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Welcome again everyone to this brand new development blog. Today, we’re incredibly excited to pull back the curtain on our next major milestone: Vanilla Gravships Expanded - Chapter 2: The Battle.

Building directly on the framework introduced in Chapter 1, this second chapter significantly expands your tactical options and the threats you'll face in space. While Chapter 1 gave you the keys to the sky, Chapter 2 ensures you have to fight to stay there.

True to the RimWorld universe, gravship technology remains exceptionally scarce. You aren't going to be fighting massive fleet battles every Tuesday. Instead, gravship-versus-gravship combat is designed as a rare, multi-phase "boss fight" event. It’s an epic, world-map-spanning shoot out that will momentarily dominate your playthrough.

Here is a broad overview of what’s coming in Chapter 2.

Gravship Visibility

The core driver of Chapter 2’s encounters is the Gravship Visibility mechanic. Every time you utilize your gravship, especially for long jumps or operating larger vessels, your detection rating slowly builds up. This rating decays at an incredibly slow pace naturally. Generally, the rating is a hidden stat and you're only reminded by the game that your actions are being noticed when you pass certain thresholds. We want to avoid players trying to game the visibility mechanic.

While there will be future devices to help mitigate this, right now, a high visibility rating means you've entered the danger zone. Once your visibility crosses the threshold, you are officially "spotted." This doesn't mean immediate combat, but it triggers the game to randomly determine exactly what out there has found you.

New Research Progression

Chapter 2 continues the tech progression established in the first module. We are introducing four new research projects, all situated after the Advanced Gravtech node.

Gravship Defenses

Reinforce your vessel to withstand massive orbital bombardments.

Cost: 1600 Gravdata

Unlocks: Gravship subarmor, Gravship armor, Gravship shield generator, Large gravship shield generator, Decoy flare launcher.

Advanced Gravship Weaponry

Turn your flying base into a mobile fortress.

Cost: 1600 Gravdata

Unlocks: Targeting console, Gravship minigun turret, Gravship autocannon turret, Gravship uranium slug turret, Gauss howitzer, Javelin launcher, Anticraft emitter, Gravship bombardment targeter.

Advanced Orbital Tech

Ensure your colonists can survive and operate in the harsh vacuum of space.

Cost: 1600 Gravdata

Unlocks: Combat vacsuit, Combat vacsuit helmet, Astrorig, Astrofuel pod launcher, Airlock doors (1x1 to 5x1 sizes), Vacuum warning light, Escape pod.

Warpods

Develop specialized munitions and boarding vessels for orbital superiority.

Cost: 1600 Gravdata

Unlocks: High-explosive warpod, EMP warpod, Incendiary warpod, Antigrain warpod, Hellpod.

Offensive Capabilities: Artillery & Targeting

In the late game of Chapter 1, a fully-kitted gravship faced very few genuine threats. Chapter 2 changes that - gravship artillery is now a mandatory survival tool.

To help manage this new arsenal, we’re introducing the Targeting Console. Unlike standard terminals, a single targeting console can link up to three different turrets, allowing one colonist to coordinate massive barrages.

Compact Turrets: New 1x1 defensive turrets (autocannon, uranium slug, and minigun) protect against local boarding raids. They require a direct line of sight and cannot fire over walls.

Heavy Artillery: Massive 5x5 emplacements, including a three-barreled Gauss Howitzer, a 12-missile Javelin Launcher, and a large Anticraft Emitter.

Bombardment Targeter: An equippable accessory that links to a specific piece of your gravship’s artillery. You can send expeditions down to the planet and have them call in devastating orbital strikes from your ship above.

Defense: Armor, Shields, and Flares

If you're going to dish it out, you need to be able to take it.

Subarmor: A new substructure type that is entirely immune to being destroyed by enemy artillery. It also completely negates the damage normally taken when crash-landing onto objects.

Gravship Armor: A high-HP hull type that actively intercepts overhead flying projectiles. Enemy artillery will strike this armor rather than flying over it to hit your vulnerable internals.

Shield Generators: The shields you know are now buildable, but they come with a new heat-management mechanic. Intercepting projectiles generates heat; once your heatsinks are full, the generator stores heat internally until it overheats and fails.

Decoy Flare Launcher: Shoots astrofuel flares into the surrounding space to scramble enemy targeting, drastically reducing the accuracy of incoming bombardments.

