Roadmap May 2022 (Patreon)
Content
Hello everyone!
May has started, and with it comes my birthday. I'd like to take this moment to walk you through our developments and what our priorities are, as well as tell you about some of our accomplishments.
We have recently released Vanilla Chemfuel Expanded, a mod that to my surprise was met with an incredible, unprecedented amount of hate. I'd like to use this moment to remind the community to be kind to mod creators - I understand many of you love Rimefeller, I do as well. But just because I, or someone else, released a mod with some overlap with Rimefeller, it doesn't mean that you're suddenly forced to stop using Rimefeller. The way some actors have acted is almost if I pissed in their cereal by releasing a mod.
But, as it usually is, with lots of hate also came a lot of love - people have been more supporting than ever, and for that I extend my deepest thanks. Vanilla Chemfuel Expanded is a fun addition to lightweight playthroughs whilst also showing other modders how to use our new pipe network code that's available in the framework!
Next up, we released Vanilla Genetics Expanded. It was a huge undertaking that took us literally months and months of very hard work. It's more or less the size of a DLC, and introduces all of the hybrids from your beloved Genetic Rim, and more, in a brand new, redesigned gameplay flow. You can now tailor your hybrids, make them stronger, utilise various boosters and pray you don't get a failure outcome... as the flesh growth is unstoppable!
I am extremely happy with how it turned out, and I hope that the future will hold more mods like this!
Vanilla Textures Expanded - Save Our Ship 2 has entered testing and should release shortly. It's a full retexture of Save Our Ship, including all of the structures, objects, projectiles, shuttles, UI and more. It's made to fit vanilla art style more, and blends in great with Vanilla Textures Expanded. It took more or less 1 month of continuous work, as there is over 250 textures in it! I am very happy with the final look of it, I think I did a pretty good job getting everything to look sharp, clear and vanilla, and I can't wait to show it to you all!
An update for Vanilla Factions Expanded - Pirates adding 5 new warcaskets and over 12 new warcasket weapons is also wrapping up and will enter testing soon. It features new spacer-era warcaskets with unique abilities, such as overshield, spawning turret drones and generating impenetrable energy shield in small radius. Weapons include Cryptocannons, Charge miniguns, gravity hammers, Bucko's favourite handheld pirate cannons and more!
Vanilla Psycasts Expanded went up in our priority and we're now dedicating more or less all of our resources to finish it. It's a huge undertaking and a proper stress test for our ability framework, but erdelf is working around the clock to make sure it fits the specifications.
To those unaware, Vanilla Psycasts Expanded adds over 200 new psycasts and completely overhauls the whole system. What we're essentially doing is we're taking Royalty DLC, we are hard-deleting anything regarding psycasts from it, and then we are remaking it using our framework. This means enemy psycasters will be able to use all of these abilities against you! How cool is that? You ever had a fire tornado in your base?
There are 20 planned Psycaster paths you can unlock, mix and match. You can create Psysets (which are World of Warcraft hotbars) and cycle between them depending on the situation. Do you need a lot of defensive psycasts, but you don't want to overcrowd your UI? Create a psyset and cycle to it when you need it!
Your psycaster will now level up when meditating, allowing you to slowly gain Psycasting levels and points. Spend the points on unlocking new paths, unlocking new psycasts, upgrading overall stats of your psycaster or unlocking different meditation foci!
I am absolutely certain you guys will love it, and we hope to have a beta of it quite soon.
Vanilla Base Generation Expanded is a mod by Kikohi which aims at improving vanilla factions base generation. Tribal villages looking like actual tribal villages with tents and small huts, outlander settlements looking like small cities and more. The work is still ongoing and I cannot give you a deadline yet.
Vanilla Factions Expanded - Hunters work has only started art-wise. Codewise, a chunk of it was already done before, but we didn't work on it this month.
Vanilla Backstories Expanded features 250 new backstories to make your pawns even more unique. We're keeping it on the backburner hoping to add another 250 backstories to it. Because why the hell not.
Rim-Effect mods are currently on hold. There are other Vanilla Expanded projects I want to focus on, so I won't be lying here about how the work is still ongoing - at the moment, it's paused. There is only so many mods I can focus on at the same time. But worry not, we are planning to come back to it once we release some more VE content! I am really looking forward to adding Turians, Batarians, Yahg and Vorchas.
I will tell you all about the rest of the roadmap when we get closer to it!