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Hey folks, welcome to a new development blog.

I heard you lot like warcaskets, in fact I heard people saying it's one of the more clever things we came up with - I mean essentially a super power armor that you weld around the user? What not to like.

Except the current selection only covers industrial era. I was under the impression that Warcaskets are precursor to power armor - similar armor stats but bigger commitment, however available earlier in the game.

One of the more popular requests has been to add some spacer-era warcaskets, something superior, something end-game, whilst still keeping the unique drawbacks of warcaskets. With that in mind, I sat down and started drafting up new ideas for armors, as well as weapons - and not just Spacer tech weapons, but also industrial tech weapons that only become available if other Vanilla Expanded mods are present - you know, to promote getting other mods! And also because a laser minigun would look weird without the laser mod installed.

How about we all buckle up and go on a quick adventure to see what's coming next in Vanilla Factions Expanded - Pirates?

SPACER TECH WARCASKET

All Spacer tech warcasket suits have a built-in ranged shield belt. They have the highest armor in the game, whilst also providing full toxic and heat protection. They’re sealed, and as such allow the user to withstand extreme heat and extreme cold. They no longer slows the user down. They do require advanced components and plasteel to manufacture though.

Siegebreaker Warcasket

A spacer-tech warcasket armor greatly relying on the built-in shield. Instead of the regular 150 HP, Siegebreaker Armor provides the user with 250 HP shield, whilst the Shoulders have built in capacitors that increase the speed at which the warcasket recharges the shield.

Guardian Warcasket

A spacer-tech warcasket armor that on top of generating a personal built-in shield, has an activatable ability that generates an impenetrable, indestructible shield around themselves in the radius of 5. Bullets cannot penetrate the shield, and the shield follows the character. This only lasts 10 seconds after which the ability goes on a 90 second cooldown. Guardian shoulders add a unique ability - as they are essentially giant shields on both sides of the warcasket. Any shot that would hit the warcasket has a 25% chance to be deflected completely.

Controller Warcasket

A spacer-tech warcasket oriented around releasing small combat drones in order to aid in battle. These drones don’t survive for too long, but are guaranteed to cause a moderate amount of damage. The armor itself allows the user to cast an ability called Drone Deployment, which sends out 3 draftable tiny combat drones that explode upon death. They only survive for 60 seconds after which they get destroyed anyway. This ability is reloaded using an advanced component.

The shoulders allow the user to cast a new ability called Deploy a Spider mine. This ability targets the ground and then shoots out a projectile towards the spot. Projectile then turns into a spider mine which runs towards the nearest enemy and detonates. If there is no enemy in the radius of 30, it just detonates on the spot.

The Controller helmet allows the warcasket to summon additional 1 tiny combat drone, but only if Controller armor is also present.

Sarcophagus Warcasket

A spacer-tech warcasket designed to keep the user alive no matter the previous injuries. Unlike other warcaskets, this one stops the bleeding out completely, whilst also locking all the stats of the user at 100% no matter what bionics they had or what bodyparts they’re missing. Each body part provides 100% for the respective parts - for example, a helmet will provide 100% to sight, hearing and speech, whilst torso will provide 100% to movement etc.

Brute Warcasket

Warcasket with nearly impenetrable shield (lots of health), but very slow recharge. It doesn’t allow the user to use ranged weaponry. A new ability on Brute helmet allows the user to detonate the remaining Shield HP, killing everything in radius.

WARCASKET ABILITIES

Certain warcaskets unlock new abilities, they are outlined below:

Deploy Low-shield

Extend the range of the personal overshield, generating a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out and needing a long recharge time.

Create a big shield bubble around the user, with a radius of 5. The shield is absolutely impenetrable and nothing can go in, but bullets can still fly out. The shield follows the pawn that cast it, allowing the pawn to serve as a mobile shield generator.

The shield only lasts 10 seconds, after which the ability goes on cooldown for 90 seconds.

Deploy Wardrones

Deploy small, combat-ready drones from the docking port in the back. These drones can be controlled to provide firing support, but will self-detonate after 60 seconds.

Reloadable ability. This ability immediately spawns 3 player-controlled, draftable ‘floating turrets’ that the player can control and tell them what to attack and where to move.

These drones should have a counter present on their inspect tab, which tells the player how many seconds are left before the drones detonate. They detonate after 60 seconds in a radius of 1.9.

It’s important to know: If Controller HELMET is also present, the number of drones is increased to 4.

After using the ability, it needs to be reloaded using 1 advanced component.

It should play the unique sound called DeployWardrones when cast.

Deploy Spidermine

Fire a long range spidermine that will automatically run towards the nearest enemy, detonating as soon as it reaches them.

