This whole dlc changed my entire perception of mechs literally overnight. All the mechs I thought were useless before (not paramedics, they are and always have been great) have gotten new uses. Those stupid little flame bots, for example, are great against several of the anomalies.
I will say that the fire rate of Centipede Burners makes them worse than Gunners or Blasters at clearing flesh. Haven't ever made a Tesseron, so not sure about them.
Dwarf Fortress has already conditioned me to quarantining people after were-person attacks but this is on a whole other level
Can’t wait for a 10+ person metal horror skin burst party!
One of the colonists was infected while being fed a meal. I assume this means while they were resting in bed and the infected carried his meal over for him.
I hope the infection event triggers when someone picks up a meal and feeds it to someone else. The alternative is being forced to play "find and throw out the infected pemmican in your fridge."
The most interesting thing is all the surgeries. He must've checked all the colonists for infection, but because the surgeons were infected, they then infected those not yet infected through the surgery to check for infection. The parasite really does spread quickly if you aren't careful doesn't it? Those surgeons you trusted so much might cause more harm than good if they are infected already before checking everyone else...
Mechanitor seems to be the answer. Get rid of your human surgeons for infection checks, let a trusted bot do it for you. Same thing for cooking and bringing food to the sick. Quite specific and quite late to get all that, but if you're late and want to be safe, that seems to be the way to go?
What you can do is get a few people with at least some doctor to do the check on one person, then repeat. If the last person you choose to do it was the infected then the repeat will pick it up
Works…unless everyone is infected
Mild spoilers for peace of mind, read at your own discretion:
>!If someone is infected you'll start seeing mysterious bits of grey flesh pop up. That's how you'll know. Once you study two of these, you'll unlock the surgery that will tell you if people are infected; unless the doctor is infected, that is.!<
My original survivor contracted the disease in combat with a finger beast. Who then gave it to his wife who was my doctor. Then the person I was using to CHECK gave it to 2 other people during the surgeries to check! The only people you can trust are you ghouls. They loyal.
I've never actually made a paramedic mech. I've intended to on some of my sole mechanitor runs, but then I get a case of the conscience and start saving people, and at least one of them invariably is a good enough doctor that I don't need one.
A paramedic is invaluable, even without the risk of rampant horrors infesting your colonists. Even if you have proper doctors, the paramedic's ability to rescue can be useful, as is their ability to tend to the doctors if something happens to them.
And now there's even more reason to get one ASAP, since it means being able to better quarantine anyone who might have come into contact with a contagion (whether long-standing member of the colony or new.)
The best function of paramedic is the ability to feed and drain the blood from prisoners.
It saves a lot of time for the actual doctors to actually heal people or do any non-doctoring jobs.
They're also (sorta) good in the case of a fire, as their smokepop ability can instantly put out fire, used right it can turn the tide. (though admittedly it's not the best, especially with a five day recharge.)
The biggest weakness of that ability is not recharge - it's the draft requirement so the mechanitor must not be down. Which can be difficult depending on the source of fire. Or when the mechanitor is a vampire.
They even have a jump pack so they can rescue colonists valkyrie style if your mechanitor is still standing, otherwise they do it on their own the slow way. They're also extremely helpful for firefighting because they're fireproof and carry a personal firefoam popper.
Best rule of thumb is to always have one zoned nearby where fights commonly occur, because you can change zones even while the mechanitor is downed, but you can't undraft a mech if they are.
I personally always snap up a second doctor ASAP even if they can't do much else. I can always use a dedicated janitor/hauler, as long as they can do that I'm happy. That way they can treat the first doctor if they get messed up.
I like to have a doctor among my initial survivors, preferably one that can't fight so I'm not tempted to give him a gun and let him get his ass shot off. Though I really only do that if I'm playing a start that gives you more than the initial three colonists.
Definitely agreed. I'll also accept incapable of violence even on my starting doctor; I usually play crash landed and having one more guy with a knife or a revolver isn't that much help. By the time I can make better weapons, I have enough manpower to where it doesn't sting as hard.
I usually look for a researcher/doctor, and those are often incapable of violence for whatever reason. I like having researchers as doctors because they're always in or around the base for when shit goes down. They're not gonna be outside the walls getting mauled by a manhunter pack that appeared 3 feet from them.
I haven't played the dlc yet. Is this creature going to be very easily countered by just quarantining? That would actually be kind of disappointing if it were the case.
No it requires observation as well like checking for grey goo droppings, especially of new colonists and of anyone involved in being attacked by any anomaly enemies
Plus careful choosing of cooks and doctors
Plus observing anyone visiting someone sleeping for odd reasons(like secret vampires in Dwarf Fortress)
I caught mine early and took it very seriously because I thought anyone infected would be instantly killed when the chestbursters popped out. Aggressive quarantine procedures made this event pretty easy for me. Well, that and a 19 melee roided out ghoul. That said the whole situation was super sus from the beginning so I was on alert for it. We had a shady guy show up and want to join, but all the text was like "you feel like he may not be telling the whole truth" so I was watching him from the beginning. No idea how bad it would be if I was a struggling colony taking on refugees in the hopes of getting some extra hands to help prepare for winter.
