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Hello guys and gals and welcome to a 192nd development blog. This time we will return to the Vanilla Psycasts Expanded - we are just wrapping up the 1st beta, with thousands of feedback messages received. We combed through all the reports and feedback, fixed all the bugs and rebalanced the abilities as per suggestions.

This means we are currently sitting on a formidable 140 unique psycasts that work, and are balanced well. That's like... 5x as much as Royalty had to offer. And we're not even done yet.

We are slowly approaching a second beta, which will toss another 40 abilities into the blender, allowing testers to submit feedback and bug reports for them.

I prepared cool infographics for those 4 new paths, and I'm sure you guys would like to read through them.

The paths that we will be adding now are:

NECROPATH

Masters of the dark arts, necropaths live to defy death itself. They can cast fear into the hearts of their enemies, emit a paralytic pulse to knock attackers down, rot away the flesh of living bodies and ultimately summon the dead - either through wicked enthrallment or sacred resurrection.

ARCHON

The path of kings, archons often occupy the highest seats in their local governments. Being able to easily bond with others, manipulate their enemies either through friendship or pain, with powerful archons strengthening themselves by draining the psyessence of other psycasters.

WILDSPEAKER

A secret path of the tribal communities, wildspeaking is the art of living in harmony with the forest and nature, and being able to summon the aid of the forest when needed. Tribal wildspeakers are known to control packs of territorial animals, be protected from all damage by an impenetrable shield, and they can also seem to make brambles and trees sprout out of the ground on a whim.

NIGHTSTALKER

Silent assassins who strike from the shadows, nightstalkers move under the cover of darkness, gaining power from the absence of light. They are capable of skipping to wherever  darkness prevails and executing multiple, near-simultaneous strikes to their target’s heart.

Let me know what you guys think! I'm really excited about seeing what the community does with all these cool options!

Files

Comments

Trashiest Poss Flint

You know the paths idea totally makes this mod fit in a fantasy or even elder scrolls mod list, impressive work as always!

Pim Kartner

Looks awesome! Question, what is the difference between farskip and night step?

NeverSink

These are awesome, can't wait for the mod! I really like the "archon" and "shadow" paths. They seem interesting and synergetic! I don't like the "resurrect" and "essence transfer" type spells. Loss, risk, emotions and death are very important in Rimworld and such spells may take away from the experience. Alternatively the price needs to be way higher. Potential ideas: - Essence Transfer could invoke a toxic fallout or volcanic winter event for doing something unnatural - Resurrect can apply an incurable stackable x90% conscience debuff on you and the resurrected pawn, kind of "losing a piece of your soul" every time you bring someone back.

Cantaloupe Collector

Is this meant to be a more vanilla oriented Rimworld of Magic mod ? Really cool to know that there is gonna be a more polished ROM.

DeMante

That's amazing

Rubber Rubby

i have to ask. do i HAVE TO choose what path a pawn gets? could we get an option to make it so that when you get your first level of psylink its random what path the pawn becomes?

Lyn the Cookie

I love the detail that the Necromancer has to sacrifice a finger for each resurrection.

Artemis Martin

Before I saw how shallow the base Royalty and Ideology content was, I was nearly overwhelmed by all the choices and possibilities I came-up with in my head, and wondered how I could possibly ever make two similar colonies. That didn't exactly work out. Now, with so much choice and variety between all these psycasts and the amount of options they open-up, I'm feeling the same way again while being far more certain that this time: that feeling is right!

Shergoidold

Losing a finger seems too little of a price for resurrection when you account for biosculpters regrowing all missing parts in a single cycle, and even without Ideology that psycaster has 10 fingers to sacrifice, that's a lot of resurrections (and once they lose all of them you can give them bionics) I'd suggest giving up something that can't be given up that easily, like a hand or the whole arm. That way it shouldn't clash with vanilla serums.

Rinklestein

So with essence transfer I think it might be a good idea for the animal to be bonded as I could just link chickens or other kinds of livestock, with no drawback aside from the cost of the cast. Plus having it be a bonded animal is a lot more thematically appropriate than some cow you were going to slaughter anyway.

The_F

As you rewrite the whole psycast system, I think it could be a nice addition to grant animals - in very rare circumstances - the ability to cast certain psycasts aswell. Maybe something like a special psycast to permanently transfering psychic power from the caster to a bonded animal to give it a power itself. On the other hand, for some special animals a psycast can be a natural feature (for defensive purposes).

Mort1

This looks really great. Would you consider making undead stay for more than 24h? Like having dryads but with corpses. That would be really metal!

Adrian Szczechowicz

An idea regarding resurrect to nerf it a little bit. Maybe resurrection can go wrong and the resurrected pawn has a high chance of having like rotten parts of body and organs which hinders it's efficiency until bodyparts are replaced. If not replaced rotting will progress and spread to other parts of the body. This would make resurrected pawns really high maintenance. Heck, it could be that resurrected pawns get unremovable hediff that makes random parts of their body rot, losing cohesion kind of thing. I think it would fit a little bit more that path, giving it more of a necromancer vibes. Necropath has a way to increase it's neural heat, so maybe make it so necropath during resurrection permantently loses some of it's capacity.

ArcaneJellyfish

With Group Link and Word of Alliance, would this essentially instantly ally a caravan faction if you linked enough of their people before you casted?

Eevee Chad

A few others have mentioned it, and I feel the same way: the resurrection psycast as it’s described seems a little too strong.

Galen

I'm disappointed that the necromancy path doesn't allow persistent zombie servants. I'll echo what others here have said - full on resmech seems a little bit too powerful, and day-long combat-only zombies feels a little bit too weak.

Mielga

this looks so good!! :D my question is, can we get the ability to sacrifice other pawns (prisoners, slaves) to resurrect the pawn we want? instead of the finger? :D

C.W. Elliotte

Can the, "regrow limbs" psycast be used to get more natural fingers for the "resurrect" psycast?

PunkyRoo

This expansion is MIND BLOWING. :O

Williams Rosewald

Is it confirmed if this save game compatible? If I start a game without any psycasters or related mods can i just plug this one into the current campaign?

PunkyRoo (edited)

Comment edits

2026-09-10 22:00 Would it be possible to get a VE Team curated modpack? With all the VE mods + the compatible mods that the VE Team recommends?
2022-06-08 00:47

EvanDownton

I think were all excited to see the enthrall psycast, but it says the creature targets the casters enemies. Im assuming that simply means enemies of the colony, but if the caster goes berserk, on a murderous rage, etc, do the enthralled also target friendlies? i think that would be cool

Chase Warner

So I see all these abilities to steal power and stuff from enemy psycasters, but will this mod add psycasters to enemy factions? I haven't encountered a raid with an enemy psycaster yet.

Nols

Similar to how there are unique Psycast paths for Royalty and Tribal, will VE factions have an affinity towards certain paths e.i Vikings more likely to have Warlord / Staticlord, Ancients to have Archotechnist/Technomancer etc?

Jake

A shadow clone inspired psycast would be sick as hell. Creating multiple clones but balance it by having each one stack -5% consciousness of each clone per clone created. If the caster is downed then they all disappear.

Vaculity

There is a mod that allows AI to use psycast by default. Will it clash with this mod when it gets released?

CykaBear

Wow! Necropath looks really cool!