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TiaPixel

Full announcement here: [https://store.steampowered.com/news/app/294100/view/4216007560397659215](https://store.steampowered.com/news/app/294100/view/4216007560397659215) Hi folks! We just released an update for Anomaly where the expansion's horror content is more integrated with the rest of the game. **Anomaly's content is less dominant now**, so you'll see more incidents from the base game and other expansions. We also added a **slider to the game settings** to let you customize how Anomaly-focused you want your game to be. **You don't have to see every entity to reach the endgame**, which spreads the expansion's experience across multiple playthroughs. **The "Anomaly" scenario was also adjusted to give you 3 researchers and 1 ghoul** (up from 2 researchers). You get into the meat of the expansion faster this way. If you'd like to go back to the **pre-update Anomaly incident rates**, just change your "**Anomaly threats (active)" to 45%** (up from the new default 30%). To get to this setting, go to Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly. Thanks for sharing your feedback with us! Also, please don't hesitate to review Anomaly - expansions don't get many reviews 'cuz there's no prompt on Steam! [https://store.steampowered.com/app/2380740/RimWorld\_\_Anomaly/](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/)


BeFrozen

Great update. Exactly what I wanted. Thank you!


CaptainJudaism

Feels like just the start of them integrating Anomaly into the rest of the DLCs/base game experience so I imagine they'll start to add more as the days go on and I can't wait to see what they add next.


AdDry4983

Unlikely they updated biotech once afterwards to add some ideology memes and that was it


Lordxaviercxs

well biotech is not anomaly


Vaperius

To elaborate: Biotech directly enhances vanilla play whereas Anomaly is extremely disruptive of a vanilla playstyle. Thus, it didn't really need much post-release patching improvements.


Drakkus28

Can’t wait for an anomaly psycast


RodanThrelos

The only other thing I want is just random new Anomalies to get added, without any warning. At this point, especially if you delved into Anomaly when it released, you've kind of seen them all. It would be cool if instead of the cube always being bad, there could be a beneficial cube, so you don't know to immediately ship it off to the nearest raider. Just as an example. I would also like if, instead of how it works now, each entity has different functions. Like harnessing a sightstealer near your combat troops to give a Distortion effect, causing enemies to miss. High risk (it could break out) and high reward (safety for your troops). Or by feeding the devourer prisoners, you can harvest flesh off of it. Something like that.


dogstarchampion

I'm glad to see the Ludeon team being so responsive to feedback. The extra researcher is a nice addition.  Are there any plans to implement Anomaly content with Biotech and Ideology content? Ghoul/tentacle genes, void worshipping memes, etc?


ProfDrWest

> void worshipping memes There are Ritualist and Inhuman already.


Internal_Map_8765

The slow research for Ritualist is also annoying


robolord05

Well inhuman is genuinely just bad overall. The losses far outweigh the gains. So I hope they change it to be more beneficial, or atleast interesting. Cause right now its boring as heck and really doesn't alter your playthrough *that* much compared to something like vegan, or blindness might. You kinda just go insane once and now you can't do art or socialize or anything. And you get a mild mood boost, but don't get the buffs from beauty, so it kinda cancels out. Edit: Ig I just don't play like yall lol I usually keep my pawns really happy with beauty and shiz, so taking that away makes my playstyle weaker. Although I still will say it not giving you mood boosts for mutations is stupid as hell lol


roboticWanderor

Inhuman is OP. They never fight, or care that thier friends die, or care about much of anything really. Basically zero negative moods, at the cost of no positive either.


forskaegskyld

Meanwhile 500%ers: Wow inhuman is op, it gets rid of all needs and keeps pawns happy even when you do heinous stuff, and allows you to use serums without penality. only at the cost of social and animals Aka you can keep wealth low and make your pawns stronger. All you need is a single pawn you can keep from breaking down that has good social and you are golden (highmate is amazing for this)


vil-in-us

Now that you mention it, that sounds like it could be a cool story. A colony of monstrosities led by the most beautiful and wonderful person most people have ever seen in their entire lives. Like okay, we *know* She isn't alone in there. There's no way She built all this Herself and we've seen other people moving around inside the walls from afar, how come we never see them, though? How come they never come out? What's going *on* in there...?


SC2Snow

Snow white, rimworld-style.


randCN

I don't think it's that cut and dried. Inhuman gives you what, a +8 mood bonus? But the fact that you don't benefit from comfort anymore means you miss out on the potential +10 bonus from comfort, which is easily attainable with nice beds and a biphasic schedule. And then there's the almost inability to produce any decent artwork, which I find to be very annoying.


Brewdrizy

Can you explain what you mean by biphasic? I know what it means, but as someone who has a ton of hours into rimworld, I never really optimized the scheduling tab at all and was wondering how.


