RimWorld

RimWorld

Medieval Fantasy Psycaster Raids
30 Comments
Combine Elite 17 hours ago 
thanks for the integration with the divine order and the profaned, really helps on my modlist
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
Waffleman  [author] 29 Jun @ 6:42am 
Ah, I thought I had everything fixed. What faction mods did you have loaded?
KΞNTΛR 27 Jun @ 9:20pm 
Yeah 1.5
Waffleman  [author] 27 Jun @ 6:55pm 
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 Jun @ 3:54pm 
So ah...I got some errors. Most likely related to the VE framework.
rhyndo 22 Jun @ 6:59pm 
Thanks for the VFE patches
Troublesomeknight 12 Jun @ 2:45pm 
I would humbly like to request that the factions from Edo Expansion and T's Samurai Faction be added.
Waffleman  [author] 11 Jun @ 2:55pm 
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  [author] 11 Jun @ 12:07pm 
@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 Jun @ 7:20pm 
Does this work if using mods that lock psycasts behind genes?
Waffleman  [author] 16 Mar @ 3:30pm 
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 @ 3:11pm 
any plans to patch this with the recently released Vanilla Expanded: Medieval 2 factions?
Waffleman  [author] 31 Jan @ 8:35am 
@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 @ 5:28pm 
Why the faction of pyrophobic tinderskinned vampires use fire magic?
Waffleman  [author] 29 Jan @ 9:49am 
@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 @ 3:14am 
Amazing! Thank you for this mod
HBA 28 Jan @ 11:26pm 
Is there an option to disable psycaster spawn for each faction?
turkler 24 Jan @ 7:59pm 
ooo thank you
Waffleman  [author] 24 Jan @ 7:37pm 
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 @ 4:13pm 
which psycasting trees can the ai use?