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Roadmap November 2023

Hello everyone and welcome to another roadmap update. I will briefly explain how things are going and what changes there are compared to the last roadmap update!

We have recently released Vanilla Races Expanded - Archons, a mod adding a new, enigmatic race of Archons, former humans that were left on transcendent world and learned to adapt and utilise archotechnology to their advantage. This is actually quite an important release, as parts of it inspire a brand new addition to our roadmap, on which I will talk about below.

Vanilla Factions Expanded - Tribals is undergoing final testing and I have already started preparing infographics for it. It will be releasing in the next weeks and will be a perfect mod for you early game enjoyers.

Work is ongoing on Vanilla Races Expanded - Lycanthropes - I will soon be covering them in some devblogs, letting you know what genes they will have and how they will behave. We're also developing Vanilla Furniture Expanded - Recycling module, which will allow you to turn those terrible wastepacks into actually useful resources through a variety of different processes.

We are still finalizing the update to Vanilla Vehicles Expanded which will introduce two new Tier 1 vehicles - a Scytheman mobile rocket artillery, and the Toad siege drop pod.

Vanilla Vehicles Expanded - Old War is awaiting its turn for me to finalize the art assets and actually write down how the vehicles will work. The mod will add 6 new Tier 4 vehicles that you will be able to find and restore to working order. All vehicles are inspired by WW1 and WW2 vehicles.

After that is done, it will be Christmas, and I will be taking a Christmas time off. Things get a little complicated in Q1 2024, as I will be in the process of moving internationally in January. This means my time working on mods will be limited, but that doesn't mean that the team will be sitting there doing nothing. Programming work will be ongoing on anything that I manage to make art assets for.

Next year we will have plenty of big, new releases, led by Vanilla Factions Expanded - Megacorp, potentially one of our biggest faction mods yet. In fact, who am I kidding, definitely the biggest. It provides so much content and the content is so varied that honestly, from design stand point, I don't even know where to begin. Fortunately, I already began and 1/3rd of the mod is already designed.


Not quite sure when in 2024, but at some point we will release Vanilla Archotech Expanded. A lot of you have been pretty enthusiastic about this mod, and it's quite tricky to design it, because we still want to maintain the element of mystery of the Archotech. I can however give you a quite lengthy glimpse of what is to come:

I hope you are just as excited about the future as I am. I will see you soon with some more development blogs - and if you are unsure whether to support us or not: there has never been a better time!

Roadmap November 2023

Comments

I know this is far too late to ask a question, but will casting psylinks also cause the invisible meter to rise as it influences archotech technology? (If my memory is still correct on how psylinks work)

Who said that? Tier 4 are uncraftable vehicles. These can include legendary monocycles from industrial tier, ancient rusted tanks from the Ancient wars era, or super fancy sport cars from online dealership.

Oskar Potocki

Hmm. Tier 4 were suppose to be spacer tech. So what we are talking about WWI and WWII tech or some ancient spacer tech similar to w40k?

Marberguson

It's been out for months, mate.

Scarlet Shepard

A possible answer to your question, its helping you because its amusing? From what I experienced from raising Archotech Spores from the Save our ship 2 mod, the things don't like being bored...

Not gonna lie, looking at upcoming mods I am really looking forward to my next playthrough. Still no Desserters Expanded though :(

John Anderson

Archotech Expanded sounds boss! Tribals and kidstuff I'm really looking forward to too!

ZamazaCallista

if you look closely you can see 2 lines coming out of it so the roadmap will go from there

The way that the Archotech mod is presented, it feels like it would be a final mod. Will you continue making mods after that it or no?

I like the idea of tampering with dangerous technology and having to deal with the consequences. Messing with powers you can barely begin to comprehend. It's nice to have an apocalypse that doesn't just end your save, giving you a chance to adapt and thrive in a hell of your own creation... But I gotta wonder what will happen to NPC factions that use archotech? I imagine the imperials would all probably be wiped or turned into brainwashed cultists. But what about the mechanoid hives? What would happen to player mechanoids? What would happen to xenotypes with archite genes?

Spoder

I can't wait to create a colony of degenerate zealots constantly seeking to increase the transcendence meter in order to awaken their God who will bring the prophetic apocalypse in a Chtulhu like style !

I love the way the Archotechs are described, reminds me a lot of LANCER's cascading NHPs and the Eidolons that emerge thereafter. Really awesome idea of something that outwardly resembles humanity, but is ultimately unknowable in this dimension.

Pinnothy

The mod sounds amazing! I love the idea of an endgame threat that is both triggerable and not just a tough faction. The constructs sound like Forgotten beast from DF so I am all for it. But will there be any connection to the recently released Archon’s xenotype? Archon’s originate from transcendent worlds and optional compatibility will be cool or maybe Players who linger will have some other secret in store for them?

Will the new VE Archon race implemented somehow in the Archotech Expanded Expansion? I love the concept by the way really much. :)

Qualli


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