// Management · RimWorld Mod

LateGameQuests (LoGiQ)

LateGameQuests Introdution You armed a squad of colonists, outfitted combat vehicles, equipped exoskeletons, launched robots, and set out to complete another mission on the global map.

LateGameQuests

Introdution

You armed a squad of colonists, outfitted combat vehicles, equipped exoskeletons, launched robots, and set out to complete another mission on the global map. But upon arrival, you encountered only weak resistance, and most of your combat power went unused. Familiar? Then this mod is for you. I was missing the following things in RimWorld, and this mod tries to fix them:
  • Combat vehicles, weapons, and other cool stuff simply have nowhere to use.
  • There aren’t many quests in the game, and they are monotonous.
  • In the quests that require completion on a separate map, only a small percentage of the game’s mechanics are used.
  • The world map does not encourage exploration; many missions and quest chains are pinned to the player’s first and only map.
  • I want to grow from a small colony into a full faction that influences the planet.
The LateGameQuests (LoGiQ) mod tries to enhance the game with more complex, interactive challenges that require visiting points on the global map.

Features

This mod is under active development. Above the line are things that have already been implemented, below are what I plan to add in the future. 1. Quest to defend a mining station. You arrive with a squad at an autonomous station around which you need to build defensive structures and repel raider attacks. 2. Quest to defend a research camp. You arrive with a squad at a camp of researchers who study ancient combat machines. You must protect the scientists and can assist them in their research to speed up the quest completion. 3. Quest to rescue a prisoner from a slaver camp. Two difficulty options. You need to free the prisoner and ensure their safe removal from the map. 4. Quest to assault an enemy military base. Two difficulty options. You need to destroy enemy fighters and turrets. 5. Quest to capture a factory. You need to destroy enemy fighters and turrets with minimal damage to other objects.
6. (Planned) Quest for delivering various goods (similar to the trading quest in vanilla, but more balanced) 7. (Planned) Quest for training the militia. 8. (Planned) Quest for destroying an artillery installation that is bombarding the settlement. 9. (Planned) Raider attack on a settlement specified by another faction. 10. (Planned) Quest for clearing a bio-laboratory after an accident (Vanilla Genetic Expanded recommended). 11. (Planned) Rescuing settlement villages from a threat in their settlement. I want to use the content offered by the community to the fullest, so I use the capabilities of other mods in my own. Below is a list of mods that expand the functionality of my mod. They are not mandatory, but they significantly increase the variety of quests. 1. CombatExtended* How could we go without CE? This integration adds several new maps and turrets. And the most important thing - enemies have learned to use manned turrets. Yes, yes! Now these bad guys will be raining lead on you from heavy machine guns and cannons! 2. Aoba's Fortification series Adds new maps that use defensive structures from this mod. 3. Dead Man's Switch series Adds new enemies and turrets. 4. AMP Exosuite Adds new enemies. 5. Locals turrets series Adds new turrets. 6. Unofficial turret pack Adds new turrets. 7. Vanilla FE Security Adds new maps and turrets. 8. Vanilla FE Props Decorative elements appear on the maps. 9. (Planned) Vanilla Genetics Expanded. Adds new quests. 10. (Planned) Vehicle Raid Framework. Adds new enemies. I recommend load LoGiQ after this mods.

Dependencies:

This mod depends only on CustomQuestFramework. All other mods, including official expansions like Royalty, are optional. But I would recommend installing CombatExtended and Aoba's Fortification to enjoy most of the features of this mod.

Saves support

You can enable the mod and load the existing save. There is no need to start a new game. I recommend to use existing saves becase quests will not start if the colony is not big enough. Even for the appearance of simple quests (Rescue Mission, Military Base Attack), about 8 colonists and a relatively wealthy colony are needed.

Known issues:

• Quests are quite rare. The probability mechanism for quest generation is not clear to me, so I was unable to balance the appearance probability of my quests. I plan to figure this out and add the ability for the user to adjust the probability in the mod menu.

How to help:

You can suggest integrating content from another mod. Quest ideas based on vanilla mechanics or mod mechanics are also welcome. If you found a bug or something that you dont like, write an issue at GitHub (https://github.com/DimmanT/LateGameQuests) or Steam.