边缘世界 RimWorld

边缘世界 RimWorld

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Rebel Psycasts
   
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Mod, 1.4
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更新日期
12.200 MB
2022 年 11 月 6 日 下午 12:39
2023 年 1 月 28 日 上午 6:43
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Rebel Psycasts

描述
## UPDATE: I added support for bladelink weapons - just like in the original version of Royalty, attacking with a bladelink weapon without either a silencer implant or at least Knight title has a 5% chance of being detected and punished by the Empire similarily to illegal psycasts. Should work with both vanilla and modded weapons, whether they're melee or ranged.

Back in the launch days of 1.1 and Royalty psycasts with levels above the level of a user's royal title were illegal for them (so for example Acolyte was allowed to use psycasts of level 1 and 2, but not 3 and above).
Each time a colonist used an illegal psycast, there was a chance for this act to be detected by the Empire and the penalty for breaking imperial law was degradation of relationship with the Empire by 4 points.
As an alternative to keeping fingers crossed Empire wouldn't notice players could install a dedicated brain implant - psychic silencer - into their psycasters' heads, which at a price of increasing pain level by 20 percent points removed the risk of illegal psycast usage detection. It was hard to come by, but the Deserter quest had one as a part of its guaranteed reward.
Features described above had been removed some time after launch and the aim of this mod is to simply bring them back.

## FAQ
- "But why, players hated it and that's why devs removed it!"
True, but I believe that, combined with the ability to extract psylink amplifiers from the heads of imperial people (restored by this amazing mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2110931217), it added a lot of depth to the rebel path - after it was removed player could either fight Empire in an all-out war or not. But since Deserter quest appears early and Empire is powerful, open war can be too much for young colonies to handle, hence it can pay off to be a little sneaky and raise relationship to neutral ASAP after Deserter quest and then try to lay low and prepare to strike. Illegal psycasts add a challenge to this "lay low" stage because use psycasts too many times and you bring the relationship back to hostility again. This mod is for the ones who might find it interesting to try to dodge imperial law for a bit.

## Compatibility
- ***Requires Royalty DLC.***
- Should simply work, unless something overrides rewards for the Deserter quest, in which case you might not get psychic silencer as a reward for doing it.
20 条留言
CTH2004 2023 年 7 月 3 日 上午 10:00 
how well does it "play" with Vannilla Psycasts Expanded? After all, you can get psylink levels in the hundreds (with lots of work)

Also, what's a "bladelinked" sword?

Finally, I got royalty about 2 days before they removed that feature, so I was using it, thought it was nice, then Boom. Gone!

Thanks in advance!
Stormtrooper  [作者] 2023 年 1 月 28 日 上午 7:09 
It's probably because I forgot to check for null of pawn variable assuming there's always a "pawn" performing an attack, but I guess "turret" is not a "pawn"... Honestly was too lazy to check for sure, but judging by the log I'm 99% sure that's the case and it should be fixed now.
Emberbuck 2023 年 1 月 24 日 下午 8:05 
here's an interesting bug for ya and I'm not sure why its going after my miniturrents but...
Exception ticking Turret_MiniTurret185327 (at (61, 0, 66)): System.NullReferenceException: [code]Object reference not set to an instance of an object
at IllegalPsycasts.HarmonyPatches.notifyEmpireAboutIllegalBladelink (Verse.Pawn casterPawn) [0x00000]
at IllegalPsycasts.HarmonyPatches.notifyEmpireAboutIllegalGunBladelink (Verse.Verb_LaunchProjectile& __instance) [0x00007] Verse.Verb_LaunchProjectile.Verse.Verb_LaunchProjectile.TryCastShot_Patch5(Verse.Verb_LaunchProjectile)
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.Verb.Verse.Verb.TryCastNextBurstShot_Patch2(Verse.Verb)
at RimWorld.Building_TurretGun.Tick () [0x000bc] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
[/code]

Really humorous really when you turn a miniturrent into a bulletstorm
5katz 2022 年 11 月 7 日 上午 11:34 
shoot me a message on discord (@5katz#5416) and i'll tell all i know about how it functioned
Stormtrooper  [作者] 2022 年 11 月 7 日 上午 11:33 
The part about detection chance upon attack should be straightforward enough - I'll try my best to do it once I figure out exactly what weapons were affected with it.
5katz 2022 年 11 月 7 日 上午 11:31 
So, couldnt quite pinpoint any direct evidence for the Persona bonded weapons, and i mean persona bonded, like the ones with traits.

it seems that on relase the persona bond was called "Bladelink", and had to also be hidden from or in accordance with the empire. only source i have here is a "i saw it", and a 2 year old blog post that does mention them, it states

"I thought these blades are cool, I like how they they have their own names and personality. I don't like how all of them are always connected to the empire...
Maybe you can find a rogue bladelink weapon who won't snitch on you and tell the empire..."

Blog post's named "Things I think that will make the Royalty DLC even more fun!" on devtrackers
Stormtrooper  [作者] 2022 年 11 月 7 日 上午 10:46 
I could do it... In fact, if it really worked like that, it MUST be done - but since I don't remember it I have no clue WHAT exactly would I be supposed to implement.
Stormtrooper  [作者] 2022 年 11 月 7 日 上午 10:45 
Wait what. You mean the biodcoded weapons had same behaviour? And you say it was "per use", too, just like with psycasts? Do you remember what titles were required to legally use them, what were the chances of detection and what weapons are we exactly talking about?
5katz 2022 年 11 月 7 日 上午 10:25 
I seem to remember the persona bond weapons Royalty introduced also needed permits, and would have a chance to cause diplomatic consequences when hitting someone.
If there's no leftover code about that though, it would probably be a pain to recode so no pressure