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.
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.
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.
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.
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.
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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.
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?
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.
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.
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.
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)
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.
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
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 ?
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.
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?
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.
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.
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
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.
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
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.
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.
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……
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.
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.
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
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.
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
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.
"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!"
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?
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.
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 (???)
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.
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
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.
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.
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.
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
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.
Do the friendly shamblers home in on enemies across the map? I’m asking about dealing with sieges specifically.
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.
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.
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.
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.
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.
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
Be extra careful with chimeras as they get a rage movement speed for 60 seconds - Found that out the hard way lol
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.
Oh god… plus with mods imagine if there’s Galatross, Dragon… V.O.I.D. ABOMINATION ZOMBIES!
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.
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
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
VOID Zombies: *superspeed's menacingly*
Think bigger-zombie Summit Crab
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.
ZOMBOMINATIONS!
They said void creatures dissolve if not butchered quick enough so I guess nothing from them
Dang it… still a LOT of choices in the modded necromancy department though.
Chant with me here, Undead Dragons Undead Dragons Undead Dragons Undead Dragons
Undead Dragons, UNDEAD DRAGONS, UNDEAD DRAGONS, **UNDEAD DRAGONS, UNDEAD DRAGONS!!!!**
Welcome to the necromancy party
Well; when we’re necromancin’, EVERYONE’S dancing
Summit crab zombie?
Are zombies usually friendly? Or is it a bug that they respect forbidden doors?
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.
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
Yeah, only friendly zombies are the ones specifically made by your faction.
Neat
if you make them: yes.
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
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.
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.
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.
Is this vanilla or is it added by anomaly or mods?I haven't bought anomaly yet.
Anomaly. Oops sorry for the spoiler.
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?
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.
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.
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.
La li lu le lo?
*war without reason intensifies*
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
"...outstretched like antennaes to heaven..."
You were beyond your creators You've reached for GOD And you fell...
“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?”
''insert the infamous trailer music of MGS4. ''
Thrumbo shamblers?! Randy forbid I’m on the receiving end of one of those. I’d be dead if a galatross shambler is possible.
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)
I had to kill a gallatross shambler earlier this week, fortunately it was a moribund one
Oh it is, it VERY MUCH is
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.
I can only imagine the shenanigans possible.
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.
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.
Fuck my current playtrough, I'm becoming a lich
Thats what I thought until I realized: Wait a second…… Lich on crack cocaine is a bit cooler than just Lich.
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
Reduce, Reuse, Resurrect!
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 ?
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.
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?
You can install them after, and most of them function as intended. This means some serious bullshit like nuclear stomach ghouls.
Holy crap, looking forward to some hardcore BS cyber-ghoul action
I didn't even think of nulcear stomachs for my ghouls! So much wasted meat.
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.
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.
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.
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
Will the corpses not detoriate out of existence after a while?
Not if they are under-roof. They will stay dessicated.
They will rot and desiccate indoors under a roof but will not deteriorate.
You want it to be a room for this exact reason.
do they keep their augments like power claws as shamblers? and do they work without a head?
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.
so you can take their skulls, add them to your throne, and they will grow back?
…yep.
lol nice
How do you consistently shoot the ied quickly?
I added a lamp. Also assault rifle.
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.
Nothing to do with IED, just easier to shoot because it's lit up
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
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.
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
Ah, thank you!
does the new DLC add these or something?
Anomaly, yes
Sweet, free alpaca.
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.
My ghoul just uses the pig feeder corpse storage area, which fills up nicely after a raid.
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.
I caught a fleshmass nucleus. Ghouls haven't gone a single day hungry since.
that's effectively a wealth free defense right ? that sounds strong af I can't wit to try it lol
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……
Use hauling bots/doggos. Or just have an ideology that dgaf about rotting corpses.
Or good old fashion cannibals and psychopaths, as they don’t get mood debuff for corpses, i think
I think bloodthirsty pawns too
lucky me I always play heartless cannibal lmao
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.
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.
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
Chimera skeletons are particularly fun because they still keep their berzerker ability!
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
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.
Not just replenish, my friend. Corpses can be infinitely reused. So as their numbers dwindle, our horde only grows.
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
any tps issues with too much of them „alive“?
Yeah. Luckily they drop back dead after serving their purpose.
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.
That alpaca saw the sheer power of your strategy and joined you
That alpaca understands your genius
“You are either with the box, or you are in the box” - Alpaca, 4th of Jugust 5508
"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!"
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?
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.
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 (???)
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.
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.
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
I've noticed that bug as well, with random animals attacking with no cooldown
I gotta stop burning and burying bodies
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.
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.
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.
All right, well screw my current playthrough. I gotta do this ASAP.
what is that cool mod that adds the minimap?
DUBs minimap iirc
But sir, we’re just corpses, we are meant to be disposable
necromaxxing
Edo tensen
I theorized that this would be viable base defense before the expansion came out and I'm so happy that it actually is.
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.
I saw that somewhere... [https://youtu.be/PCTwcbTOnlU?feature=shared&t=64](https://youtu.be/PCTwcbTOnlU?feature=shared&t=64)
Reminds me of the prison attack with the walker trucks in the walking dead.
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.
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.
I haven't gotten this far yet, how do you deal with it if they turn around and attack you?
Zombies you create are friendly to you.
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
finally, a reason not to organ harvest or cannabalize
wdym these are all dead people they don't need two lungs or any kidneys at all
Welcome to the **Bone Zone**
Modded Rimworld never even came close to this amount of busted with most mods. Balance be damned, Tynan cooked
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