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Hello everyone and welcome to a new roadmap post!

There has been quite a lot of developments over the last few weeks, and I don't really fancy doing a super long breakdown because most of you will skip it to get to the juicy details anyway, so I will keep this one short.

Last month saw the release of Vanilla Vehicles Expanded and Vanilla Factions Expanded - Deserters. Two massive mods that were insanely fun to design and develop.

We have a number of mods currently in testing. Well, two. But two is still a number.

Vanilla Vehicles Expanded - Tier 3 adds 10 new vehicles that the player can find in their wild, wrecked form and restore them to working condition. Upon restoring them, players will get the ability to construct them. Vehicles range from big rig trucks, self-propelled artillery, marshal battle tanks with coaxial machine gun and gigantic cherokee cargo helicopters.

Vanilla Psycasts Expanded - Puppeteer adds a new psycaster path, focused on controlling the minds of the people and creating psychic slaves. Puppetmasters gain percentage of skill xp from whatever xp their puppets get, and at higher level can 'ascend' their puppets and turn them into Psycaster XP. Like a proper D&D Lich Queen.

We're currently designing and developing quite a large number of mods as well. This is the longest stage of mod development and includes anything from writing design docs, drawing art assets, procuring sounds, commissioning art and coding and balancing. Mods currently in development are:

Vanilla Vehicles Expanded - Old War, which adds a number of Tier 4 vehicles inspired by the war of the Ancients. You will be able to find the ancient wrecks and restore them to working condition, but unlike Tier 3 vehicles - you will not be able to then research and craft them. Fear not, however, as Old War vehicles, when destroyed by enemy fire, turn back into wreck form instead of disappearing into a pile of resources. These wrecks can be repaired again!

Vanilla Factions Expanded - Tribals is a new addition to the roadmap and it's a much smaller faction mod than other faction mods. It will allow you to roleplay as a tribe of wild men on their way to becoming a tribe. When starting as wild men, your tech level isn't Neolithic - it's Animal. You have to learn how to make fire, do mining, how to do agriculture, hunt, make tribalwear, make walls and furniture. The game is hard, but we're introducing a new system called Cornerstones, which will allow you to advance through the eras, and with each era finished, you will unlock permanent bonuses for your colony!

Vanilla Psycasts Expanded - Rebalance is a major rebalance of the entire mod. Almost all psycasts get changed one way or another - some receive slight stat changes, other gain new functionality, while others are overhauled! This rebalance also features a lot of changes to the system itself - including an ability to set Max Psycaster level. Among the features I'm most excited about is a rebalance to leveling up - with the removal of Psyfocus gain affecting XP gain, you will no longer snowball into higher Psycaster levels. In fact, you can set your max psycaster level to 6 and have mostly a vanilla-like experience, but with 6 out of 200 psycasts, instead of 6 out of 30.

Vanilla Races Expanded - Fungoid is undergoing heavy development now that Sarg is back from his 45 years long holidays. It's a very cool and horror-themed mod, which means I might actually be able to release it for Halloween!

Vanilla Races Expanded - Lycanthrope has some of it already designed, but still needs to go through further design stages before it can enter proper development.

Vanilla Temperature Expanded is proving to be a very difficult task to properly design so I'm putting it on a sort of backburner for a little while until I clear other major releases. Who would have thought that designing a central heating system can be so hard /s

Vanilla Furniture Expanded - Recycling has quite a bit of content already designed, but knowing VE, I want to blow it up a bit, as in, make it bigger and filled with exciting new content.

Vanilla Events Expanded - Caravan is a very wide mod with a lot of different events, and I just add new events to it every now and then, so until I decide it's enough, it will still be in development. 

When it comes to other important news, we have decided to merge VFE-Ultratech and VFE-Arkology into one Vanilla Factions Expanded - Megacorp. I have already covered the reasons on Patreon, you can read up on it here: https://www.patreon.com/posts/devblog-244-88502677 

That's it for this roadmap post. Thank you all for supporting us and for continuous feedback and nice words. You lot are great and it's a pleasure to make content for you to enjoy.

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Comments

jacob flynn

thanks to you and your team for all the hard work! looking forward to everything

PunkyRoo

I'm one of those weirdos excited about all the non-vehicle stuff! ;D

PunkyRoo

I'm really excited about VFE: Tribals. Glad that was added on.

maskdcat

i think i’m in love with you guys

MDiddy

I have never been more excited for a tribal mod, than for a VFE tribal mod!!!

