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.
29 Comments
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.
Waffleman  [author] 12 Jul @ 9:05am 
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 Jul @ 2:47pm 
House Zahir and House Van Illa?
KΞNTΛR 30 Jun @ 8:14am 
Yep! Everything working now
Thanks!
Waffleman  [author] 30 Jun @ 7:56am 
Should be fixed now. I noticed erors with the Profaned and House Sanguin, but there should now be no errors from my mod.
Waffleman  [author] 30 Jun @ 6:52am 
Ah, I’ll take a look and do more testing, I should have them fixed in a day or two
KΞNTΛR 29 Jun @ 8:29am 
All of them XD
All factions this mod affects