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After the release of Vanilla Factions Expanded - Empire, a lot of you have requested that we tell the other side of this marvelous story - the story of Deserters. So many of you have requested it that in fact we made it our priority to release the Deserters faction expansion as soon as it was reasonably possible. What initially was meant to be a small mod about stealing stuff from the Empire, quickly became a grand new campaign against the evil nobility. We didn’t stop on just a few new quests and a new weapon - this mod comes packed with content to make the anti-imperial playthrough not only viable, but also oh so fun!An indepth visibility system will track how much the Empire knows about you, and will affect everything that occurs in your game against the Empire. Higher visibility might result in larger imperial raids, less time for the empire to send reinforcements to their compounds, higher contraband prices and even quiet absolver raids.Our goal with this mod was to make you feel like you’re a part of the bigger movement happening across the entire planet, but still in secret. You will be able to contact other deserter cells to send shuttles to pick you up, cause distractions and taunt imperial forces. You will be doing all that by trading intel - which is a new resource obtained directly from the empire via a variety of different ways. I encourage you to check the infographics to find out more about what we cooked for you!For obvious reasons this mod requires Royalty DLC.

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Steam Workshop::Vanilla Factions Expanded - Deserters

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Comments

danethesheep

I just had a heart attack seeing this

John Labuda

So looking forward to make an roving gang of deserters styled liked mad max with vehicles expanded!

Oleg Oleg

Only thing I'm kind of against is how the visibility is handled in the sense that it's mostly just a tax on your stuff rather than actually something to properly manage (from what i can tell, on paper) What I mean by that is that there is little reason to have high visibility except you getting the specific rewards you want from completing an offered quest. A -20 visibility quest will be offered the same and reward the same whether you're at 80 or at 20 visibility - except that the mission to do it will actually be harder A suggestion I would have is that the higher the visibility, the more quests you get offered, the less visibility you gain or the more visibility you lose, since there so far is only punishment for visibility in all forms (acquisition, the act of owning it and the act of getting rid of it). Maybe I'm just saying bogus tho, I've yet to play the mod

Oleg Oleg

Times perfectly with the release of combat extended vehicles support, thus forcing me into the choice of either using CE without desserters or using desserters without CE. Thanks for that /j On a serious note, thank you for your work. There must be a lot of it. Even if I critique something, I don't actually dislike your work, and I'm sure that's the case for others too

John Anderson

This mod will be perfect for my upcoming playthrough of tunnel based mushroom dwarves with the Puppeteer psycast!

Wheatly Core

Loving the mod, but I had a question simply around how much the mod will affect Imperial loyalist playthroughs, will the AI deserter faction have more events to attempt to raid and kill your nobles?

Nighzmarquls

The only 'problem' with this mod is that it makes the regular VFE: Empire feel a bit lack lustre in what you can deploy compared to what the deserters have to face. And honestly that's not really a problem but it might be nice for VFE: Empire to get an upgrade at some point to measure up.

Silverskene

Can you hold your rank and title in the Empire until you are discovered to have ties to the Deserters? Could you secretly be a noble who is working towards the destruction of the Empire?

M

Amazing mod with so many features that it might as well be a dlc. Turrets with unlimited range sound a bit OP though. Maybe consider making "Vanilla Enemies Expanded" to counter the power creep from e.g. Vehicles, Security, Psycasts and these new turrets? ;)

The_F

While I don't play Rimworld all the time and take major breaks from it on a regulary basis, becoming a patreon for the Vanilla Expanded series is something, I've never regretted. Thanks a lot for your hard work!

Williams Rosewald

I think this might be my favorite VE mod. My number one is still Pirates expanded (The hire mercs and the war caskets just work perfectly and is just a comfy amount of new optional content.) but this is a great fleshed out “faction” mod. It has me actually out there exploring the world and making Xcom esque resource decisions. Can I risk taking “X” out and should I do “Y” to acquire more of “Z”. I feel like this balance of gradually escalating difficulty and rewards would be perfect in VE mechanoids. As it is, I never felt prepared or incentivized enough to pursue VE mechs ship landings. The factory buildings are neat but never seemed worth the risk and things would get more difficult anyway. If you ever revamp the olds mod I would take note from this VE Des system. The visibility system is genius. For Ve Mechs I would recommend adapting the system over. Maybe: one landed mech ship, that when defeated kick starts the Mechs notice of the world. Destroying clusters increases the visibility and after a certain threshold is hit, ships land and increase the mech presence until they eventually upgrade. Throw in drone bombardments of sorts plus mech encounters in caravans. The only way to lower visibility could be difficult quests given by friendly factions. Destroy a mech factory with some antenna thing. … But that’s just a fan fic blurb. Anyway absolutely love this mod!