TheSpookiestSkeleton

Do you think you could expand the leaving wrecks behind to the rest of the vehicles, it feels so WEIRD to have a tank just vanish and leave behind a few piles of resources. SO SO WEIRD. Like, there's tons of old vehicle wreckage in the game as is, it'd make sense to have burned out or shot up vehicle wrecks left behind after a huge battle.

M

Looking very much forward to the Psycast rebalancing mod. So far I have been limiting myself in levels and use of some casts so it does not get too OP and boring.

Bois Von Ludenberg

Shame that Vehicles Expanded Imperial isn't in current development. Guess my Empire playthrough will have to wait a bit longer :P

Douglas Walsh

Will there be any way to keep the old version of psycasts expanded? I kinda enjoy how broken it is aha

Raconteur

Wonderful roadmap...but noooooo I love Psycasts the way it is. It hasn't even been out that long. Surely there are other mods that need another look or rebalance :). I already saw you say no to another person, so I won't belabor this one too much, but seriously- it's not broken, doesn't need fixing.

Guns Galore

Tell me - in the VPE rebalance, is the ability to stack resurrection with regrow limbs going to be nerfed or will that still be an option?

Oleg Oleg

Woo! Finally, psycasts expanded will get rebalanced. It imo was always either super OP or useless psycast related and in general something too good to pass up (though, I didn't see many raiders with psycasts sadly as there are no settings to dictate the amount of psycasters a raid will bring, or how often they do that - there are only settings for basillicus bestower) One thing I would like to ask for though if possible that is not included in the rebalance is separation of experience Vs new psylevels from ceremonies/items. Basically, if I remember correctly leveling up via a bestowing ceremony granted you pay levels, but in turn increased the amount of experience needed to level up further. It would be nice if gaining a new psylevel via a non meditative way could give us a "free" point instead, by leveling the "physical" psycasting level - meaning that someone who has a level 1 "physical" psycast level and level 5 learned level has the same points to spend as someone with level 5 physical level 1 learned psycast, but that the second one can easily increase his levels via learning while the second one can increase his levels easily via a bestowing ceremony (of course, if this is already the case disregard this entire last part) Also yes I want to make a super psycaster by leveling both of these sides as high as possible, not spending any points on unlocking psycasts (ineffective) and instead bring psytrainers (imo also something that should be looked at since it's more wise to spend points on the increased stats at the moment)

ZamazaCallista

Psycasts rebalancing sounds fun (and YAY ANIMAT is on the roadmap). I'm also looking forward to the childhood stuff, that area of the game definitely needs content. For Lycanthrope is it primarily "wolf" themed? Will there be cat or other shapeshifter types? As always you are all doing amazing work.

Bootwraps

Megacorps sounds mega-based

Big Barza

Hmm, unsure how to feel about the VPE rebalance. On one hand, probably needed. On the other hand, i feel it's bound to tick off a lot of players. Is the psyfocus xp going to be gone for good or will it be an optional thing? (Like, psyfocus xp off by default, with th option to re-enable it) Unless there's new ways to level up, in which case, sign me up!

FrogWerx

Where do we show the rimeffect thinhs these days? Or is that over. Sorry its been awhile since I was a patreon

Patrick Waters

So excited for Factions Expanded Tribal! Absolutely adore the tribal start scenario and building my colony from absolute scratch so I can't wait for that mod!

Eyes

I’m assuming this rebalance is because mind-control was too similar to what we would be getting in Puppeteers?

Fidel Carvalho

Bit of a bummer about the Temperature stuff, I'm really looking forward to it as managing temperature in the base game is such a tedious task, but I totally get how hard is to design that. On a side note, given that auto garage doors and mines from Deserters can be triggered remotely, would be possible that the concealed defences from Security expanded could be also triggered remotely? I love the idea of them, but always think it's quite cumbersome to set as we need to toggle power for it to work.

OneWyrdRaven

Question about the 'Tribals': are there any plans on bringing in alternate options/tribal-versions of the mechanitor? That's to say, make a mechanitor-like gameplay possible if we'd lock ourselves to tribal/medieval gameplay only?

Yonkers

Can't wait to see what's in the Caravan expanded mod. Rim world doesn't have a lot of world map content. I hope you add events that let you come across old world buildings like gas stations or malls ect.

Loyola

I'm excited for more factions and events! I prefer a low tech Rimworld

Scott Salisbury

I'm so excited about the VPE rebalance. That, combined with the mind-boggling coolness/size of Vehicles and Deserters, finally got me to up my pledge. Have a good weekend!