RimWorld

RimWorld

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Vanilla Psycasts Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
100.558 MB
Jul 30, 2022 @ 10:32am
Jul 26 @ 4:14am
70 Change Notes ( view )
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Vanilla Psycasts Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



Check change notes.



Vanilla Psycasts Expanded is potentially our Magnum Opus, a greatest, most exquisite, complex and visually stunning mod up to date. As always, it started with us simply not being satisfied with how Psycasts ended up being in Royalty DLC. This resulted in us wanting to expand on the concept, and expand we did.

Inspired by games such as World of Warcraft, Stellaris, Path of Exile and many more, we have designed a brand new system that makes Psycasters truly worth-while, whilst also keeping everything anchored in the grim universe of RimWorld. This mod does not add fantasy character classes, tossing fireballs left and right, conjuring holy magic to repel demons etc. It simply expands on the mysterious psychic powers granted by the link to an archotech.

Complex level-up system will reward you for meditating, allowing you to distribute ability points in many different paths, unlocking hundreds of new, unique abilities, each kept in line with vanilla psycasts when it comes to balancing and visuals. Ultimately, it’s up to you if you want to become a fire-slinging conflagrator, an animal ruling wildspeaker, or a mix of both. As it always is with RPG games, you can also spend level-up points on upgrading your overall psycaster stats.

On rare occasions, enemies can send their finest psycasters against you. They will be able to use all their unlocked abilities to defeat you, so you should make sure to prioritize them. Don’t worry - Psycaster raids are rare, and the game prompts you with fair warnings that an enemy raid is utilising a psycaster.



















































[forms.gle]



Please check the following doc for a list of incompatible mods, and instructions for modders how to make their mods compatible:

https://docs.google.com/document/d/10lNp2C63XCy8CcyDDtzq6Af13VDWvPhuK7s0r4arbqc/edit?usp=sharing



Authors:

Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design.

erdelf, a programmer responsible for the ability framework.

Legodude17, a programmer responsible for many abilities and improvements to the framework.

Taranchuk, a programmer responsible for different abilities and code improvements.

Sarg Bjornson, a programmer who helped with animal code.

xrushha, an xml specialist responsible for the item xml.

Reann Shepard, a creative writer responsible for psycast descriptions.

Sir Van, an artist responsible for projectile art.

Alternative artworks for psycaster paths generated using wombo art.

Small amount of sound effects sourced from DotA 2.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Is this mod compatible with X?
A: Scroll up to the compatibility section please.

Q: Can I add it to an ongoing save?
A: Yes. Abilities from existing psycasters will be removed and translated into psycaster levels that you can spend to unlock any abilities in the new system. Remember: Always back-up your save. I can’t predict what mods you have and how they will affect Psycasts Expanded. Be safe.

Q: Does this work with RimWorld of Magic?
A: Should do! We’re not touching anything they’re touching.

Q: CE Compatible?
A: I believe it is!

Q: Can I remove it from a save?
A: No, sorry.

Q: Can enemies use psycasts?
A: Yes!

Q: How often do Psycasters raid me?
A: Not often at all. Psycasters, in lore, are extremely rare. They are not footsoldiers at all. We added psycaster raids as a new raid strategy for Tribals and Empire. This is the only way they can raid you. Each faction uses specific psycasters too, that we found fit their lore.

Q: What if I want more psycasters?
A: Use Basilicus Bestower and adjust him in mod options. You can turn every incoming pawn into a psycaster if you want to.

Q: Can abilities on player pawns be set to autocast?
A: Yes, simply right-click them!

Q: Is there a limit to the amount of levels?
A: No, there's no limit!



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Popular Discussions View All (206)
286
Jul 25 @ 4:40pm
PINNED: Feedback
Oskar Potocki
1
Jul 27 @ 3:11pm
Bug: No Psycast Menu Only
ScoutSmudge
1
Jul 25 @ 4:34pm
VPE and Sleep Meditation interaction bug
Argyuile
4,499 Comments
Hazardous 3 hours ago 
The darkness ability has no effect on mechanoids. They can still fire out of the sphere just fine, and they can still fire into a sphere just fine. Lost the entire colony at endgame of the odyessy DLC finding this out.
Darth Diabetus 3 hours ago 
@VitaKaninen how do i tell a vanilla psylink from a VPE psylink? if they visually look different or are called something different, I still have the vanilla psylink. My abilities DO translate into levels though, it's ONLY the psylink that remains seemingly unchanged.
Latex Santa 9 hours ago 
@Darth Diabetus
With complex mods like these, it is always, ALWAYS the better option to start a new save.
Or if you have a lot invested in your current save and mod list which you do not want to abandon, to just continue the mod list as it is, with no new additions.
All too often, when I screwed up an ongoing save, it was by adding one or more new mods.
It all depends on the mod, of course. But something major, like a large psycasting overhaul, will generally screw things up.
VitaKaninen 9 hours ago 
Your existing psylink is supposed to be converted into a VPE psylink, and your skills should convert to the VPE equivalents. Is that not what is happening?
Darth Diabetus 9 hours ago 
@VitaKaninen, then I don't understand it because I installed it and I still have my psylink. Is that a bug?
Latex Santa 21 hours ago 
@Molay
The Vanilla Expanded team are a little bit like a bunch of failed Da Vincis.
They soar high and touch greatness, only to crap out at the last second or completely lose interest and abandon their old works.
We need a team of Chad modding janitors, to follow in their wake and clean up their messes.
And until they admit their flaws and fix them, I will refuse to retract this comment.
VitaKaninen 23 hours ago 
@Darth Diabetus. The answer is in the FAQ, just like he said. Question #2.
Darth Diabetus 23 hours ago 
@(guy with blank name) I'm talking about psylinks, not psycasts, dude read my question.

I installed and still have my psylink on my psyker, even though he now has the new psycast system. My question is will bestowing ceremonies level his psylink still? Like, what is the point of the PSYLINK item, not psycasting itself.
Ben Dover Jul 27 @ 8:40pm 
I think I might have to take your side @Molay - saying goodbye to either really in-depth psycasting and in-depth gameplay - just think that it is such a missed opportunity to drop this mod from the list, since it is such well made and honestly fun to have in a game. Well, either a Powerpoint presentation of intricate psycasting, or a dampered experience of, well, actually experiencing.
VitaKaninen Jul 27 @ 8:37pm 
You need a separate mod in order to queue up psycasts like that, since most of them have a cooldown, and will break the chain. Charged Abilities did that in 1.5, but I do not know if it works in 1.6 or not.