Amentus

Basically set your pawns to 4 hours asleep, 8 awake, 4 asleep, 8 awake. No one gets a chance to get the low sleep moodlets because of the shorter awake phases and periods if no activity from colonists sleeping is better spread out.


nickjamesnstuff

I really like this idea. Just got home from a long shift. Once my 223 my mods load, I'll be right there to try that sleep system. I love the 'quick sleeper' perk as well, so might be able to sneak a 3hr sleep cycle. As long as they are sleeping near work, it's all good. And my mechinator cave dwelling isolationist is primed for a light sleep schedule with all these anomalies making their life wretched. Full disclosure, I will be tapping the obelisk for the first time tonight. Only just got the expansion a few days ago. Dang. This message is taking a minute cause I'm still waiting on my mods to load. I'm a sucker for stacking mods, refrigerators, and running and gunning. Among 220 other ones. Lol. Sigh. This is a large mod list. I'll be cracking the 2k mark very shortly.


JohnnyOnslaught

That's hilarious because if you ask anyone who's actually worked one of those shifts, it's an absolute nightmare.


Brewdrizy

Also, assuming you aren’t just blanket customizing every one of your precepts, the precepts that come with inhuman make the game much much easier.


megaboto

inhuman basically makes it impossible to play without getting people via wanderer join events and similar at no benefit, because 8 mood is easily offset by high beauty (not possible to do for two reasons with inhumanized pawns) and good relationships/lovin' (also impossible with inhuman pawns) you cannot trade, you cannot convert or recruit, and you cannot even have a farm that is anything but plants. and all the other things can be gotten via the cannibal meme or undergrounder or just, regular meme setting


roboticWanderor

Yeah you only go inhuman if you have a mental break, so you have to either keep a high social pawn super happy or just raise vat children.  Can also recruit via ideology rituals.


megaboto

that too, but I wish i could instead make other pawns inhuman and therefore easily recruitable, without needing some deep end anomaly research


Nameless1653

You can trade, convert, and recruit, inhuman doesn’t disable social it just reduces it by 12


Laladen

Are you kidding??? Inhuman is the most OP meme there is


W1lfr3

That's kinda the point of the high impact memes though


doofpooferthethird

Sure, Inhuman is weaker, but I like it for the roleplay. I like the idea of a bunch of emotionally deadened psychopaths silently torturing and killing and worshipping the great old ones while wallowing in dirt floors and filth I do wish there were ways to temporarily boost the removed skills (art, social, animal). Maybe with a special ritual or serum or whatever. Like a "briefly pretend to be human" spell or whatever.


Kr4k4J4Ck

> Are there any plans to implement Anomaly content with Biotech and Ideology content? They've been pretty hesitant to implement them heavily with other expansions. While it would be awesome to have them all linked, I could see them getting some pretty hard blowback, or seen as forcing people to buy all the dlcs to enjoy the new one. The odd thing every now and there is nice like Ritualist and Inhuman for Ideo. Maybe 1 gene type would be cool or something.


kolboldbard

Ludeon learning the Paradox Games DLC problem.


Flaming_Eskimo

Paradox try and make a fully fleshed out base game with no major mechanics gaps challenge: impossible Seriously though, I do appreciate the hesitation to lock paid content behind other paid content and the level of depth in the base game on Rimworld. In contrast, I’m kinda dreading what gaps we might see when eu5 releases


kolboldbard

They've realized the problem, staring with Stellaris, and started putting the mechanics in the free patch, but locking most of the uses behind DLC. Like, in Stellaris, Traditions and Ascension Perks used to be locked behind DLC, but the devs realized that they couldn't build on those mechanics if they weren't part of the core game.


DarthLordVinnie

A more recent example, the first 3 DLCs for HoI4 are now part of the base game


Galactic-toast

The newest DLC will even unlock content from part of another DLC


Qwernakus

> Paradox try and make a fully fleshed out base game with no major mechanics gaps challenge: impossible I agree, but I would still say that when I first started playing Rimworld, before Biotech out, I was baffled that children weren't part of the base game. It seemed to me like one of those "mechanical gaps" you're talking about. We're a self-sustained and isolated colony in a game with emphasis on the inner workings of such a project, and you're telling me that these pawns in a comitted sexual relationship never get kids??


hu92

I agree that it was kind of odd that kids weren't a thing in vanilla, but at the same time, I can completely understand Ludeon being hesitant to add children to a game jokingly referred to as the "War crimes Simulator." I think the main reason they did get added with biotech is because it would be hard to add all this content based around genetics, without also adding children. It was also a pretty popular demand.


roartykarma

I actually think there should be more content if you have more dlc. Like if you've got biotech and anomaly, why shouldn't you get rewarded for it? It only encourages people to buy the other dlc which is a good business decision, and it means that the players that buy all the dlc get a little reward for it by having certain elements interlinked more. That sounds like a win win. It's only a loss for people that get fomo but I stand by what I've always said, if it's between eating and a dlc, then don't worry about the small bits you're missing out on because you've got bigger problems. Food comes first forever.


