RimWorld

RimWorld

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Vanilla Psycasts Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
100.556 MB
30 Jul, 2022 @ 10:32am
11 Oct @ 5:40am
72 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 (225)
300
9 hours ago
PINNED: Feedback
Oskar Potocki
1
28 Oct @ 6:00pm
Cleared cache. Nothing but the DLC, Harmony, Vanilla Expanded Framework and VPE. Issues.
starb
2
9 hours ago
Most of the abilities don't work
СТАЛИН
4,702 Comments
VitaKaninen 17 hours ago 
Leminos, you are using a kill-focused persona weapon, which gives the same amount of XP per kill as you would gain from meditating for 20% of your bar.

I give a kill-focused weapon to each of my psycasters, and set them as the only people to slaughter animals, and then raise quail to gain massive amounts of XP, and also ensure that their psyfocus is always topped up. If you start to run low on psyfocus during a battle, just skip a quail next to you, and smash them to gain 20% psyfocus.
one of the persona weapon traits allows someone to recharge their psyfocus by killing with that bonded weapon
that translates to experience with this mod
Leminos 17 hours ago 
I am not sure why, but I keep getting massive amounts of psycast xp just by melee fighting, anyone knows how is this possible?
Wintermist 22 hours ago 
Aha, I did what Tump wrote about some pages back and deleted the whole Workshop folder and re-downloaded every mod. That fixed it. Thanks Tump.
Wintermist 22 hours ago 
Wondering if someone could help me out, All Psycast category graphics is just a questionmark, but everything does work still. I can unlock abilities and all. Puppeteer and Hemosage still has their normal graphics, but everything specifically from this one has that questionmark graphics instead of their theme graphics.

What could be wrong?
Tatara 2 Nov @ 1:04am 
Is it normal that there are no more competent neuro-trainers? They've all been replaced by neuro-psycasts?
El Tiqui-Tiqui 31 Oct @ 5:52am 
Do not use transmute Stone in a building or ship you will lose ownership of some of your builds and the ship or building will be bugged. you would need to destroy everything and move locations away from the affected area.
dreggon 29 Oct @ 6:26pm 
any way to enable the steel construct to be able to use the skipdoor when being controlled?
because that would be fun.
[NN]Crow 26 Oct @ 7:13pm 
I don't know if this is a bug or if it's on purpose, but I also have VFE Empire and VFE Desserters installed, and in each psycaster raid, the psycaster is equipped with full desserter gear with charge weapons or, failing that, some other spacer tech weapon. This is fucking unfair, especially in the early game, where I don't even have the basic armory research unlocked. And I've already had two of these raids, where my only chance of survival was to hide in a room and wait for them to give up and leave (not without losing two of my colonists first).
Is this set up this way on purpose, or is it a compatibility issue between mods? And if so, can I fix it?
broman 24 Oct @ 6:27pm 
If a puppet gets into a social fight with their puppeteer, they will fight themselves