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There are some ridiculously strong psycasts, several that take enemies out of the fight instantly, vertigo pulse shuts down a large area of enemies allowing you to shred them with attacks while they wander around and vomit, the berserk casts allow you to have an entire raid kill itself, and then there's stuff like skipshield which is ranged immunity in a radius and turns many battles into a trivial bloodbath for your persona wielders. Neuroquake is "brain melting" across the entire map. There's also lightning bolts, manhunter pulse, invisibility, long term blinds, smoke pops on demand, stuns, not to mention the spammable inspirations and mood buffs from the "word of" casts. The power and utility is pretty huge, assuming you manage to get those casts.
https://rimworldwiki.com/wiki/Psycasts
If you're looking for more abilities, perhaps Rimworld of Magic is to your liking? You can even tailor it so that only you / your colony have these traits and no other, making you very overpowered in most situations.
https://steamcommunity.com/sharedfiles/filedetails/?id=2460833332
https://steamcommunity.com/sharedfiles/filedetails/?id=2293460251
https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
Hope this helps with what you're looking for.
But I can see how you'd have heightened expectations, if you're coming from 40k. That setting is not known for its subtlety. :-)
On the up-side, nobody here gets possessed by chaos demons, or accidentally causes a spontaneous blood-rain on the inside of their escape pod...
I've previously used the Psychic Insanity Lance item (a consumable which has the same effect as the Berserk psycast) in defense against raiders. It was nice when I used it to pick off their sniper when I was woefully under-equipped - and later on making the raider holding a Doomsday Rocket Launcher attack the nearest pawns (their allies) turned the fight into something trivial. Having that power on-tap is not anaemic.
I can't convince you to appreciate psycasts, so I'm not going to. (This isn't that meme of that right-wing guy with the "change my mind" sign, either.) But consider that not everything has to be fireballs - and if thats what you prefer then the magic mod linked above should have you sorted. Alternately, https://rimworldwiki.com/wiki/Phoenix_armor :-)
The first psycast mod you should add if you want is the psycast AI to let raiders use casts. You will change your mind when you shooters get blinded or your most powerful melee with marine armour gets bezerked.
https://steamcommunity.com/sharedfiles/filedetails/?id=2026063610
Also, not just stupid "I win, I strong" buttons, they also add a lot of tactical options, from drawing long ranged fighters closer to you, creating walls for instant cover, slowing down thrumbos as you kite them, stunspam a target that can't fight back, to the more serious psycasts like AoE berserk, instant inspiration so you can spam legendary items, teleporting dozens of targets into the range of your 4+ melee experts (best way to instagib centipedes), or teleporting melee chargers away from your team, teleporting people running away so you can get closer, or even teleporting an antigrain warhead into the middle of a mech cluster so you can wipe it out in a single explosion.
Psycasts are ridiculously OP. Two level six casters with good gear can send 100 pirates packing before they get near your base, then get a bite to eat and do it all over again.
It’s up to you to figure out how to use the available mechanics.
Francis John “Tribal Wizards”
Rhadamant “Vikings”
Lol
Just stating my oppinions aint gonna be helpful tho so I'll give some examples of how some of em can be used effectively. Focusing on the possibly non obvious.
Level 1:
Painblock - Your wimp pawns can now fight and downed pawns can get themselves and someone else to the hospital and out of danger.
Word of Trust - Reducing resistance will allow you to (with a decent warden) immediately recruit those surviving raiders that came your way and since none in your colony know em yet you can just throw em at that off site weathercontroller with no harm done should they die.
Level 2:
Waterskip - Nullifies those lovely infernocannons as long as you have your caster a bit to the side.
Neural Heat Dump - The main limiting factor for combat psycasts is neural heat so bring along some human sized batteries. It's also useful for when you need a pawn to go unconscious to save their life, like from animal revenge or manhunter packs.
Word of Joy - That pawn with witdrawal vaing too many mentalbreaks and dont wanna remove their legs? Know that when Consciousness drops below 30 a pawn passes out so the -20 from this skill can be used to put em under without using a lot of medicine during rehab.
Level 3:
Vertigo Pulse - Basically an AOE stun which also works on mechs. The effect also reach trough walls so you can delay sappers and insects from breacing your walls before your squad is ready or passing out from heatstroke.
Beckon - Creatures cant shoot while walking, so instead of having that lancer remove someones head have it come over to get that faceplate smashed in.
Level 4:
Smokepop - You just solved any mechcluster that heavily relies on turrets.
Level 5:
Flashstorm - Your only direct damage spell, too inaccurate you say?, flashstorms can only strike unroofed areas. I bet you just came up with a bunch of uses for this spell.
Level 6:
Skipshield - While garbage with firearms, it's a great setup area for the rest of you psycats so you dont get braindamage while trying to cast that berserk pulse.
Manhunter pulse - Attacking that mech cluster too costly? Just let nature take care of it (remember to wake the mechs ahead of time tho.
Neuroquake - The "I win" button.
Skip is very versatile. Some things I’ve done aside from covering long distances (some backed up by invisibility):
1. Skip shells away from siegers.
2. Skip shells next to mech cluster buildings (then berserk a centipede to get the infernos started)
3. Skip berserking/tantruming/binging pawns or their target
4. Skip downed pawns/surrounded pawns to safety
5. Skip berserked/manhunting enemies into other enemies (once shot a thrumbo, enraging it, then skipped it into sappers)
6. Skip sappers away from walls before they can take them down
7. Skip medicine next to downed pawns
8. Skip mental break pawns out of danger
9. Skip enemies onto traps/away from turrets
10. Skip mechs to zeushammer wielders (works great with a 3-4 in a kill circle)
11. Skip rocket/grenade-toting drop podders out of los/into melee range
12. Skip blocks/wood for emergency wall building
13. Skip dropped things out of doorways
14. Skip valuable loot out of fires
Combine skip with other casts and you can own a battlefield, just don’t forget to bring along your pacifist heat dump sidekick.