RimWorld

RimWorld

Powerful Psycast AI
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Update: Apr 2, 2020 @ 1:30pm

Fixed NullReferenceException thrown by Psykers trying to target non-pawn enemies like Turrets.
Psyker AI can recognize pawns with 0% psychic sensitivity and will no longer target them.

Update: Mar 30, 2020 @ 9:12pm

Removed stun check and movement check in JobGiver_PsycastAI which were throwing exceptions.
Also was quite destructive with some JobDriver trying to figure out the problem, keep a look out to see if those modifications cause problems.

Update: Mar 22, 2020 @ 2:58pm

Increased T2 Psyker combat power, and slightly reduced their spawn rate.
Changed Psyker's apparel scheme to purple instead of red to distinguish them from stellic guards.

Update: Mar 21, 2020 @ 8:10pm

Reverted AI back to ThinkTree after some testing with large raid sizes and optional setting on (which increases number of Psykers and therefore greater computational burden)

Update: Mar 21, 2020 @ 1:22pm

* AI can now use Chaos Skip as desperation measure against enemy in good cover.
* Patch method changed so that Psyker raids are added to Empire raid possibilities instead of replacing them. This mean new units have 50% chance to appear in Empire raids.
* Moved AI JobGiver from Humanlike ThinkTree to HumanlikeConstant. Since the code does not compute unless NPC with Psycast ability has enemyTarget, this should not significantly affect performance unless active battle is happening.

Update: Mar 20, 2020 @ 4:56pm

Added new mod option that give Psycast ability to all NPC.
Nerfed gear choice of T2 Psyker to that of Janissary.

Update: Mar 19, 2020 @ 4:42pm

Reuploading my local copy to just make sure.

Update: Mar 19, 2020 @ 4:15pm

Removed Two Families compatibility because it introduced a bug where you gain inheritance from killed friendlies.

Update: Mar 19, 2020 @ 4:01pm

Compatibility with Two Families mod.

Update: Mar 19, 2020 @ 3:21pm

Moved Psycast AI into ThinkTreeDef (insertion) instead of DutyDef (replacement).
Patch canBeSapper tag to Empire Champions.