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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}
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{{Stub|reason=Missing quests - e.g relic pilgrims etc. Biotech quests possibly incomplete. Quest flavor descriptions intentionally left out but can be re-added (see [[User:Hordes/Quests|here]] for old version)}}
 
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.
 
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.
  
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*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.
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.
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Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent, Archonexus) can be done at any time.
 
 
Some Quests, such as 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. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.
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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. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.
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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=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}
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{{Stub|section=1|reason=Options, commonalities etc}}
 
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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.
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, goodwill and items 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 and [[uranium]] from the same quest, excluding hospitality, bandit camp and crashed shuttle 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.
 
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. However, others may allow you to preview them as if viewing their info tab.
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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.
 
 
Main reward options:
 
* [[Honor]]
 
* [[Goodwill]]
 
* New colonists
 
* [[Flatscreen television]]
 
* [[Telescope]]
 
* [[Gladius]]
 
* [[Recurve bow]]
 
* [[Infinite chemreactor]]
 
* [[Psychic animal pulser]]
 
* [[Vanometric power cell]]
 
* [[Tornado generator]]
 
  
 
==Failure==
 
==Failure==
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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 "Triumph", 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.
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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 and cannot be tainted, but item {{HP}} does not matter.  
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*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 - unless you have a recruitment inspiration available.
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'''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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'''Notes:'''  
 
'''Notes:'''  
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.
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*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. Slaves do not count.
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*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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*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.
 
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.
 
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.
 
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}
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*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.
 
*Soldier names like "janissary" or "cataphract" correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.
 
*Soldier names like "janissary" or "cataphract" correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.
  
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==Ancient Complex==
 
==Ancient Complex==
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.
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{{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.
 
 
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.
 
 
 
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}
 
 
 
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.
 
 
 
Some rooms are mostly empty, while others contain enemies:
 
* Room filled with [[insectoids]].
 
* Room filled with [[mechanoids]].
 
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.
 
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.
 
  
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.
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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. 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.
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.
 
  
The rooms often contain one or more [[ancient unstable fuel node]]s that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}
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The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:
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* Room filled with mostly derelict structure with nothing to gain from smashing it.
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* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.
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* Room filled with [[mechanoids]]. They may be initially dormant.
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* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.
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* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.
  
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.
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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 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.
  
 
==Beggars==
 
==Beggars==
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* Some beggars will appear on your map. They are always unaffiliated with any faction.
 
* Some beggars will appear on your map. They are always unaffiliated with any faction.
 
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
 
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier.  
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* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification.
 
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].
 
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].
  
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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 can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.
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* The site will never be owned by a neutral or allied faction, and will always be an enemy or 'minor' faction.
 
 
 
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]].
  
 
==Relic Hunt==
 
==Relic Hunt==
{{See also|Relic}}
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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.
 
 
{{IdeologyIcon}} 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. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.
 
  
 
=== 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. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.
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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. 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.
  
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal.  
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The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:
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* Room filled with mostly derelict structure with nothing to gain from smashing it.
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* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.
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* Room filled with [[mechanoids]]. They may be initially dormant.
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* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.
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* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.
  
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.
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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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The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.
 
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.
 
== Pilgrims ==
 
{{Stub}}
 
 
{{IdeologyIcon}} 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
 
  
 
=Biotech=
 
=Biotech=
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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 asking permission to dump toxic waste into your colony.
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{{BiotechIcon}} A faction is looking to dump toxic waste into your colony.
  
 
When accepting this quest:
 
When accepting this quest:
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{{Main|Endings}}
 
{{Main|Endings}}
 
There are 3 distinct ways to see the credits screen:
 
There are 3 distinct ways to see the credits screen:
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]
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*[[#Ship to the Stars|Launching a ship, to the stars]].
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}
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*[[#Royal Ascent|Royal ascent]]. ({{RoyaltyIcon}} [[Royalty DLC]])
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}
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*[[#The Archonexus|Awakening the archonexus]]. ({{IdeologyIcon}} [[Ideology DLC]])
  
 
==Ship to the Stars==
 
==Ship to the Stars==
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*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.
 
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.
 
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.
 
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.
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*House the High Stellarch for 12 days, a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days.  
 
 
*The High Stellarch must be kept above 25% average mood for the duration of his stay.
 
*The High Stellarch must be kept above 25% average mood for the duration of his stay.
  
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==The Archonexus==
 
==The Archonexus==
{{Main|Endings#The Archonexus}}
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{{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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*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.  
 
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.  
 
*You will start a new colony, anywhere on the map.  
 
*You will start a new colony, anywhere on the map.  
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.
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** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. Items can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.
 
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.
 
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.
  
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* [[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.
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* [[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.
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
 
 
* [[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.
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
 
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.
 
* [[Version/1.4.3523|1.4.3523]] - Beggar quest asks for max 700 market value items.
 
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 
 
* [[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]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
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* [[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.
 
 
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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