Timequake is nuts, it just ERASE the entire map save for the small protected radius. Everyone dies of old age, random events pop up every few seconds (so toxi fallout on top of getting super aged), buildings wither away and crumble, truly it's the most devastating psychic power.
Yes! Literally just used it to test out my psycasters abilities and my god, the devastation. I cant wait to test out more abilities once unlocked, hell I might go dev mode.
@@ronzerker390 correct, I tried it on a city in a 400x400 map, my god, so much random events and destruction, the only thing that hinted at the presence of a city after that were the floors.
Start as a tribal. Paralytic Pulse tribal raids, then mindbreak them. Make them meditate at your tree 24/7. Use tree to gain psylevels, invest all levels into stat upgrades. Turn any steel slags into soldiers to guard your meditation slaves. Enjoy level 100 Psylink, casting free spells across the map and sending your horde of 200+ steel soldier to kill all.
@@privateuser3726 Though it's a good idea to spread that around a little. Nothing sucks quite like the psycaster you've been building up eating a dirt-nap without someone around to revive them.
@@icefyer2 That's what Craft Psyring is for. Have a community "resurrect" and "regrow limbs" ring laying around. For that matter, have a community Rock Construct and Steel Construct ring laying around, and all your psycasters can make their own army of killers and fetchers whenever they get an extra 20+ heat from a level up.
If you want to kill a really powerful enemy such as a VOID or anyone with a really powerful armor there is actually a pretty cool way to do it: You need a pawn with the Harmonist path and a "Deathless" pawn such as a sangophage. Give the Sango a decent helmet to prevent them from dying and no other armor and start stabbing. Get them really hurt. Now you can use the "swap injuries" psycast to instantly transfer all the injuries onto the enemy, while healing your pawn. This will go straight through armor and can knock out some rather tough enemies.
Was going to go with stating my "best" psycast; but there are too many that are too good. So I will say "Chronopath"; so I can live long enough to get all the powers I need to have. Pro-Tip: Asking to stay at my colony as a 20-something wanderer is risky early on. Even for a brief time. Many of those temporary joiners die of old age within a week. Weird, right?
Reunion Farskip is excellent at cheesing the Archotech victory. Set up your colony with a bunch of children that are all related, send them to space, and then bring them into the second run via the Farskip. It not only works on colonists that have left the planet, doing so also makes it to where they aren't assigned to a random other faction upon selling your first colony. Why bring only 5 colonists when you can just bring all of them. A great option if you don't want to leave anyone behind.
The only reason I use this mod was for stun skip psycast mod. That stop-time effect is just very cool. It also stops everything. Rain, bullet, rocket, animal, and pawn. Combine with sanguophages, my pawn can become Dio.
Regrow Limbs allows for an infinite supply of livers and kidneys from "Unpaid Interns" while Deathshield allows a complete harvest from a single pawn so long as you can extract all of the organs before the effect wears off Also if you have a necropath with Enthrall, keep a corpse pile handy so you can send zombies out to harass sieges or delayed assaults. They feel no pain so they can be surprisingly tanky
Couple mentions: 1) Multiplayer breaks this mod, if you stay on the same map its reasonable, but on different maps, the cooldowns start to break (one map will have massively increased cooldowns, 2s becomes 8s, 10s becomes 0.4 days, one will have massively reduced cooldowns (no cooldowns on the short casts at all). 2) Once you hit 25, the leveling slows down greatly, and once you hit 30 its down to like 1-2 lvls per year even at full or half schedule meditation (even at 300% psy). The exception is Nature, as you can get 20 anima grass every few days, and get a free level regardless, meaning that Nature foci is grossly OP compared to the laughably slower other foci. 3) Staticlord does not boost extensive offensive abilities. Its weak as hell compared to fire or ice. Mechs are immune to damage from Staticlord (all three really, they adapt to stun quickly, though vortex is good CC) and while chain bolt is super fun, the best advantage is the small fire it starts. Snap freeze or Haywire are better. Note that mechs are largely immune to fire damage too, just beware staticlord is surprisingly bad against mechs. Haywire makes them attack anything, including eachother, and can be spammed).
PERFECT timing. This is in the lineup for my next playthrough along with the Vanilla Royalty Expanded mod. I'm almost done with my Cosmic playthrough. I think you missed Hemosage though. It was added as a sub mod, probably for DLC reasons.
