RimWorld

RimWorld

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VPE - PhaseShift
   
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Mod, 1.6
File Size
Posted
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3.064 MB
19 Jul @ 7:17pm
8 Aug @ 3:29am
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VPE - PhaseShift

In 1 collection by Sentinel
Too many VPE Paths.
14 items
Description
Shift in and out of a glitched skip grid subsystem to harness this path’s full potential.

Psycasts:

T1:

Phase Mode:

Enter a state of constant skip hopping into a corrupted skip grid, allowing you to become what most would call a ghost, you can barely affect others or be affected by physical damage in this state, walls aren't an issue either.

This skill enables the use of the "Phase Mode" section of abilities.

This ability drains psyfocus over time and will dispel if out of focus. (Drain speed/strength can be configured in mod settings.)

T2:

Phase Slash:

Normal Mode: Create a psychic slash and obtain a Phase Blade stack.

Phase Mode: Slash the target from the skip grid, causing multiple slashes according to how many Phase Blades you have. Consumes every Phase Blade you currently have.

(Damage for both modes configurable)

Phase Mark:

Normal Mode: Replicate an ancient tracking method, causing a phase mark to appear on your target.

Phase Mode: Consume the energy of the phase mark to restore 50% of your Psyfocus.

(Psyfocus gain configurable)

T3:


Phase Reap:

Normal Mode: Consumes a Phase Mark on any target in the AoE to inflict them with a Phase Slash. (Damage configurable)

Phase Mode: Absorb the energy of the Phase Marks placed on targets to heal non permanent wounds, prioritizing vital parts (liver, lungs, heart, etc...) (1 mark = 1 wound healed, doesn't restore missing parts nor permanent scars).


Phase Arsenal:

Normal Mode: Manifest a copy of the target from data present in an archotech database to fight for you (Does not work on mechanoids, lasts 5 hours).

Phase Mode: Weave a Phase Rift that will attack enemies in its range (lasts 30 seconds). (Damage configurable)

T4:

Phase Tear:

Normal Mode: Destabilize the phase tears, causing them to detonate. (Radius and damage configurable)

Phase Mode: Summon 3 phase tears, they will grant this pawn phase blade stacks upon teleporting onto an enemy.


Phase Hunt:

Normal Mode: Weave 3 rifts that will stalk an enemy within 30 tiles and place a Phase Mark upon them. the rifts favorise targets without a Phase Mark.

Phase Mode: Shift allies within 4 tiles (Black target indicator), causing them to be transported to the target location.


T5:


Phase Stasis:

Normal Mode: Pull the latest captured creature out of the corrupted skip grid, recasting will release the next latest creature.

Phase Mode: Send a creature into a corrupted skip grid, effectively trapping them there forever in stasis.

T6:

Phase Storm:

Normal Mode: Consumes every phase mark to provoke phase anomalies on marked pawns that will attack any nearby enemy, restores 5% Psyfocus per mark, lasts 30 seconds. (Damage configurable)

Phase Mode: Consumes every phase blade to conjure a rift that will inflict damage to nearby enemies, duration scales with phase blades up to a max of 20 seconds.



Extra abilities depending on the amount of phase blades you have:

Consume Phase Blade:

Consume one Phase Blade to restore 5% psyfocus.



Consume All Phase Blades:

Consume every Phase Blade to restore 5% psyfocus per absorbed blade.



Phase: Nexus:

Consume 10 Phase Blades to form a Phase Nexus, its energy allowing you to tap more power from the psylink at a reduced cost. (30% Psyfocus cost reduction, 5 hours duration.)



This path is available in the "Misc" psycast path tab and is mid save compatible.

Should be CE compatible as no custom projectiles/damage defs are used, all vanilla.


"The abilities do too much damage!" Good news! I added mod settings so you can tweak the damage for yourself.
16 Comments
Sentinel  [author] 4 hours ago 
Update: Added autocast to phase slash
IGotBored 6 Aug @ 9:43pm 
Love the mod but would it be possible to add autocasting? At least for the phase slash
Alpharius 28 Jul @ 10:50pm 
ah that's fine sentinel!
so long as we keep receiving amazing mods from you, I'm fine without a water psycast tree
that being said, I'll try to come up with some psycasts for the water tree in the meantime
can it even be called a tree if it's for water?
Cade 27 Jul @ 3:40am 
Anyone know if its possible to speed up the phasing through walls? I love the idea but in action watching my pawns suddenly start taking 2 hours to pass through a single wall defeats the point of the ability in the first place to me
Lattekahvi 26 Jul @ 2:01am 
i was thinking, would you be interested in creating more utility focused terraformer psycast path? where the abilities are essentially just about terraforming the area, to create water, lava, soil, stone formations etc... love your work!
Sentinel  [author] 25 Jul @ 2:17pm 
@Alpharius Hey, i don't have enough ideas for a tree about water so it's currently shelved. I'm not gonna promise anything regarding it as it depends on what I can come up with, though feel free to share some ideas if you got any.
Alpharius 25 Jul @ 12:32am 
hello sentinel
I don't mean to be pushy or anything BUT I inquired about water based psycasting quite some time ago
I have no idea whether that was shelved or not but uhh
IN ANY CASE
still love your mods, I will be using this in my new playthrough along with your other works
Therion_TheRuiner 24 Jul @ 6:46am 
Man I love your VPE series so much! And, just curious, do you have in mind to make a transhumanist path or something involving enhancements and implants? By the way keep your work, this is cool
Texas Red 22 Jul @ 2:52pm 
Sheeesh another good VPE :partygod:
Galgen 22 Jul @ 12:14pm 
Ohh mae ga