This mod lets enemies use psycasts.
What's the difference between this and Powerful Psycast AI?
This mod leans on the system vanilla uses to let enemies use abilities, instead of creating extra jobs, which should be more stable and performant. It is also compatible with every modded psycast, as long as the creator made them autocastable. Mods that only repurpose the game's code should be autocastable out of the box.
I also took care to make enemies somewhat smart in their use of psycasts (unlike Powerful Psycast AI, which has Skip coded as a random teleportation). With this mod, enemies will try to skip away from danger, or skip your colonists into their murderballs.
The mod settings let you, among other things, disable individual psycasts from being generated on enemy-controlled enemies, if you don't want to get cheesed by Berserk Pulse spam.
Mods this is compatible with:
- Cooler Psycasts
- Melee Psycasts (thanks Mlie)
- [FSF] More Psycast Powers
This is obviously incompatible with Vanilla Psycasts Expanded, which uses its own system to make psycasts autocast.
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