RimWorld

RimWorld

Quest Progression Nerf
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.
ZuluFox 21 Oct, 2022 @ 4:47pm 
Any chance this will be updated for 1.4?
newcolonist  [author] 4 Nov, 2021 @ 1:26am 
Yes, it's safe to add/remove mid game, it will only affects the threats of the upcoming quests.

It tunes down the quest threats from the base game progressively so end game threats aren't ridiculously large.
pickpickpickpickpickpickpickpick 3 Nov, 2021 @ 11:12pm 
Safe to add and change around mid game? I'm assuming it'll just change all upcoming quests if I do so.

I want to see if I can handle the base game first, and if I inevitably can't, switch things up lol
#6 10 Oct, 2021 @ 8:29pm 
I'm using both and they work just fine together.
newcolonist  [author] 9 Oct, 2021 @ 7:13pm 
Both are independent, one changes the threats and the other one the rewards, it should be compatible.
Coolchilion 9 Oct, 2021 @ 3:00pm 
how well does this play with Quest Reward Rebalance?
#6 9 Oct, 2021 @ 3:52am 
Ah I'll have to give that a lookover then, thanks again.
newcolonist  [author] 9 Oct, 2021 @ 12:44am 
Thanks. I think you can increase the quest rewards in the custom storyteller option, but you couldn't lower the threats.
#6 9 Oct, 2021 @ 12:22am 
Also, well done :)
#6 9 Oct, 2021 @ 12:21am 
I'd love to see another version of this where instead of lower difficulty there is higher reward. So like, yeah there are 57 hives but theres a literal mountain of gold afterward. Could be interesting.
newcolonist  [author] 8 Oct, 2021 @ 11:24pm 
Correct, mid-end game quests can be a hard pass. This mod have them scale more reasonably: 'default' difficulty is easier than 'high' which is easier than vanilla's difficulty 'ludeonicrous'.

I play with QoL mods and defeating 67 hives is not an option or at least too high a cost for the rewards.
Thundercraft 8 Oct, 2021 @ 11:05pm 
Asking as someone who hasn't had much experience with quests at end-game:

This makes it so the danger level of quests is adjustable, with the new difficulty settings aiming to make it significantly less difficult than vanilla by end-game? Am I understanding correctly?