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!



Check out our collection at:

Popular Discussions View All (223)
297
16 Oct @ 6:39pm
PINNED: Feedback
Oskar Potocki
1
30 Aug @ 1:41am
Anyway to reduce lag?
Ash39503
7
21 Aug @ 7:08pm
"Darkness" and "Obscure" psycasts from Nightstalker tree are bugged
Luneyl
4,689 Comments
BigBoy_Liam 14 hours ago 
Is there another mod that lets me use psycasts while unconscious or unable to move?
chanoro 17 Oct @ 6:54am 
I'm having the same issue as MarsRust, vortex is castable but then does nothing, producing the same error due to the missing def.
MarsRust 14 Oct @ 11:25pm 
I've also searched the files of the mod and there is no building def for the vortex located at all in the files. I'm guessing an update accidentally removed it. Please fix. I took on mechs in my most recent save depending on this ability.
MarsRust 13 Oct @ 6:28pm 
There seems to be an issue with the vortex ability where it is missing its building def, causing the ability to not do anything.
MaxDergCat 13 Oct @ 2:32pm 
Is it possible to get an option that automatically chooses a raandom psy tree on the first level up of a pawn?
no way 13 Oct @ 12:36pm 
Жаль что русского нету
Jack Join 13 Oct @ 9:17am 
Any chance you might add a toggle in mod options so we can see abilities without having to unlock?

Being able to see the tree before I pick one would be great.
Hydra 11 Oct @ 11:34pm 
I decided to go looking for it and wanted to ask what in the thrall causes the skills to never increase, looking on the trait it simply disables the use of certain skills but the others they have never level
Hugalafutro 9 Oct @ 3:41am 
Hi, when using the Power psycast, then flying on different map with gravship, the triangle with infinity symbols overlay draws on the gravship map as well despite there being no appliances in those places
tump 8 Oct @ 8:43pm 
Nevermind, apparently the mod files for this and some other mods got corrupted, manually deleting the rimworld workshop folder and redownloading it fixed all of them.