RimWorld

RimWorld

5,337 ratings
Vanilla Psycasts Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
100.540 MB
30 Jul, 2022 @ 10:32am
20 Jul @ 1:11pm
69 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 (203)
284
20 Jul @ 2:54pm
PINNED: Feedback
Oskar Potocki
1
19 Jul @ 7:13pm
Constructs need air?
Romara
1
7 Jul @ 12:25pm
Questions about corpsetalk
noobscifi
4,472 Comments
K/L 9 hours ago 
Guys, Oscar already said that his team won't read comments on workshop. You guys can report bugs and suggest stuff to them via this link:

https://docs.google.com/forms/d/e/1FAIpQLSdYKP5mL0Kysg1J7GTxrgvtdA7wTdcqEqfZLARQ9XY5szf8Cw/viewform

Oscar spam this link on all VE mods on the workshop so you can check it out yourself.
ClockJerk 18 hours ago 
I would like to formally suggest the idea of adding in the Ritualist psycast tree which focuses on anomaly like rituals but also allows you to do what some raiders do and spawn friendly flesh beasts to attack raiders or rival defenders
Tyceus Sa'clain 22 Jul @ 12:05pm 
Transmute stone seems to be bugged as it only affects 1 rock no matter the range
Molay 22 Jul @ 5:56am 
@kootranova1 please throw me just one more crumb if you please, the name of the thing you're mysteriously alluding to?^^ ty
Gryn 22 Jul @ 5:39am 
@VitaKaninen Thanks for posting!! I couldn't figure out how to correct the strange issue with the psycaster stuck standing next to the bed. For those with the same issue, after enabling Dev mode you'll want to also enable God mode (top of screen) then you'll be able to delete the secondary psylink to resolve the issue.
VitaKaninen 22 Jul @ 3:44am 
For anyone else who experiences this, I had a problem where none of my psycasters could sleep. They would just stand next to the bed forever. The problem was that they had somehow acquired double psylinks. I had to enable dev mode, then enable hidden hedifs in the health tab, and then remove the duplicate psylink from each of them, and that fixed it.
kootranova1 22 Jul @ 1:01am 
@Molay there's a new popular mod for handling tps issues. Give it a look.
Molay 21 Jul @ 2:37pm 
@Oskar Potocki is there any chance you guys would consider an alternate high performance version of this mod, one that does not feature the meditation focus feature? I've sort of hit a wall now TPS wise, as my save and population and ship size grew, even the lesser demanding foci types start being very noticeable. I'd be more than happy to be restricted to the default focus types if it meant reclaiming a few hundred TPS. I can't even reach above 80 TPS anymore at this point during meditation, and I made sure not to take any additional meditation focus types like the obvious TPS murderer Wealth Focus or such, just what they come with.
Perhaps it could be an option in this mod even, to do away with the focus types? Pretty please? :)
LumaEl 21 Jul @ 1:40pm 
@azll Nice, thank you it worked for me too !
Latex Santa 21 Jul @ 1:30pm 
@azll
Please let the maker of Sleep Meditation know about it.