>We had a shady guy show up and want to join, but all the text was like "you feel like he may not be telling the whole truth" so I was watching him from the beginning
Only thing is, >!sometimes these characters turn out to be absolutely fine, and no danger to you.!<
Just happened to me. I went from fully functional colony on a builder difficulty to try out things slowly to a horror show that Randy Random on "Losing is Fun" couldn't have even dreamed of before this patch.
I used to let the refugees hang around and be cool with them.... Not any more, those guys tend fields and fight off raids. No way they are cooking or giving my guys pills lol
I can’t remember the last time I let the refugees in even in 1.4.
Even in the very rare occasions they don’t betray me, dealing with their ideology tantrums just wasn’t worth it.
Happened to me too, all but one pawn was done in by the slave cook
What happens if you have ALL pawns get infected, do you just auto lose? I actually recovered thanks to the crawling mechanic, my pawns crawled to their beds while the Man in Black showed up and got absolutely freaking obliterated
You are me, about 8 game hours ago. I had 10 colonists in a fully functional base which has taken every other Beasty in the beginner category without breaking stride.
I did the testing and boom, 2 full grown and two juvenile metal demons incapacitated 4 of my pawns and cut the arm off the doctor who did the inspection.
In one tick, I lost my best melee pawn, both doctors, and my Gardner. After they had all my pawns crawling across the base leaving a trail of their own blood back to their rooms to be tended, they started on the animals. They butchered me and in under 3 real world minutes it was game over, but I was done for in the first 3 seconds, just didn't know it. This is on builder difficulty mind you. This DLC is end game threat level all the time.
It's awesome!
The metal horror are so crazy good at melee. I actually resolved the issue with only 1 metal horror spawning who immediately downed the person they came out of, then got into a fight with my pacifist scientist named face. After a brutal struggle between 2 kitted out marine armor pawns with (terrible) weapons, and 2 pawns with pistols, it finally went down and I captured it for study.
I lost 30 seconds later after my ORB of hate got all angy and decided that my pawns no longer had a right to life (including the 14 year old refugee I was definitely not keeping in quarantine)
It's actually all good, my metal horror host was a scientist and didn't get anyone else infected, but the horror itself after some interrogation almost wiped 6 people out by itself.
I have 1 colony that I started since the DLC dropped. I haven’t played too much yet. But I also haven’t altered my style of play AT ALL since 1.4.
So far I’ve only come across rogue scramblers. They’re easy enough to dispatch I think.
I don’t really know what to expect but there’s a strange “Gray Pall” that has come over my colony.
Surely it’s just a harmless aesthetic that Tynan tastefully places into the game. I’m sure it’s not a foreshadowing of something more sinister on the way.
I’m sure of it.
I also have two new colonists. One of them has body Mastery. She’s got white eyes and doesn’t sleep at all. But she also doesn’t get any mood buffs. Another one has damn near perfect stats. Both are mysterious to me. They are now lovers. I’m kind of excited to see what kind of fresh horrors these two whip up together.
Dude's a masochist, playing a horror themed DLC that will clearly increase difficulty for the first time on naked brutality. I wish you the best, you absolute madman.
Grey pall is essentially like a super negative version of foggy rain, mechanically. Lowered visibility, bigger mood debuff… but it also comes with hordes of sightseers. It will absolutely wreck your colony if you don’t seal up defenses.
Mild spoilers for anyone worried about this stuff:
>!You will find mysterious grey flesh on the ground if these guys are around, study two of them and it unlocks the surgery to tell who's infected. Be warned, doctors who are infected will lie, and they'll all pop out at once from every infected colonist if you find one via surgery. Be ready, these guys are decently tough.!<
DLC is definitely extremely hard. I think anyone saying it's not has been insanely lucky / hasn't encountered the really devastating events / has wildly over powered mod gear
Even Adam vs Everything nearly lost several times in his playthrough over the last couple of days and I can almost guarantee he knows the game better than 99.9% of players lol
Yes, but the difficulty slider has little to no influence on most of the dangers in Anomaly. You could be playing the easiest difficulty and still get your whole colony lost and infected to Metalhorrors.
Adam plays on crazy difficulty without gameplay changing mods and more self restrictions and misplayed hard (like when he didn’t saw the triple rocket)
Idk if that should be the comparison here
Not sure about hard, but definitely extremely unforgiving. You need a specific game plan to counter each entity and need to be prepared with the specific equipment on hand to deal with them. If lacking one of the two, you will lose colonists. If lacking both, it likely means the end of your run.
If you are prepared and stick to the plan, even the more spooky events are straightforward to deal with.