Reloadable ability. Fires a projectile that looks like a Spidermine. Upon landing, projectile actually turns into the Spidermine ‘mechanoid’ which runs towards the nearest enemy in range very quickly and then detonates like an anti-grain IED.

After casting the ability, it requires 1 advanced component to reload.

If spidermine doesn’t find any enemy, it automatically detonates after a few seconds.

If spidermine is destroyed when running towards enemy, it explodes the same way as if it reached the enemy.

Should just make a normal, vanilla launcher sound when it fires a spidermine.

Shield Detonation

Overload the personal shield to create a blast of kinetic energy around the warcasket, damaging everything in radius that gets bigger the more energy it detonates.

An ability which creates a detonation around the warcasket, turning remaining shield HP into the blast force.

Radius of the detonation is dictated by the HP of the shield that’s remaining, using the following formula:

Radius of the detonation = Remaining shield HP / 50

Damage of the detonation is also dictated by the HP of the shield that’s remaining, using the following formula:

Damage of the detonation = Remaining shield HP / 20

Example: Brute warcasket with 750 HP shield will cause a 15 tile detonation with 37.5 damage.

Using this ability lowers the shield HP to 0.

WARCASKET WEAPONS

These weapons below can only be equipped by Warcaskets. These aren't all of them - I expect around 5 more weapons than what this list shows.

WARCASKET CHARGE LANCE

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Market value: 2250Crafted on: ConstructedResources required: 100 Plasteel, 4 Advanced ComponentsResearch Required: Spacer Warcasket weaponsWork required: 75,000Skill required: 9 CraftingDamage: 50 (Bullet)Range: 39.9Armor penetration: 100%Accuracy: 65% - 85% - 90% - 85%Burst count: 3Burst ticks: 6Warmup: 1.7Cooldown: 2.7Stopping power: 2

Sound: Same as Charge lance

A powerful charge lance weapon with insane range and three barrels shooting in short successions.

WARCASKET HANDHELD CANNON

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Market value: 1350Crafted on: ConstructedResources required: 220 SteelWork required: 45,000Skill required: 7 CraftingDamage: Normal Explosion, 2.9 radiusRange: 50.9Armor penetration: 22.50%Forced Miss radius: 3.9Burst count: 1Burst ticks: N/AWarmup: 2.2sCooldown: 5.3sStopping power: 0.5

Sound: Same as cannon firing.

Essentially a cannon, except a gun, that takes no ammo and can fire over walls. Dreadful accuracy.

WARCASKET CHARGE BLASTER

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Market value: 2200Crafted on: ConstructedResources required: 180 Plasteel, 10 Advanced ComponentsResearch Required: Spacer Warcasket weaponsWork required: 90,000Skill required: 9 CraftingDamage: 8 (Exploding in 1.9 radius)Range: 31.9Armor penetration: 25%Accuracy: 20% - 30% - 30% - 18%Burst count: 24Burst ticks: 4Warmup: 2.8Cooldown: 3.2Stopping power: 1.0

Sound: Same as charge blaster.

A very powerful charge minigun that fires long bursts of explosive projectiles.

WARCASKET ARC WELDER

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Market value: TBDCrafted on: ConstructedResources required: TBDWork required: TBDSkill required: 9 CraftingDamage: TBDRange: TBDArmor penetration: TBDAccuracy: TBD% - TBD% - TBD% - TBD%Burst count: TBDBurst ticks: TBDWarmup: TBDCooldown: TBDStopping power: TBD

Sound: TBD

A powerful, but short range, arc welder which zaps a target with an insane amount of electricity. It zaps between nearby enemies damaging everyone.

WARCASKET TEAR GAS GRENADE LAUNCHER

Only present if Non-lethal mod is present.

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Market value: 1650Crafted on: ConstructedResources required: 150 Steel, 3 Component, 100 NeutroamineResearch required: VWE_NonLethalWork required: 45,000Skill required: 9 CraftingProjectile: VWENL_Projectile_TearGasGrenadeRange: 29.9Armor penetration: N/AForced Miss radius: 3.9Burst count: 2Burst ticks: 12Warmup: 3.5sCooldown: 4.0sStopping power: N/A

Sound: VWENL_Shot_GrenadeLauncher

A grenade launcher firing two canisters of tear gas. In a way, similar to the already existing Warcasket Grenade Launcher.

WARCASKET LASER BOLTER

Only present if Laser mod is present.

