Hey everyone and sorry for being late with the roadmap this month. It was my 30th birthday, plus the beginning of May is, in Poland at least, a perfect excuse to make a BBQ party, and that's what I did for a few days.
I'm back now, and with me comes a new roadmap. I waited a few extra days so that I can confirm the status of some of our projects!
Vanilla Weapons Expanded - Coilguns remake is now in internal testing while we're working on improving the VFX of it. There's a few notable changes you will be able to expect when the remake arrives:
Coilguns no longer deal friendly damage in a small radius, which means you'll no longer get your own colonists killed!
Coilguns now have two power modes - by default, they fire a standard, non-multi-pawn-piercing projectile at extreme velocity. If High-power is enabled, it will fire the piercing projectile but the warm up of the weapon will double.
Coilguns now outright ignore any armor with their whopping 200% armor penetration. This will make them ideal weapons for mechanoid raids.
Gauss Lance has now become a sniper-type weapon with extreme range, instead of a large heavy weapon.
If you own Odyssey DLC, Gauss weapons now have access to a set of unique traits exclusive to them - for example, one trait removes the damage drop off when the projectile pierces multiple targets!
In addition to that, Vanilla Quests Expanded - Drone Factory is undergoing testing and final polish. We're writing the quest text, preparing infographics and the mod will be releasing relatively soon!
Vanilla Gravships Expanded - Chapter 2 aims to reach the minimum viable product state as soon as possible. Now, Minimum viable product is not something that will be released, but it's a big stepping stone for us, from which we can improve, enhance and add to. With big mods, it's important to aim for some sort of 'base', because tackling a mod that has 200 pages in the design doc is a huge and overwhelming task.
Vanilla Factions Expanded - Mechanoids 2 is still being ideated, with bits and bobs being added here and there, but I need to play the game myself extensively to really know what's needed for a mechanitor playthrough, because I never actually done that.
Sarg has been hard at work on the remake/uplift of Vanilla Events Expanded, so I'm glad to say the mod is in deep development now!
A new mod has also appeared on the roadmap: Vanilla Plants Expanded - Flowers. It's a mod I announced very recently, and a mod I work on when I need my brain to chill a bit after the intensive design sessions. Mostly, it's a mod that will add beautiful flowers and reward you for keeping a nice garden!
That's it from me! I will catch you soon with some more devblogs!