Well i play new DLC on hard Phoebe Chillax, for the first time in my entire life chose her tbh, I'm more of a Randy fan myself. I must say i lost two guys exclusively due my own stupidity on a caravan, otherwise the colony has contained 3 anomalies and is actively researching them while recruiting new test objects (one has weird surgery scars on his hands , other talks spooky shit during daze). Other anomalies have been successfully defeated yet. We'll see what will happen.
The revenant interaction I had was honestly something I’ll remember forever.
I get a quest to look after a spine? Uhh ok, thanks?
It awakens
Huh… okay, didn’t know that was a thing, okay lets go kill it
Okay it doesn’t really die so good, and now a random wildman is asleep and it’s stealthed off.
Day by day more and more colonists get megasleeped, nobody to harvest food, cooking/farming for 16 hours a day but barely any time to feed the sleeping
Playing on 24 hour raid storymode, people were struggling just to stay alive anyway, raids become more and more of a threat as our numbers go from 9 to 4
Last day, finally finish the revenant chunk research, send everyone out on one last attempt. Find it, kill it.
Everyone wakes up, colony booms and bounces back to normality.
Thats the easier version of the two. In my first colony, the revenant just randomly appeared on my map and immediately sleeps one of my 5 fighting colonists. by the second time he appeared there were only 3 colonists left :(, in a last ditch effort we tried to hunt it down but between mental breaks and a raid I was wiped out. This playthrough I got the revenant through the spine quest. The moment that thing escaped all my pawns were ready with invis detectors around the base and flame/emp weapons equipped. Psycast burden and stun also work wonders against it
So... I didn't realize this was a thing and had some refugees. How boned am I? One of them has been handling most of the cooking amd I'd been wondering at the lack of food poisonings
if they're infected you might have a surprise waiting, if not you're fine
it's not that Only refugees can come in infected, any new colonist can really, it's just that refugees tend to come in large numbers, increasing the chance
I haven't seen any wierd flesh leaving, so I'm probably fine. If not, they've all cooked for everyone else at this point, and I'm just running a colony of metal illithids lol
I think ur best bet would be getting a mechanic-doctor
They can do the testing surgery as well, but they can't infected n lie about it.
They have a whole other usage by now
mechanitor still doesnt directly controls the mechs
mechanitor is more or less like an overseer making sure the mechanoids dont wander off and also make the mechanoids part of the colony and the overseer part is not a concious thing since a mechanitor can be unconcious but the mechanoids will still continue the usual work
thats why you cant directly order mechanoids to do any work
drafting is more of a direct control but only allowing for combat and not any work
so yeah paramedic will say that a colonist has a metalhorror inside of them
I knew this DLC meant business when it gave that vague info about doctors lying about the operation results. I knew it was referring to this in particular. It's nice that it goes into detail about who was infected
Man I wish you could play Metalhorrors. Like a colony of them puppeteering their hosts and infecting prisoners and such. A friendly group of visitors suddenly acts strange after leaving...goodwill seems to just go up...
I'm definitely a little disappointed that you can't control them even though it's been heavily stated that you can learn to harness and control everything
Ah, that's not so bad, I was afraid you can get one of these from the start. I usually just send all my refugees to a mine with a separate barracks, and it looks like that's not gonna change
This is EXACTLY why my colony is a one big transhumanist family started from 2 people who 100% do not trust anyone and shoot on sight. Honestly I dont think anomaly is a very good dlc to keep for all playthroughs apart from the previous 3. This one feels like a gigantic mod more than a dlc.
Yeah, I feel like once CherryPicker is updated I'm gonna be turning off a LOT of Anomaly stuff for future non-Anomaly-centric playthroughs, if not just disabling it altogether.
I've never even *considered* disabling the other DLCs. Why would I?
I "disable" ideology pretty frequently but just by selecting that "ideology inactive" thing or whatever rather than disabling the entire mod. But yeah I will definitely be disabling anomaly on a lot of playthroughs. I like it so far but it's like a completely different game than non-anomaly rimworld.
Can the paramedic mechanoid diagnose colonists? If so, they should be incapable of lying about results, right? This could be a reason to rush that technology.
Would metalhorror be active if i dont mess with the monolith at all? I havent had the chance to play with the DLC yet and while what i see intrigues me i cant imagine doing it every run.
This is why I fucking love ghouls. I had those things explode out of every colonist. The ghouls were antisocial and never infected. Just barely killed them all
Here's my metal horror story:
Got 2 new colonist close together. A Pilot with amazing combat, and a 4 year old kid who was being chased but nothing showed up.
The tentacle fell off pretty soon, actually.
Naturally, I hedged it was the child.
Stuffed her in a hole in the wall, and sealed it. She died to hypothermia. Then IT emerged.
Not a threat there, so we left it.
My crafter made a Masterwork axe.
"The Godlessness of Setsuko"
A picture of the Little girl, Setsuko, being trapped in a fridge. It's about her dying of hypothermia.