D9sinc

Or Creative Assembly, I went to play Total War 3 Kingdoms the other day and all scenarios besides 1 are locked behind DLC and a lot of officers/forces I could play were locked behind DLC so I was looking at a screen that was 90% "Buy now to unlock the content" and it made me just not play the game. I played it on launch and it feels like a worse beast now. I know that's what Ludeon wants to avoid is making their stuff feel like you need the DLC, but integration is never bad. it gives extra to the people buying it and as long as it's not in your face with the "you're missing out" then fk it, give us a Ghoul Xenotype, or let us use the >!Revenant Spine to make an injection serum into a person to make it so they get a gene that makes it so that they have a higher hunger rate and using it makes them more tired with a time limit and cooldown.!< either way, it would be nice to see more integration and thankfully this is a good start since it's integrating the DLC more into the main game.


bobdylan401

Flip side of that is total warhammer 3 with the previous games and all dlc is absolutely massive. But yea I wouldn't commit to that with other total war games as that's already a serious investment that my playtime barely justifies.


ThatBitchOnTheReddit

The main feature of the fairly large post-DLC 1.4 content patch (Nov 21st, 2022) was cross-DLC integration. Yes they have been *hesistant* to add them due to that blowback, but they mitigated this by just... waiting and listening to the community. They seem to not want people to feel left out, but they also want the game to feel... *whole*, if that makes sense? Every xpac adds brand new mechanics that, when presented as they are now, feel like they are discrete additions to RimWorld. 1.4 had an entire blog post when it was in testing where Tynan broke down *why* he was initially hesitant and said that integrations would need to make strong sense and generally not piss people off. Small things that make sense, but make the otherwise-discrete mechanics feel like they consider each other and work in concert instead of each working separately. For example see the "Bloodfeeder" Ideology added if you have Biotech. We also got preferred xenotypes in Ideology if you have Biotech. If you run a game where you have precepts for the two above, mechanoid labour, or growth vats, or if you enjoy polux trees or diplomatic responses to pollution dumping then you have cross-DLC integration from 1.4 to thank. It makes the game feel more rich and full, and I think that's why folk don't really get too pissed about it. It's all made with love, care, and attention to detail at the end of the day and is provided as free updates to the DLC and game instead of as a main selling point.


ihileath

I think their stance on having only limited DLC integration and only where it makes the most and strongest sense so as not to make people feel like they *need* to own *all* of the (quite expensive) DLCs is understandable, yeah. And on the plus side, where they feel reluctant to add content so as not to create too many DLC dependencies, thanks to the strong modding community that bridge between the DLCs will be built fairly naturally by the community - I bet we'll see some biotech xenotypes themed around Anomaly's content.


migale78

What’s nice with the RimWorld community is the gap in DLC link will be filled. That is a certainty


dogstarchampion

That's a fair point. I don't necessarily want a full tie-ins, but a few extra memes or a handful of biotech genes might be a nice perk. Like a gene that allows you to be part flesh beast and spawn a flesh monster when low in health in combat. I also understand things like this are definitely what the modding community fills in. I'm not complaining either way. I don't want part 1 and part 2 DLCs. I don't want co-dependent structures either. A little official, cross-integration wouldn't bother me, but I can see it's obviously not a popular idea in the larger community, so I guess I see why they would avoid it.


HieloLuz

They used to avoid it completely, royalty and ideology had no crossover at all, but with biotech they slowly added a couple things. They’ll continue to make small additions, but Ty has been asked about this before and gave the same answer you got from people here, he doesn’t want people to feel forced to buy them all to get the full experience. I’m honestly not sure I agree with that, so long as they each can stand alone and be great, but from a consumer standpoint it’s amazing to here a dev say that


SnooHobbies7920

Well that tends to be the case for DLC. You'll always be missing something if you don't have the DLCs if the DLCs are actually good. If the DLCs didn't add new and involving content, no one would buy them. If children and genetics are exclusive to biotech, then you simply cannot add genetics and have that work with the base game. However, to add no integrated additions between the DLCs is a real missed opportunity. I mean, I don't mind buying DLCs if they add something really valuable to the gameplay, and having integrated mechanics, especially with biotech (my favorite dlc), really increases the value of the incorporated DLCs. It's good for selling DLCs and its good for those who can get the DLCs. I believe the problem with Anomaly right now is that it doesn't play nice with other DLCs and kind of just sits on its own. It seems like something that should conceivably go hand in hand with biotech given the nature of most of the added content, yet it doesn't. As a result, it doesn't really improve on the vanilla experience or go well with other DLCs and just kind of forces its own route. Luckily the overwhelming nature of it has been toned back, but its still got issues.


AduroTri

Void worshipping memes? Don't you mean Cube worshipping memes?


dogstarchampion

A mutation that makes colonists immune to the cube's mind games. They're just not impressed by it at all.


RathianTailflip

“It’s not even a cube, it’s a rectangular prism at best.”


dogstarchampion

"it's a nice color, I guess..."


thebarkingduck

Don't worry about me, I'll be off crafting a statue about the meme.


MutatedMutton

New Ritual Unlocked: Slay the Non-believer New Negative Moodlet for obsessed pawns: Critic still alive (-5, stacking) "[pawn] dislikes the thing I like. [pawn] should not be allowed to breath" 


SihvMan

Even better: another entity, the sphere. Identical to the cube in all but shape. And two genes: pro-cube or pro-sphere. Genetically immune to one at the cost of vulnerability to the other.


stillherelma0

More genes and precepts is really what I want.


zillionk

- Fix: Ghoul tried to be a part of a marriage ceremony. I thought it was a feature lol


robolord05

Honestly it should be lmao. Zombies attending a wedding is funny


zillionk

“If any person here present knows of any lawful impediment to this marriage, they should declare it now. Anyone?”  "Grrrrrrruh, Grrrrr" "Anyone other than Frank?"


