RimWorld

RimWorld

2,115 ratings
Vanilla Factions Expanded - Deserters
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
51.838 MB
Aug 25, 2023 @ 7:38am
Jul 8 @ 11:09am
22 Change Notes ( view )
You need DLC to use this item.

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Vanilla Factions Expanded - Deserters

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[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]


Popular Discussions View All (35)
3
8 hours ago
[SOLVED] Can't Accept Second Plot - Bug or Mechanic?
Pyrous Red
34
Oct 30, 2024 @ 1:41am
I think there is a glitch for the plots quest crashed shuttle
Buster2
28
Mar 18 @ 3:59am
Assassination target not spawning
AppleSauceBandit
1,257 Comments
Orfanclub6 14 hours ago 
Can someone copy paste the deserter declassifier "Title X = Y Intel" into the item's description.
Pretty please, I tire of coming back here to check.
Shadow Aug 5 @ 10:55am 
Is the Deserter storyteller and/or visibility mechanic linked to orbital traders passing by? I had a ton of ships come by at the beginning of my current Deserter start playthrough when my visibility was highest, but I've been laying low since and it's been quadrums since I've seen a trader.
bobrat Aug 3 @ 10:43pm 
will be playing this mod again when they fix all the jank. dont even try to do the endgame quest
Darth Diabetus Aug 3 @ 1:00pm 
Why am I getting quests for assassinations when I am allied with the empire and not a part of/actively opposing the deserters?
Deepfield Aug 3 @ 9:05am 
Does being in space disable any of the quests for this?
Dracon Aug 2 @ 6:26am 
The answer to my question is no, the remaining beams will follow you to the new map.
StalledAgate832 Aug 1 @ 6:27pm 
Ok then.. fml ig. Decided to start the first plot quest, and it put the Knight's manor in that exact same Ancient Garrison tile. Reloaded a prior save, the quest was for some reason still active according to the mod, except now the quest doesn't appear in the quest menu and dev tools don't work on it.
Dracon Aug 1 @ 5:46pm 
so, Divine Inferno... Can you escape that with the Gravship?
StalledAgate832 Aug 1 @ 5:06pm 
Ended up finally switching sides after getting a few high-rank pawns and waiting for the Deserter quest to pop up again

The first quest they give me ends up getting bugged out because of the tile it chose.

Aerodrone Station decided to spawn on an Ancient Garrison, which ended up cancelling out the Aerodrone station while leaving the Imperial combatants there. Not one aerodrone spawned, and leaving the tile results in the quest failing.
Pyrous Red Aug 1 @ 3:01pm 
Has anybody else run into the problem where the starting bunker for the New Safehaven scenario has no items, including intel? Am I missing something? It's been a while since I played VFE:D, but I don't remember having to dangerously raise my already-high visibility with the intel scraper just to afford my first mission.

Was this an update or am I experiencing some kind of bug? Or just... misremembering?