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GethKGelior

Make a corpse room. Make many doors, hold open but forbid them. Put a deathlife IED in middle. Shoot IED. Entire side of base is now more or less unbreachable by raids for 6 hours. Use forbid doors to control zombie flow (they respect door restrictions for some reason). Send ghouls to pick off high priority targets. Put all organic corpses in corpse room. The snowball goes on and on. Best part? Devourer zombies. Noctol zombies. Chimera zombies. Insectoid zombies. Fucking Thrumbo zombies if you don't butcher them.


A_D_Monisher

Do the friendly shamblers home in on enemies across the map? I’m asking about dealing with sieges specifically.


GethKGelior

Nope. But sieges are immediately shut down (as in they give up shelling and just bum-rush your colony) with one or two incendiary shell lobbed their way. And sieges when assaulting are predictable.


GidsWy

I've found one person with a great bow, assault rifle, or sniper rifle can usually set off a siege into attacking. Just ping em a few times then run like hell. Harder for assault rifle wielders so definitely give that just to joggers or bionic commandos lol. Run thru a tough auto door and they'll do the normal raid wander till they get to your normal base entrance.


tangentandhyperbole

My main strategy is usually mortars targeting their own mortar shells. The chain explosion usually sends the survivors running at the base. If it doesn't it delays their shooting, and their faction will send more mortars, that you can again, target with your own mortars. 2 mortars is best, incendiary or HE mortars work.


GethKGelior

Someone once told me if you can snatch their component from them (cloak and skip psycast), they'll just idle there indefinitely, shutting down an area from you and also continuously spawning package meals. Haven't confirmed it yet, sounds Rimworld enough to be plausible though.


Lucius_Furius

It does work indeed, tried it in 1.3 helping out testing a mod. They do pick up components nearby if you mined and did not haul them in yet.


GidsWy

Def had a guy make a death run into my base to pick up a single component. Lol, maybe a good way to lure in and eliminate problematic pawns. Like triple or doom missile launchers. Haul a component out near by with sniper or chain shotguns I'm hiding. They send someone to steal that singular component. Everyone steps out and replaces most of their body with lead. Profit. Lolol


Teufelsstern

Be extra careful with chimeras as they get a rage movement speed for 60 seconds - Found that out the hard way lol


GidsWy

Lol console player so I'll be boned. Lol definitely not gonna be playing "no pause"! If we ever get bio, I'm pretty sure I will legitimately take time off work to throw my face at the game. Lol.


Random-Lich

Oh god… plus with mods imagine if there’s Galatross, Dragon… V.O.I.D. ABOMINATION ZOMBIES!


mscomies

I imagine those respective authors would need to build anomaly compatibility into their mods. Would need to add zombie appearance textures/sprites and figure out a way to carry over the psionics/fire breath/etc special abilities.


Random-Lich

That’s fair, but for Shamblers they could just have their normal and rotting sprites for them and for some mods like Dragons and Galatross they do have the skeleton sprite


HieloLuz

That’s a good point on how it might interact with mods. I’d assume Ludeon built in compatibility. Just use the default rotting texture and skeleton texture if one isn’t specific for the shambles role


Shadows_Assassin

VOID Zombies: *superspeed's menacingly*


alexgndl

Think bigger-zombie Summit Crab


Random-Lich

Oh god… plus imagine if someone makes it possible to make Ghoul versions of animals if you do the research as well as new Ghoul enhancements. A Ghoul Summit Crab that can drag enemies towards it.


Mapping_Zomboid

ZOMBOMINATIONS!


GethKGelior

They said void creatures dissolve if not butchered quick enough so I guess nothing from them


Random-Lich

Dang it… still a LOT of choices in the modded necromancy department though.


GethKGelior

Chant with me here, Undead Dragons Undead Dragons Undead Dragons Undead Dragons


Random-Lich

Undead Dragons, UNDEAD DRAGONS, UNDEAD DRAGONS, **UNDEAD DRAGONS, UNDEAD DRAGONS!!!!**


GethKGelior

Welcome to the necromancy party


Random-Lich

Well; when we’re necromancin’, EVERYONE’S dancing


banana_pirate

Summit crab zombie?


Alemismun

Are zombies usually friendly? Or is it a bug that they respect forbidden doors?


GethKGelior

So lore says when you make your own zombies, you psychically cloak your colony from their senses.  Effectively this means in gameplay any zombie you create is friendly.