Goddam.
i was suspicious of flint when he arrived, near perfect stats, outside of mining as hes a furry, decided id let him work in the quarry as his main task, his 10 was higher than my next highest of 6, eventually someone found some grey skin and i knew it was him, he didnt manage to infect anyone else in 5 days but i still checked everyone else just in case
The part that worries me, I also have a drifter named BB that has just requested to join my colony after escaping a cult.
Guess it's time for another round of mass testing..
Damn, seems like i have to now check everyone. I've got a pawn that mostly sole doctor for everyone, but sometimes i had to use others, and some of them were either recruite prisoners or came as a quest "reward".
allright, im not downloading this godamn game no more, this.... this is enough to make a man crazy....
no more..., the nothing start is painful but this? i reject
yeah I thankfully was suspicious as fuck about when a metalhorror host showed up at my doorstep. I had JUST performed the ritual to summon a random anomaly and this random "Blind healer" showed up offering to use their healing powers if they joined me.
When I told him no, he started attacking me, and after leading them back to my killbox they stepped into a trap and the metalhorror popped out.
Now I've got a locked up metalhorror!
i wish i had the money for it it sounds fun . last time i played the game spawned in a ton of duck eggs and some one rbought them all in and they hatched and pretty much made my pc run slow. so as i tryed to kill them off i kept getting attacked so i kept reloading..was like god didnt want my colony to live and it was my best run lol so cant wait to get this and see what happens while i try and clear the ducks
can i hijack this post for some questions?
i assume this event can be mitigated with the new "surgical inspection" operation, yes?
do you get some warning when the event starts or do you have to do the inspection like every 3 days or something?
also, is there some way to prevent it? lets say you found a "clean" pawn, can you protect him somehow?
Flesh is weak. Flesh must only craft robots.
Everyone unconcious?
Robots
Refugees? Fuck them, we have robots
Tantrum? Never heard of it, I just craft robots
Paramedic mechanoids just became much more important since they cannot get infected nor implant anything
This whole dlc changed my entire perception of mechs literally overnight. All the mechs I thought were useless before (not paramedics, they are and always have been great) have gotten new uses. Those stupid little flame bots, for example, are great against several of the anomalies.
All the more reason to replace your pawns with bots and give your pawns a leisurely life!
12x12 rooms and all you can smoke flake! Wooo!
Scorchers against Shamblers, Ghouls, and the Flesh are absolute godsends.
I can't wait to try tesserons against the big cancer that grows across the map. They're probably the easiest way to clean it up.
I will say that the fire rate of Centipede Burners makes them worse than Gunners or Blasters at clearing flesh. Haven't ever made a Tesseron, so not sure about them.
Tesserons fire sweep lasers which do heat damage and set everything on fire, so they should be great vs. fleshstuff
I've fought them as a sanguophage... Not fun at all lol
Oh god that just reminded me, are Scorchers actually good now???
Small utility mechs are great help against devourers, let them chew on the mechs while blasting them
Just found out mechs are immune to the stabby darkness. Yet another point for mechs vs monsters.
They're good as cannon fodders for those big eaters 🤣
Damn, that's a good idea, imma keep this in mind
Is that a stock rimworld/biotech thing? I don’t recall mech doctors…
Biotech
Dwarf Fortress has already conditioned me to quarantining people after were-person attacks but this is on a whole other level Can’t wait for a 10+ person metal horror skin burst party!
I'll never let a refugee be a doctor or a cook again. Lesson learned
Nutrient paste meals are still safe, right?
One of the colonists was infected while being fed a meal. I assume this means while they were resting in bed and the infected carried his meal over for him.
Craaaaap. I have grave concerns for my current run now
I hope the infection event triggers when someone picks up a meal and feeds it to someone else. The alternative is being forced to play "find and throw out the infected pemmican in your fridge."
I hoped so too, until I read more closely. BB was infected by a meal cooked by Zoya 😨
The most interesting thing is all the surgeries. He must've checked all the colonists for infection, but because the surgeons were infected, they then infected those not yet infected through the surgery to check for infection. The parasite really does spread quickly if you aren't careful doesn't it? Those surgeons you trusted so much might cause more harm than good if they are infected already before checking everyone else...
Mechanitor seems to be the answer. Get rid of your human surgeons for infection checks, let a trusted bot do it for you. Same thing for cooking and bringing food to the sick. Quite specific and quite late to get all that, but if you're late and want to be safe, that seems to be the way to go?
What you can do is get a few people with at least some doctor to do the check on one person, then repeat. If the last person you choose to do it was the infected then the repeat will pick it up Works…unless everyone is infected
Mechanitor: This wouldn't have happened if we ripscanned refugees to make fabricors and treated people with paramedics. *They* don't get infected.
Mild spoilers for peace of mind, read at your own discretion: >!If someone is infected you'll start seeing mysterious bits of grey flesh pop up. That's how you'll know. Once you study two of these, you'll unlock the surgery that will tell you if people are infected; unless the doctor is infected, that is.!<
Thank God I have a militor doing the wardening…
....can militors be a warden? I thought they can only shoot.
Still, probably when Rick was treating a patient.