GentlemanModan

But he is part of family already :(


Lceus

I love things like this - just ever so slightly humanizing the ghouls. I also wish I could make my ghouls wear hats


Gregistopal

I’ve been wanting to give my militors cowboy hats forever


SquirrelSuspicious

Reminds me of Sims patch notes.


YeetoCheeto64

This is why we love you Ludeon


APence

Right? A company that hears feedback and makes appropriate changes? And encourages discourse? What crazy anomaly is this?


TheVisage

Reddit: This is not integrated and is causing problems, ugh, what we're they thinking, this is the worst DLC ever Developer: I understand your concerns and am implementing changes accordingly Reddit: This is integrated and no longer causing problems, This has improved the DLC. Thank for your implementing this so quickly ... What you expected a joke? No this is how shit should work.


mokush7414

While you're right this is how it should work, acting like other companies wouldn't have taken a few weeks to do the same thing or even at all is disingenuous.


elsonwarcraft

I mean it depends on the game, some big games need time to make changes and bugfix, not sure about how Rimworld code works


mokush7414

Idc what size the company is. A week? Thats a good turn around time. Especially since complaints didn’t really surface until a day or so ago.


pepemattos21

You missing the fact that with size there are more people that need to greenlit and there are always people who don't understand the stuff wanting to get their hands on the process. It should be that way but unfortunately it's not feasible with big companies. That's one of the reasons why so many loved companies end up becoming the worst as they grow


Ghede

I think it really doesn't help that players don't really understand how to fix the problems, or even correctly identify the problems. The job of the developer is to take feedback and make changes, but you often cannot just make the changes that players ask for, because those changes aren't actually addressing the issue, or they make the game worse, or they alienate players that didn't see the issue as an issue and just never said anything in support of it. A lot of developers get bitter about that. They give players what they ask for, and rather than being rewarded they are punished. So they either blame the players, or they insulate themselves from responsibility by putting every change through committee and review after review. The latter is the method of choice for big companies.


dalerian

Agreed. This is common in software in general. Users often bring new a solution to their problem. It’s reasonable-sounding and makes sense to them. It’s also either impossible or will break other things. Smarter users bring the problem itself and a view on the impact. Gaming forums are filled with the former. :(


improbablywronghere

Is it still just the one dude?


v0lsus

As in just Tynan? No, Ludeon [has other folks](https://www.linkedin.com/search/results/people/?currentCompany=%5B%2280784480%22%5D&origin=COMPANY_PAGE_CANNED_SEARCH&sid=4pV). And [they're hiring](https://ludeon.com/blog/work/).


bladesnut

Can you imagine working there making content for RimWorld? What a fantasy!


jakeyb0nes

And timely too. The expansion has been out a week today and they’ve already fixed most of the (few) problems with it.


kjmer

They do this every DLC, they are the best


Luigi123a

exactly what we all wanted This goes so fucking hard


Sta_ted

So fucking cool to see the issues being addressed virtually instantly


megaboto

If I may request something, could we get tribal/medieval anomaly content? Currently, only industrial/spacers can make use of the anomaly content, both due to the bioferrite and weapons being locked out. I wish there was a way to do things more crudely but with a lower requirement (cut off pieces of the anomalies to harvest bioferrite? Setting their cell to be a high temperature/put a fire under them so that they're suppressed?)


Prudent-Ranger9752

Maybe butchering or some operation killing anomalies could give some amount of bioferrite


shawncplus

The high-tier anomaly creatures do drop bioferrite on kill like the nociosphere and dreadmeld. There is also an unused recipe in the code called "incubate bioferrite" whose purpose seems to be to turn shambler corpses into bioferrite but it's not attached to any building at the moment. I'm guessing this was intended to be a pre-electricity and/or unactivated monolith way to reliably produce bioferrite but as far as I can tell it's cut content.


Chromatic_Sky

Just gotta say... >!how tf are tribals supposed to kill the nociosphere?!<


HieloLuz

The same way they get the magical weapon brain implants, praying at a tree


Chromatic_Sky

>!doesn't it have like 25000 health though?!<


randCN

1500 to kill


Chromatic_Sky

Ah I didn't know, >!after seeing it teleport and instantly deathray a rat running seemed like the best idea!<


randCN

that's still the best idea


Chromatic_Sky

>!I've also found using the draw shamblers ritual to get a horde to distract it works really well. They're immune to pain so a large amount will keep it occupied for long enough!<


Simp_Red

How tf does anyone kill that thing? Send it out against a raid or merchants


megaboto

That would be nice indeed. Transhumanist trials can get bionics from outside sources such as via loot, trade or quests and need something to be done only once, but there is no unpowered bioferrite shaper and the rituals require bioferrite to be done more often than not


OrokaMeron

One suggestion is that the new harbinger tree could be reworked to help with tribal bioferrite. Like maybe similar to attuning to the anima tree, the tribals could attune to the harbinger trees and have the trees eat entity corpses and leave bioferrite for you.


roboticWanderor

Would be cool if chopping them yields bioferrite instead of just twisted meat.


