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Sorry but I'm afraid I won't be doing major updates to this mod. Also I'm not sure I'd be able to do that with just xml. Addtionally the mod Sleepy's More Psycasts has psycasts for exactly the things you're after so I'd suggest taking a look at that.
That would be because that was added as a new tag in 1.5. When I updated the mod I only checked it was running without errors and changed the version number. I'll upload a fix.
Question - why can't non-violent pawns cast Arctic Pinhole? They can cast Solar Pinhole and it feels inconsistent to me.
I've been meaning to look into doing that at some point. It hasn't annoyed me yet again so I hadn't really noticed. I had wanted to add self casting to a bunch of things because I find it annoying and silly you can't use them on yourself. When I get around to doing it it'll be added to my tweaks mod rather than a standalone mod.
Unfortunately, that means I can't use the patches anymore. I loved being able to skip through walls or being able to target people with water skip. Please, if it's possible and not too much of a hassle, could you fork those patches into VPE in a separate mod?
Sorry I had wrongly assumed the Frostbite issue was the issue I've heard about many times before where hits didn't work quite right on moving targets. I checked it and as you said it didn't work. Thank you for letting me know about the issue and how to fix it. I've uploaded a fix for it.
As I've mentioned previously powers like Frostbite are a bit finicky and don't work well on moving targets. The way some powers are made in this mod is a bit hacky since its purely XML. While it might be possible to fix this issue nowadays, I have no interest continuing this mod and spending hours reworking things. It is effectively discontinued as I personally use VPE instead.
It was supposed to be picked up by somebody else but that never happened. Due to requests I've checked the mod to make sure it loads without issue and updated the version tag.
This mod was supposed to be merged with some other psycast mod but for whatever reason that never happened. I checked it and it loaded without errors. So I fixed the mangled folder structure and slapped a 1.5 tag on it. So it should be good to go for another year+.
It allows them to perform a new attack type just like bionics do. I believe there is some sort of selection weighting when it comes to selecting which melee attack to use but to ensure they choose the psyblade its best to limit the choices of what attacks they have available.
It sounds like you probably have a psytrainer from this mod sitting around somewhere. That error should only pop up the first time you load the game without the mod. When you do that it should delete the psytrainer since it can't find it. After that if you save and load the game again it shouldn't cause any further errors because all references to the mod should have been purged already.
I didn't test it for 1.4 but if anything changed to cause issues it should have thrown a ton of errors when I updated it. Most of the attack spells work off the same mechanic. Frostbite is a bit hacky made, if I recall it had some issues with fast moving targets due to not being an aoe attack.
Keep an eye on Noodles and the More Psycasts mod. I've given him permission to use whatever he likes from this mod and continue it.
Not at all, feel free to incorporate any of them or all of them into your mod. However I must warn you I made them all with xml so some of them are a tad hacky. I'm sure you could do a much better job than what I did.
@Asteroid 25399
I loaded the mod up fixed an error and corrected the version number. It shouldn't require anything else and should work fine for 1.4 if you want to use it.
I'm glad you liked the mod and that's fair enough. Since this mod is all xml it should actually still work fine for 1.4 without any updates if you want to give it a try. Although it'll probably complain the version number is wrong unless you edit that.
Yeah this is the problem with me being unable to code. You can only do so much with xml I made them immune to gaining diseases but if they have it it'll keep going. I think I could have increased immunity gain but that kind of goes against the idea of stasis.
Odd that the options menu didn't work for you, it's from the vanilla framework. I know they did have some issues for a while but they should be all sorted out these days.
I'm glad you enjoyed it. The good news is about half of the abilities are in Vanilla Psycasts Expanded in some form.
I haven't done any CE patches but check the list. I think someone might have done a compatibility patch for it at some point.
I know all psycasts are governed with their own independent system, but that's an actual weapon. No hard feelings if not, I'll just disable it along with Arctic Pinhole (already have that one covered).
Fair enough. I've had a couple more times to use it now, and yes, it didn't completely 100% end the raid, as you said, only grievously wounding most and downing many. The caveats about not affecting mechanoids is also true. Neuroquake does kill everything, after all.
In truth, I've found that the time my caster spent downed due to pain shock from the burns far outlasted the coma duration, and comes with risk of burn scars. Damage to apparel, etc. Yes, when you frame it as a cheaper alternative to Neuroquake, I can certainly see that. Early game, it's worse than Neuroquake as you can't mitigate the fire. Late game it's better, as your second caster can skip/waterskip the caster to safety from behind a wallraise, whilst also giving your caster much better heat protection armor.
Fair enough!
Firestorm is intended to be a cheaper alternative to neuroquake with the downside of it not ending a raid and causing fire everywhere. I tested it quite a lot it's power on a raid can vary a bit. For the most part it should soften up the raid but in most cases there'll still be plenty wanting to fight afterwards, at least in larger raids. It's also useless against mechanoids and its usage against man hunter packs is quite poor.
It's downside is getting the caster out a live which if you can make preparations beforehand is not all that difficult. Personally I don't see the point of using firestorm if the coma length is longer. Neuroquake is overall superior as it can completely end all raid types and the diplomatic damage is minor at best.
Firestorm seems too powerful though. It completely ends human raids, and the only cost is that you can't use your caster for 2.5 days, have to heal their burns, and any equipment they were carrying burns up. If you give them Phoenix Armor and devilstrand gear, there's almost no cost. Even for my poor tribals, it seems a no-brainer to use it on tougher raids.
Meanwhile I only ever use Neuroquake in the most dire circumstances, as it can berserk my own pawns/animals, my caster is out for a long time (Cassandra will likely raid whilst still down, as she has a MTB of 3.75 days between big threats), and has diplomatic fallout.
To be clear, I think the gameplay effect is fine, it just needs a few more consequences. Perhaps the coma should last 5 days - same as Neuroquake - and have the side effect of causing a solar flare (we're taking matter from a star, it makes sense).
That's an issue with the Vanilla Framework. I reported that a while back I would have thought it would be fixed by now. For the time being you can pull out one of the patch files so the other options show up, change them in game then put the files back.
Steam\steamapps\workshop\content\294100\2586815515\Mods\1.3\Vanilla Expanded Framework\Patches
Thanks!
Thank you for your kind words. I tried my best to always keep in mind how useful an ability is and how often it will be used.