props. The locations now make sense too - registration offices, data processing offices, surgery rooms and more, now connected in a vast network for you to explore.

Let me show you what I mean:

As you can see, the old vault in the first beta was a small compound where rooms didn't make much sense. The new one features a lot of new lootable buildings, and will be much more interesting to explore.

These vaults are also used as the starting scenario locations - so if you decide to start the game with our New Vault starting scenario, this is where you will begin.

Based on the feedback from the community, we have also re-added the two-in-one workbenches which were previously cut, although with new dimensions and of course, new art.

And, since people requested it quite a lot, ancient bio-batteries will be making a return! You will be able to put your prisoners in them and literally convert them into electricity.

Based on the tester's feedback, we have also added some new archite genes that we previously didn't have in our plans: Invisibility, Self-repairing tissue, Electromagnetized and Matter phasing.

The quests were also rewritten, courtesy of Ferny, and the storyline we're giving away is much more convincing.

But you're here to see some of the infographics I made, so let's take a look!

I reckon they will be pretty crap to see on Patreon because they're so long, but they sort of need to be that long as we're using Github as our image host, which has significantly longer image links than imgur, and Steam has a character limit, so what used to be 30 infographic images now needs to be 6 or 7.

But, so you don't feel cheated with infographics you can't read, I'm adding them as images to this post too, which should allow you to zoom in nicely!

Files

Comments

Alexander Abad

Amazing looking mod and infographic, but the matter phasing description has the same text as the electromagnatism.

Oskar Potocki

Nope, but you get plasteel skin which is a better version!

Денис Строгов

Was it replaced by the plasteel skin because skeleton would mean that you cannot lose your limbs, but in the previous mod iteration you did? :D

Oskar Potocki

It never meant that, it only prevented limbs from receiving Crack hediff, sometimes caused by blunt damage. It wasn't powerful enough - and Plasteel skin essentially gives your colonist the same armor rating as a mechanoid has, and that's without accounting for any armor!

Scott

Feel free to ignore me, but if you're interested in a spelling quibble, you may have misspelled "attenuator", unless you mean to create a fresh technobabble word.

Денис Строгов

Oh ok, thank you. By the way, in terms of raw numbers, is the current version of regeneration better or worse than the previous one we had?

Oskar Potocki

The limb regeneration? It's the same as in Vanilla Psycasts Expanded. It works slightly differently than the one in previous Ancients.

Zachary Fewins

This is frickin amazing. I can’t wait to get back into the game with a vault starting scenario and create absolute freaks of nature. I love the addition of the archite aptitude genes, and also gotta say that making the genes way less absolute is a win. It was fun to think of the possibility of making a completely invulnerable supersoldier who could never be hit or damage in any way ever, but this makes a lot more sense and will be more fun.

PiePiePie

What’s the release date 👀?

TBrown

This is going to be the reason I make the jump to 1.6!!! So excited, plus I then finally get to take a joy ride in a gravship.

TBrown

Also just wanted to say thanks for including the kitchen and workbench it would have felt weird to play in a vault without them.

Gapho

POG

Денис Строгов

No, I mean the gene Woundless. Has it the same healing rate as the one from old Ancients?

Oskar Potocki

Oh no, it uses a completely different system - same as Superclotting in Biotech. It's happening at the same intervals too - 6 seconds - but the tend quality is much better.

Alphamky

Still going to be save game compatible?

fat boys

What keeps you on 1.5 now?

Altogolik

New genes are always cool. I hope it won't be difficult to insert them into my colonist. It would be cool to have something like a disposable injector.

sebastiaan

is the foosball table also going to make a return and if not are you going to add it back i later with a differnt mod i always liked little stuff like that

Oskar Potocki

Well the entire premise of this mod is injecting it into the colonists!

TBrown

Honestly it's my pawns I've gotten really invested in this colony. And yeah I just want to finish out this run and then I will probably be making the switch to 1.6. especially with this mod.

Oskar Potocki

Oh you won’t be able to switch the old Ancients mod to this one. I’ve warned about that back when the 1.6 updating was happening. Any saves that had the old ancients mod will need to be finished and won’t be able to be updated to 1.6. That’s because the old mod added a faction that is now removed, so loading it on 1.6 will simply corrupt the world map making the save unusable. I repeat: Vanilla Quests Expanded - Ancients is not compatible with a 1.5 save that had Ancients in it.

Oskar Potocki

Oh you said you want to finish the run and then switch to 1.6. Makes sense. Just remember you’ll need a fresh save if you’re moving off of Ancients!

TBrown

Yep that is the plan. Thanks for looking out though, appreciate it. Can't wait to play this and gravship. You hear it a lot but thanks for all the hard work you and your team do to put out this fantastic mods.

Steffen Lewis

If a pawn turns mutant is there an implant or other way we can maintain control over them?

Kirboh

Remember that link shorteners exist. I can't WAIT to see Ancients make a comeback!

Hungvipbcsok

Is the description of Matter phasing gene wrong? I think it is talking about Emp

Jason McGinn

I still have fond memories of my colony "Vault 666", located suspiciously close to an unstudied monolith.

Oskar Potocki

Well, it could be a bit tricky. They become an animal, animals can be tamed!

Łukasz Dudziak

Mmm, matching that with Education mode and mad scientists who grow and train supersoldier kiddos gets in waiting line :D BY THE WAY- I love that you (as VE Team) started to collab with ferny. His mods and view on game progression gives very VE vibe.

Kirboh

Supposedly, they're PERMANENT-permanent. Might want to test it out to make sure it works with Github, though.

KaneLives

Merry Christmas to us!

Brutus Albion

This will be one of the cooler quest chains you can explore and feel like it has meaningful integration with biotech. I'm loving the concept so far.

Lexi91

Looks amazing! Maybe i missed it: Are the injected genes endogenes oder xenogenes?

Avice

Wait so the drawbacks are just gonna be random negative genes from Vanilla/other mods? I thought i had overlooked the list of those at first.

Oskar Potocki

Correct! After all, weaknesses in the original mod were just that. Extra flammability, slower walking speed etc, all those exist in the game now as genes.

Victoria_Night

Can't wait to get supersoldiers for my gravship

chris kubiak

Get "60% of the time it works every time" vibe from that post ;-)

Avice

Okay that does that make sense, how many points of metabolism are they gonna be worth by default?

Oskar Potocki

+4. With correct equipment you can get them down to +0, which would mean cosmetic only.

Rene

This is fire!! thanks <3

BrenTenkage's Gaming

can't wait for the cool furniture to put onto my ship. I also hope ya make a "gravship furniture" pack, just more props and gravship small items for us to throw in LOL maybe for our moon bases

Félix Dubois

Is it just me or is the Enormous gene not that useful? Unless there's some great benefits that comes with body size that I don't know about, it kinda just make you slower, easier to hit, and needing to eat more.