This mod is so much cooler than vanilla. It also doesn’t force you to me a goody too shoes to the empire like vanilla seems to. I’m getting back into Rimworld after leaving just before empire came out. Playing with it now and holding off for a sale on the others. But I love this game.
I'm getting back into rimworld and I added this mod along with SEVERAL others. This has got to be one of the best mods for me personally. Time quake is stupid OP
hell yeah son. got this the other day after watching Veequeue play with it, and it is GREAT. really makes tribal more fun, even with just the 'mech lifter for heat reservation' chunk golems, and the grow crops ability. mend ftw too
Chornopath + sanguophage, since your pawn is ageless immortal vampire, its free real estate for you. Who need meditation everyday since you can just timeskip meditation, agin
You know, there's a combo between Protector and Necropath. When necropath resurrect, they lose their finger. But you can use Protector skill to regrowth their finger!
Since I first got that mod, I've only ever ran tribals. With a well set up team of pawns you can own empire bases, and al you have are clubs and short bows.
Great video, great mod. You could do a part 2 by showcasing mods that add classes, like Stuncaster, Alpha Animals, War Hammer, Matrix Reloaded, Ranger, Hemomage, Makitech(beyond OP), and there's a psionic class mod.
Do you plan to look at the new VE Deserters mod? It’s meant to work with VE Empire, and encourages a sort of, Star Wars rebels-ish playstyle. Where you can take contracts to do little missions for the Deserters and even assassinate nobility, both of which would weaken the Empire in different ways. It also has its own new system to try replace the system added by VE Empire, with Intel and Critical Intel replacing the role of Honour. It’s really cool, but it’s kinda complicated, which is why I’m here begging. Hopefully you guys will be able to find out more about it than I could.
I just played this game recently and been hooked up, still beginner playing on the third difficulty, i just captured this lvl 11 psylink lizardwoman, after i got my ranged pawn got blasted by her explosion psycast, definitely fun
if you Prefer a vanilla friendly counter part of rimworld of magic this is the mod for you for being a vanilla expanded counterpart of rimworld of magic
No mention of paralysis pulse? It's the perfect prison break stopper, works on mechanoids, lasts 2 hours, lets you instakill thrumbos and [insert mod here] most powerful animals. Trigger happy + shooting specialist = no ranged windup (instant shot, only cooldown after that). Combine with warlord -80% cooldown and heavy bandolier's -20% cooldown for greatbows that shoot faster than normal pawns' assault rifles. It's one of the most "easy mode" mods out there. One thing it does right is making royal psycasters competitive with tribal ones, unlike base game, where tribal starts are just plain better in the long run.
I am still amazed how they let you just buy psycast trainers from other trees and just apply it. Just need enough to cast it and your good. Oh and when you hit a certain rank, I think baron, you're in for a treat. *The treat was from VE persona weapons my bad.*
Tried it, hoped to make a firebender of sorts. Looked good until I read the description going like "using flame sac" and "expelling chemicals from your body to ignite" and I was like, is this biotech again 😅? I avoided using biotech powers because I like my colonists as I had made them and most of those power descriptions are like terraformars level of physical mutations. Is a good mod, ngl, but I'm gonna have to change some xml defs for my game.
It's a good mod, but I can't play it without two small submod for Narrators. First - mesh Cassandra and Randy. Second - adding more psycaster's among tribe ppl and empire~
Pro tip: do the title quest to gain a psy lvl then do the desserter for the nuroformers that way you get three psycasters or one lvl three psycaster Note. When i did the desserter quest (after the title quest) i found TWO persona weapons a zueshammer and a plasma sword both increasing the psy sens of the bonded pawn and both having kill thirst
To anyone using this mod 1. Use necromancer resurrection and protector regrow limb to essentially get infinite resurrection 2. Use technomancer to get the craft psyring to get a craft psyring too this just help my colony by crafting many good psyring to help in combat and daily live
@@popkapocahontas this too I doing it rn but using ideology festivity and buying a buck ton of neuroformer now I could cast down an entire barage of meteor and stuff XD
Fucking frostshaper manage to give me early game freezer. I need electricity infrastructure if I don't have one, and I want food security first before I raid some mofos the ideology DLC added. I need to get big animals that I urgently need to hunt but lack the stopping power? Just pull a yuki-onna (breathe ice) on that megasloth, and I can feed my folks meat for days
When Randy decides to send three raids in one day, plonk down a mech cluster right outside my walls, and blight my crops I just can't honestly call this mod OP. The only way it can even be considered close to that is by comparing it to psycasts in the vanilla system as is.