Survivors: The Quest Mod Unlock All - Learn How to Install and Use It
- cherrylweiner00553
- Aug 21, 2023
- 6 min read
And those are all of the unlocks in Vampire Survivors. To unlock a few characters, you need to enter cheats or find them hidden in set stages on certain difficulties. There are also now exclusive DLC weapons and armour. If you want more games like this, check out our list of the best Roguelikes on PC, which highlights excellent games that change every time you play them.
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).
Survivors: The Quest Mod Unlock All
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.[Verify]
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 it's usual size would be. Quests can exceed the usual cap of 10,000 points.
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. Sometimes, the quest is its own reward, such as solving a condition causer or escaping the planet. 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.
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.
A long-range mineral scanner has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest only appears when using the long-range mineral scanner.
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.
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.
If a pawn with a noble title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a comms console and request it.
This quest does not allow you to grab anything back, only your colonists. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make Pod launcher, Transport pod and have enough Chemfuel to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the "Mech cluster buildings have been defeated" message appears.
A condition causer has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a major threat and not a quest, but it appears in the quests tab.
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.
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.
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.
This sub-quest requires you to send your colonist to the tribe's base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.
This sub-quest will force a cryptodrone space ship to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.
Destroying an ancient exostrider midsection yields an ancient transponder, which can be decrypted to start this quest. Upon starting, a cryptodrone space ship will be forced to land nearby, dropping a desiccated corpse with a mechlink attached to it, and a random hostile mechanoid based on the quest list. The mechlink can be extracted from the corpse, allowing you to turn a colonist into a mechanitor.
Having "Disable exostrider remains" as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor scenario.
Similarly to ancient complex quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.
1 year after the start of a colony, this quest can randomly appear. A random pawn with Sanguophage xenotype will request to host a private meeting around your base. Accepting it will cause him/her and 3 other pawns to appear on the edge of the map from different directions where the pathing isn't blocked by any means (i.e: mountain) and position themselves at a random spot near your base, marked by a blood torch. After several hours, they will leave.
All the rewards given are of a single item, but the first reward will always be "Gene implanter", which the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it. You can also betray the sanguophages and force the ones with Gene Implanter Archite gene to turn the colonist into sanguophage.
This quest will force a shuttle to crash on your colony, forcing a pawn with sanguophage xenotype and a number of thrall pawns to exit the crashed colony. They are hostile, and can be attacked. If you can down a sanguophage without destroying its brain, you can force him/her to turn your colonist into a sanguophage after imprisoning him/her.
This quest will cause mentioned number of toxic wastepacks to be dropped at your colony via transport pod once accepted. Ensure they are frozen or thrown elsewhere away from map as they can easily pollute the colony if left unfrozen.
The A.I Charleston Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own ship. This journey offer just gives you a way to leave the planet, without having to research and gather resources for that ship.
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.
If you've completed this quest, then a shuttle will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking "Get into shuttle".
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival. Growing season at the destination might affect the player's timing for accepting the quest.
Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a total of 3 colonies at $350,000 wealth and need to reset 2 times. 2ff7e9595c
コメント