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Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time. | Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time. | ||
− | Some Quests, such | + | Some Quests, such the beggars quest, are accepted automatically |
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}} | Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}} | ||
===Difficulty=== | ===Difficulty=== | ||
− | Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. | + | Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. If a quest actually has a raid or other [[Events#Major Threat|major threat]], then it will be larger than what it's usual size would be. Quests can exceed the usual cap of 10,000 points. |
− | Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. | + | Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be.{{Check Tag|How much?}} |
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests. | The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests. | ||
=== Rewards === | === Rewards === | ||
− | {{Stub|section=1|reason= | + | {{Stub|section=1|reason=Options, commonalities etc}} |
+ | There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. | ||
− | + | If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor and [[uranium]] from the same quest, excluding hospitality, bandit camp and crashed shuttle quests | |
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− | If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor | ||
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests. | Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests. | ||
− | Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. | + | Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. |
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==Failure== | ==Failure== | ||
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When this quest appears: | When this quest appears: | ||
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger. | *You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger. | ||
− | *This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly | + | *This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan. |
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver. | **'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver. | ||
**'''Success''' - Goodwill increases by 25-75. | **'''Success''' - Goodwill increases by 25-75. | ||
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**'''Backfire''' - Goodwill decreases by 10-50. | **'''Backfire''' - Goodwill decreases by 10-50. | ||
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party. | **'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party. | ||
− | Peace talks will train the negotiator's Social skill. Even if peace talks were a " | + | Peace talks will train the negotiator's Social skill. Even if peace talks were a "Truimph", the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as "hostile" in the Factions screen, so they will never offer you this quest. |
==Prisoner Rescue== | ==Prisoner Rescue== | ||
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When accepting this quest: | When accepting this quest: | ||
− | *You will have to deliver the requested items. All items must be of normal [[quality]] or higher | + | *You will have to deliver the requested items. All items must be of normal [[quality]] or higher, but item {{HP}} does not matter. |
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location. | **You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location. | ||
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. <!-- Tested via devmode, requestDuration remains constant regardless of time passing. --> | *A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. <!-- Tested via devmode, requestDuration remains constant regardless of time passing. --> | ||
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This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank. | This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank. | ||
− | '''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it | + | '''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it. |
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake. | * However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake. | ||
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**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. | **Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. | ||
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately. | *If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately. | ||
− | *If the refugees stay for the full period of time and they leave the map successfully, then | + | *If the refugees stay for the full period of time and they leave the map successfully, then you will get a random, wealth-scaled reward in the future. |
'''Notes:''' | '''Notes:''' | ||
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'''Notes:''' | '''Notes:''' | ||
− | *If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures | + | *If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures. |
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept. | *You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept. | ||
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{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony. | {{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony. | ||
− | *A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older | + | *A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. |
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to. | *The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to. | ||
You will get the reward when requested colonists have left the colony. | You will get the reward when requested colonists have left the colony. | ||
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==Ancient Complex== | ==Ancient Complex== | ||
− | {{IdeologyIcon}} This quest | + | {{IdeologyIcon}} This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex. |
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− | The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. | + | The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map. Ancient complexes are scaled to player wealth. |
− | + | The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base: | |
− | * Room filled with [[ | + | * Room filled with mostly derelict structure with nothing to gain from smashing it. |
− | * Room filled with [[mechanoids]]. | + | * Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant. |
− | * Room filled with derelict ancient | + | * Room filled with [[mechanoids]]. They may be initially dormant. |
− | * | + | * Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry. |
+ | * Room similar to the first type, except it will trigger an [[infestation]] incident upon entry. | ||
− | + | You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient comms console]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns. | |
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− | You may run into [[Hermetic crate | ||
==Beggars== | ==Beggars== | ||
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When this quest appears: | When this quest appears: | ||
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map. | * An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map. | ||
− | * The site | + | * The site will never be owned by a neutral or allied faction, and will always be an enemy or 'minor' faction. |
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The reward is the items on the map. Also counts as a raid for the Raiding [[precept]]. | The reward is the items on the map. Also counts as a raid for the Raiding [[precept]]. | ||
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{{See also|Relic}} | {{See also|Relic}} | ||
− | + | This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids. | |
=== The Villagers === | === The Villagers === | ||
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Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode. | Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode. | ||
− | Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy | + | Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. |
=== Ancient Complex === | === Ancient Complex === | ||
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'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''<RELIC NAME>'''''. '' - Shuttle-travel description | '' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''<RELIC NAME>'''''. '' - Shuttle-travel description | ||
− | This sub-quest requires you to send your colonist to an abandoned ancient complex map. | + | This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex. |
− | The | + | The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map. Ancient complexes are scaled to player wealth. |
− | The | + | The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base: |
+ | * Room filled with mostly derelict structure with nothing to gain from smashing it. | ||
+ | * Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant. | ||
+ | * Room filled with [[mechanoids]]. They may be initially dormant. | ||
+ | * Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry. | ||
+ | * Room similar to the first type, except it will trigger an [[infestation]] incident upon entry. | ||
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+ | You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns. | ||
=== Relic Retrieval === | === Relic Retrieval === | ||
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{{Stub}} | {{Stub}} | ||
− | + | Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours | |
They may offer gifts or join your colony, similar to the refugees quest | They may offer gifts or join your colony, similar to the refugees quest | ||
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'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''<PAWN NAME>''''' will deliver '''''<NUMBER>''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. '' | '' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''<PAWN NAME>''''' will deliver '''''<NUMBER>''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. '' | ||
− | {{BiotechIcon}} A faction is | + | {{BiotechIcon}} A faction is looking to dump toxic waste into your colony. |
When accepting this quest: | When accepting this quest: | ||
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony. | * A set amount of [[toxic wastepack]]s are deployed near the edges of your colony. | ||
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony. | The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony. | ||
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=Endgame= | =Endgame= | ||
{{Spoiler}} | {{Spoiler}} | ||
{{Main|Endings}} | {{Main|Endings}} | ||
− | There are | + | There are 3 distinct ways to see the credits screen: |
− | * | + | *[[#Ship to the Stars|Launching a ship, to the stars]]. |
− | *[[#Royal Ascent| | + | *[[#Royal Ascent|Royal ascent]]. ({{RoyaltyIcon}} [[Royalty DLC]]) |
− | *[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}} | + | *[[#The Archonexus|Awakening the archonexus]]. ({{IdeologyIcon}} [[Ideology DLC]]) |
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==Ship to the Stars== | ==Ship to the Stars== | ||
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==The Archonexus== | ==The Archonexus== | ||
− | {{Main| | + | {{Main|The Archonexus}} |
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it. | {{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it. | ||
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Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired). | Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired). | ||
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=Version history= | =Version history= | ||
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush. | * [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush. | ||
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. | * Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. | ||
− | * [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added | + | * [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added |
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod. | * [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod. | ||
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* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added. | * [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added. | ||
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. | * [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. | ||
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer. | * [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer. | ||
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* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. | * [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. | ||
− | * [[Version/1.4.3558|1.4.3558]] - | + | * [[Version/1.4.3558|1.4.3558]] - Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions. |
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{{nav/guides}} | {{nav/guides}} | ||
[[Category:Guides]] | [[Category:Guides]] |