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Hello everyone and welcome to another mod development diary.

As you all know, we had a month delay on Insectoids due to prolonged testing and unexpected issues. We have since then tackled them, finalised the content and the mod is now ready to release - we are just waiting for one final fix. It's something simple, but without this fix we are bound to have complaints - one of our genetic mutations removes the Psylink from your psycaster. Ideally, we want to keep the Psylink AND add the mutation.

Once the fix is in place the mod will hit the workshop. For now, best I can do is show you exactly what you're getting!

Definitely the biggest mod up-to-date, don't you think?

Comments

Anonymous

Question, obvious as it may seem: Insectoid chitin will only drop from insects from this mod, yes? Since Alpha Animals adds Insect Chitin from their insects?

oskarpotocki

Only our insectoids and Vanilla insectoids.

Anonymous

With such a big and cool mod being almost completed, are there any plans to take some time to work on older VE content that could use balancing changes like Armor and Apparel Expanded for example?

oskarpotocki

Yes, we have assembled a document of over 30 changes to other mods we plan to deploy throughout next month.

Anonymous

I am confused by the Shield Belt: 1. It should be named differently from the Vanilla Shield Belt. 2. Its description speaks of a "psychic shield". So, is it a real shield or a psychic shield?

oskarpotocki

In game it’s called Archotech Shield belt. It’s a normal shield infused with psychic power or whatever you wanna call it. Very powerful, but doesn’t regenerate.

Gergő Ambrus

Already love it. So much new stuff to do and i think this is going to be a really good challange in the game.

Anonymous

But Sarge will surely add a patch for that, won't he? ^^

Anonymous

You just incentivized human experimentation and I couldn't be happier. Will this populate existing saves with insectoid bases if using Faction Discovery btw?

Anonymous

Gosh, thats a lot of things to do! I love the idea of the queens as hive mind, and if you kill it the raid stops. I dont know if its implemented and i just didnt get it but I think it might be cool to add a "social tab" to each insect that tells you what queen they were born from, just in case a second one emerges from a larvae. That way, if you kill a queen the new queen and her "babies" still stay and fight. This is such a massive content update that im not sure it should be called vanilla expanded, as it takes a relatively small part of the vanilla game in insectoids and transforms it into a massive threat. Maybe it should be part of a new mod series, which is vanilla-like in both art and balancing but includes more and bigger changes to the way the game is played afterwards.

oskarpotocki

I like to look at it differently - I simply expanded the insectoids, which in vanilla is limited to just one event, even though a hidden Insectoid faction exists, it doesn’t do anything. I’d say it’s still well within the scope of vanilla expanded :)

Ordred

No love for the Megascorpion from Vanilla Animals Expanded — Extreme Desert?