RimWorld

RimWorld

2,151 ratings
Vanilla Factions Expanded - Deserters
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
51.838 MB
25 Aug, 2023 @ 7:38am
8 Jul @ 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 (37)
12
18 Aug @ 5:22pm
[SOLVED] Can't Accept Second Plot - Bug or Mechanic?
Pyrous Red
28
18 Mar @ 3:59am
Assassination target not spawning
AppleSauceBandit
4
11 Jun @ 7:15pm
Is there a way to undo the permanent hostility of the Empire?
bean
1,285 Comments
Grave 20 hours ago 
Hoi Oskar finally engaging with the mod. I was reading the description on Absolver armor and it claims to camouflage the wearer. Is this just fluff or is it meant to act similarly to VAE Ghillie suit? I had an assassin attack me and I could see him. Perhaps he was camouflaged until he attacked me...
Olsen 29 Aug @ 1:43am 
yeah uhm with the new map generation some of the downed shuttle plots just don't work at all
Alu 25 Aug @ 9:41am 
ce handles ce compat
this is the norm
Фольга 25 Aug @ 9:04am 
No CE support:steamsad::steamsad:
ItsBobu 21 Aug @ 11:27am 
@coochieparade the turret pipeline author says that the VFED turrets have an interesting rearm system on their own, so they will not be changing it. As someone who ran both of them side by side, I have to say I agree.
maxvmaxvmax 21 Aug @ 5:32am 
when in settings, if i want visability to go down, would i do -n or n
Jet 21 Aug @ 3:27am 
is the visibility gained from a mission based on the wealth of the colony that orders it? because all quests grant 100+ and the limit seems to be 100, so i see no reason not to stack em all high then work to decrease it if they all give me the inferno response anyway
coochieparade 20 Aug @ 12:41pm 
I wish the new turrets were compatible with the turret ammo pipes mod but other than that great!
xXAntrexXx 20 Aug @ 4:23am 
@Chgnr it is a precaution, you cant revert it once you did. i save before every assasination so i got lucky with that
Jet 19 Aug @ 10:43pm 
would love more quests