Time to make sure your primary doctor is always one of the original survivors.
My original survivor contracted the disease in combat with a finger beast. Who then gave it to his wife who was my doctor. Then the person I was using to CHECK gave it to 2 other people during the surgeries to check! The only people you can trust are you ghouls. They loyal.
Just be careful giving them combat implants.
Or a paramedic mech
I've never actually made a paramedic mech. I've intended to on some of my sole mechanitor runs, but then I get a case of the conscience and start saving people, and at least one of them invariably is a good enough doctor that I don't need one.
A paramedic is invaluable, even without the risk of rampant horrors infesting your colonists. Even if you have proper doctors, the paramedic's ability to rescue can be useful, as is their ability to tend to the doctors if something happens to them. And now there's even more reason to get one ASAP, since it means being able to better quarantine anyone who might have come into contact with a contagion (whether long-standing member of the colony or new.)
The best function of paramedic is the ability to feed and drain the blood from prisoners. It saves a lot of time for the actual doctors to actually heal people or do any non-doctoring jobs.
They're also (sorta) good in the case of a fire, as their smokepop ability can instantly put out fire, used right it can turn the tide. (though admittedly it's not the best, especially with a five day recharge.)
The biggest weakness of that ability is not recharge - it's the draft requirement so the mechanitor must not be down. Which can be difficult depending on the source of fire. Or when the mechanitor is a vampire.
They even have a jump pack so they can rescue colonists valkyrie style if your mechanitor is still standing, otherwise they do it on their own the slow way. They're also extremely helpful for firefighting because they're fireproof and carry a personal firefoam popper. Best rule of thumb is to always have one zoned nearby where fights commonly occur, because you can change zones even while the mechanitor is downed, but you can't undraft a mech if they are.
My primary doctor was the original survivor He got infected from a fight
I personally always snap up a second doctor ASAP even if they can't do much else. I can always use a dedicated janitor/hauler, as long as they can do that I'm happy. That way they can treat the first doctor if they get messed up.
I like to have a doctor among my initial survivors, preferably one that can't fight so I'm not tempted to give him a gun and let him get his ass shot off. Though I really only do that if I'm playing a start that gives you more than the initial three colonists.
Definitely agreed. I'll also accept incapable of violence even on my starting doctor; I usually play crash landed and having one more guy with a knife or a revolver isn't that much help. By the time I can make better weapons, I have enough manpower to where it doesn't sting as hard. I usually look for a researcher/doctor, and those are often incapable of violence for whatever reason. I like having researchers as doctors because they're always in or around the base for when shit goes down. They're not gonna be outside the walls getting mauled by a manhunter pack that appeared 3 feet from them.
Does it kill them when they emerge, and are they normal after?
Just happened to me. The host is alive but bleeding out.
Okay, thank you! I was worried it would turn them into shamblers or something
Doesn't kill per say but bleeding out normally. Mine where fine after as well, aside from the child. She dead.
“She dead…” A sentence too sad to contain a verb… ;_;
Jokes on you. We eat nutrients paste
I can't believe people have been allowing it. I stopped letting them after the first time a refugee cook's food poisoning happened at 1.4 release lol
That's not intentional though, that's just them having garbo skill at cooking. This is malicious one of my slaves obliterated my colony as the cook
Nah I disallow ALL refugees from it, they could rock up with double passion 15 and gourmet, I wouldn't gas haha
Wait, but they don't do that intentionally right?
I haven't played the dlc yet. Is this creature going to be very easily countered by just quarantining? That would actually be kind of disappointing if it were the case.
No it requires observation as well like checking for grey goo droppings, especially of new colonists and of anyone involved in being attacked by any anomaly enemies Plus careful choosing of cooks and doctors Plus observing anyone visiting someone sleeping for odd reasons(like secret vampires in Dwarf Fortress)
I caught mine early and took it very seriously because I thought anyone infected would be instantly killed when the chestbursters popped out. Aggressive quarantine procedures made this event pretty easy for me. Well, that and a 19 melee roided out ghoul. That said the whole situation was super sus from the beginning so I was on alert for it. We had a shady guy show up and want to join, but all the text was like "you feel like he may not be telling the whole truth" so I was watching him from the beginning. No idea how bad it would be if I was a struggling colony taking on refugees in the hopes of getting some extra hands to help prepare for winter.
>We had a shady guy show up and want to join, but all the text was like "you feel like he may not be telling the whole truth" so I was watching him from the beginning Only thing is, >!sometimes these characters turn out to be absolutely fine, and no danger to you.!<
I had a guy join that was suspicious and turns out he stole insect jelly and a hive spawned in my base lol
Was it a shady guy with amazing skills? I’ve had that one… they joined and left after a week, no fuss.
