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oskarpotocki
oskarpotocki

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[Update] Vanilla Psycasts Expanded Rebalance is out now!

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

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

[Update] Vanilla Psycasts Expanded Rebalance is out now!

Comments

We’re monitoring feedback on what people think about the recent changes. If you want to help, pop it in the comment section (feedback discussion) on the mod page - so it’s all collated in one place.

Oskar Potocki

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.

Sondre

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!

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