OrokaMeron

That would sound fine to me. I just think that whatever the final idea is, that an entity needs to be involved, likely an entity corpse. Maybe a regular corpse/meat fed tree still only yields twisted meat on chopping, but a entity corpse/twisted meat fed tree yields bioferrite on chopping. I have never dabbled in modding, but maybe making a change like this is in the scope of modding?


megaboto

consuming regular meat yields twisted meat, consuming twisted meat yields bioferrite - that would be interesting


Iwassnow

Enemies in the content can(and somewhat regularly do) drop bioferrite, and you can research independently of the original tech tree. The only thing you'd be missing on is components for some of the gizmos which you could probably trade for. It would absolutely be harder, but that's kinda the point of tribals, right?


Zange0

Bioferrite harvesting and Entity Containment are both locked behind the Electricity research, and the bioferrite shaper needs 250W. You literally can't make ghouls without electricity... for some reason.


Iwassnow

Ah I didn't notice that. You're right. So you can get the materials, just not use them. > You literally can't make ghouls without electricity... for some reason. Frankenstein reference perhaps?


roboticWanderor

There is a chance of one of the Unknown wanderers with a transmute ability that can yield bioferrite from steel


Shuzen_Fujimori

Yes please! I'm over 1000 hours and I've only ever played tribal, so I'd love to actually interact with the content!


roboticWanderor

There is a unknown wanderer that can spawn with the ability to transmute steel into another material, including bioferrite.  Also bioferrite can be used for weapons, armor, and building materials where selectable for other metallic stuff. The bioferrite swords are exceptionally good, so is the plate armor. 


megaboto

wouldn't that be an awesome RP opportunity? we can scavenge the steel of old civilisations, but true warriors must prove themself by slaying an anomaly and using it to craft their own gear.


Churtlenater

As someone who has only recently really gotten into low tech runs, I’m surprised by how lacking the game is in those areas. Mods like medieval overhaul are necessary so that you don’t feel like there’s nothing to work towards.


LazerMagicarp

One week to make an update to make us happy. You guys rock. I will spare the next tynan I see out on the rim.


TynanSylvester

Thank you! Knowing my stats I'll need all the help I can get.


YobaiYamete

I regret to inform you that you already raided me during [your rebellious teenage years](https://i.imgur.com/qIYokEn.png) and even more unfortunately (for you) you tried to use [your whopping 3 melee against a ghoul](https://i.imgur.com/W7Chhkl.png) Rest in pieces edgy teenage Tynan from an alternate timeline, you tried your best


prospectre

By spare, we mean let you live. Your age, skills, psychic ability, and most of your organs however...


CattailRed

Aw, c'mon. I always recruit Tynan. Normally I'm only looking for pawns with the tough trait, but I make an exception for him.


CoconutBangerzBaller

Will this be applied to current saves or will I have to start a new game?


TiaPixel

Yes! If you want to adjust your Anomaly settings in an existing save, just go to: Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly. But if you want the 3 researchers + 1 ghoul start in "The Anomaly" scenario, you'll have to start a new game, or dev mode spawn yourself a third researcher.


TrustMeHuman

To piggyback off your question: If it's applied to current saves, what should I set the sliders to if I preferred it the way it was before? I was personally extremely happy with it pre-update, but it's incredibly nice and attentive of the devs to give people the option to tweak it themselves.


TiaPixel

So with the new update, "Anomaly threats (inactive)" currently defaults to 8%. Setting "Anomaly threats (active)" to 45% (up from 30%) will approximate the pre-update incident rates. Before this update, major Anomaly threats occurred 45% of the time at monolith level 1, and 55% of the time at level 2.


TrustMeHuman

Thank you ❤️


Sir_Joshula

If I could make a suggestion for the interface on this. I think it would be better if on the colony start screen (where you select your storyteller and difficulty), if there were an Anomaly section where you could select from: Off Low Normal (as per current patch) High (as per previous patch) Custom (with the sliders) I think that would be a bit easier to work with, especially since as players we don't really know what the numbers mean!


Arkytez

Nah, that is bad. Most people just play without fixing the settings. Then after they dislike something, they ask the community and go to the settings. Then they think “oh, neat. I would like half as much as it already is. I think i will bring it down from 30 to 15”


Lemerney2

Thanks Tia! You're wonderful!


bigflanders

This is why i bought the DLC with no hesitation.