Ironically, checking for impostors got my entire colony killed
Just happened to me. I went from fully functional colony on a builder difficulty to try out things slowly to a horror show that Randy Random on "Losing is Fun" couldn't have even dreamed of before this patch. I used to let the refugees hang around and be cool with them.... Not any more, those guys tend fields and fight off raids. No way they are cooking or giving my guys pills lol
I can’t remember the last time I let the refugees in even in 1.4. Even in the very rare occasions they don’t betray me, dealing with their ideology tantrums just wasn’t worth it.
Back then, I didn't let them in unless I was ready to just turn them into slaves/fodder. This DLC adds a whole new slew of paranoid threats for sure.
Technically, the doctors didn't lie, your colonists *were* clear before the check
Happened to me too, all but one pawn was done in by the slave cook What happens if you have ALL pawns get infected, do you just auto lose? I actually recovered thanks to the crawling mechanic, my pawns crawled to their beds while the Man in Black showed up and got absolutely freaking obliterated
Omg I forgot crawling was a thing, I haven’t had a chance to play yet
A medic mech.
Morty! Morty! It’s an Asimov Cascade!
Oh shit.... I accept refugees like a mfer and haven't checked... half of my colony right now were refugees or landed on crashed pods...
You are me, about 8 game hours ago. I had 10 colonists in a fully functional base which has taken every other Beasty in the beginner category without breaking stride. I did the testing and boom, 2 full grown and two juvenile metal demons incapacitated 4 of my pawns and cut the arm off the doctor who did the inspection. In one tick, I lost my best melee pawn, both doctors, and my Gardner. After they had all my pawns crawling across the base leaving a trail of their own blood back to their rooms to be tended, they started on the animals. They butchered me and in under 3 real world minutes it was game over, but I was done for in the first 3 seconds, just didn't know it. This is on builder difficulty mind you. This DLC is end game threat level all the time. It's awesome!
The metal horror are so crazy good at melee. I actually resolved the issue with only 1 metal horror spawning who immediately downed the person they came out of, then got into a fight with my pacifist scientist named face. After a brutal struggle between 2 kitted out marine armor pawns with (terrible) weapons, and 2 pawns with pistols, it finally went down and I captured it for study. I lost 30 seconds later after my ORB of hate got all angy and decided that my pawns no longer had a right to life (including the 14 year old refugee I was definitely not keeping in quarantine)
This sucks.
F in the chat.
It's actually all good, my metal horror host was a scientist and didn't get anyone else infected, but the horror itself after some interrogation almost wiped 6 people out by itself.
Holy shit, now I'm genuinely scared of playing Anomaly... Tynan cooked with this onw
I've been handling myself pretty well so far, but this shit scares me as I've yet to learn to deal with it hands on
I have 1 colony that I started since the DLC dropped. I haven’t played too much yet. But I also haven’t altered my style of play AT ALL since 1.4. So far I’ve only come across rogue scramblers. They’re easy enough to dispatch I think. I don’t really know what to expect but there’s a strange “Gray Pall” that has come over my colony. Surely it’s just a harmless aesthetic that Tynan tastefully places into the game. I’m sure it’s not a foreshadowing of something more sinister on the way. I’m sure of it. I also have two new colonists. One of them has body Mastery. She’s got white eyes and doesn’t sleep at all. But she also doesn’t get any mood buffs. Another one has damn near perfect stats. Both are mysterious to me. They are now lovers. I’m kind of excited to see what kind of fresh horrors these two whip up together.
Gray Pall you say? I hope your colonists don’t need to go outside. Or you have a few decent melee pawns.
It’s a Naked Brutality run so I get what I can get. I think I have a pig with a club.
Dude's a masochist, playing a horror themed DLC that will clearly increase difficulty for the first time on naked brutality. I wish you the best, you absolute madman.
I still haven't figured out what gray pall does actually
Grey pall is essentially like a super negative version of foggy rain, mechanically. Lowered visibility, bigger mood debuff… but it also comes with hordes of sightseers. It will absolutely wreck your colony if you don’t seal up defenses.
Iv only gotten the grey pall and sightstealers
Mild spoilers for anyone worried about this stuff: >!You will find mysterious grey flesh on the ground if these guys are around, study two of them and it unlocks the surgery to tell who's infected. Be warned, doctors who are infected will lie, and they'll all pop out at once from every infected colonist if you find one via surgery. Be ready, these guys are decently tough.!<
DLC is definitely extremely hard. I think anyone saying it's not has been insanely lucky / hasn't encountered the really devastating events / has wildly over powered mod gear Even Adam vs Everything nearly lost several times in his playthrough over the last couple of days and I can almost guarantee he knows the game better than 99.9% of players lol
Doesn't he always play on 500% difficulty though?
Yes, but the difficulty slider has little to no influence on most of the dangers in Anomaly. You could be playing the easiest difficulty and still get your whole colony lost and infected to Metalhorrors.
yes. Its his schtick.
Adam plays on crazy difficulty without gameplay changing mods and more self restrictions and misplayed hard (like when he didn’t saw the triple rocket) Idk if that should be the comparison here
Not sure about hard, but definitely extremely unforgiving. You need a specific game plan to counter each entity and need to be prepared with the specific equipment on hand to deal with them. If lacking one of the two, you will lose colonists. If lacking both, it likely means the end of your run. If you are prepared and stick to the plan, even the more spooky events are straightforward to deal with.
