RimWorld

RimWorld

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VPE - Umbra
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Mod, 1.6
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2.475 MB
Sep 12 @ 12:56am
Sep 15 @ 2:28am
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VPE - Umbra

In 1 collection by Sentinel
Too many VPE Paths.
21 items
Description
Github and license here, click on the green code button and download zip: https://github.com/Sentinel297/VPE---Umbra

Weave the shadows and overwhelm your foes with vicious psychic phenomena.

Psycasts:

T1:

Shadow Claw:
Strike the target with a claw made of psychic energy, targets in the dark will receive an additional hit.

(100% Psychic Sensitivity = 10 Damage || Targets must be in a cell with less than/equal to 30% light to take a second hit.)

T2:

Curse:

Sap the energy from the target by cursing them with a looming psychic phenomenon that feeds on their life force.

Subsequent casts will further decrease the maximum capacity for the target's stats up to a maximum of 30%.

Casting this ability on a target that is standing in a location with a light level of 30% or less will instantly afflict them with the full effect of Curse.

T3:

Conceal Skip:

Turn yourself into a shadow and emerge at the target location, nearby allies will become shrouded in darkness as the caster reforms, rendering them invisible.

Mass Curse:

Sap the energy from multiple targets by cursing them with a looming psychic phenomenon that feeds on their life force.

Subsequent casts will further decrease the maximum capacity for the target's stats up to a maximum of 30%.

Casting this ability on targets that are standing in a location with a light level of 30% or less will instantly afflict them with the full effect of Curse.

Hunting Mark:

Inflict a psychic mark upon enemies to weaken them, greatly increasing incoming damage. The effectiveness of the mark depends on the light level at their position.

(25% incoming damage bonus if standing in an area with more than 30% light, 100% incoming damage bonus if standing in an area with a light level of 30% or less.)

T4:

Umbral Veil:

Generate a psychic field around the local area, this field will prevent sunlight from passing through. This veil is capable of preventing the electromagnetic radiation emanated by solar flares from affecting the protected area.

T5:

Shadow Fang:

Bite down on the target with fangs made of psychic energy, these fangs will continuously bite on them for as long as they remain in an area with less than 30% light.

(Damage scales with the psychic sensitivity of the target, 100% = 10 damage. 0% = 1 Damage.)

The initial bite scales with the caster's sensitivity (100% = 15 Damage)

T6:

Umbra:

Weave a creature of shadows that will take the caster's appearance, this creature will mirror the caster's psychic prowess and possess the ability to develop its own set of psycasts.

This entity will steadily lose psyfocus over time, disappearing once it reaches 0%.

The entity will lose much more psyfocus over time if it is standing in an area with a light level over 30%.

Umbral Swarm:

Shroud the area under a psychic field capable of blocking sunlight to awaken shadowy creatures that will assault those who are not of the caster's faction.

(These entities will only be able to reach targets that are in a location with a light level of 30% or less.)

Shadow Hunt:

Assault targets in the radius with fangs made of psychic energy, these fangs will continuously bite on them for as long as they remain in an area with less than 30% light.

(Damage scales with the psychic sensitivity of the target, 100% = 10 damage. 0% = 1 Damage.)

The initial bite scales with the caster's sensitivity (100% = 10 Damage)

Q: Does darklight count for the abilities?
A: It doesn't, darklight will always be considered 0% light.

This psycast path can be found in the "Misc" psycast tab and is Mid-Save/CE compatible.

While the Anomaly DLC isn't required for this mod it is recommended as this mod uses some visual effects found in the DLC

[www.patreon.com]
64 Comments
Krankus Wrexus Oct 25 @ 7:32am 
Right never mind then my art and sounds skills are less than nil
Sentinel  [author] Oct 25 @ 5:55am 
They upscaled them and provided the sfx too.
Sentinel  [author] Oct 25 @ 5:45am 
@Krankus Wrexus All icons were from the source material.
Krankus Wrexus Oct 25 @ 5:32am 
Wait so that guy made the art damn
Sentinel  [author] Oct 24 @ 10:38pm 
@Krankus Wrexus That really depends on the amount of time the path would require, I charge 11€/HR.

The more complex paths can take 10hrs+ to make so it really depends on what you have in mind, I can't give you an answer out of the blue, estimate at least 88€.

Also disclaimer: I don't do art/sounds, only code, so you'll need to provide the icons/SFX as well.

Payment is decided once the full list of abilities has been provided and 50% of the payment must be sent at the beginning, the other 50% when the mod is done.

I accept Paypal under goods & service, I don't trust F&F, both parties get a protection with G&S.
Krankus Wrexus Oct 24 @ 12:18pm 
How much is a commission if you do not mind me asking
Sentinel  [author] Oct 24 @ 3:28am 
@Krankus Wrexus There'll be one if someone commissions one and the skills are within my skill set.
Krankus Wrexus Oct 24 @ 2:17am 
After the latest mod came out I just wondered any chance of a fma style alchemy tree
Krankus Wrexus Oct 4 @ 1:37pm 
That sounds cool
Ros[É] Oct 4 @ 10:10am 
Please make a summoning psycast tree like solo leveling 🙏