rimworld психочувствительность что такое
Пси-способности
Психические возможности, добавленные в дополнение Royalty. Позволяют пешкам влиять на местность или других живых существ (в том числе на себя).
Содержание
Получение [ ]
Случайная способность даётся после применения нейроформера пси-связи или от древа души (доступно только пешкам из племени). За одно применение даётся одна способность в возрастающем порядке пси-уровней от 1 до 6, без возможности пропустить уровень. Если изучить способность, находящуюся уровнем выше, чем имеется у пешки, то использовать эту способность не выйдет до тех пор, пока пешка не достигнет требуемого уровня.
Всего можно получить 6 способностей, по одной на уровень, используя нейроформер пси-связи или древо души. Однако использовав пси-тренеры можно изучить больше 6 способностей.
Механика [ ]
При применении пси-способностей расходуется пси-концентрация и увеличивается нейроперегрев. Если использовать пси-способности, когда нейроперегрев достиг предела, то есть вероятность, что пешка потеряет сознание на несколько дней.
Эффективность псикастеров зависит от двух параметров: Психочувствительности и уровня пси-концентрации.
Психочувствительность влияет на максимальный порог нейроперегрева, увеличивая его, а также на длительность пси-способностей, используемых на пешку.
Пси-концентрация служит «топливом» для использования способностей, если уровень пси-концентрации будет ниже требуемого для способности по её уровню, то применить способность не выйдет. Она восполняется во время медитации на троне или великом троне для знатных пешек или медитацией у древа души для племенных.
Пси-способности бывают боевыми (оглушение, бремя, зов) и небоевыми (слово любви, слово безмятежности). Небоевые способности не увеличивают нейроперегрев, но тратят огромное коичество концентрации(от 30%(слово безмятежности) до 70%(длинный прыжок)).
Psycasts
Psycasts are psychic powers available to pawns with psylink levels, added by the Royalty DLC.
Contents
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with psychically-connected lifeforms. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
Acquisition
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:
Further psycasts can be gained by using a Psytrainer which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves. N.b. if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers after the required psylink level has been achieved.
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.
Mechanics
A psycaster’s effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the Psychic Sensitivity of their target.
Neural Heat
Neural Heat Limit
A psycaster’s neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they’ll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast’s icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the «Neural Heat Limiter», but exceeding the limit can cause psychic breakdown.
The neural heat limit is affected by both the psycaster’s psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.
The equation for a pawn’s neural heat limit is:
Neural Heat Limit = 30 * Psychic Sensitivity * (0.66. + (0.33. * Psylink level) |
Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity |
Assuming 100% psychic sensitivity, this in the following:
Psylink Level | Limit |
---|---|
1 | 30 |
2 | 40 |
3 | 50 |
4 | 60 |
5 | 70 |
6 | 80 |
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn’s neural heat meter exactly equals the casting cost.
Neural Heat Recovery Rate
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn’s psychic sensitivity. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%. In addition, the pain currently felt by the psycasting pawn adds an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.
Note: Offsets to this value, such as from eltex items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal quality eltex skullcap will improve a Psylink Level 1 Psycaster’s recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster’s by 0.148/s.
The resulting value follows the equation, assuming at least 1 level of psylink.
Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage) |
Psylink Level | Multiplier | Base rate |
---|---|---|
1 | 1.000x | 0.5400/s |
2 | 1.125x | 0.6075/s |
3 | 1.250x | 0.6750/s |
4 | 1.375x | 0.7425/s |
5 | 1.500x | 0.8100/s |
6 | 1.625x | 0.8775/s |
Psychic Breakdown
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit. Exceeding the pawn’s neural heat limit can cause an effect called Psychic Breakdown. The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit. Psychic breakdowns come in 3 levels of severity:
Psychic breakdowns last a variable number of days, depending on the severity. Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they’ll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit. This means that using weapons and armor (such as an Eltex Staff or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.
Psyfocus
Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster. Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:
Note that «day» in the context of «psyfocus per day of meditation» is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they’ll generally only get around 2/3rds of this gain per in-game day.
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.
A pawn’s target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is scheduled for «Anything«. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for «Meditation» will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with «Work» and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is >50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its «Anything» times to meditate.
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.
Natural
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus.
N.B. It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the Anima tree its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.
N.B. It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the Anima tree its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.
N.B. It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the Anima tree its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.
N.B. It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.
Morbid
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator.
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.
Sarcophagus:
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator.
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.
Artistic
Incompatible: Ascetic, Tribal Childhood Backstory
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their quality. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture’s quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Base Strength | +12% | +16% | +20% | +22% | +24% | +26% | +28% |
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Strength Offset | +0% | +0% | +1% | +1% | +1% | +2% | +2% |
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci. [Fact Check Needed]
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci. [Fact Check Needed]
Minimal
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci. [Fact Check Needed]
Flame
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%.
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%.
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%.
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.
Dignified
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room’s quality.
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a throne room that meets the pawns requirements, its focus strength is improved by 8%. Additionally its effectiveness is affected by room impressiveness.
N.B. It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed «Slightly Impressive» but will not make the cut off for the 4% increase.
Impressiveness Value | 0 | 30 | 60 | 100 | 170 |
---|---|---|---|---|---|
Description at Value | Awful | Mediocre | Slightly Impressive | Very Impressive | Unbelievably Impressive |
Strength Offset | -5% | +0% | +4% | +8% | +10% |
Psychic Sensitivity
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets. The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a Psychically Hypersensitive (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.
Psycasting stat modifiers
Psychic equipment can improve a psycaster’s abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. The following modifiers exist:
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of 488% psychic sensitivity and a neural heat limit, assuming psylink level 6, of 390.
Psycasts
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3.
Regular psycasts
-15 Goodwill impact
Special psycasts
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.
Tactics
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.