RimWorld

RimWorld

2,186 arvostelua
Vanilla Factions Expanded - Deserters
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Mod, 1.4, 1.5, 1.6
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Julkaistu
Päivitetty
51.838 MB
25.8.2023 klo 7.38
8.7. klo 11.09
22 muutosilmoitusta ( näytä )
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Vanilla Factions Expanded - Deserters

2 kokoelmassa, tekijä Oskar Potocki
Vanilla Expanded
110 luomusta
Vanilla Expanded - Empire playthrough
148 luomusta
Kuvaus
[www.patreon.com]



See change notes.



After the release of Vanilla Factions Expanded - Empire, a lot of you have requested that we tell the other side of this marvelous story - the story of Deserters. So many of you have requested it that in fact we made it our priority to release the Deserters faction expansion as soon as it was reasonably possible. What initially was meant to be a small mod about stealing stuff from the Empire, quickly became a grand new campaign against the evil nobility. We didn’t stop on just a few new quests and a new weapon - this mod comes packed with content to make the anti-imperial playthrough not only viable, but also oh so fun!

An indepth visibility system will track how much the Empire knows about you, and will affect everything that occurs in your game against the Empire. Higher visibility might result in larger imperial raids, less time for the empire to send reinforcements to their compounds, higher contraband prices and even quiet absolver raids.

Our goal with this mod was to make you feel like you’re a part of the bigger movement happening across the entire planet, but still in secret. You will be able to contact other deserter cells to send shuttles to pick you up, cause distractions and taunt imperial forces. You will be doing all that by trading intel - which is a new resource obtained directly from the empire via a variety of different ways. I encourage you to check the infographics to find out more about what we cooked for you!

For obvious reasons this mod requires Royalty DLC.


















































































[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery.

Legodude17, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Reel, master of screenshots and constructing structures for export.

Storyteller artwork by Vitalii

Music by Dendroid101!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I add this mod to an ongoing save?
A: Yes! However, you will need to wait for a new Chased Deserter quest to occur before you join the deserters.

Q: I’m an enemy of the Empire but I’m not a deserter! Why?
A: Two different things. You can wage normal war on the Empire and make peace with them later. Being a deserter is permanent, and only occurs when you actively harbor imperial deserters.

Q: It doesn’t make sense lore-wise that XYZ.
A: Ok, you do you.

Q: Can I continue playing the game after reaching the new ending in this mod?
A: Yes, but bear in mind both the Empire and the Deserters will cease to exist.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.



[discord.gg]


Suositut keskustelut Näytä kaikki (37)
15
22.9. klo 4.09
[EXPLAINED] Can't Accept Second Plot - Bug or Mechanic?
Pyrous Red
29
20.9. klo 1.48
Assassination target not spawning
AppleSauceBandit
3
18.9. klo 2.24
Intel not appearing in comms
Spindles
1 305 kommenttia
Poet 13.10. klo 12.08 
Is anyone insta failing quests and losing pawns immediately upon shuttle / pod arrival to a mission?
LifeIsAbxtch 12.10. klo 14.15 
Oskar I got a question can you use espionage on other factions besides the fallen empire? Just asking...
isalcaruz 11.10. klo 20.07 
Does the mod work with Medieval Overhaul?
GoblinEngineer 6.10. klo 20.46 
Ahh, I'm kind of wishing I had looked at the comments before starting to use this. Oh well, I'll get rid of it after this run
onomi1 3.10. klo 2.46 
Even when information is present, it isn't recognized. There's no target. Without fixing these issues, gameplay is impossible. Looking at the comments, it seems there are more bugs, but is the fix progressing?:steamsad:
M4 30.9. klo 8.19 
Well well well
Alu 28.9. klo 7.42 
i played this mod like 2 weeks ago and 1 didnt happen
3 didnt ether
so chances are
conflicts that no one reports with proper logs
John Helldiver 28.9. klo 5.19 
Is anyone fixing this broken mod? Major issues:

1. Trade ship spawn rate is surreal - almost 2-3 per day in some cases.

2. The starting scenario is almost unwinable - within 2-5 days the Empire sends missiles to kill everyone. Starting on 85 awareness is stupid. its meant to start on hidden.

3. Quest target spawn issues.

Etc etc. How is this part of the well organised Vanilla network when its so poorly managed.
Happy Coconut 24.9. klo 15.05 
Hi, I don't have a lot of time to play, nor do I trust myself to get far enough to find out myself. Bio secured crates can only be opened by ex royals, I'm m assuming that's anyone with a title. Do they have to be part of our faction, or could they also be a slave? I'm thinking how deserters wouldn't take every/any royals into their ranks.
lochmere 22.9. klo 17.51 
hmmm so I joined the deserters, but then got the usual mission for helping a knight being chased by a manhunter animal. It said in the quest that they would be hostile on sight, but when I accepted it, they joined normally, non-hostile, and was able to get in the shuttle and leave without issue, including my pawn getting the freeholder title. any ideas? Could be a weird mod conflict maybe