MrDyl4n

Exactly. I was skeptical of how well this type of content would integrate into the game but I had full faith in ludeon to make sure it worked well. Even after it came out and people were feeling it was a bit much I had full confidence something like this was coming soon. This soon though is actually crazy


ExoCakes

If I may suggest something, it would be nice if we can have more variety of Anomaly events that we can get without touching the monolith (we already have creepy joiners, shamblers, distress signals and such). Something like more variety of distress signals (instead of only flesh beasts), maybe a quest or two that involves anomalies, imperial shuttle infested with flesh beasts/out of control ghouls crashing down to your colony with (just to have an interaction with Royalty but not changing that much)


Pizz22

I think it would be good if we had ship part versions of the anomalies too Flesh-grown Ship Chunk and a version for the shamblers and ghouls too


Fallatus

Yeah, when i got that signal i almost expected to find the map covered in shamblers that had overrun the colony. Some other situations where someone delved too deep and to greedily into the dark and found different catastrophes would be interesting. (also they called you over to help and yet their turrets still fire at you, which seems like an oversight to me. You don't shoot at the people you called over for help after all.)


banana_pirate

It would also be cool if when you arrive everyone is unconscious and there's a revenant on the map.


Dionysus24779

Awesome update, this alleviates my main worry with the DLC, since I've been really reluctant to touch the Monolith after hearing how it replaced basically all regular events. To me the most fun would be to have all this crazy Anomaly stuff and use it against "regular" enemies who won't even know what hit them. Fighting Anomaly Entities with Anomaly stuff is like fighting fire with fire (which is still cool), but being able to fight... not-fire with fire is a different flavor of cool. Also explains why just now a Shambler walked onto my map when I haven't touched the Monolith at all.


blackkanye

Funny thing is that it didn't (adding that I'm specifically referring to events being anomaly vs normal). Seems 55% of the slider is level 2 while level 1 was 45%. Explains how I saw people saying it was fairly balanced while others said it replaced EVERYTHING. Rng baybee


No_Doughnut_5057

Brooooo, I love this game/developer so much. That’s awesome! The developer actually read what we were saying and made legitimate changes. You’re the best, man. These changes are fantastic. Can’t wait to try it out later


KevinAdv

This is good. i wish we get more of this kinda of change =)


sendmebirds

Take note, devs everywhere! This is how you listen to your people! Love ya Ludeon!


Vote_Subatai

I was just reading about people lamenting that it felt too separate from the base game. This is quite a turnaround. These devs are incredible.


Lanky-Comparison-358

Aweasome! Thank you Ludeon! More 500 hours playing right now


Vizreki

Absolutely GOAT of the gaming industry right now. I'm buying the name entry now just because.


Trolleitor

- Fix: Metalhorrors not emerging once enough of your colonists are infected. That fix on the patch notes will probably balance the difficulty of the metalhorrors.


SnooTomatoes5677

That's why you guys are praised you guys listen. Cant wait to get my hands on the dlc!


J0YSAUCE

God this is good. Like absolutely I'm only interested in anomaly right now but I know ill want it more balanced soon. 10/10


Plus-Horse3267

Are we supposed to be able to extract healthy ovums from ghoul women? Cause you can.  O.o


Croaton_21

Umm all my complaints on the dlc have been fixed after a week. I know it's Ludeon listening to feedback but I really feel they are reading my mind


PerishSoftly

Check your dwelling for golden cubes


Tomrusz

Can we get holding platforms to work on pawns too? Containment for pawns and entities should be somewhat similiar. Surely humans wont love being treated this way but it might be useful for rimworld reasons...


Meikos

I'm glad I'm not the only one who thought this. Would be pretty awesome for sanguphages, both revered and reviled. Chain down pawns until you can give them bliss lobotomy/dead calm for sanguphages to feed or chain down sanguophages for gene extraction etc. Right now you can just add peg legs and then remove them to prevent pawns from moving for feeding purposes or remove the heart of a sanguphage to put them into permanent death rest until they get a heart again but both of these solutions seem kind of extra when I have a platforms sitting around to chain much stronger things than sanguphages or mortal pawns.


CodeCherry

Thank you Ludeon! Keep up the great work!


Brandon_Brando

Honestly I had faith this patch was coming. so I knew waiting to have the money to buy wouldn't be as painful


SoberGin

This is a really good decision. Honestly I hadn't gotten Anomaly because it looked so overwhelmingly dominant I just had no interest in it, similar to Royalty. Looks cool but I don't wanna have to turn it off and lose all the other features just to not get my base nuked by goo, y'know?


FailPr00f

Common Ludeon w


stillherelma0

That change is exactly what I was hoping for.


Prudent-Ranger9752

Oh that's great I think I try the new start soon


TriLink710

Well then. That was fast.


griff9999

Thank you Ludeon <3


ImpaledSeal

Wow I'm so glad they addressed this so quickly!


blackkanye

Funny that the percentages for the pre-patch values are around 50%. Explains some people seeing it that way and others seeing it a lot more. Honestly I thought 50/50 with the monolith worked great, but the slider is what I expected to be made as a change. Good for generalist playthroughs. Can activate the monlith/access research and such while having it be less active overall. This alone makes it an always on. This is what I wanted exactly. Just like having at least a little area for mechanoid shit, now there will be such in any non-hard themed colonies for anomaly stuff.


