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The upcoming 3.0 update will break saves fielding these mods due to changes in their FactionDefs:
Competent Outlanders = Semi-Advanced Outlanders
Well-Organized Pirate Band = Advanced Pirate Band
Organized Pirate Band = Semi-Advanced Pirate Band
Apologies for the inconvenience. That said, I’d recommend either making mod backups or deleting the factions from your saves to prevent needing a restart.
The update will arrive in a few days once finalized.
Side Note: Some changes were also made in the “Advanced Outlanders” FactionDefs, but shouldn’t break saves once the update arrives. Still, just to be sure, I’d also recommend either a backup or deletion like the other three.
Since the “VFE - Deserters” mod is primarily a campaign add-on for the base “FVE - Empire” mod, I have decided to integrate the “Royalty Empire Rework: Redux - VFE: Deserters” mod directly into the main “Royalty Empire Rework: Redux” (RERR) mod through patches. As a result, the “RERR - VFE: Deserters” mod has been removed and is no longer available as a standalone option. It is now fully merged with the base RERR mod.
With a bit more browsing, I’m considering adding the “Vanilla Armor Expanded” mod as another dependency (alongside possible others: i.e., the “Vanilla Weapons Expanded - Heavy Weapons” mod), which could enhance the trilogy rather nicely. It would even spark a few more subfaction mods, including some overhauls to virtually all factions within the trilogy to accommodate the additions.
Furthermore, the “siege-breaker” armor will either be a prototype created by the Imperials or instead be worn by a rival to said Imperials; say some ultratech expeditionary force upon the rim from mysterious origins that just so happen to field armaments more advanced than the Sophians’, as the armor has shielding and is a tier higher in terms of strength and durability.
“No one knows who they are or where they came from. If anyone has a clue, it would likely be the Imperials who might have some inkling about these enigmatic outworlders.”
The Improved Deserters submod is now available alongside the new 2.5 update.
Furthermore, I found a “no fleeing” tag within the Deserter faction def, so I decided to add it to the base Empire faction along with The Foundation, meaning they won’t flee during battle.
Additionally, a “raid delay” tag was also found within the Deserter faction def, which I decided to implement for all the other factions within the Redux trilogy. The delay tag in question implies that the earliest a raid can happen is within 100 days, which should give the player enough time to prepare before facing the “organized” factions within the trilogy.
Should there be a request to tweak the delay to be longer or shorter for any particular faction, note that I will take notice. The same applies to the “no fleeing” tag as well, regarding whether it should be removed for the three factions.
That said, I found a mod relating to the royalty intro quests being delayed and decided to implement it with an expanded timeframe. You should expect to see the intro noble wimp quest to fire after 100 days have passed. And when it comes to the intro deserter quest, it should fire after 110 days. Furthermore, I also implemented another mod by the same author that allows the quest to raid an Imperial outpost for loot and psylinks to be repeatable.
Here are the two mods in question that I implemented regarding the quest delays and repeatable outpost quest:
Yoann - Deserter Empire Outpost Delay Intro Quests: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3333345097
Yoann - Deserter Empire Outpost: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3332899289
Side Note: If the added intro quest delays do not suffice, then I’ll take notice in altering them to be longer or shorter if requested.
After some browsing, I’ve decided to remove the additions from the “Expanded Charge Weaponry” mod and have them be replaced by the additions of the “Rimsenal - Augmented Vanilla Pack” mod, effectively acting as the “new” advanced charge weapons introduced by the Imperials.
Furthermore, the charge weapons from the “Vanilla Weapons Expanded” mod, alongside the base charge rifle, will serve as the “outdated” charge weaponry used during the ancient war upon the rim. That said, this “2.0” update to the Redux trilogy will arrive eventually after some editorial testing. Afterward, I will then see about improving the Deserters within the “VFE - Deserters” mod, as stated in that “Developer Blog” I posted.
Thank you for the bug report. I believe "imperial bio-engineering" was also broken when looking at the file. That said, it should be fixed now.