RimWorld

RimWorld

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Medieval Fantasy Psycaster Raids
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Mod, 1.5, 1.6
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24.692 MB
24 Jan @ 12:22pm
13 Jul @ 11:02am
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Medieval Fantasy Psycaster Raids

Description
As someone who always enjoyed the amazing Vanilla Psycasts Expanded paths over Rimworld of Magic, I was bothered by the lack of psycasters in medieval factions, especially when re-flavored into traditional fantasy classes using mods like the RPG Adventure Pack. After a bit of experimenting with the XML files, I made this personal patch and decided to upload it for the benefit of other Medieval Fantasy VPE enjoyers.

This patch adds VPE's psycaster raids for factions from VFE: Medieval 2, VFE: Classical, Medieval Overhaul, Medieval Overhaul: Royalty, House Roxmont, House Sanguin, Divine Order, and The Profaned. PawnKinds are themed to fit a fantasy world, but should fit with any playthrough that wants more challenging opponents. Some factions have a wider range of psycasters available than others, and I generally tried to make factions somewhat unique, even if its just a difference in spawn rates.

Each faction has a handful of new raids available.

Factions

Royalty: the Shattered Empire (Ultratech) added by the Royalty DLC has been given Conflagrator, Frostshaper and Staticlord psycasters, in addition to the Archotechist, Protector, and Warlord psycasters they already possess.

Biotech: the tribal factions (Neanderthal and Impid) added by the Biotech DLC have been given Conflagrator, Frostshaper, Staticlord, and Wildshaper psycasters. Neanderthals are more likely to spawn with Frostshapers, while Impids are more likely to spawn with Conflagrators.

VFE: Medieval 2: the medieval factions added by Vanilla Factions Expanded: Medieval 2 have been given Conflagrator, Frostshaper, Staticlord, Wildshaper, Protector and Warlord psycasters. Kingdoms lack Wildshaper casters, as they have drifted away from the traditions of the tribal communities.

VFE: Classical: the neolithic factions added by Vanilla Factions Expanded: Classical have been given Conflagrator, Frostshaper, Staticlord, Protector and Warlord psycasters. Each Republic has a different balance between caster types. The Western Republic has an emphasis on melee combat, the Eastern Republic focuses on range, and the Central Republic finds a balance between the two.

Medieval Overhaul and House Roxmont: each of the four factions included in Medieval Overhaul and House Roxmont have been given Conflagrator, Frostshaper, Staticlord, Protector and Warlord psycasters. Each House has slightly different weights to make raids more unique.

Medieval Overhaul Royalty: the Shattered Empire has been given Archotechist, Conflagrator, Frostshaper, Staticlord, Protector and Warlord psycasters.

House Sanguin: the wicked knights of House Sanguin have been given Frostshaper, Archotechist, Hemosage and Warlord psycasters.

Divine Order: the Order has been given Archotechist, Conflagrator, Staticlord, Protector and Warlord psycasters to purge the unworthy. Some higher-ranking pawns have also been given psycasts to make for even more fearsome opponents.

The Profaned: the legions of undeath have been given Archotechist, Frostshaper, Necropath and Warlord psycasters. The chief necromancer and his scourge lords have been granted unusual psycasting ability.

Compatibility and Issues

This patch should be compatible with anything. I don't use CE so I have no idea if there are conflicts.

I am open to feedback, especially on the topic of balancing. If you feel that a raid is unbalanced, leave a comment with the faction and type of raid (ranged/melee). I am not a modder (until now, I guess), so please be patient with updates and issues as they arise.

Credits

None of the Faction mods or VPE are my own work. They and their dependencies are required for their respective parts of the mod to function. If you would like to use or modify anything from this mod, feel free. You are more than welcome to use these files to create patches for other factions.
35 Comments
Mad Marl 25 Sep @ 10:41am 
oh man Hellknights on the Rim. Brutal, but definitely a cool addition. basically medieval fantasy Judges from Judge Dredd
Erazil 23 Aug @ 12:25pm 
Thanks for the explanation :)
Waffleman  [author] 21 Aug @ 4:33pm 
@Erazil The names were inspired by the Hellknights in Pathfinder: WOTR, feel free to change them in your translation if you'd like. I did make those two pawnkinds spawn with black armor/robes instead of the normal white, as those psycasts to me seemed a bit more sinister (Archotechist drives opponents insane, Warlord is kind of barbarian-esque). I may change them to something more neutral, like "Enforcer" or something the next time I update the mod. There's no lore written, but I like to think of them as an elite branch of the Divine Order that harnesses more "dark" powers to fight their enemies.

@... This should work fine added mid save. If any issues pop up, leave a comment. Generally changing mods mid save isn't the best idea, but adding mods is far safer than removing them.
Erazil 14 Aug @ 7:17am 
I am working on a translation of this mod and I noticed some strange name choices in the Divine Order section.

<!-- EN: Hell Mage -->
<Fantasy_DivineOrder_Archotechist.label>
<!-- EN: Hellknight -->
<Fantasy_DivineOrder_Warlord.label>

I haven't tested Divine Order in-game yet, so it may be logical and intentional, but just looking at the file and in context, I would have thought of Chosen or Blessed or even Divine Mage/Champion (since it's a copy of BotchJob_DivineOrderChampion).

So here's my question: is this intentional (with the in-game context explaining this choice)? :wftogrin:
... 12 Aug @ 4:13am 
does this work when added mid save?
Combine Elite 6 Aug @ 3:37am 
thanks for the integration with the divine order and the profaned, really helps on my modlist
Waffleman  [author] 1 Aug @ 8:03pm 
I'm not aware of a way to make this independent of VPE, the pawnkinds use an extension provided by VPE to use psycasts. I can take a look, but I'm not sure if it would be possible.

The raids spawn independent of storyteller. In the most recent update, I have massively reduced the chances of psycaster raiders, bringing this mod in balance with the handful of raids VPE added. It shouldn't be overwhelming, and may help reduce the size of late game raids since psycaster pawns take up a large number of raid points. Don't quote me on that though, I haven't gotten to late game rimworld in a long time.
QiamOnline 26 Jul @ 7:23pm 
Does psycaster raids spawn with any storyteller or just the psycast storyteller?
MDiddy 20 Jul @ 3:05pm 
I second Billo. Even though VPE is one of my favorite mods, sometimes it's nice to go back to vanilla psycasts when wanting a little less, but these custom pawntypes are so cool.
Billo J Dahka 13 Jul @ 12:30pm 
is there a way this can work without psycasts expanded? I love the custom pawntypes and idea, but wish i could do without the tons of features of VPE. completely uderstandable if not.