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This rebalance brings hundreds of changes, some pretty large. Among the biggest changes are:

When you reach first level of Psylink, a random path should no longer unlock. Instead, the pawn should get two points to spend themselves.

Neural heat increase when upgrading Psycaster stats decreased from +20 to +10.

Neural heat recovery rate when upgrading Psycaster stats decreased from +0.2 to +0.050

Psyfocus gain multiplier when upgrading Psycaster stats is removed.

Maximum level of a Psycaster is now a thing. By default, it is set to 30. This can be adjusted in mod options. Existing characters of level 30 and higher still get to keep their high level, but will no longer be able to level up higher. Mod options allow you to set the maximum level to anything from 1 to 300. Set it to 6 for mostly a vanilla experience, but with a wider selection of Psycasts.

You can read the full changelog at: https://docs.google.com/document/d/1YYEfdsyg8NRzG7iw6L6hlhbt1Kf1m-K0jnAEfQ9EnWA/edit?usp=sharing

Files

Steam Workshop::Vanilla Psycasts Expanded

Comments

Zac

Looking forward to playing Psycasts without cheesing the game with one Psycaster. Seems like their capabilities will be much more dependent on equipment now

Lapis

Wow. That uhh. That's alot of nerfs.

John Anderson

Really excited to play this. In my upcoming playthrough. I really like expanded psycast and rate it in my top must have mods. Excited to see the new ideas.

Kvinster

Not too psyched about some of the nerfs, but it's still nice to see that you're trying to keep the mods balanced. Guess my colonists will have to learn to survive by wearing good clothes, not necessarily excellent.

Big Barza

Rest in peace, old Enchant Quality, you will be missed. Although i must admit it was...very strong. Anyway, i guess hemosage is going to get a similar treatment?

bobkiri

It would be cool to have a "talented" pawn with a higher max level than other pawns, implemented as a gene or trait.

Scott Salisbury

This is awesome! Among many other things, I like more of the chronomancer abilities having 'age caster by x years' as an additional cost- it helps to make them feel distinct from abilities in the other paths. I was going to do a sanguophage start next run, so now I'll also have a time-vampire in that crew! Also, yay for permanent SACRIFICE of fingers!

Levi Yarra

definitely a lot of much needed nerfs here, but i am wondering why regrow limbs can't heal scars anymore, been a while since i used it so maybe i've just forgotten something about it

Chesckers

I love when you go back and adjust previous mods, it makes them feel like they are not just being made and forgotten (except for the new rimworld version updates) in favor of always having new mods. Awesome update, hopefully more for your mods in the future!

ZamazaCallista

Oof a few of these were a bit heavier than I was expecting, like the Regen Coma being the full duration. I do wish I could keep the overall balance changes but have a mod option to 'revert' a couple of them, like the enchant item cap being 'Good' not 'Excellent'. That was super good for naked brutality starts!

Bohemian Romantic

As someone that really likes how ruthlessly difficult vanilla rimworld is, I love these changes! This is a mod I tried for one playthrough when it initially came out, only to very quickly get bored because it trivialised the game. Looking forwarding to coming back to it for another look.

Blaine Pine

Nerfs across the board, but definitely more balanced. Especially Word of Animals and the Necropath casts. I am slightly saddened that Extinguish Flames lore has changed. The idea of just stealing some poor ship's firefoam reserves always entertained me. Oh and RIP Psyring Psyrings.

NeverSink

Thank you for this update! I think this is a really well designed update and I especially like that it's giving psychic sensitivity more importance! Also I really like the changes - including the nerfs. The whole VFE series is amazing, but many of these help preserve the difficulty and drama of Rimworld. I personally would love to use a 'hardcore' version/setting for many of your mods (even if I understand that this involves a ton of work). I also just really like the idea of giving older mods a fresh coat of paint!

Sondre

Apparently you had a suggestion-thread in conjunction with with the rebalance on the mod-page "forum", but there was no mention of that here and the rebalance appeared on the roadmap only this month. In the future, would you kindly at least make a note of it here when you do something like this for any of your mods? A question though: During the initial balancing and now in the rebalancing, did you make and look at a spreadsheet of the default psyfocus and heat costs of the unmodded powers? Some of the costs /feel/ a bit off, but if you did make a proper comparison, its probably just that, a feeling. For initial feedback: - More scaling is good, thumbs up. - Not going to opine on any costs on powers with both heat and focus cost right now. In general most non-cost changes seems good. - Regrow Limbs: Not being able to heal scars unless you amputate the whole bodypart and regrow it from scratch doesn't make sense. You should provide a better rationale for this change or revert it. - Plant Timeskip: Cost vs. effect makes this now only ever usable in desperate circumstances. Remove aging or change it to a quadrum. And make the plant aging scalable. Psycost perhaps more closer to 35-40% - Group Link: Last I used this power the caster's psyfocus bar was always 0% after casting any "Word of"-power regardless of its cost. So if that is still how this power works, then an increase in cost wasn't really needed, especially with increased costs of "Word of"-powers. - Bramble Maze: Needs a buff or a rework of some kind. Feels like a wasted point right now. Maybe use the 'barbed wire' mechanics in some way? - Enchant Quality: Increasing the cost and reducing the effect at the same time, makes it so that the investment isn't really worth it. In the midgame, getting a 'good'-quality item is a rare failure, and this power could remedy the mistake. I would suggest reverting the upper cap to excellent, but scale the max effect like this: Sensitivity 75%=Poor, 100% Normal, 130% good and 175% excellent. - Mend: Sensitivity 100% or less should yield at least 1 point for the effort. - Craft Psyring: I'm not sure you can really get away with calling 'Craft Psyring'-Psyrings a "bug" when it has been a "feature" for more that 13 months. I see where you're coming from though. As soon as someone releases a mod that reverts this, the "outrage" will pass.