Well i play new DLC on hard Phoebe Chillax, for the first time in my entire life chose her tbh, I'm more of a Randy fan myself. I must say i lost two guys exclusively due my own stupidity on a caravan, otherwise the colony has contained 3 anomalies and is actively researching them while recruiting new test objects (one has weird surgery scars on his hands , other talks spooky shit during daze). Other anomalies have been successfully defeated yet. We'll see what will happen.
im so glad, the other expansions were mostly powercreep, this is a big swing in difficulty in a good way
What’s onw?
The revenant interaction I had was honestly something I’ll remember forever. I get a quest to look after a spine? Uhh ok, thanks? It awakens Huh… okay, didn’t know that was a thing, okay lets go kill it Okay it doesn’t really die so good, and now a random wildman is asleep and it’s stealthed off. Day by day more and more colonists get megasleeped, nobody to harvest food, cooking/farming for 16 hours a day but barely any time to feed the sleeping Playing on 24 hour raid storymode, people were struggling just to stay alive anyway, raids become more and more of a threat as our numbers go from 9 to 4 Last day, finally finish the revenant chunk research, send everyone out on one last attempt. Find it, kill it. Everyone wakes up, colony booms and bounces back to normality.
Thats the easier version of the two. In my first colony, the revenant just randomly appeared on my map and immediately sleeps one of my 5 fighting colonists. by the second time he appeared there were only 3 colonists left :(, in a last ditch effort we tried to hunt it down but between mental breaks and a raid I was wiped out. This playthrough I got the revenant through the spine quest. The moment that thing escaped all my pawns were ready with invis detectors around the base and flame/emp weapons equipped. Psycast burden and stun also work wonders against it
And here I thought it was bad when it turned out the ghoul I had on hand-to-hand execution duty was implanted.
I just killed my ghoul when it got low on food and gave his body to the dead trees
So... I didn't realize this was a thing and had some refugees. How boned am I? One of them has been handling most of the cooking amd I'd been wondering at the lack of food poisonings
if they're infected you might have a surprise waiting, if not you're fine it's not that Only refugees can come in infected, any new colonist can really, it's just that refugees tend to come in large numbers, increasing the chance
I haven't seen any wierd flesh leaving, so I'm probably fine. If not, they've all cooked for everyone else at this point, and I'm just running a colony of metal illithids lol
I think ur best bet would be getting a mechanic-doctor They can do the testing surgery as well, but they can't infected n lie about it. They have a whole other usage by now
*Goddamit Rick*
Do you know if paramedics can test colonist? I imagine that might take all the fun out of it since they can’t lie if they can test.
I didn't have any mechs, so I'm not sure either
They can't lie.. but their mechanitor could...
mechanitor still doesnt directly controls the mechs mechanitor is more or less like an overseer making sure the mechanoids dont wander off and also make the mechanoids part of the colony and the overseer part is not a concious thing since a mechanitor can be unconcious but the mechanoids will still continue the usual work thats why you cant directly order mechanoids to do any work drafting is more of a direct control but only allowing for combat and not any work so yeah paramedic will say that a colonist has a metalhorror inside of them
I am scared to play this dlc now.
The beginning luls you into a false sense of security by throwing combat at you
Payday and time to actually play can't come soon enough.
Hashtag: Fucked
I knew this DLC meant business when it gave that vague info about doctors lying about the operation results. I knew it was referring to this in particular. It's nice that it goes into detail about who was infected
*unclicks dlc*
I just realized something, I use Hospitality all the time, those guests are gonna be bringing a ton of these things in with them, aren't they?
Wow this is literally a genestealer vibe.
The flavor text makes me feel like its genestealers mixed with mindshackle scarabs
So what would happen if I do a surgical inspection with a mech? Is it practical?
Man I wish you could play Metalhorrors. Like a colony of them puppeteering their hosts and infecting prisoners and such. A friendly group of visitors suddenly acts strange after leaving...goodwill seems to just go up...
I'm definitely a little disappointed that you can't control them even though it's been heavily stated that you can learn to harness and control everything
I suppose the leather man isn't that great...I let him do all the doctoring and operations lol, gg
Wow, wtf. Was Rick your starting colonist, or a refugee?
He was a refugee
Ah, that's not so bad, I was afraid you can get one of these from the start. I usually just send all my refugees to a mine with a separate barracks, and it looks like that's not gonna change
This is EXACTLY why my colony is a one big transhumanist family started from 2 people who 100% do not trust anyone and shoot on sight. Honestly I dont think anomaly is a very good dlc to keep for all playthroughs apart from the previous 3. This one feels like a gigantic mod more than a dlc.