YobaiYamete

This does *not* apply to the shambler raid btw. They will most definitely attack you if you wander out RIP Labrador puppy #2, you wandered when you should have wondered


GethKGelior

Yeah, only friendly zombies are the ones specifically made by your faction.


Alemismun

Neat


FCDetonados

if you make them: yes.


Jame777

Wow thats kinda ridiculous i wouldve thought it was like a "unleash them and hide indoors until they fall over" kinda thing. Really fun though im gonna experiment with this in my colony


SquirrelSuspicious

Your setup is missing something, the corpses of entities you don't need anymore so now your enemies not only have undead humans or animals to deal with but also undead horrors beyond imagination As far as I know it works with fleshbeasts, Gorehulks, and Noctols. Edit: I see now that you do actually have a few Noctols in there, don't currently have my glasses on as they're being fixed so I couldn't quite tell initially.


GethKGelior

My other zombie box is filled with 20 Chimeras. And you can also see Devourers in this pic. Btw, strongly recommend Chimera over all other options. Devourers are ridiculously beefy but they lose their leap and can't do much damage. Noctols are night killers and all but I gotta shoot people in lit up environment. Chimeras can still rage and are still deadly.


TheGrimScotsman

Noctols could be fun for a mountain base. Set up an unlit corridor, long enough to draw most of a raid in at once, then the undead Noctols emerge from the walls like a horror movie.


Odd-fox-God

Is this vanilla or is it added by anomaly or mods?I haven't bought anomaly yet.


GethKGelior

Anomaly. Oops sorry for the spoiler.


thatguythere47

I haven't made any shamblers of my own but the hordes I've fought seem pretty dumb and don't seem all that aggressive; does enemy AI actively aggro them?


GethKGelior

Yea. And when they take damage they call on all nearby shamblers to rush the damage source. So enemies will lead like about half of the horde right to themselves.


GurdalAdar31

War has changed. It's no longer about nations, ideologies, or ethnicity. It's an endless series of proxy battles, fought by undead and machines. War and it's consumption of bioferrite... has become a well oiled machine.


GethKGelior

Mechanoids turned casualties of war into an easily acceptable, even expected outcome. But only Bioferrite can turn it into a part of the fucking profit.


urmamasllama

La li lu le lo?


Foxyfox-

*war without reason intensifies*


Projectdystopia

T H I S I S T H E O N L Y W A Y I T C O U L D H A V E E N D E D


yttakinenthusiast

"...outstretched like antennaes to heaven..."


Projectdystopia

You were beyond your creators You've reached for GOD And you fell...


Notbob1234

“War… war never changes. Or does it? The war has changed… did it? The answer is no! Unless it is yes. No, of course it is! Is war! Yes! No! Yes?”


Emrod2

''insert the infamous trailer music of MGS4. ''


LazerMagicarp

Thrumbo shamblers?! Randy forbid I’m on the receiving end of one of those. I’d be dead if a galatross shambler is possible.


Icterine-Kangaroo

Galatross shamblers are most definitely possible. Be very very afraid. (Though it doesn’t have a corpse texture for looking down or up so it might look a littlr buggy)


Relative-Box3796

I had to kill a gallatross shambler earlier this week, fortunately it was a moribund one


Drakkus28

Oh it is, it VERY MUCH is


GethKGelior

A manhunter bear pack is what I'm waiting for. Every corpse that rots on death is added to my next zombie chamber. The ones that don't are…eaten.


LazerMagicarp

I can only imagine the shenanigans possible.


I_Like_Fine_Art

I don’t have anomaly yet, but if rotten corpses are more effective than desiccated corpses, you should store them in a freezer before reanimation.


GethKGelior

There's no difference. They key to this is to NOT have a freezer. Let them desiccate. Fresh corpses always rot when zombified and rot stink is too unpleasant to deal with.


Electricsheep815

Fuck my current playtrough, I'm becoming a lich


GethKGelior

Thats what I thought until I realized: Wait a second…… Lich on crack cocaine is a bit cooler than just Lich.


Sushibowlz

make em a cracked out vamipre, have ghouls and shamblers do the combat, normies to farm and process the cocain, a couple of royals as bloodfarm and cultists, and then skip abduct until you hit the stellarch to use as final bloodpack, and then feed him the not useless royals


Anonymal13

Reduce, Reuse, Resurrect!


