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...I think I always have mechs or disposables blocking inquisitors, so I never realized the hediff didn't vanish.
Also added a psycast that lets you create a trap containing any known psycast, triggered by enemies stepping on it (set a trap that casts Berserk Pulse for you).
I expect some very fun bug reports about it, although "I turned Invisibility into a trap and the enemy turned invisible" would be a case of PEBKAC.
Will fix.
At the very least it does on grasslands but i tried a few dev quickstarts and it errored for all of them.
these tests were conducted with all dlcs + harmony + VEF + VRE archon + cooler psycasts
also in execute "<compClass>CoolPsycasts.CompAbilityEffect_ForceJobMulti</compClass>" was a source of an console log error for me.
I tested it some, but tell me if you see a level 7+ psytrainer or an archotech psytrainer anywhere (they should not appear for trade, as loot, or in quest rewards).
I was working on a major addition before 1.6, so it's a combination of fixing everything the update broke and finishing new content.
You're supposed to time Mass Reflect; it casts instantly, so that makes it easier. It also highlights the projectiles it will affect and where they will be reflected.
Also how the heck does Mass Reflect even work? Do I have to time it with the bullets?
- Enslave 's Heddiff needs a mayrequire flag.
- Skip Rifle, Skip Blade , and Duplicate have been temporarily misplaced.
This should be fixed soon.
Added two psycasts, fixed some bugs.
Despair may cause a sad wander.
Enslave can be used on slaves to permanently suppress them.
Organ Skip causes organ harvesting thoughts on the user.
Prettified the workshop page because images don't take space but words do, which means I wasn't able to add to the description.
Making the pictures and uploading them took several hours and I hated every second of it.
caster have heat_cap of 144 out of 150 it need to cast, overdrive on for the 6 heat needed.
target child with grow 6 tire
end of cast, kid 6 -> 8 max, overheat 20,000.
I expect it's a mod interaction, as my code to remove high level psytrainers is fairly simple.
I can't move it to any stockpile zone.
is this a bug? or i can lv789 by psytrainer.
It adds two psycasts, a few improvements here and there, and hopefully a fix to the issue with Illusions spawning where they shouldn't. Illusions don't disappear when they appear as eg. manhunting animals because the psycast that summons them assigns the hediff that makes them disappear - if they are spawned another way, it's not assigned.
Most importantly, the update enables enemies to use some of these psycasts, so you can use my Enemies Use Psycasts mod with this one.
Looks great. I'll use it in my next game for sure.
Config error in CoolPsycasts_InducePsychicStorm: two comps with same compClass: CoolPsycasts.CompAbilityEffect_DestroyFactionRelations
UnityEngine.StackTraceUtility:ExtractStackTrace ()...( 20more lines)