Orbital Tech & The Pod Arsenal

Fighting in space requires specialized gear. Combat Vacsuits allow your pawns to fight in the zero G, while Astrorigs function like oxygen tanks that also remove the movement penalty of traversing space tiles. We've also streamlined base construction with new Airlock Doors, which combine a vacuum checkpoint, autodoor, and vac-barrier into a single, leak-proof unit.

To launch strikes, the new 1x1 Astrofuel Pod Launcher will send out our brand new munitions:

Warpods: Think of these as orbital torpedoes. You construct them, load them into the launcher, and fire them at the enemy ship. Thanks to their massive velocity, they are devastatingly effective at crippling enemy gravships.

Hellpods: A specialized warpod featuring an internal cargo space. You load your best melee fighters into what is essentially a hollow missile, and fire them directly into the hull of the enemy ship to initiate a boarding action.

The Destruction System

Losing high-end technology is incredibly painful, so we are implementing a new destruction system. When a piece of gravship machinery takes lethal damage, there is now an 80% chance it will convert into a "destroyed variant" rather than disappearing into a pile of generic scrap.

You can safely deconstruct these ruined variants to recover 50% of the original building materials. This makes taking a few hits during a boss fight far less punishing, and provides excellent salvaging opportunities when you finish clearing out an enemy vessel.

Threats in Space

When your visibility peaks and an entity locks onto you, an event chain begins. You'll receive a warning detailing exactly what is tracking you. You can reduce the likelihood of detection by utilizing signal jammers, quest-reward cloakers, or running electric thrusters.

When a threat locks in, the game rolls from the special encounter table.

Warplatform - Weight: 10

Salvager station - Weight: 4

Enemy gravjumper - Weight: 2

Enemy gravship - Weight: 2 - Condition: Player owns a gravship or gravhulk.

Enemy gravhulk - Weight: 2 - Condition: Player owns a gravhulk

Mechanoid destroyer - Weight: 3

If you fail to escape before the timer expires, a new map generates containing the enemy vessel. They will relentlessly bombard you until you escape or they are destroyed. Because this raid doesn't happen on your local map, you have multiple ways to engage:

Return fire with your own heavy artillery.

Board them using shuttles, cargo pods, or hellpods.

Jump your gravship directly to their map to fight them broadside-to-broadside.

Flee the area entirely.

Defeating these encounters and looting the wreck guarantees a Gravcore, alongside massive amounts of salvage.

There is much more to come, including insectoid-infested wrecks, orbital beam platforms, and new space events. Stay tuned for future devblogs where I will break down these individual mechanics in even greater detail.

Files

Comments

QuantumPhasm

Sounds brilliant. Can’t wait to play this! Question: will the destruction system be applied to anything from Chapter One? Thanks for making gravships so much more interesting. I hope there are many more chapters !

Frank Cotton

Oh this looks like it will be cool.

Oskar Potocki

Yeah all chapter 1 gravship elements will be destructible too

Jordan Blackmon

So we are getting ship to ship combat pretty consistently if we want it? I could’ve sworn it was like a one time end game thing. Idk where I seen it but I’m happy with this.

Oskar Potocki

It’s not just enemy ships you’ll be fighting so both of these can be true. You’ll rarely meet enemy gravship, but combat in space will be plentiful for those looking for it

Orion9137

Will general shields from the base game and mods be able to resist orbital bombardments or will it just be the new Chapter 2 shields?

Jordan Blackmon

Very cool, I’m guessing the combat will get pretty stressful and chaotic

Alison Girard

Do you think there will be a few hiveship structures maybe even some Insectoid artillery or structures using the new hive pheracore?

Blueo

Bombardment Targeter, hellpods, bugs?!? Vanilla helldivers expanded confirmed can't wait! for the targeter, it would be a lot more cooler if it had an accuracy buff for using it in the field. show those desk jockeys how its done.

Oskar Potocki

Orbital bombardment are just projectiles so any shield that can intercept mortar shells should intercept them as well

Scar, the Creator

Oh fuck yes. Question: have you decided which factions would have gravships to attack you with? Will it be the vanilla Odyssey orbital pirates or is there a chance of seeing Imperial warships coming after us?

Oskar Potocki

No faction other than salvagers will use gravships. Primarily, gravships will be independent crews, sort of temporary factions. Empire can’t afford that technology and they’re too stuck in their old ways to care.

Raconteur

damn this looks amazing! Question on sub armor. You mention "entirely immune." Can you explain that more? I imagine enemy ships and everything are still a threat even if you have this sub armor installed?