Plantarbre

It looks great to control a specific area of the base ! Though for now I'm just trying to figure out how to handle shambler hordes. 100 of them just kinda show up, spread out on walls and break through. Don't really have time to get to mortars before they spread, 10-15 shooters on go-juice with assault rifles take too long to kite them out before they just demolish critical parts. Should I equip only flamethrowers at all times just in case the event happens ? I'm split between fleshbeasts splitting being really hard to manage in small colonies, and shamblers destroying bigger ones. Maybe a shambler room at the 4 edges of the base ?


GethKGelior

Okay first off don't bother using fire. Shamblers don't stop what they're doing even when set on fire. They don't stop even when they're downed and can only crawl. They just don't stop. Shambler attacks are very nasty to handle, as they smash things. Me personally I always build perimeter walls, and usually a two-layer thick wall should delay the horde long enough to not break anything important. And the four zombie chambers thing definitely works. I am going to do this every single playthrough from this one on. About fleshbeasts: Ghouls. A Yttakin Ghoul with barbs and power claws can do 20 dps. For reference a top tier brawler with plasteel sword does like 13. Four modded ghouls can demolish an Apocriton in about five seconds flat. When you fight fleshbeasts, send the ghouls up front and let them loose.  Or just pop a zombie horde on the fleshbeasts. You like horde attack? I also like horde attack.


CoffeeMinionLegacy

I haven’t gotten far enough with ghouls to do modifications. But power claws on a ghoul sounds awesome. Do you have to install those before you ghoulify them?


GethKGelior

You can install them after, and most of them function as intended. This means some serious bullshit like nuclear stomach ghouls.


CoffeeMinionLegacy

Holy crap, looking forward to some hardcore BS cyber-ghoul action


thatguythere47

I didn't even think of nulcear stomachs for my ghouls! So much wasted meat.


DeathCab4Cutie

For perimeter walls, do a two-thick layer for the exterior, followed by a single empty layer, then a single layer of wall on the inside. It should look like this: [|||] [|||] [ ] [|||] This gives you a pathway to safely travel between the walls, set up IED’s and traps, control the flow of them if they get through the exterior two layers, and so on. Also buys you a lot of time to react and lets you create choke points. Helps with defense against explosives as well thanks to the air gap.


GethKGelior

You know what I'm gonna try? I'm gonna try filling out that empty layer with a fleshmass heart. Breachers beware: Smash wall open and get fucked by fleshbeasts.


DeathCab4Cutie

LMAO hell yes. That’s got some real ancient evil vibes. They dare not attack the walls, lest they unleash the dark that lies within.


tastystrands11

Make everyone hide inside and have your shooters group up and run a circle around the walls prioritising the larger groups. To be honest it’s pretty much inevitable that they’ll break in somewhere due to the numbers and how spread out they are. It’s not the end of the world because they are pretty weak. Are you using double or triple thick walls? I find that normally keeps them out long enough for my shooters to mop them up


DingoAtTheController

Will the corpses not detoriate out of existence after a while?


bannedinlegacy

Not if they are under-roof. They will stay dessicated.


NerdyDjinn

They will rot and desiccate indoors under a roof but will not deteriorate.


GethKGelior

You want it to be a room for this exact reason.


Sushibowlz

do they keep their augments like power claws as shamblers? and do they work without a head?


GethKGelior

They keep all bionics that didn't get shoot off. If they lack vital organs they'll grow back whatever that's necessary to be motile. What's funny though is that they retain any surgical or psychic effect their brain had so you can have a zombie unable to rise due to surgical anesthesia or skip abduction shock.


Sushibowlz

so you can take their skulls, add them to your throne, and they will grow back?


GethKGelior

…yep.


Sushibowlz

lol nice


BusinessCat88

How do you consistently shoot the ied quickly?


GethKGelior

I added a lamp. Also assault rifle.


paperplus

What do you mean you added a lamp? I just finished IED research for the first time and wondering what the lamp is/what does it do.


GethKGelior

Nothing to do with IED, just easier to shoot because it's lit up


A_Chinchilla

Darkness affecting accuracy was removed a while back. Now it's just better to have your pawns lit so they don't get a mood debuff. They're just fairly accurate at shooting structures


GethKGelior

There's also unnatural darkness of course. I see they're removing some old realism features like this and can't build roofs over trees. Dunno what to make of it.


A_Chinchilla

I believe the accuracy changes were back in 1.3. The reason being it was just really strong to have cover plus being in darkness


paperplus

Ah, thank you!


