RimWorld

RimWorld

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Star Wars: Power of the Force (BETA)
   
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Mod, 1.5
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27.520 MB
5 Dec, 2024 @ 9:16pm
28 Apr @ 4:46pm
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Star Wars: Power of the Force (BETA)

Description
BETA VERSION

Adds Force powers and special Feat abilities based on Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II - The Sith Lords.


This is a beta version of the mod. It is far from complete, though 85% of the Force powers are finished and in need of some playtesting. Please try the mod out and let me know how you feel about the way the Force powers are balanced, ie. if the cooldown times feel good, if the Force point costs aren't too punishing, if the powers aren't too powerful, ect.

My reasoning for setting the powers up the way they are is that since Rimworld is not a turn-based game like KotOR 1&2, I used ability cooldown times of varying lengths to prevent players from spamming one power as quickly as they can to win combat (ie. Force Storm). My hope is that this will encourage players to use the other 50+ powers you can pick from, and will use them more strategically.

One notable difference between this system and the original KotOR games is that most of the Force powers are no longer sequential. For example, Force Cure, Force Heal, and Master Force Heal are all now considered separate powers and will not replace each other upon unlocking them. This means that while you cannot spam Force Storm, you can cast Force Shock and Force Lightning while you wait for the cooldown timer to tick down.

Another important aspect to the mod is the emphasis placed on 'countering'. Most of the offensive Force powers can be directly countered by one of the defensive/neutral powers. Most of these counters follow basic logic (ie. "Cure" removes "Affliction" and "Plague") or function similarly to how they do in other Star Wars games (ie. "Choke" can be cancelled with "Force Push" like in Jedi Outcast/Academy). In a similar vein, nearly all of the defensive Force powers can be cancelled by Force Suppression & Breach. Those two are no longer a waste of points, you will need those to take on higher-level Force users.

This mod will also have a big emphasis on making sure the enemy combatant AI can use every power they spawn with. I don't want this to be like KotOR 1&2 where nobody will throw any Force attacks at you even when you're at the endgame. The AI is already able to use most of the powers available to them, so watch out.


This mod is not designed to be ran alongside Force Psycasts (there is lots of overlapping code). Use Force Psycasts if you want a simple, vanilla-like Force ability system, and PotF if you want a complex, CRPG-like system.

This mod is 100% compatible with KotOR Factions and I encourage you to run it with it since all of the Force-using PawnKinds have PotF variants you can use for testing.

If you would like to give a pawn the Force schema, please use the "T: Add SorcerySchema" devmode command (refer to the first image gallery picture)

The Revan storyteller is incomplete and is a placeholder copy of one of the SoS2 storytellers which I forgot to cut out of the upload.


CREDITS:

Lee - code and VFX art
Kaitorisenkou - code
guy762 - XML
NelsonArts - Ysalamiri
Nene[ko-fi.com] - Revan storyteller art

original KotOR 1 & 2 teams - UI icons and sound effects


SPECIAL THANKS:
Akenno - reminding me ItsSorcery exists which snowballed into me making this mod


Our other mods:


[ko-fi.com]
5 Comments
hellisj 20 Jul @ 2:41pm 
se ve con potencial
Bloodyfist 17 Jul @ 7:40pm 
Hello ran across this through its sorcery hope you continue this in 1.6
Ishchyaboi 6 Jun @ 8:39am 
Oh, okay! Well, good luck with development! I just started prep on a different campaign but I'll drop feedback when I start my next Star Wars run
guy762  [author] 6 Jun @ 8:22am 
@Ishchyaboi yes, I'm only a third of the way through my plans for this mod so it's still considered a beta build
Ishchyaboi 5 Jun @ 3:28pm 
How did I miss this? Is this unlisted?