Oskar Potocki

Subarmor is a terrain, just like substructure. Gravship artillery will not damage it (currently, gravship artillery can damage the terrain tiles of normal substructure and even break them completely). Additionally, crashlanding on things that would normally deal damage to your gravship (for example on walls of some ancient ruins) will no longer deal damage to your gravship on those specific subarmor tiles. But subarmor doesn't protect you from the damage caused by enemy bombardments. Sure, your floor won't break, but anything in the room will still be damaged if an enemy shell comes flying in. Gravship hull armor on the other hand is a wall that will intercept projectiles fired by the enemy, but it's not damage immune and eventually will break too.

Marco Lopez

You mentioned sub armor is immune to terrain damage. Does this mean crash landing into a mountain will cause no damage at all?

Oskar Potocki

On the tiles with sub armor it will cause no damage at all

Filip Drygalski

I know this is a hard question to answer but I feel like asking it anyway, do you plan to get it out before aniversary of oddysey?

Oskar Potocki

I plan to release the mod when it’s finished. I’m not chasing any deadlines. I’d rather the mod be polished than rushed.

Filip Drygalski

That's a healthy approach for sure, cheers

Rad Hazard

Ugh, biobreacher swarm rounds. Nothing like a pulsing sack of carnivorous larva being air dropped into your gravship.

Rad Hazard

Dun dun dun daaaa dun dun. Helldivers to hellpods, helldivers to hellpods. L0

Alison Girard

Or shoot your own larva into non Insectoid ships hehehehehe

Rad Hazard

Imagine a mechanoid ship launching thump cannon 'noids into your ship for rapid internal disassembly.

Rad Hazard

Gravship gigasmash incoming! Landing on raider bases for lols. Or have a long narrow prow just to fruit ninja a building open.

Andink

Will there be debug/godmode options to spawn in enemy gravships/gravhulks manually or create your own enemy ships? I just like the idea of playing out my own scenarios

Oskar Potocki

We won’t have any enemy ship maker tool because it’s an intricate process with a lot of know-how required. Some structures just don’t work under enemy control or may even bug out the game. Plus, it’d take a huge effort to make a system for exporting the ships and using them as enemies straight from the game. You can still make ships for enemies to use and then make them into a mod that adds them to enemy ship pool. But it would be a mod, and it would need knowledge of prefab exporting using our Framework’s custom structure generation tool. As for the option to spawn in enemy encounters - it’s likely there will be one that simply makes you ‘noticed’ by a threat.

Andink

Would you consider allowing enemy gravhulks to occur (possibly at lower weight of 1 or just a debug option) when you only have a gravship? It would provide an intense and challenging game dynamic where your most survivable outcome is to flee.

Oskar Potocki

I think we will establish in testing what we will and won’t allow, but the mod isn’t quite ready for testing yet. I’d rather not commit to a decision now, especially considering often-times even an enemy gravship, which mind you is combat worthy, will absolutely destroy your gravship. Average player won’t be prepared for gravship combat encounter. I’m not sure throwing an even bigger enemy is a good idea. More often than not you won’t have a way to flee the encounter, resulting in your death.

Crepe

Ooh, new insectoids! Will the new insectoids come with a geneline for VFE Insectoids and Insectors? Maybe even new insectoid structures to create our own gravship hives?

Oskar Potocki

Perhaps not at launch but eventually, for sure. The idea is the new hive will unlock a new substructure type called subcreep.

Crepe

Hooray! Can't wait to drop pod giant man-eating bug swarms into enemy gravships!

Deathblade

chapter 2 will join seamlessly into existing saves like the rest of your mods right?

Deathblade

Also, will this come with new space interactions with/between the empire and deserters?

Deathblade

unfortunate to hear. but would it be a later possibility to be added in the future? fighting the empire in space or doing assassinations in orbit would be interesting to say the least.

Dom Speziale

Well… tbh, in deserters, the empire has the orbital targeting bombardment station that is used when you have full visibility… I think it was called “divine inferno” and it’s the last level before being blown up as a last resort by the empire. It would be cool to see this integrated as an actual location that you can visit that is timed and if you happen to have a gravship, you can find this location and destroy it in orbit before the timer goes off and destroys your ground colony.

Oskar Potocki

Imperial ships exist in space, way out of reach of gravships. The Empire and Deserter mods already have loads of content, and I think time would be better spent expanding other space encounters. Of course if we find ourselves twiddling our thumbs, then we will explore other avenues, but right now we’re swamped with ideas and work already.