原文
Hello everyone,
Welcome to another roadmap update for Vanilla Expanded!
As many of you know, we are in the final stages of developing Vanilla Factions Expanded - Medieval 2. Testing has been completed, and we are now putting the finishing touches on the mod before its official release. As is often the case with our projects, the scope of the mod has grown significantly, but I’m incredibly pleased with how it has turned out. I’m confident that you’ll enjoy all the new content we’ve packed into it.
Updates on Development Priorities
There have been some shifts in our development focus, which you’ll notice on the updated roadmap.
Vanilla Health Expanded is currently on hold - not because we’ve abandoned it, but because it’s a significant project that deserves our full attention. Right now, our priorities lie elsewhere, particularly with Vanilla Outposts Expanded 2. This is a mod I’m especially passionate about, and given that Legodude is no longer active in the modding scene, it’s crucial that we create a proper successor to Outposts 1. Since we can no longer maintain or fix the old code, this remake has become a top priority.
Similarly, Imperial Vehicles has been moved back to the “Planned” category. That doesn’t mean progress has stopped - just that I’m not actively working on it at this moment. With Smash Phil recently returning to modding, we’re likely to pick it up again next month. However, with multiple projects in development, some have to take a back seat temporarily.
What’s Coming Next?
With Medieval 2 wrapping up, we are shifting focus to Vanilla Quests Expanded - Cryptoforge. The community response to the Generator mod and its quest-driven gameplay was fantastic, so we’re eager to expand on that concept. Cryptoforge introduces a new quest chain that leads players to a legendary crashed spaceship, where they can forge powerful cryptogear while braving extreme cold and hostile threats. This mod is all about high-stakes adventure and deep world exploration.
Another major addition is Vanilla Cooking Expanded - Haute, a module that introduces culinary artistry as a new form of creative expression. Your chefs will be able to craft beautiful, high-quality meals, complete with art descriptions. These meals not only offer significant benefits but also create lasting memories for colonists dining together, adding a new layer of depth to the cooking system.
More Exciting Mods on the Horizon
Beyond these projects, we’re actively working on the Flesher xenotype mod, which continues to evolve with new and exciting genes centered around fleshbeasts. Expect to see progress updates soon!
Additionally, two new mods have been added to the roadmap as part of the Quests Expanded series:
Monster Hunt: This mod revives the legendary monster hunt mechanics from the old Vikings mod but with fresh, innovative twists. Players will track and battle mythical creatures, ultimately uncovering their origins - tying neatly into Megacorps lore as well.
Deadlife: Our take on the Anomaly DLC’s shamblers, this mod delves into Operation: Deadlife, a long-buried secret initiated by the Ancients. While its unique reward is entirely optional, claiming it will have far-reaching consequences for the world. Utilizing new code from Medieval 2, this mod introduces dynamic, roaming NPCs on the world map - except in this case, the “caravans” are relentless shambler hordes. Let’s just say you won’t want to be chased across the world by these creatures.
Final Thoughts
I’m more excited than ever about the direction of the Quests Expanded series. These mods not only bring engaging world map content but also allow us to experiment with fresh, unique mechanics that would otherwise need to be part of massive Factions Expanded mods.
As always, thank you for your continued support on Patreon. Your contributions make all of this possible, and I truly appreciate each and every one of you.
Stay tuned for more updates, and I hope you’re as excited as I am for what’s coming next!
Best, Oskar
Hello everyone,
Welcome to another roadmap update for Vanilla Expanded!
As many of you know, we are in the final stages of developing Vanilla Factions Expanded - Medieval 2. Testing has been completed, and we are now putting the finishing touches on the mod before its official release. As is often the case with our projects, the scope of the mod has grown significantly, but I’m incredibly pleased with how it has turned out. I’m confident that you’ll enjoy all the new content we’ve packed into it.
Updates on Development Priorities
There have been some shifts in our development focus, which you’ll notice on the updated roadmap.
Vanilla Health Expanded is currently on hold - not because we’ve abandoned it, but because it’s a significant project that deserves our full attention. Right now, our priorities lie elsewhere, particularly with Vanilla Outposts Expanded 2. This is a mod I’m especially passionate about, and given that Legodude is no longer active in the modding scene, it’s crucial that we create a proper successor to Outposts 1. Since we can no longer maintain or fix the old code, this remake has become a top priority.
Similarly, Imperial Vehicles has been moved back to the “Planned” category. That doesn’t mean progress has stopped - just that I’m not actively working on it at this moment. With Smash Phil recently returning to modding, we’re likely to pick it up again next month. However, with multiple projects in development, some have to take a back seat temporarily.
What’s Coming Next?
With Medieval 2 wrapping up, we are shifting focus to Vanilla Quests Expanded - Cryptoforge. The community response to the Generator mod and its quest-driven gameplay was fantastic, so we’re eager to expand on that concept. Cryptoforge introduces a new quest chain that leads players to a legendary crashed spaceship, where they can forge powerful cryptogear while braving extreme cold and hostile threats. This mod is all about high-stakes adventure and deep world exploration.
Another major addition is Vanilla Cooking Expanded - Haute, a module that introduces culinary artistry as a new form of creative expression. Your chefs will be able to craft beautiful, high-quality meals, complete with art descriptions. These meals not only offer significant benefits but also create lasting memories for colonists dining together, adding a new layer of depth to the cooking system.
More Exciting Mods on the Horizon
Beyond these projects, we’re actively working on the Flesher xenotype mod, which continues to evolve with new and exciting genes centered around fleshbeasts. Expect to see progress updates soon!
Additionally, two new mods have been added to the roadmap as part of the Quests Expanded series:
Monster Hunt: This mod revives the legendary monster hunt mechanics from the old Vikings mod but with fresh, innovative twists. Players will track and battle mythical creatures, ultimately uncovering their origins - tying neatly into Megacorps lore as well.
Deadlife: Our take on the Anomaly DLC’s shamblers, this mod delves into Operation: Deadlife, a long-buried secret initiated by the Ancients. While its unique reward is entirely optional, claiming it will have far-reaching consequences for the world. Utilizing new code from Medieval 2, this mod introduces dynamic, roaming NPCs on the world map - except in this case, the “caravans” are relentless shambler hordes. Let’s just say you won’t want to be chased across the world by these creatures.
Final Thoughts
I’m more excited than ever about the direction of the Quests Expanded series. These mods not only bring engaging world map content but also allow us to experiment with fresh, unique mechanics that would otherwise need to be part of massive Factions Expanded mods.
As always, thank you for your continued support on Patreon. Your contributions make all of this possible, and I truly appreciate each and every one of you.
Stay tuned for more updates, and I hope you’re as excited as I am for what’s coming next!
Best, Oskar