[DEVBLOG#306] Vanilla Weapons Expanded Remake
Added 2026-01-02 16:02:25 +0000 UTCWelcome to a new development blog! This time, we're excited to showcase our progress on the remake of Vanilla Weapons Expanded.

We've been keeping this project relatively quiet because balancing it has been a significant challenge. However, I now believe the balance is in a good place and ready for a reveal.
As one of our oldest mods, among the first three I ever released, Vanilla Weapons Expanded has fallen behind. While it received a couple of balance patches, these were mostly "band-aid" solutions to mitigate issues caused by game updates introducing differently balanced vanilla weapons. Furthermore, as we've released many other weapons in the Vanilla Expanded collection, my overall balancing approach has evolved and improved. Yet, our flagship mod, Vanilla Weapons Expanded, never received a comprehensive overhaul to match these improvements.
It's about time we fully rebalance it and bring it up to the standard of the rest of the game and our other mods. For this remake, I had several specific objectives I wanted to address:
Remove unnecessary research projects: the mod adds 12 research projects, some unlocking just 1 weapon. I believe that to be unnecessary considering how many projects in total Vanilla Expanded adds. Trimming research bloat is very important. Where it makes sense, weapons need to be moved to already existing research projects.
Balance the weapons to be on par with base game weapons: A lot of our guns were simply ‘better’. Now, better is good, if it comes at a cost, but some of our weapons cost just as much as base game weapons when it comes to commitment and resources needed, and were simply better. Now this just won’t do. Vanilla Expanded is about adding more content so you have a bigger selection. Not eclipsing base game weapons forcing you to use modded content because it’s simply better. We cherish the content offering of the base game, not try to stomp on it.
Remove some weapons and change others: Now, we rarely remove content, unless it’s heavily underused and would require a lot of work to get working right. As such, some items have to be removed - fire extinguishers and whips will be better suited in a designated tool mod, for example.
Add some content: As always, we look for every opportunity to add new content. I found a niche that previously wasn’t filled and I’ve decided to add a trench gun to the arsenal.
Add support for Unique Weapons and Alpha Armory: That’s right, we want our weapons to also appear as uniques. It does sadly require making A LOT of extra art, but I think it’s worth it, so that the players can enjoy our content as quest rewards with some cool weapon effects.
Improve visuals: Some weapons didn’t look great, some were old, some were imperfect. All of the art has been remade, some weapons completely change their looks, while others only a little bit. Art is very important to me, and I think I should ensure my older mods still look excellent nowadays.

All in all, I have created a huge spreadsheet that helps me evaluate the power level of each weapon. I inserted base game weapons into it to get a baseline, and rebalanced all of the new weapons according to the percieved power level - which is a very complex formula that evaluates nearly every stat of the weapon, including resource costs!

I have analyzed the graphs, consulted the star charts, spoke to my local shaman and I think the final balancing should be immaculate and will not require further changing. Each weapon now sits comfortably alongside other weapons in the game, and if I apply that method going forward, balancing of weapons will never be a problem.

Of course, I can’t account for Combat Extended, so if you’re using combat extended, completely disregard whatever I just wrote.

We plan to apply the same method to some other Vanilla Weapons Expanded modules. Notably, we’re looking to tackle Quickdraw and Laser in the near future, as they are the two biggest outliers balancing-wise, with Quickdraw being very strong, and Laser being very weak.


This remake is something I am genuinely excited about, and I hope it provides a much-needed fresh experience for everyone who enjoys the original mod. Thank you for following our development journey, and we look forward to bring Vanilla Weapons Expanded 2 to your game very soon!
Comments
Should be! There may be a few red errors but they’ll go away upon save and reload.
Oskar Potocki
2026-01-15 08:03:18 +0000 UTCWill the remake be save compatible with the old version?
Turkwise
2026-01-15 07:56:43 +0000 UTCWeapons in Empire and Deserters are very situational and not really something you’d scale with basic weapons. A one hit kill sniper rifle with infinite range, and a blaster that fires anti-building shots.
Oskar Potocki
2026-01-10 21:45:24 +0000 UTCOut of curiosity, how would the weapons from VFE Empire and Deserters scale with the weapons from this remake? Would they be superior? Inferior? Fill their own niche?
Kuru Chilion
2026-01-10 21:44:14 +0000 UTCI am most intrigued by the new charge weapons, and I am glad the philosophy of not eclipsing base game weapons is being taken. As much fun as I had with certain weapon mods, I find myself defaulting to them instead of mixing the arsenal with vanilla weapons. Hopefully the new VWE will not have the same issues. I do hope that old weapons that are being kept will fill their niches better. Also relived that uniques are also being added, would be immersive breaking otherwise.
Kuru Chilion
2026-01-10 16:11:31 +0000 UTCIt still remains more or less the strongest ranged weapon! It's hard to say what was nerfed, as I remade the entire mod. This means I didn't look at previous stats at all - no point, since they were designed 6 years ago and badly needed a change anyway.
Oskar Potocki
2026-01-09 17:21:07 +0000 UTCSad that the AM Rifle is going to be nerfed, loved that thing. What are you going to change there, if you don't mind the question?
Kristian West
2026-01-07 18:03:08 +0000 UTCI don’t think I know the answer to that truly yet
Oskar Potocki
2026-01-05 06:31:31 +0000 UTCHad hoped uniques for the mod might be a possibility but figured it would be too much extra work. Super excited to see you decided to add it in the end! Really makes the pool of possible unique weapons huge now. Much more reason to go after those quests. Now we just need new conditions that cause unique weapons to spawn.
Ennek
2026-01-05 05:52:35 +0000 UTCBullpup rifle, anti materiel rifle, battle rifle
Oskar Potocki
2026-01-02 22:55:13 +0000 UTCI always thought the vanilla weapons seemed balanced in power. For my upcoming deserters playthrough what are the top three overpowered VE weapons I should watch out for?
John Anderson
2026-01-02 22:52:02 +0000 UTCLove to see that the research projects will be de-cluttered. Can you tell us if any weapons will be removed permanently, and not just shifted over from on mod to the next?
Kirboh
2026-01-02 19:11:48 +0000 UTCawesome, can't wait to play around with them, though will still focus on those awesome charge weapons...love me that charge shotgun... Shop smart, shop S Mart
BrenTenkage's Gaming
2026-01-02 18:57:12 +0000 UTCawesome awesome
Kyle Womack
2026-01-02 18:39:40 +0000 UTCYAY finally
Larry
2026-01-02 18:31:51 +0000 UTC