Difference between revisions of "User:Hordes/Quests"

From RimWorld Wiki
Jump to navigation Jump to search
Line 7: Line 7:
 
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.
 
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.
 
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.
 
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.
 +
 +
Without the [[Royalty DLC]], you will receive 1 quest every 10 days. Each quest will be offered 3 to 19.9 days apart. With the Royalty DLC, you will get 2 quests every 12 days, as this DLC introduces more possible quests. These values are defined by the [[storyteller]], though all 3 storytellers have the same quest interval.
 +
 +
Quests use the [[raid points]]s mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be.
  
 
===Rewards===
 
===Rewards===
Line 13: Line 17:
 
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.
 
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.
  
Certain pawn join rewards (typically the ones offered by the pawn themselves) will not give information about the pawn joining, other than their age and backstory.
+
Certain pawn join rewards - typically the ones offered by the pawn themselves - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting.
  
 
=List of quests (Core)=
 
=List of quests (Core)=
Line 19: Line 23:
 
=Royalty=
 
=Royalty=
  
=Ideology=
+
===Desperate refugees===
 +
 
 +
===Noble wimp===
 +
A high-ranking [[noble]] is being chased by a small, manhunting animal. This quest generally appears after 8 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. <!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 -->
 +
 
 +
When accepting this quest:
 +
*An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger.
 +
*A single [[manhunter]] animal - [[rat]], [[squirrel]], etc. will be following them.
 +
 
 +
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.
 +
 
 +
===The Deserter===
 +
Somebody has deserted the [[empire]]. This quest generally appears after 26 days of the colony start, but can appear later on or never generate. <!-- See storytellers.xml -->
  
=Biotech=
+
When accepting this quest:
 +
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|"Trooper"]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}})
 +
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].
 +
*{{--|200}} [[goodwill]] with the [[empire]].
 +
*You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
 +
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.
  
 
=Endgame=
 
=Endgame=

Revision as of 02:21, 17 January 2023

Quests are a class of event, where actions must be performed, or special circumstances arise, in order to gain a reward.

Summary

Quests are found in the Quests tab. Most quests are offered by a faction, but they can be offered by individual pawns or even unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "trashed" by clicking on the trash can icon, but this can be reversed (Quests/Historical).

Most quests are time sensitive, and have one or both of these timers:

  • The first timer is the limit to accept the quest. If not accepted, the quest will be rejected.
  • The second timer is the time to do the quest, or alternatively, how long a quest lasts for.

Without the Royalty DLC, you will receive 1 quest every 10 days. Each quest will be offered 3 to 19.9 days apart. With the Royalty DLC, you will get 2 quests every 12 days, as this DLC introduces more possible quests. These values are defined by the storyteller, though all 3 storytellers have the same quest interval.

Quests use the raid pointss mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be.

Rewards

Rewards vary greatly - from simple plasteel and uranium, to quest-exclusive items like tornado generators and vanometric power cells, to factional goodwill and new colonists. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.

Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want goodwill or honorContent added by the Royalty DLC from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from.

Certain pawn join rewards - typically the ones offered by the pawn themselves - will not give detailed information about the pawn themselves. You will be able to see their age and backstory before accepting.

List of quests (Core)

Royalty

Desperate refugees

Noble wimp

A high-ranking noble is being chased by a small, manhunting animal. This quest generally appears after 8 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome.

When accepting this quest:

  • An empire noble, always with the Wimp trait, joins your colony as a quest lodger.
  • A single manhunter animal - rat, squirrel, etc. will be following them.

This quest always gives 8 honor, enough to get a pawn to the Yeoman rank.

The Deserter

Somebody has deserted the empire. This quest generally appears after 26 days of the colony start, but can appear later on or never generate.

When accepting this quest:

  • The deserter joins you as a colonist. This deserter will be of the "Trooper" pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before xenotypeContent added by the Biotech DLC)
  • −200 goodwill with the empire.
  • You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
  • An empire outpost will be generated, with 2 psylink neuroformers, along with other camp loot. This goes away after 60 days.

Endgame