RimWorld

RimWorld

Better Rewards
21 Comments
newcolonist  [author] 2 Mar, 2019 @ 12:59am 
There is an adaptation for 1.0, it's Large outposts'
Spartan 1 Mar, 2019 @ 3:01pm 
1.0 please ?
newcolonist  [author] 16 Sep, 2018 @ 11:23am 
No, it was for b18. In b19 the quests have been reworked and are worth it.
✪ Incredibacon 16 Sep, 2018 @ 10:16am 
Hey does this work with B19?
Gunseeker 16 Jul, 2018 @ 12:27am 
Thanks a bunch! I was looking for a mod like that everywhere.
newcolonist  [author] 16 Jul, 2018 @ 12:20am 
Gunseeker 15 Jul, 2018 @ 9:17pm 
is it possible to add an option where you can set the time it takes for leaving a destroyed outpost? It's really annoying when im trying to heal a colonist and the game just boots me out of the place.
newcolonist  [author] 18 May, 2018 @ 1:10pm 
Ok, i'll make it scaleable in the mod option menu.
Lawlzer 18 May, 2018 @ 10:14am 
As some people say it's op; maybe make it scaleable? Give us an option or something to pick how many rewards we get, and maybe even let us choose how the scaling is.
newcolonist  [author] 20 Apr, 2018 @ 1:28am 
Yeah, they drop much, but it has to be compared to the risk, and to what you could make at home making drugs or selling devilstrand for example. Early it's really hard to send a caravan out to assault a bandit camp, so i think the reward is well deserved. Later, it's the whole game which is easier. You can try a nomadic playthrough, use "Rimquest" from Jecrell and edit bandit camp chances to have them only by request. You can also play with Cassandra hardcore to make it harder in your colony.
Another option would be to increment the size of the outposts with time,but it could make them too hard to assault late game if you're a tribe for example. At that point i'd rather wait and see what the devs change for the quests in 1.0
ambi 13 Apr, 2018 @ 1:17pm 
Good mod. It gives you a reason to attack outposts later in the game.
newcolonist  [author] 30 Mar, 2018 @ 4:21am 
@Deyon, i think it's reasonable early game, on the long run it can be "easy" loot. But
1/ your economy should grow faster than the rewards in most scenarios
2/ i may scale up outposts with time
Deyon 29 Mar, 2018 @ 6:42am 
okay, that is fairly balanced, 10x loot is way too much (that is what i was worried about), thanks, i will add this to my modpack :D
newcolonist  [author] 29 Mar, 2018 @ 1:14am 
Savegame compatible

One caveat: since outposts will have larger item collections, they're more likely to contain modded items than vanilla's outposts. So you'll have to check/delete modded items in outposts before removing other mods that adds items to the game.

minute_of_decade 28 Mar, 2018 @ 11:17pm 
savegame compatible ?
newcolonist  [author] 28 Mar, 2018 @ 1:37pm 
Roughly at year two it's worth 3x to 6x vanilla's reward, and you get 3 to 10 rewards (silver/items). It keeps evolving with time, so if you destroy a camp the next one will have a better reward +/- random margin
Deyon 28 Mar, 2018 @ 1:07pm 
by how much is it made better? and instead of a legendary gun, will it give me 2? or 3??
#6 28 Mar, 2018 @ 12:53pm 
Seems good, normally I can never be arsed to fuss with bandit camps cause the rewards are total trash most of the time. Definitely needs a better description though.
Billy 28 Mar, 2018 @ 9:57am 
Perhaps add a little bit more to descrip them. jmo.
newcolonist  [author] 28 Mar, 2018 @ 9:55am 
It doesn't add any new item, but it will give you more silver and more items. The rewards will also increase with time.
Billy 28 Mar, 2018 @ 9:48am 
Like what exactly?