Roadmap March 2025
🕑 Added 2025-03-05 14:26:53 +0000 UTCHello 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 This is a mod I’m especially passionate about, and given that Legodude is no longer active in the modding scene, it’s crucial that we create a proper successor to Outposts 1.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
Comments
Slippyfopp
VCE: Haute Module? That looks interesting.
Oskar Potocki
It... it hasn't even been a year...
Yo Mama
not like its been almost 2 years since 1.5 dropped
Oskar Potocki
I reckon it’ll be out on Friday or Saturday
Logan Rhodes
6 days ago he said two weeks their in the finishing stages
Zachary Fewins
Still can’t wait to see what you do for mining expanded.
Horizon_up Km
You all are mod gods! I can't wait for what you guys make next, it really keeps this game alive. Thank you!!
Lord Duckian
the disappointment i feel seeing that vanilla empire vehicles has been delayed is immeasurable and my day is ruined. the only comfort is medieval expanded drawing closer
Brutus Albion
I'd think it would be another 2 weeks or so. They have some features to work out and polish it. So take your time buddy <3
Zero Phoenix
I can't stop refreshing workshop pages to see if Medieval 2 had dropped, every second without it feels like eating without a table😭
Oskar Potocki
We don’t plan to have a tech limiting mod in a traditional sense in our collection anymore. Removing content from the base game is sort of the opposite of our philosophy.
Alexander Abad
Can i start a tribal game and then advance further to get into medieval, is there a mod that allows me to put the mod post game gen (and have the factions and stuffs)?
Oskar Potocki
No, no, Empire's code is easier to maintain.
Ashton Jewitt
considering the amount of remade and improved mods like VFE-M2 and Outposts 2, and alongside being able to maintain and improve code in Legodude's absence, does that mean we'll also likely see a VFE-Empire 2?
Oskar Potocki
All the monsters that will come in the Monster hunt mod will be revealed in a post dedicated to them, yeah, but that’s still far in the future. I don’t want to comment on any of the current submissions as to not skew the results of the still ongoing form.
Stim
I was curious to hear what suggestions at least made you go "HMMM" for Monster hunter. Or would that be what to expect in a next dedicated post for it? And I am just salivating over here for medieval. Really waiting hard, even if my current run is going into the spacer tech already. There is always another.
Oskar Potocki
Exploration is coming, one way or another!
George Hoyle
Will you be able to find crypto weapons outside of the forge quest on attackers and merchants?
Katieclysm
My poor Exploration Expanded... :( The Quests series is looking to add some more interesting worldmap content themselves though, so I suppose I shouldn't complain too hard.
Atem23
Make sense! Cant wait to see what ideas you will show for it!
William Labes
Aww man, i was really looking forward to health expanded. I feel a little bit better knowing that you're planning to do right by it and give it the treatment it deserves though. I look forward to what you and the team can come up with! 👍
Computica
Deadlife looks so interesting, my imagination is running wild wondering what you all cooked up. If it's something where I can become a necromancer or command a zombie army, I'm all for it.
Wolfy
Been very excited for ME2 and Megacorps but I must say Deadlife has intrigued me as well.
Dom Speziale
Besides monsters dropping heads for trophies, It would be cool to see monsters drop monster-specific leather that can be used to create an armour/clothing set or pieces of clothing (hat, cape, jacket) for that specific monster. And I’m also hoping to see a pawn counterpart for the hero portrait of this mod in game. He looks so cool!
Oskar Potocki
Nope, someone else made a painting mod and we don’t want to overshadow theirs.
yarilla
Super cool! Can't wait for Medieval and Health! Random question: I remember seeing a paintings mod a while ago. Are you guys still considering it at all?
Marberguson
What about hunting xenotypes?
Oskar Potocki
Everything is possible but that doesn’t mean it’s something we will be doing. Monster hunting quests won’t work like the caravan hunting. We’re drawing distinction between monsters and entities for very right reasons. Monsters won’t be supernatural in origin. They’re bred in a lab.
Marberguson
2 Questions for monster hunter: 1.Do you think it would be possible to use new caravan system to create roaming monster we have to track down? 2.DLCs and VE added few "monster" into game. Would you add quest to hunt them. (hunting quests for vampire werewolf, Revenants, Sightstealers, Devourers, etc
Oskar Potocki
It will be an entirely different mod. I have learned a lot since we first made it and I plan to tackle the same design challenges differently. The purpose will be the same but everything else will change.
Atem23
Very nice, altough I am curious regarding outposts 2. Seeing as the moder behind og one left, i gotta ask. Will outposts 2 be the same with different code change or will there be slight tweak/reblance compared to og one?
Obscuric
Quests expanded has been a great addition, really like having more reasons to go out and explore the planet.
Swietny Leben
I gotta say that the work that is put into these mods are amazing. I really can’t wait for deadlife (sounds really interesting if it has anything to do with the undead).
the good fat cat clan
I love what your doing but man I would love some imperial vehicles
PaperClipChip
lets go flesher and deadlife!!!
BrenTenkage's Gaming
yeah the quest mods were a completely good idea. My idea for a quest mod, something tying to ancients, like say military bases, and perhaps finding ancient generals and mechanoids from the war. Cause I loved the ancient vaults and wouldn't mind seeing more and maybe seeing more lore from your take of how things went.
Spoder
Happy to see the old monster hunts making a return. VQE: Deadlife sounds like it has pretty big implications for the ancients, can't wait to see what fresh horrors stir in abandoned vaults.
cuber
Doing great Oskar! Can't wait for Health and Diplomacy, always loved those two aspects of the game and thought they were severely lacking, can't wait to see what you come up with!
Gota
Thanks!
Diana
I'm sad that childhood didn't get the same kind of reassurance as healthcare did, I've been watching that on the roadmap for a long time
WizardOfZinks
Noo, not imperial vehicles ):
Oskar Potocki
The original 1 works for now.
Kuru Chilion
Wait, is the original outposts mod broken? Or is a new one being made to be maintained for 1.5 and future game versions?
JSr
Very excited to see which direction Flesher will take. :) The Generator was really cool. Together, The Thing? ;)
Михайло Мерк
Can't wait for deadlife release, so we could fight nazi-zombies like in operation dead snow
Mr Smith
I hope we have a long time enjoying your Teams Mods for Rimworld. =) Thanks for your hard work. <3
Nerdy Gardevoir
Like I said in a previous post, Medieval's the last big mod I've been waiting on an update for. Awesome.
Dr. Armor king
Best news from best mod developer as usual!
Deggial
Exciting news all round! I applaud your focus on the Quests Expanded series. Great stuff here and lots and lots of potential content. Your reassurance that 'Health Expanded' being pushed back to 'In Planning' doesn't mean you've given up on it is welcome. I am really looking forward to this mod. On the other hand, you decided some time ago to add drips back to the roster. So the most pressing "problem" is solved and I'm happy to wait. I'm also glad to see that 'Deadlife' has entered the arena. While I agree with you that 'Anomaly' is perhaps the least exciting addition to Rimworld, trying to improve it is even more rewarding. Oh ... and 'Mediveal 2' ... yeah, bring it on!!! :D
Oskar Potocki
We will make sure to inform the community when some action will be required to change over one mod from another. You don't need to do anything yet.
Gota
Should I remove the old Outposts expanded (while I still don't have outposts yet) or will it be possible to swap it with the new version mid-game once it is out?
Chris B
I always appreciate the effort you put into these updates, for example rationale behind decisions made. Great work to the team and thanks 🫡
DeMante
The stuff you guys make is aways the best. It keeps me returning to the game. Thanks!