RimWorld

RimWorld

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Vanilla Psycasts Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
100.539 MB
Jul 30, 2022 @ 10:32am
Aug 3 @ 2:49pm
71 Change Notes ( view )
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Vanilla Psycasts Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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 (216)
294
6 hours ago
PINNED: Feedback
Oskar Potocki
5
Aug 4 @ 9:45pm
Bug: No Psycast Menu Only
ScoutSmudge
1
Aug 30 @ 1:41am
Anyway to reduce lag?
Ash39503
4,636 Comments
VitaKaninen 6 hours ago 
@Balthazad, All stuffable bills are like this. Add a bill to make vanilla golden plate armor, or a vanilla golden sculpture. Any vanilla bill where you can choose the ingredients will be the same.

You don't get this issue with other prestige gear, since they are not stuffable, and have preset ingredients.
Balthazad 6 hours ago 
sadly i come to the conclusion that psycasting isn't fun anymore with this mod.
it's just overpowered.
repairing items? okay. buffing ppl? okay. enthralling, regrowing limbs, aoe-dmg...? just takes any challenge out of a chillaxed game. and yes of course, it is "effective" to wildspeakershield a dozen gorillas and send them in, but then, why have the gorillas in the first place if not as a meatshield for the pawns behind them?
one might think, enemy psycasters coming for raids would raise the threat, but it actually lowers it because that psycaster is worth multiple enemies which would actually do something, as the psycaster will not do anything that nonpsycasters wouldn't do the same way - walk forward into the bulletrain, realize it's a bad idea, turrn around and die with it's buttocks facing it's raidtarget. never ever have i seen a wildspeaker attack me with a horde of animals + shielding them, forcing me into melee - it just doesn't happen, enemy psycasters are plain useless.
Balthazad 7 hours ago 
@VitaKaninen
that it doesn't do exactly that was the point of my question. the bill says 18. the pawns then use 180.

https :// www.swissinfo .ch/eng/business/continuing-education_hotline-launched-for-those-struggling-with-literacy/43242960
Sinsei Sep 3 @ 12:47am 
Is there a way to change to another psyset when not in drafted mode? The "Change Psyset" button seems to only appear when a pawn is drafted.
Saga Sep 1 @ 7:30pm 
@R4nD0ml3z You are not alone. I also noticed the performance drop when even 1 pawn is meditating on the throne. I also used the analyzer and got to the same method as you as the root problem. That method is taking up to 50% of the tick time on its own when it happens.
andokun666 Sep 1 @ 12:53pm 
I have a question, i am trying to Mind Wipe one of my colonists that picked up the Vengeful trait and a bunch of rivals but when i cast it on him, nothing happens
Quilava Sep 1 @ 10:30am 
I just learn the hard way that resurrect with necromancer gonna cost you a limb, and it cant grow back, i try everything, kill my pawn then resurrect with serum, give new robot limb, add a regrow part gene from B&S mod, nothing work

Anyone know how to cure the sacrificed limb status and grow it back? Also, is there anyway to reset all the psycast skill? I waste so much level into that necromancer :sad_seagull:
Alex_ Sep 1 @ 8:08am 
Staticlord's Bolt is innacurate? is that normal?
R4nD0mI3z Sep 1 @ 1:29am 
I am experiencing huge performance drop whenever larger group of pawns is meditating at once (like 6 and more royals or tribals) on speeds 2 and 3 (speed 1 is always fine). Drop is noticeable to the point game has issues maintaining 180 TPS and 30 FPS on speed 2.

Performance analyzer screenshot: https://ibb.co/ZzJVjNwT

Anybody got ideas or encountered this and found out it may have been some mod conflict? Issue got reported to VE team too.
雨漫倾周 Sep 1 @ 12:56am 
After I cast the Necromancer's Death Shield skill on kiiro cat, her face turned dark and didn't return to its original state after the time ran out.