RimWorld

RimWorld

157 ratings
VPE - Hydromancer
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
2.061 MB
13 Aug @ 1:08pm
13 Aug @ 8:51pm
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
VPE - Hydromancer

In 1 collection by Sentinel
Too many VPE Paths.
21 items
Description
Github and license here, click on the green code button and download zip: https://github.com/Sentinel297/VPE---Hydromancer

Turn the tides in your favor.

Psycasts:

T1:

Clean:
Clean the target piece of apparel using a small amount of water from a distant ocean, will also clean filth in the area and put out fires.

Salt Wounds:
Skip ocean water directly onto the target's bleeding wounds, causing a horrible amount of pain in the affected part.

T2:

Hydro Shield:
Envelop the target with a shield made out of water that will prevent the target from catching fire for the duration of this ability. Will put out fire in a 2.5 cells radius.

Scalding Strike:
Inflict a burn on the target by skipping boiling water directly onto them.

T3:

Hydrend:
Attack the target's equipment with a high pressure burst of water, damaging their worn apparel based on the psychic sensitivity of the caster.

Laceraqua:
Convert the water present inside of the targets into razor-sharp blades, these blades will cause internal bleeding within the affected creatures over time.

T4:

Purifying Tide:
Purify the target of diseases and infections by purging their body of foreign bacteria.

Whirlpool:
Replicate a whirlpool that will pull enemies towards the target location.

T5:

Neural Siphon:
Become a living heat sink for nearby psycasters, taking their neural heat for yourself. This ability will cancel itself early if the caster gets knocked down.

Torrential Rain:
Warp a distant storm towards your location, the rain will cause floods and put out fires while also reducing the movement speed of creatures that aren't under a roof.

T6:

Wellspring:
Emanate a psychic pulse that will allow nearby psycasters to regenerate psyfocus over time.

This psycast tree can be found in the "Misc" tab and is CE compatible.
Settings can be tweaked to change the damage values / regeneration amount of wellspring and more!
Safe to add mid save.
70 Comments
Sentinel  [author] 15 Oct @ 6:29pm 
@Skogaholmslimpa Hey, it's needed for the torrential rain weather.
Skogaholmslimpa 15 Oct @ 6:25pm 
Out of curiosity, why does this mod need Odyssey to function ?
rdm 27 Sep @ 9:47am 
Maybe the ability to control the flow of blood in the victim's body on a Т5-Т6, which will take control of the enemy for a while and and it will gradually and continuously deal low damage while the ability is active.(like the victim's attempts to resist).
Mr McNificent 2 Sep @ 10:27pm 
ah fair enough :)
Sentinel  [author] 1 Sep @ 6:09am 
@Mr McNificent I actually tried to make this work with temporary terrain but it would never go away so I scrapped the idea
Mr McNificent 1 Sep @ 3:02am 
No power to just turn a soil tile into a water tile? :(
Shadowwake 21 Aug @ 9:14pm 
Lots of unique effects and interactions here, deffo adding this one to the list. Thanks author.
Sentinel  [author] 19 Aug @ 5:01pm 
@The Mootastic Cowinator

1) Clean's just to keep it similar to names like "Mend" and "Power"

2) It does scale with the amount of bleeding wounds, each affected part gets the hediff if the pawn has a bleeding wound there.

3) Making it projectile based would require making a patch for CE and i'd rather avoid that.

4) Laceraqua's damage can be tweaked.
The Mootastic Cowinator 19 Aug @ 4:46pm 
3) It seems a little weird that Hydrend only damages equipment. Maybe make it: A) a projectile that hits a target, giving it a body part to hit; B) Damage equipment on the targeted body part, starting from the outside layer; C) Damage the pawn if there is no equipment to damage.

4) Laceraqua seems a little overpowered, flavor wise. Make just reword it so that it 'agitates' the water inside someone to push and pull on their cellular walls? Perhaps a thesaurus would be a good idea, I don't know. It's just that 'little blades inside someone' seems like the kind of thing that would cause instant death to all but the toughest organisms.
The Mootastic Cowinator 19 Aug @ 4:46pm 
I'd like to make some suggestions. I haven't actually played this mod yet, so most of these are flavor-oriented suggestions:

1) Clean has a bit of a disconnect between cleaning a target apparel and cleaning an area. Maybe change it to something like 'purifying splash', have it be targeted at the ground, and clean & douse an area - and if apparel happens to be there, it gets cleaned too.

2) Salt Wounds seems a little overpowered; salt water isn't THAT painful. Maybe make it increase the pain of all affected wounds a little, but target an area instead for balance reasons? Dousing someone with a dozen bleeding wounds would be absolutely painful, but hitting a guy with a single cut would just make them hiss in pain.