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-No Allies (debug all factions to be enemies)
-No Traders (trade is a fast way to skip the early game)
-Wealth Progress Mode (surprisingly punishing depending on playstyle)
-Randy Strive to Survive (I've had two near party wipes, with multiple kidnapped colonists.)
Anti-Psycaster honor rules:
-No Anima Tree use
-Empire is an enemy
This means the only way to get psycasters it to either kidnap them, or get extremely lucky and find a neuroformer via quests, ancient dangers, or ancient ruins. Yes, each psycaster is extremely powerful, but this makes them equally rare.
Without anima tree use, and no way to buy neuroformers, I'm stuck with levelling the long slow way. That means investing in multiple focus types, making a dedicated meditation area that combines as many focus types as possible, and having only one psycaster (my starting pawn) for the forseeable future.
So far I'm on day 92, and I have only one psycaster.
Flo Tang.
Psycaster 7
Starting Foci: Artistic (default), Arcotech (SOS2),
Additional Foci: Minimal, Research
Paths: Technomancer
Abilities: Enchant Quality, Haywire, Steel Construct, Word of Progress
Psystats: None
Heat Max: 65
Sensitivity: 100
Psyfocus Gain Rate: 109%/day
He can support up to 2 constructs, and enchant 3-4 times per day. That's hardly gamebreaking. Compare to my last playthrough that abused anima, which by now had my main caster at level 10, and multiple tribals at 4-6.
Mindbreak from Archon feels a little strong, but the minions it produces can't do much more than clean and haul, so it's not that bad. If I used mindbroken thralls as psycasters that don't need sleep, THAT would be broken (may get patched out). I could also use mindbroken thralls as a disposable slave army, but that feels unethical even by rimworld standards (and I'd still need to feed them, so it's not unbalanced, just evil).
Aside from that, all the psycast trees are quite balanced. It takes 1-3 years to unlock an entire tree, after which point you can choose between spamming psystats or trying to go for multi-tree synergy. By that point you're looking at 3-10 in game years of dedicated cultivation, so if you make it that far, congrats, you deserve to be a little bit OP. A _lot_ can go wrong in that amount of time, so good luck making it that far!
As long as you honor rule a restriction in how fast you acquire casters, VPE is surprisingly well balanced. Most of the imbalance comes from vanilla: Tribal wizard spam, yeoman spam-ish, buying T6 psytrainers for the cost of a few shock lances...
I've heard rumours about the elemental abilities, but I haven't tested those myself yet. I suspect that most of the exploits, cheeses, synergies, and strategies have yet to be discovered.
The first power is a "get a ton of psy xp" at the expense of growing 5 years older, but a couple of levels in you can start draining age out of people (they grow 10 years older, you grow 2 years younger). If you don't mind being evil, you can turn your prisoners into power-levelling batteries.
You can also insta-grow a 5x5 field of crops/trees, so insta corn or whichever long-growing plant you want a nice yield of.
The "Foretelling" power let's you spam alliances so that you can always call for anti-raid defenses, the "Time Bubble" that ages everything inside insta-kills insectoids since they only live 5-6 years.
Aside from Time Bubble, it's more of a "colony support" character and less of a combat character, but it's very very fun.
Due to my honor rules, psycaster are hard to come by, so I have to choose paths based on needs more than wants. I'll probably go frost or skip next, and I definitely want to give Harmonist a try. I suspect that, if used correctly, Harmonist could be the most powerful tree of all. The tooltips on some of it's abilities are as weird as they are vague.