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Market value: 3200Crafted on: ConstructedResources required: 75 Steel, 100 Plasteel, 8 Advanced ComponentsResearch required: Spacer Warcasket weapons, VWE_UltratechLaserWeaponsWork required: 100,000Skill required: 12 CraftingDamage: 12 (Bullet) + Sets target on fireRange: 24.9Armor penetration: 60%Accuracy: 70% - 83% - 86% - 72%Burst count: 1Burst ticks: N/AWarmup: 2.6sCooldown: 0.6sStopping power: 1.5

Sound: VWE_LaserShot_RifleSound Interact: VWE_Interact_LaserGun

A powerful laser revolver firing a single beam, similar to the laser rifle, that sets enemies on fire whilst also dealing high damage. It utilises warmup mechanic, thus firing faster and faster.

WARCASKET RAILGUN

Only present if Coilguns mod is present.

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Market value: 3200Crafted on: ConstructedResources required: 180 Steel, 80 Uranium, 8 Advanced ComponentsResearch required: Spacer Warcasket weapons, VWE_MassDriversWork required: 110,000Skill required: 9 CraftingDamage: 50Range: 59.9Armor penetration: 70%Accuracy: 40% - 65% - 86% - 88%Burst count: 3Burst ticks: 12Warmup: 5.8Cooldown: 2.4Stopping power: 2.0

Sound: VWE_Shot_GaussLance

A very powerful weapon firing bursts of three railgun shots at extreme range, penetrating anything in their path.

Copy and tweak the projectile from Gauss Lance :)

WARCASKET CRYPTO CANNON

Only present if Vikings mod is present.

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Market value: 3600Crafted on: ConstructedResources required: 140 Steel, 80 Plasteel, 9 Advanced ComponentsResearch required: Spacer Warcasket weaponsWork required: 100,000Skill required: 10 CraftingDamage: 6Range: 9.9Armor penetration: 15%Accuracy: 65% - 72% - 84% - 70%Burst count: 1Burst ticks: N/AWarmup: 2.2Cooldown: 3.0Stopping power: 1.5

Sound: Same as heavy flamer

A powerful expandable projectile weapon that fires a cone of freezing particles, applying Hypothermic slowdown to anyone in the path, covering the area in snow and adding between 5 and 25% hypothermia.

Hypothermic slowdown should be a new hediff that reduces manipulation stat. It should have a few stages, so continuous blasting will eventually drop people frozen.

WARCASKET GRAVITY HAMMER

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Market value: 3000Crafted on: ConstructedResources required:  120 Steel, 80 Plasteel, 6 Advanced Components, 40 UraniumWork required: 80,000Skill required: 9 CraftingAttack 1: Head (Blunt) 31 damage, 3 second cooldown. This attack should generate a ‘psychic’ warp effect where it hits, play the gravity hammer attack sound, and push the enemy 3 tiles away in the opposite direction.Attack 2: Handle (Poke), 15 damage, 2 second cooldown

Gravity hammer should knock an enemy back 3 tiles each hit. It should play a gravity hammer hit sound every time it hits.

WARCASKET PLASMA SWORD

Only present if Insectoids mod is present.

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Market value: 3600Crafted on: ConstructedResources required:  140 Plasteel, 6 Advanced ComponentsWork required: 95,000Skill required: 9 CraftingAttack 1: Point (Stab), 26 damage, 2 second cooldown, Extra 10 Flame damage (0.5 chance)Attack 2: Edge (Cut), 34 damage, 2.6 second cooldown, Extra 10 Flame damage (0.5 chance)

Essentially a giant burning sword that sets enemies on fire.

As always with these posts, let me know what you think in the comments.

Our coders will begin work as soon as Trading Expanded is ready for testing, which should be within the next couple of days. Vanilla Factions Expanded - Classical will also be entering testing very soon. Genetics Expanded is also moving towards testing in the coming days. Exciting times ahead!

Thanks a lot for reading this!

Files

Comments

VogniR

Hey, love the warcaskets, they look and feel really awesome. While here would like to ask if there are any news on the lore book? I really cant wait to get my hands on it! :)

Kyrox

This is amazing. Always innovating and improving. My biggest fear is that one day you'll move on from Rimworld. I hope that day never comes. We all need you!

VogniR

Also really appreciate that this post includes exact info on how much each armor piece contributes to the overall armor rather than vauge more pieces of same equipment benefit the bonuses, as I felt that info was really missing in the orginal pirates mod.

Andromeus

I’m glad you are adding this to the mod! Frankly, warcaskets are awesome but I was expecting some sort of ultramarine high tech warcasket as well, so this is great news! Thank you!

Dan

Loving warcaskets, a total breath of fresh air in the game! Is there any plans for a Prestige version for royalty?

AdRam

These look awesome! Mr Samuel Streamer would have made great use of these on his most recent series!