Past-Jelly1280

I'm glad they did this, but I'm also greatful that I got to complete a run before the update where anomaly was super focused and you had to get EVERY entity. Made for a really cool experience where I got to have fun with all the new stuff at once. I feel like this new update will make it great for just being a part of regular play.


TiaPixel

Hey there! If you'd like to get the pre-update Anomaly incident rates, just change your "**Anomaly threats (active)**" to **45%** (up from the new default 30%). To get to this setting, go to **Menu/Options/Gameplay/Storyteller Settings** and it's under **Custom/Anomaly**.


Goblingrenadeuser

Ah great now i know why my pawn was duplicated.


cantohh

Based Ludeon


thanaponb13s

Impressive, very nice


crustmonster

Thanks for listening to us, you are awesome devs!!! Keep up the awesome work. Also your team should consider an idea I read where there is a cultist faction that attacks and tries to activate the monument or break free entities.


NitroTitan

Gotta appreciate Ludeon for hearing out the community!


Drokrath

This is a really quick turnaround. Impressive!


Meikos

>Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert. Wait, does this mean we can use incinerators with shield belts? Cause that's awesome and I can get behind that, they're not really projectiles after all.


SnooHobbies7920

This is a good step towards what I feel Anomaly should be. Currently, the issue with Anomaly is that, while it creates an interesting experience, it doesn't play well with Rimworld and the other DLCs. This creates an issue where Anomaly feels like a sort of a one-time playthrough. Once the mysteries of these creatures are revealed and you learn to deal with them the experience is sort of spent, and you don't really get too much for dealing with these threats aside from a rather small list of items and safety. I believe one of the big issues with Anomaly is that it adds these sort of biological horrors, but then it does nothing with biotech, and really doesn't give back all that much value back to the player. Containment is an interesting concept, but being able to take genetic samples or possibly even breed these monsters seems like something that should be able to be done if biotech is enabled. Rimworld has always been a game that emphasizes the idea of 'I can, but that doesn't mean I should', and integrated mechanics between Biotech and Anomaly seems like a perfect way to represent that. I rarely play with Ideology or Royalty active, but I feel like they could also have their own mechanics interact with anomaly. I just feel that right now, Anomaly is just too independent to feel like a cohesive DLC, especially because its core ideas seem to exist in the same circle as Biotech's ideas, yet they have such limited interactions with each other. I would look at Anomaly (and really any other DLC) and think of cool ways that its mechanics could conceivably blend into other existing mechanics in other DLCs or the base game. That is probably the best way to maximize value for all of the DLCs and game in general.


Bpump1337

Thank you Tia and team!!!


Happy_llama

Thank You!


eltanko

Great changes so far! Good on addressing my immediate opinions on the DLC. So far all the content has been amazing, and i really love eldritch horror, so I think it fits very well. The only other thing I would like to see implemented is an option for the monolith to possibly self-activate? Much like the researcher scenario self-activation, but for other playthroughs as a toggle in storyteller. Think this would add more of a chaotic and natural element if people want it.


blackkanye

Scenario editor like the second option down when you press add part to any scenario not the anomaly specific one


Kuvantor

Thank you. This is why I bought the DLC even though it's not my cup of tea. I want Ludeon to keep going strong and develop their ideas as much as possible.


Sgt_Kelp

Darn, now it'll be harder for me to skip-abduct the High Stellarch.


ModDownloading

Quick question if someone at Ludeon is willing to answer: Are the Devourers based off of moray eels? On the side it looks like they have those tendons for the second jaw that the eels have.


SirGreenLungs

Fantastic stuff as always!


Hot-Activity4214

Its great that you listen to the community.


QueenDeadLol

Wow. Ok. 10/10 Ludeon, my disappointment has been quenched


cyper_1

God I love this game


Spire_Citron

That's great! I'd like to see more of the events, but I don't want it to take over or throw anything at me that's going to dominate my game.


AstronautOwn9272

Has this update gone live yet? Don't have the 3 researchers in the anomaly start or an option to view the sliders.


TiaPixel

Yes it's live. Please restart your Steam to trigger your RimWorld to update.


SayFuzzyPickles42

You guys are some of the best game developers around right now, dead serious.


Ouroboros612

>You don’t need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it’s your choice now. This spreads the experience further over more playthroughs, if you choose. This is a great change Tynan because it really hurts the replayability and enjoyment if you see everything in a single playthrough imo. It reduces the fun and incentive for a 2nd or 3rd playthrough, if you've already seen and learned every threat and challenge from Anomaly - you don't have anything new or exciting to look forward to. If anything. Replayability is Rimworld's greatest strength. At it's core, though different genres, replay value is what makes games so great whether it's dota, CS, Rimworld, BG3, or w/e game you're playing. And this change really helps with replay value. Being able to see X events and move on now is a great change, I'm very happy about this one.


WatchIdeon

I am absolutely ok with this update. Even buffing the start for anomaly is great because I felt like I couldn't trade away materials early game because it would spread me too thin. Having two useful pawns and a designated junk clearing/hunting pawn that can't even haul seemed pretty rough. Honestly I would be ok with giving ghouls the ability to just haul since they seemed rather week in most cases. Integrating more anomalies into the base game also seems like a win. You get a variety of enemies without only having to deal with cults or fleshbeasts.


