RimWorld

RimWorld

Medieval Fantasy Psycaster Raids
35 kommentarer
Mad Marl 25. sep. kl. 10:41 
oh man Hellknights on the Rim. Brutal, but definitely a cool addition. basically medieval fantasy Judges from Judge Dredd
Erazil 23. aug. kl. 12:25 
Thanks for the explanation :)
Waffleman  [ophavsmand] 21. aug. kl. 16:33 
@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. kl. 7:17 
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. kl. 4:13 
does this work when added mid save?
Combine Elite 6. aug. kl. 3:37 
thanks for the integration with the divine order and the profaned, really helps on my modlist
Waffleman  [ophavsmand] 1. aug. kl. 20:03 
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. juli kl. 19:23 
Does psycaster raids spawn with any storyteller or just the psycast storyteller?
MDiddy 20. juli kl. 15:05 
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. juli kl. 12:30 
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.
Waffleman  [ophavsmand] 12. juli kl. 9:05 
I'll get to those in future updates. I've never played with Van Illa, but if it uses MO as a base it shouldn't be hard. House Zahir looks inteesting too.
Troublesomeknight 8. juli kl. 14:47 
House Zahir and House Van Illa?
KΞNTΛR 30. juni kl. 8:14 
Yep! Everything working now
Thanks!
Waffleman  [ophavsmand] 30. juni kl. 7:56 
Should be fixed now. I noticed erors with the Profaned and House Sanguin, but there should now be no errors from my mod.
Waffleman  [ophavsmand] 30. juni kl. 6:52 
Ah, I’ll take a look and do more testing, I should have them fixed in a day or two
KΞNTΛR 29. juni kl. 8:29 
All of them XD
All factions this mod affects
Waffleman  [ophavsmand] 29. juni kl. 6:42 
Ah, I thought I had everything fixed. What faction mods did you have loaded?
KΞNTΛR 27. juni kl. 21:20 
Yeah 1.5
Waffleman  [ophavsmand] 27. juni kl. 18:55 
Yea, VPE isn't on 1.6 yet, but this should work once its all updated. Were you on 1.5? 1.5 should be error free.
KΞNTΛR 26. juni kl. 15:54 
So ah...I got some errors. Most likely related to the VE framework.
rhyndo 22. juni kl. 18:59 
Thanks for the VFE patches
Troublesomeknight 12. juni kl. 14:45 
I would humbly like to request that the factions from Edo Expansion and T's Samurai Faction be added.
Waffleman  [ophavsmand] 11. juni kl. 14:55 
Also: for people who have used this mod, how is the difficulty? It's tricky to gauge how powerful the psycaster raids are as I'm tweaking the mod.
Waffleman  [ophavsmand] 11. juni kl. 12:07 
@UyTheo Possibly? This mod creates new Pawnkinds for each faction and patches them into raid lists. It's likely that issues could come up, either with psycaster pawns unable to cast psycasts or pawns spawning and using psycasts that they don't have the genes for. This could be fixed by requiring pawnkinds to only spawn as xenotypes that have the gene. This could be done by adding the following XML to the PawnkindDefs (located in the mod folder under 1.5/Defs/PawnkindDefs_Humanlike):

<xenotypeSet>
<xenotypeChances>
<Genie>999</Genie>
</xenotypeChances>
</xenotypeSet>

I'll be holding back on updating the mod until 1.6. I want to expand the factions covered by this mod, adding VFE: Medieval 2. I'm also getting in a sci-fi mood with the 1.6 Odyssey announcement, so I may shift this mod's scope to cover non-medieval factions as well.
UyTheo 8. juni kl. 19:20 
Does this work if using mods that lock psycasts behind genes?
Waffleman  [ophavsmand] 16. mar. kl. 15:30 
I'll work on making an update to patch the VE Medieval Factions. College coursework takes up most of my time, so it may be a while before I can release the update.
Low Level Looters 14. mar. kl. 15:11 
any plans to patch this with the recently released Vanilla Expanded: Medieval 2 factions?
Waffleman  [ophavsmand] 31. jan. kl. 8:35 
@ProfessorMC6477 That is a good point, in my game I had them reskinned as devil-worshippers, but I’ll make the switch for the steam version. Unfortunately I haven’t figured out a way to force pawns to spawn as sanguophages to use the Hemosage path. Update should be out later today.
ProfessorMC6477 30. jan. kl. 17:28 
Why the faction of pyrophobic tinderskinned vampires use fire magic?
Waffleman  [ophavsmand] 29. jan. kl. 9:49 
@HBA There is not an option to disable spawns at the moment. I just started modding so I'll look into adding mod options in the future as I get more experienced.
MaxTRU 29. jan. kl. 3:14 
Amazing! Thank you for this mod
HBA 28. jan. kl. 23:26 
Is there an option to disable psycaster spawn for each faction?
turkler 24. jan. kl. 19:59 
ooo thank you
Waffleman  [ophavsmand] 24. jan. kl. 19:37 
The AI uses Conflagrator, Frostshaper, Staticlord, Archotechist, Protector, Wildshaper, and Warlord. Many of the other trees don’t have meaningful casts for the AI. Not all factions use all available trees, for example, Profaned only uses Frostshaper, Archotechist, and Warlord.
turkler 24. jan. kl. 16:13 
which psycasting trees can the ai use?