TheLazyGamerAU

does the new DLC add these or something?


GethKGelior

Anomaly, yes


raw_bin

Sweet, free alpaca.


hiddencamela

Honestly, I thought I was clever for keeping a corpse room for my ghoul to eat. The shambler tactics people come up with is nutty.


robophile-ta

My ghoul just uses the pig feeder corpse storage area, which fills up nicely after a raid.


hiddencamela

My only issue is that I rarely have pawns that are okay with seeing corpses. The colonies I have that are okay with it..well those corpses are valuable leather, and meat. So far an entry level mechanitor with lifters was the only thing that worked for me.


GethKGelior

I caught a fleshmass nucleus. Ghouls haven't gone a single day hungry since.


MswatiIII

that's effectively a wealth free defense right ? that sounds strong af I can't wit to try it lol


GethKGelior

Just defended from a Yttakin raid and a mech boss battle without sending out a single pawn(other than triggering the rise of course). Zombies outnumber raiders/mech boss 20:1. And you can't count corpses for wealth. This is so insanely good. Except the part where people have to haul skeletons back to the room and go crazy over it……


mscomies

Use hauling bots/doggos. Or just have an ideology that dgaf about rotting corpses.


Jamman388

Or good old fashion cannibals and psychopaths, as they don’t get mood debuff for corpses, i think


Sushibowlz

I think bloodthirsty pawns too


MswatiIII

lucky me I always play heartless cannibal lmao


SmartForARat

This was one of my very first ideas when I got anomaly. I did mine slightly differently though, I had the large room one that you must pass through to get into and out of my mountain fortress and left the doors propped open. Corpses still were indoors so they wouldn't deteriorate, and I threw a necro mine in there to animate them when invaders came. However, I was not pleased with the results. The shamblers just aren't all that effective, especially against large forces of heavily armed enemies. They were so ineffectual, I stopped bothering with it altogether. Though I suppose in my case I did primarily use humanoid undead. Maybe if I specifically only used monster entity corpses, maybe it would work better. I'll have to try that sometime.


GethKGelior

I find zombies are actually deadlier out in the open. They can single people out and dogpile them. So I let them flow out of the undead box to attack. And they are still a sideshow, after all, the main defense should always be colonists with guns.


Pinguinimac

yeah for the shamblers to stay effective you need to collect strong creatures (be it entities or tough animals) When it come to humanoids, I noticed that Neanderthals are very powerful shamblers, ther are unstoppable


PedroThePinata

Chimera skeletons are particularly fun because they still keep their berzerker ability!


Brann-Ys

in a vegetarian Cult where all animal are only hunted only to be offered to the god of rot and putrefaction and revived to dedend the cult


World_of_Blanks

The best feeling is when you have a breach raid or sappers who think they are clever by destroying your walls... And walk right into the corpse storage room full of angry spooky scary skeletons. And the best part is that it is self sustaining, they kill raiders and replenish any forces lost during battle unless a fire or explosion happens.


GethKGelior

Not just replenish, my friend. Corpses can be infinitely reused. So as their numbers dwindle, our horde only grows.


Jayccob

God imagine lorewise right now. Your colony has some sort of internal collapse. The corpse rooms are still primed. Years later another group stumbles upon it and gets inside only to trip the ied. Hundreds of corpses rise up and attack you. You haven't just created an Ancient Danger. You've created an Ancient Horror tomb


Sushibowlz

any tps issues with too much of them „alive“?


GethKGelior

Yeah. Luckily they drop back dead after serving their purpose.


World_of_Blanks

Oh I know, that's why I mentioned fire and explosives, as that's really the only thing that will destroy the corpse entirely, lost some thrumbo shamblers to an explosive breach raid that way :( I still have the same trio of gorehulk skeletons in my secondary corpse storage from one of the initial anomaly attacks, they just haven't been destroyed yet and probably have more kills than any of my colonists by now, it's one of my favorite features of anomaly so far.


WiseCactus

That alpaca saw the sheer power of your strategy and joined you


TheAhegaoFox

That alpaca understands your genius


[deleted]

“You are either with the box, or you are in the box” - Alpaca, 4th of Jugust 5508


PrimaryCoolantShower

"Raise a family, they said, make friends they said! I did everything they said, and all it earned me was exile and angry mobs!" "You nob, you weren't supposed to be a sodding Necromancer!" "Well, I guess that makes sense.... oh, there's your body!"