Choppytehbear

The Sarcophagus Warcasket reminds me of 40k Dreadnoughts. You can take a barely living colonist, missing organs and limbs, and give them a second chance. They can also receive a joywire without the consciousness debuff. As for the spacer tech warcaskets, have you thought about more nimble warcaskets? Faster, but less protected? Or even a warcasket equipped with some sort of stealth field? Anyway, thanks for all the great content!

Daminchi

Shield Detonation? I see tech armor detonation for Rim Effect here! :)

Brian Lang

Now do medieval. I want to seal my dudes in flameable wooden coffins.

PunkyRoo

I fall more in love with VE with every update! <3

CloudSeraph

I freaking love it. Gives me space marine vibes and I am all for it!!!

Sentry

Absolutely hyped for this. Makes the wait for war walkers more bearable. One step closer to turning rimworld into battletech.

TheHallowWolf

So I have a quick question, is there a way that we can help test mods as they get ready to help speed up development?

Fizzlebuns

*Mr Streamer liked this*

John Labuda

I really love these, and i remember posting an idea about a warcasket that can make a shield around itself. I think at least, maybe i just had that idea and thought i posted it. Either way, these seem really cool. Especially that arc welder, really looking forward to that!

Polarbits

love seeing some deep rock galactic inspiration on the crypto cannon

Pippo252

This looks incredible! Also: cross mod content is the best content in my opinion. :)

Liara Jennings

I would have gone in kind of the opposite direction, with some kind of modifications that let folks interface with a big murder suit without necessarily being entirely wired into it. Think MECs, from XCOM: Enemy Within. You still have to make sacrifices to put people into warcaskets like that, but they're not entirely worthless outside of combat anymore.

Artemis Martin

As someone who swore by siege breaker power armor and then Warcaskets, I'm super excited to see this tease! However, there are a few design choices that have me worried. 1. Mod crossover is always welcome and one of the reasons Vanilla Expanded stands so high in the modding community. However: In Insectoids, you cannot craft plasma weapons, they are explicitly quest-only. Here, in this mod, you /can/ craft a plasma sword. This seems like an odd choice, with the solution being to make the Warcasket sword quest-only or the plasma weapons craftable (like the Spacer lasers were made to be) to avoid weird contradictions. 2. There is a bit of a dissonance in design, where the form doesn't fit function. The Sarcophagus warcasket has a terrific effect, and a terrific design. The issue is that it is styled after Necrons. Necrons are very well-known for their malfunctions, with it being a critical component of their lore. They are also infamous for resurrecting (not a feature of the armor) and being resistant to the radiation, heat, and cold that would kill every other faction in the setting (a feature of EVERY Spacer Warcasket and the reason that you'd previously have taken a Hazard Warcasket despite it's low armor). The Sarcophagus Warcasket, therefore, is like modding-in a cool rifle that fires arrows or a flamethrower: we like the design and we like the mechanics, they just don't fit. Same issue with the 'laser bolter' when bolters are named that way for firing explosive bolts. From the description, the Warcasket Laser Bolter doesn't fire bolter rounds and doesn't have explosives (unlike the Warcasket Charge Blaster). 3. There seems to be a lack of trade-off in armor stats. The Specialized Warcaskets handled that well, with the barrage being the slowest suit but the most armored, and the Hazard being the best for deadly environments but not straight-on combat. Here, they all have the same sharp armors with the only difference being the blunt resistance. The Controller suit seems like it would do well at the back of a fight, letting their drones do the work. Yet, they have the same armor as a Barrage suit of armor AND a shield. Likewise, the Sarcophagus suit doesn't have to worry about destroyed or damaged limbs or organs, but still has amazing defense. The Siegebreaker, Guardian, and Brute caskets all have strong shields AND strong armor, which sort-of limit their identity as the "big shieldy one". I feel that bringing some of the Warcasket's defenses down would help. Not only could the Barrage still compete (as these suits are big commitments, and you may have to choose between keeping a pawn in an inferior suit before you have the research/materials for a better one or giving them bionics to excel in a new one) for sheer defense, but also so that other Warcaskets could have a stronger identity. This balance is all throughout the game like Eltex gear which is is good at psycasts but bad at defense, power armor which is strong but slows movement, and gunlinks which increase shooting but have no armor.

Shavius G

Any plan on war casckets shield? I mean the hand held one, not bubble shield

Mangulwort .

Could Pirates spawn with warcaskets, or perhaps other vanilla factions? I often play with a limited number of factions and I would like to be attacked by war caskets without relying on Junkers being spawned. Perhaps a "Mercenary" warcasket pawn can appear so outlanders and vanilla pirates can get some warcasket love.