RimWorld

RimWorld

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Vanilla Factions Expanded - Deserters
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Mod, 1.4, 1.5, 1.6
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51.838 MB
25 aug, 2023 @ 7:38
8 jul @ 11:09
22 ändringsnotiser ( visa )
Du behöver DLC för att kunna använda denna artikel.

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Vanilla Factions Expanded - Deserters

I 2 samlingar av Oskar Potocki
Vanilla Expanded
110 artiklar
Vanilla Expanded - Empire playthrough
148 artiklar
Beskrivning
[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]


Populära diskussioner Visa alla (37)
15
22 sep @ 4:09
[EXPLAINED] Can't Accept Second Plot - Bug or Mechanic?
Pyrous Red
29
20 sep @ 1:48
Assassination target not spawning
AppleSauceBandit
3
18 sep @ 2:24
Intel not appearing in comms
Spindles
1 301 kommentarer
onomi1 1 timme sedan 
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 sep @ 8:19 
Well well well
Alu 28 sep @ 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 sep @ 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 sep @ 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 sep @ 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
klirko 20 sep @ 2:06 
Hail Mary here, but does anyone know how the empty assassination plot bug works? I know it involves saving and reloading after accepting the quest, but I just figured out if I send a single pawn there it will spawn everything. Send more than one? The usual GenStep dev log pops up. I am hard locked at the moment and I do not want to give up on this run because of a terribly timed crash + not knowing you can't save at all after accepting those quests.
Lulamine 17 sep @ 11:46 
theres a dev action to generate a plot mission, and it looks like I can keep going using that, but theres no way to complete the baron one since its bugged.
Lulamine 17 sep @ 11:41 
+1 on the gravships bugging out plots, I cant start any more after Baron, and I did build my gravship right after the last plot to escape divine inferno. Hope they look into this, was really excited to play odyssey hit and run with the deserters.
Ullthar 16 sep @ 15:41 
Gotta ask, because it is starting to get annoying to have random pawn deaths:

Are small groups of deserters supposed to randomly spawn inside my base? Because the only way of knowing they appeared is either by luck or having another colonist downed or even killed.