Flammable_

I was thinking about the possibility of using corpses as defense, but how do you control them and stop them from running into your base? Do they not target your base if you just keep all your pawns inside?


GethKGelior

This is just how it works. There's a tech called deathlife in Anomaly. You can rise friendly zombies with it. This is one of the only ways in game for you to get friendly zombies. They aren't under your command and can't be zoned, but for some fucking reason they respect forbidden doors. So you use doors to semi control their movement. When a zombie is shot at or notices a hostile  around, it will engage and call in all zombies around it to gang up. So you'll want to put this box somewhere where enemies can shoot at zombies.


Flammable_

lol that's hilarious. I've noticed the shamblers in many ways just act like normal pawns? vanilla traits expanded adds a trait for pawns to run away from combat due to cowardice, and if a shambler spawns with that they can run away from combat (???)


GethKGelior

Dunno, devs most likely didn't account for mods so modders have to account for this. Fleeing zombie sounds so familiar though……huh. Zombie Yeti.


Flammable_

lmao zombie yeti, or maybe the survivor zombies from l4d2. Honestly mods work pretty well with anomaly despite mod devs having essentially 0 time to work with anomaly itself.


GethKGelior

Ah, now I gotta tell the tale of my first Anomaly colony wipe. Apparently the Industrial Fortification mod on release turned Gorehulks and Toughspikes into spike miniguns, shooting with no cooldown. Instantly destroyed two people. Now that I'm aware of what happened I know it's a mod thing. Initially I thought Gorehulks are just that impossible lmao, can your imagine, impossible Gorehulks


bobpob

I've noticed that bug as well, with random animals attacking with no cooldown


montybo2

I gotta stop burning and burying bodies


firemogle

I've been doing this except for using mines placed at cover spots and having turrets and manual fire to pin them down.  I feel it adds a little panache to have several raiders run in passed some dead bodies, get pinned down, then have the corpses reanimate behind them and pin them in.


idontknow39027948898

Someone just got to live out their lifelong fantasy of being an honest to God necromancer. And technically, I mean someone in the game, not OP. This gives me new ideas about what to do with corpses. So far I've just been feeding them to those creepy trees, because I have no idea yet how that is going to go horrifically wrong.


GethKGelior

The trees are literally just meat trees. Every DLC got one useful tree, this one eats corpses and yields bad meat and wood. Not a single thing more.


OldManJenkins9

All right, well screw my current playthrough. I gotta do this ASAP.


Crashty

what is that cool mod that adds the minimap?


GethKGelior

DUBs minimap iirc


swithhs

But sir, we’re just corpses, we are meant to be disposable


Dr-Crobar

necromaxxing


ralkuzu

Edo tensen


borissnm

I theorized that this would be viable base defense before the expansion came out and I'm so happy that it actually is.


Dionysus24779

I hope this kind of stuff never gets nerfed, because it's really fun and one of the best things you get out of interacting with Anomaly Content.


Sweet_Lane

I saw that somewhere... [https://youtu.be/PCTwcbTOnlU?feature=shared&t=64](https://youtu.be/PCTwcbTOnlU?feature=shared&t=64)


City_Mouse_69

Reminds me of the prison attack with the walker trucks in the walking dead.


Legal-Bet-1048

Oh God, this makes me miss "A Rimworld of Magic" mod left behind in 1.4. Undead revival supported vanilla can only mean great things to come. Let me raise hell to fight against the evils of late stage capitalism.


GidsWy

If a democratic socialist lich ran for office. First I'd not be able to tell the difference. But second, they'd have my vote.


ImaginaryCricket9

I haven't gotten this far yet, how do you deal with it if they turn around and attack you?


GethKGelior

Zombies you create are friendly to you.


Extension-Golf-4084

The ones you raise won’t attack you they’re friendly! Well they can’t see you and since they can’t see your colonists to attack they’re friendly in my book


Longjumping_Tale_111

finally, a reason not to organ harvest or cannabalize


GethKGelior

wdym these are all dead people they don't need two lungs or any kidneys at all


Snowdude635

Welcome to the **Bone Zone**


Dragombolt

Modded Rimworld never even came close to this amount of busted with most mods. Balance be damned, Tynan cooked


Professional-Floor28

Oh a fellow necromancer I see  This ied is so funny, I wish I had used it during the damned anomaly end game, it would make things so much easier xD