RimWorld

RimWorld

More Psycasts
 This topic has been pinned, so it's probably important
Noodles  [developer] 18 Apr, 2021 @ 2:57am
Balancing
Since so many people have subscribed to this mod already, perhaps you could help me in balancing. If you have any suggestions I would gladly hear them.
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Showing 1-15 of 27 comments
Geojak 18 Apr, 2021 @ 8:56am 
Hi, I was thinking about hwo to make reassure t psycast balanced.

How about this.
Spark of life
Take the spark of life of an alive pawn and transferring it to a corpse target. The live donor is killed in the process, the psycaster will go into catatonic breakdown due to the overwhelming life neregy basing trough him.

Anyway you need to sacrifice a life to ressurect (prisoner volunteer) and the cats er goes into multiple day coma.

Otherwise I really think its op.
Geojak 18 Apr, 2021 @ 9:01am 
Similiae to the neuroquake, where the caster also goes into coma.

The code for targeting you can maybe look up from the word of love code where also 2 pawns are selected
Geojak 18 Apr, 2021 @ 9:04am 
The stop bleeding psycast, think its better balanced if it incapicates the receiving pawn.
Stoo bleeding changed to stasis idea:
Pawn stops bleeding for a time but concouness max is set to 1%.

Gives you the time to rescue and treat them later after combat, but cant be abused during combat
Last edited by Geojak; 18 Apr, 2021 @ 9:05am
Noodles  [developer] 18 Apr, 2021 @ 10:30am 
Well, mostly the current version of the mod is as it is due to the simplicity of the code. I will reconsider touch of revival, I was already planning on making it cost more, by having the resurrected pawn gain conditions, however at the time I was too lazy to finish that code.

As for stabilizing touch it should not be possible to abuse it too much, first of all it only functions for 1/4h and it requires touch, so I do not think that the combat really is an issue. However if you could be more specific on how you would abuse it I could reconsider.
Geojak 19 Apr, 2021 @ 10:18am 
a pawn with a pain blovker installed and that cant bleed, i have not tested it zet but i imagine it op
Noodles  [developer] 19 Apr, 2021 @ 11:49am 
I am currently rebalancing all of the psycasts with hunger rate and rest rate cost. However, you would still have the problem that this soldier needs the buff applied every 1/4 hour which costs quite a bit of psychic focus and entropy.
Last edited by Noodles; 20 Apr, 2021 @ 6:25am
Geojak 20 Apr, 2021 @ 8:09am 
I am looking forward to how you will rebalance the resurrection.
FaceBreaker 21 Apr, 2021 @ 3:21am 
Yeah resurrection is kinda OP. The above idea of sacricing a prisoner is cool actually i guess it could be more balanced if you'd need to sacrifice like 5 of them or something.
Hahkethomemah 24 Apr, 2021 @ 7:47am 
Adding resurrect effects to the games where its rare always scares people.

Originally posted by Noodles:
As for touch of revival. Currently it debuffs the caster and the target for ~15 days. The caster will be unconscious for 5 days, then 5 days consciousness 50% (and some other stuff - manipulation), then 5 days with consciousness 25% (and some minor). The target will be unconscious for 2 days, but will then have some critical capacities reduced for another 8 days (I think its 10 days in total), like blood filtration. I could increase these debuffs, however currently they seem fair. Disabling a colonist for 2 quadrums and having to take care of a vegetable for 1 quadrum to get another colonist seems fair.

According to this, those two pawns involved in ressurecting have to rest for a long, long time. This amount of wasted/slowed work could easly pay off more than one resurrector serum.
Silverheart 26 Apr, 2021 @ 8:55am 
To differentiate the healing buff from flash heal, I bumped the duration up to a day but decreased the healing to 150%.
Noodles  [developer] 26 Apr, 2021 @ 9:25am 
Well, 6h for twice the healing is still slow compared to flash heal which is instant. But I guess to each their own. Ill consider your suggestion :steamthumbsup:.
Last edited by Noodles; 26 Apr, 2021 @ 9:25am
Chuck 26 Apr, 2021 @ 6:30pm 
its kinda unrelated, kinda, but i dont know where else to ask this, how long does ressurection sickness to go away. I ressurected this colonist almost 5 days ago and its still extreme psychic ressurection.
Noodles  [developer] 26 Apr, 2021 @ 11:08pm 
@Chuck I believe you were affected by a bug in one of my updates. When you check your settings, you should be able to see that under touch of resurrection, the severity change per day should be 0, this is incorrect,however, it should be 0.1 . I hope you can fix this by either resetting the settings or by changing that value yourself. In any case at the current time resurrection sickness should disappear after 10 days, and the hediff should also state so. I am terribly sorry that my bug affected you :steamsad: .
Chuck 27 Apr, 2021 @ 5:56am 
i just spawned a healer mech serum and that worked, but thank you for bringing the mod settings up, i didnt think to look there.
NoBanana 8 May, 2021 @ 5:46pm 
The ressurect psycast is probably fine - all the level 6 psycasts are broken in their own way.
In any case, adding a prisoner kill isn't really fixing the problems it has.

If your colony has a level 6 psycaster with a specific level 6 psycast, it's probably wealthy enough to buy shock lances (250 silver a shot), and it's not going to have a shortage of junk prisoners. It'll definitely have **way** more junk prisoners than it has colonists that need reviving.

The main issue is that it gives you a consistent source of res mech, which makes dying *way* less of a big deal. Vanilla res mech is balanced in such a way that you can't rely on it - you might get a quest for 2 res mech next week, or you might go years without seeing one. The uncertainty keeps dying significant.

If you wanted to nerf the ressurection psycast, maybe have it apply a small brain scar to the target?
That way it's still ressurection on tap, but you also need to find healer mech to fully get your colonist back. Either that or get the scar psycast, but if you have a level 6 psycaster with a specific psycast combo you can do more OP stuff than spending 160% focus to ressurect a colonist.
Last edited by NoBanana; 8 May, 2021 @ 5:46pm
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