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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3418288506
Hope it helps anyone!
If you can point to a mod on quest progression specifically, i would add it in the description.
It pre-empts the base game method StorytellerUtility.GetProgressScore which is used to scale many incidents (including quests). The standard method counts your colonists and multiplies that count by storyteller wealth (same stat that generates raid points, see the wiki for more info) and then divides by 10,000.
This method does exactly what the current base game method does but then it takes the square root of that value before returning it. It also starts a stopwatch (an object used to time code operations) that it never actually reads from and sets a cache (again, that it never actually reads from).
While it won't harm your game, since it pre-empts the GetProgressScore method, it won't be compatible with any other mod targeting that method and it's got non-functional performance and debugging features left in.
It tunes down the quest threats from the base game progressively so end game threats aren't ridiculously large.
I want to see if I can handle the base game first, and if I inevitably can't, switch things up lol
I play with QoL mods and defeating 67 hives is not an option or at least too high a cost for the rewards.
This makes it so the danger level of quests is adjustable, with the new difficulty settings aiming to make it significantly less difficult than vanilla by end-game? Am I understanding correctly?