RimWorld

RimWorld

75 ratings
Quest Progression Nerf
   
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Mod, 1.3, 1.4
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81.829 KB
8 Oct, 2021 @ 6:47am
27 Oct, 2022 @ 11:45am
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Quest Progression Nerf

Description
This mod rebalances quests' threats, notably in the end-game.

There are three difficulty levels, increasingly: default, high and ludeonicrous (vanilla). Default is the recommended difficulty.

1.4 update: simple progression nerf, so you don't get 45*70 buildings in the mid late game.

Can be used with 'quest reward rebalance' to improve mid-late game rewards.
22 Comments
Cryopse 5 Jun @ 7:54am 
Mlie you are a Legend, thanks a lot
Mlie 31 Jan @ 11:49am 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3418288506
Hope it helps anyone!
R L Donny the Ronny 30 Jul, 2024 @ 7:10pm 
Seconding Zulufox, are you planning on updating this? It's so good and there's no other mod for it ; - ;
ZuluFox 7 May, 2024 @ 2:59pm 
Hey, any chance this mod will be updated for 1.5? I miss it a lot, its the only thing that makes quests bearable :p
Kelowna 18 Jan, 2024 @ 11:21pm 
I am confused, can I change the difficulty levels, like a setting? Or it just generated with the individual quest, so to speak.
newcolonist  [author] 12 May, 2023 @ 6:40am 
You're correct. I should rather have said game progression, but basically, the game progresion is absurd, and in vanilla you end up having construction way too big way too soon.
If you can point to a mod on quest progression specifically, i would add it in the description.
whitespacekilla 15 Mar, 2023 @ 7:53am 
This may have happened at the unexpected 1.4 update, but this mod doesn't quite do what it says on the tin anymore.

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.
Xyllisa Meem Paradox Station 10 Jan, 2023 @ 5:01pm 
This mod tells me how many waves from what faction, but it is blank for what is actually attacking so I can't really use those quests.
GwenBlanketSpecter 14 Nov, 2022 @ 6:13pm 
seems it was! thanks mod author!
Hagamablabla 28 Oct, 2022 @ 7:55pm 
No, I don't think it ever will be.