Difference between revisions of "User:Hordes/Quests"
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When acceping this quest: | When acceping this quest: | ||
− | *You will have to deliver the requested items. You can't send the items directly via [[transport pod]], but you can transport pod a pawn | + | *You will have to deliver the requested items. All items must be of normal [[quality]] or higher, but item {{HP}} does not matter. |
− | *A timer starts as soon as you accept this quest. The time limit is the same regardless of when you've accepted the quest; accepting the quest later is advantageous as it gives more time. <--! tested via devmode, <requestDuration> remains constant regardless of time passing. --> | + | **You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location. |
− | Rewards are received as soon as items are delivered. | + | *A timer starts as soon as you accept this quest. The time limit is the same regardless of when you've accepted the quest; accepting the quest later is advantageous as it gives more time. <--!tested via devmode, <requestDuration> remains constant regardless of time passing.--> |
+ | Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back, | ||
=Royalty= | =Royalty= |
Revision as of 18:17, 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 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 is purely visual and 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.
Not all quests have a time limit. The 3 endgame quests (Ship to the Stars, Royal Ascent, Archonexus) in particular have no limit to be accepted.
Without the Royalty DLC, you will receive 1 quest every 10 days. With the Royalty DLC, you will get 1-3 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 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 major threat, then it will be larger than what raid points would otherwise suggest. Quests can exceed the usual cap of 10,000 points.
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 honor 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. For example, a Nurse will always have some amount of Medical skill, but will almost always be incapable of Violence.
List of quests
Bandit Camp
A faction has contacted you about an outpost of a mutal enemy. Destroy it to be rewarded.
When accepting this quest:
- An event space generates somewhere near your colony, with enemies inside.
- Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.
As soon as the enemies are "fleeing" (>50% of enemies downed or killed), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.
Downed Refugee
A refugee has contacted you for help. They are downed and need your help.
When this quest appears:
- You have a certain time frame to reach the downed refugee.
- The refugee won't starve or bleed out before you reach the event space. When rescued, they will gain the +18 Rescued moodlet for 30 days.
- Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear.
- Any specified threats will be present. An unknown threat may appear as you approach the refugee.
Select a colonist, right click on the refugee, and click "offer help" in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
Prisoner Rescue
A prisoner has called you for help. If you can free them, then they will join the colony.
When this quest appears:
- You have a certain time frame to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.
- The prisoner starts with some food in their cell. When rescued, they will gain the +18 Rescued moodlet for 30 days.
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell' door, or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
Threatened Joiner
A pawn is threatened by some sort of mutal enemy. As a pawn join event, it will be less common as you gain more people.
When accepting this quest:
- The specified pawn will immediately join your colony.
- A major threat will arrive at the colony within a few hours.
- This can be enemy raiders, a manhunter pack, a mech cluster
, an off-map condition causer
, or a forced condition (like rain, heat wave, or volcanic winter) for a few days
. This threat is usually specified.
- This can be enemy raiders, a manhunter pack, a mech cluster
Trade request
A faction base is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.
When acceping this quest:
- 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.
- A timer starts as soon as you accept this quest. The time limit is the same regardless of when you've accepted the quest; accepting the quest later is advantageous as it gives more time. <--!tested via devmode, <requestDuration> remains constant regardless of time passing.-->
Rewards are received as soon as items are delivered. Item rewards are inserted into the caravan that fulfilled the offer in the first place; make sure you can carry it back,
Royalty
Royalty intro quests
These quests appear only once, near the start of the game. These offer distinct interaction with the empire faction.
Noble Wimp
A high-ranking noble is being chased by a small, manhunting animal. This quest generally appears after 8-11 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, or raccoon at largest, will be following them.
- After 3 hours from accepting the quest, a shuttle will arrive to pick up the noble. The noble can be carried to the shuttle if they are downed.
This quest always gives 8 honor, enough to get a pawn to the 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.
- However, with the Ideology DLC, they can be enslaved
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 psycasts, like Berserk Pulse, Farskip, or Neuroquake.
The Deserter
Somebody has deserted the empire. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 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 xenotype
).
- 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 neuroformers, along with other camp loot. This goes away after 60 days.
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.
Notes: There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.
- Can be highly worth betraying the empire in just for the gear the deserter brings, especially in Naked Brutality. If you're lucky, then the loyalty squad will only be downed, netting you a second pair of trooper gear.
Desperate refugees
Desperate refugees are looking to stay at your colony to rest and regroup.
When accepting this quest:
- Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.
- Refugees may offer to join the colony. There is no penalty for not accepting this join offer.
- Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.
- Refugees will never betray you if one of them is child
and the storyteller setting, 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 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: If you really want a refugee to join your colony, then it's best to arrest one of them immediately, to avoid the chance of betrayal and subsequent death. Draft all the other refugees as far away as possible, for when they go hostile.
Betrayal offer
A member of another faction has learned that the refugees are in your faction, and wants them dead.
- Gain a reward if you kill all members of the refugee group.
- If a refugee has joined the colony before the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is arrested and then recruited, then the quest fails.
Build Monument
A noble, leader, or machine persona has requested you to create a specific mounument.
When accepting this quest:
- You will immediately receive a monument marker through drop pod.
- Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.
- Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:
- Loss of goodwill with the faction, if any.
- Any major threat other than a raid. These are specified by the quest when it is generated.
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.
Notes: If you want to preserve the monument, then watch out for fire burning up wooden structures.
- You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of manhunting grizzly bears to disrupt an enemy siege, or to call in a sun blocker with a fluid ideoligion
, in order to take advantage of the Combat in Darkness precept.
Forced Weather
A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.
When accepting this quest:
- A game condition will be forced on you for the listed duration. At low wealth, this will be a change of weather. At higher wealth, it can a cold snap, heat wave, or another condition causer effect, such as a psychic drone or EMI field.
You will get the reward immediately upon accepting this quest.
Notes: Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.
- Forced fog will prevent the usual rain that appears when a fire gets too big. Wildfires can ravage the whole map, including your base.
Pawn Lending
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.
- The shuttle will return in a specified amount of days. Colonists are usually safe, but if they have a pre-existing condition like the plague, then they can die.
You will get the reward when requested colonists have left the colony.
Shuttle Rescue
A shuttle of the empire has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutal enemy will come and attack the shuttle group.
When accepting this quest:
- A crashed shuttle appears on the map. Landing site unaffected by ship landing beacons. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with biocoded weapons. This shuttle can be deconstructed for
35,
20, and
5, regardless of the outcome.
- Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.
- The rescue shuttle will arrive within 8 hours of the shuttle crash. Downed people must be carried to the shuttle yourself.
- −10 goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle.
- Another −10 goodwill if any amount of other occupants misses the shuttle.
Notes: The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.
- Against small raids, it is likely that the empire's troopers will be able to handle enemies on their own.