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[DEVBLOG#219] Vanilla Factions Expanded - Deserters intro

Hello folks and welcome to a brand new development blog. I am well aware that everyone and their mother were interested in the Deserters when we released Vanilla Factions Expanded - Empire. I hear you, and I'm sorry some of you were disappoined when the Empire faction mod launched without features for those wanting to go against nobility.

But that is because we had to focus our resources on one thing instead of spreading it thin across more or less two standalone factions. As such, I think it's now time to focus all of our attention on the Deserters faction mod.

Our focus for Vanilla Factions Expanded - Deserters is to really make you feel like a part of the rebellion against the Empire. Your goal is simple: Force the Empire to adapt. You don't want to kill everyone, you're not a terrorist (despite Imperial propaganda telling everyone you are), you are a harbinger of change, and since Sophiamunda shattering, the Empire is a husk and a shadow of former selves anyway. 

Imperial subjects suffer injustice at every step. You have chosen to do something about it, even if the means to do it are somewhat extreme.

You will work as part of the Deserter Network. You will gather intel from imperial installations and trade it for information, quests, contraband and imperial gear. You will venture on many, many new quests in order to destabilize the Empire. From raiding supply depots and Aerodrone landing stations, to destroying the Imperial underfarms and raiding imperial convoys, the name of the game is 'Fast and Lethal'.

All the new missions will only become available if you choose to join Deserters - and by doing so, you will make the Empire a permanent enemy. The missions are time-based - depending on your current visibility level, you will have a limited amount of time to get in, complete the objective, and get out. Waiting longer may trigger Imperial response, which in severe cases might mean indiscriminate aerodrone bombardment on your position.

VISIBILITY: HIDDEN

VISIBILITY: WHISPERS

VISIBILITY: RUMORS

VISIBILITY: NEWS

VISIBILITY: PUBLIC ENEMY

VISIBILITY: DIVINE INFERNO


Our main inspiration for this mod is XCom 2, but we also take from games such as Rebel Inc and Commando. New music is also available on these 'semi-stealthy' sabotage missions, created by dendroid101, our new music artist. I didn't think the standard battle music fits the 'get in and out quick' vibe, so you will now enjoy RimWorld-fitting stealth music inspired by the soundtrack of Royalty DLC.

I will be dripping down content information over the next weeks, but I wouldn't expect the release before May at the soonest.

But don't worry, keep doing your Empire playthrough. We have devised a way in which you can flip, and based on the title you held with the Empire, you will get rewarded with Intel! So the stronger you get with the Empire, the more beneficial it will be to flip to Deserters. Mind you, there will be no flipping back. Well, that's a lie. You will be able to flip back, when the Empire comes begging you to do it before you take down the Imperial flagship. But we're in the spoiler territory now, so I will leave it there.

Let me know what you're the most excited about!

Comments

Relatively safe? No. But you might stand a chance to survive it. The air itself superheats so unless you have good cooling system, everything will spontaneously combust inside.

Oskar Potocki

So, are these simply orbital lasers? Does that mean deserters who have a mountain base will be relatively safe?

Silverskene

Divine Inferno exists to prevent you from gaining too much power too quickly. If you don't reach 100 Visibility, it will literally never happen.

Oskar Potocki

Would it be possible to disable Divine Inferno (mod settings)? Empire sending a lot of raids is fun, but going complete annihilation mode doesn't.

you fr made me play royalty again with these mods lol

ExBeNN


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