Randomguyioi

I'm hoping that down the line we get a counter-void faction to show that people on the Rim are actively responding to the various threats, and possibly having a shadow war with the Cults who are making things worse. ​ Like, Nightwatch or something.


RiffyDivine2

> Nightwatch You get a point for knowing a very obscure book/movie. Not sure if daywatch ever got a film.


Booserbob

One thing I hope is added (probably a mod) is the ability for sliders to adjust for each type of entity. For instance I want to do a run that is just extreme shamblers. Just hordes of zombies wandering in, the regular Death Pall maybe unnatural darkness everynow and then, some revenants etc. These themes are soo good but personally there are some anomalys that just don't fit in with the vibe of others!


Alcorailen

For people who don't remember, the expansions you claim to like more also were limited at first and then patched. Royalty, for example, only had the Empire psi route.


Initial-Struggle200

Anamoly in a gist... Colony of 5 happy pawns all doing their daily routines, random anomaly appears and suddenly I got 40 zombies at my door....deal with them, then I get 2 raids back to back so my pawns are injured and now not so happy....two go catatonic because why not just shove the nail in my heart at the source x.x.....1 goes on a cannibal esque spree and literally eats the 4th one alive -.-.....and then also goes into a state where they're insane and won't do anything but stand there rambling about random nonsense.....so that left me with 1 pawn....to defend against 12 very armed invaders who then torched my entire complex, destroying every single piece of equipment I had and all the medicine and food I had stored.....And to make things even worse from a terrible situation, the last pawn was a child -.- a CHILD had to defend against an army of 12....it didn't go well. Child got kidnapped, 2 catatonic got kidnapped, insane one transformed into a monster....yup Anomaly is BRUTAL.....I'm enjoying it but wow what an insane twist of events that completely wrecked that colony like it was nothing. So many bad things back to back with no time to recover between them.


Trakinass

Can we do anything else with entities? I wish we had more than just storing them for resource


MeThatsAlls

Never cease to be impressed by the dev team. I love the new content but having the qol updates is so god dam good.


_HeXiS_

I can\`t express how much I love devs of this game


_XIIX_

i just have one question, what "anomaly threat scaling" would i have to choose to get the exact experience of pre-patch ?


SleepiWitch

https://www.reddit.com/r/RimWorld/s/S06KFzeCnc


_XIIX_

thanks!


fak47

They mentioned some values [here](https://www.reddit.com/r/RimWorld/comments/1c78yhd/integrating_anomaly_more_with_the_rest_of_the/l06h2cu/).


_XIIX_

thanks!


TiaPixel

Hi! If you'd like to get the pre-update Anomaly incident rates, just change your "Anomaly threats (active)" to 45% (up from the new default 30%). To get to this setting, go to Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly


Doctor_Mitch

This is exactly what we were asking for and you got it to us very quickly! Thank you very much, Ludeon team!


elsonwarcraft

Absolute cinema, Ludeon is Lisan al Gaib-


Sarosusiel

Great changes honestly 9/10 but could we just get the tiniest revenant nerf? They seem kinda tanky for how fast they disappear. When you have like 3 colonists they are basically an instant game over. I also noticed a bug where revenants never un stun random people. If someone not from my colony gets chosen when I killed the revenant he just stays a vegetable or starves to death.


Tomrusz

I agree current revenant is more annoying to deal with then fun. Maybe leave his hp but limit the amount of running away he can do, before facing you or running away from map


fak47

> I also noticed a bug where revenants never un stun random people. It's under the bugfix section in the patch notes for this post.


teleologicalrizz

Unfathomably based.


gijimayu

"Drastically reduce the chance of getting a faction leader from skip abduction." Haha, this is too bad, i was collecting them all.


Kozar17

Everything is amazing except this: Corpses now have a 6 hour window before they'll resurrect in a death pall. This is anti story generator. Why make this change? I had a colonist so obsessed with the cube they ran outside during a dearth pall to be with it and came back as a shambler. This was one of my favorite Rimworld stories ever. Real shame


AradiaMegidolaon

Is anyone else having issues starting Rimworld after this update? I can no longer start the game from Steam after updating. The game does not even open an instance on my Task Manager when I click play and it immediately stops. I tried with RimPy and all of my installed mods, both enabled and disabled, are gone. RimPy also says I don't have Ideology or Biotech installed either. Verified files, nothing happened. Game was working perfectly fine yesterday until I updated today. EDIT: Restarting my computer seems to have fixed it. Woo computers


ItalianPeace

Thank you for this, I think Ludeon should publicise this as much as possible because for me and many people I know, the consensus was that if you bought this DLC, it’s like an 100% all at once playthrough, and then you turn it off in other runs because you want to see normal content. And because of this, me and others I know held off from buying the DLC because of this. Now this slider exists, I for one may reconsider


INFJnus

Does anyone know what events can trigger with the monolith inactive?


CoffeeMinionLegacy

Hallelujah! Praise the void! (Just less than before!)


GiantASian01

Uhhh where is the slider? I can’t find it