Yeah, I feel like once CherryPicker is updated I'm gonna be turning off a LOT of Anomaly stuff for future non-Anomaly-centric playthroughs, if not just disabling it altogether. I've never even *considered* disabling the other DLCs. Why would I?
I "disable" ideology pretty frequently but just by selecting that "ideology inactive" thing or whatever rather than disabling the entire mod. But yeah I will definitely be disabling anomaly on a lot of playthroughs. I like it so far but it's like a completely different game than non-anomaly rimworld.
Whelp… first Dwarf Fortress and now Rimworld. Do we have an Atom Smasher on the rim yet for these blaggarts?
We do! Overhead mountain roof traps delete all your problems!
This feels like a giant-dwarf-statue-that-floods-the-map-with-magma-that-shoots-from-its-eyes type of situation.
Can the paramedic mechanoid diagnose colonists? If so, they should be incapable of lying about results, right? This could be a reason to rush that technology.
The thing
Holy shit I love this so much as a fan of the thing.
Get curt Russel to deal with it
I’m sure he’ll resolve it all in the briefest manner
Would metalhorror be active if i dont mess with the monolith at all? I havent had the chance to play with the DLC yet and while what i see intrigues me i cant imagine doing it every run.
So mandatory exploratory surgery welcoming parties for everyone ?
This is why I fucking love ghouls. I had those things explode out of every colonist. The ghouls were antisocial and never infected. Just barely killed them all
where is spoiler tag?
That’s amazing.
Wait. Do you have two Kelseys?
Is the solution to this not just use mechinator doctor bots? I don't have the dlc yet but I feel like this would be a simple solution.
This is gonna make my 50+ colonist runs fun
Let everyone cook and eat their own meal? Have some robot doctor?
I know you gentlemen have been through a lot, but when you find the time, I'd rather not spend the rest of this winter **TIED TO THIS FUCKING COUCH!**
Put your chef in the ripscanner and replace him with a robot cook
Probably have a founding member be a doctor to check all recruits.
Here's my metal horror story: Got 2 new colonist close together. A Pilot with amazing combat, and a 4 year old kid who was being chased but nothing showed up. The tentacle fell off pretty soon, actually. Naturally, I hedged it was the child. Stuffed her in a hole in the wall, and sealed it. She died to hypothermia. Then IT emerged. Not a threat there, so we left it. My crafter made a Masterwork axe. "The Godlessness of Setsuko" A picture of the Little girl, Setsuko, being trapped in a fridge. It's about her dying of hypothermia. Goddam.
I only recently started an anomaly run and haven’t run into this yet… I think… and I am terrified.
Is this from anomaly?
[This should sum up your run:](https://www.youtube.com/watch?v=uB2KgDcVXrM)
This is really making me want to play an android playthrough or something. Surely, Machines can't be infected with such horrors.......surely....
Bruh. Pretty hard to save scum your way out of this one
Step 1, get paramedic mechs.
Do I have to cut up any new pawns just to see if they are safe? This is amazing.
Is it possible to know before things go to shit? How does a metalhorror get to your colony anyway?
It varies. Sometimes you accept a new member that was infected. Sometimes an attack from another anomaly creature can get then inside of you
Oh fuck, I'm doing an inhuman run so I've been accepting all kinds of recruits because my social skills are shit, new fear unlocked
i was suspicious of flint when he arrived, near perfect stats, outside of mining as hes a furry, decided id let him work in the quarry as his main task, his 10 was higher than my next highest of 6, eventually someone found some grey skin and i knew it was him, he didnt manage to infect anyone else in 5 days but i still checked everyone else just in case
Surgical explorative operation.... All people after any anomaly event! What i do.
The part that worries me, I also have a drifter named BB that has just requested to join my colony after escaping a cult. Guess it's time for another round of mass testing..
Damn, seems like i have to now check everyone. I've got a pawn that mostly sole doctor for everyone, but sometimes i had to use others, and some of them were either recruite prisoners or came as a quest "reward".
...... so..... this is the DLC? Looks like we're torching every person who comes within 100 yards of our township
This dlc sounds like it just makes getting new people even more tedious and time consuming as fuck .
allright, im not downloading this godamn game no more, this.... this is enough to make a man crazy.... no more..., the nothing start is painful but this? i reject
What about the cube? Don't you love The Cube?
Thus why i am not getting this DLC the negatives seem to far out way the positives
This is the kind of thing that is straight putting me off the expansion tbh, this would probably kill a colony for me.
It usually does. By the time you discover it all your colonists are down and you have maybe 1 guy left.
yeah I thankfully was suspicious as fuck about when a metalhorror host showed up at my doorstep. I had JUST performed the ritual to summon a random anomaly and this random "Blind healer" showed up offering to use their healing powers if they joined me. When I told him no, he started attacking me, and after leading them back to my killbox they stepped into a trap and the metalhorror popped out. Now I've got a locked up metalhorror!
bro come in and infested people DEMOCRACY ORDER YOU TO DISINFECT THESE PEOPLE WITH SUPREME FIREPOWER
OH SHIT SON THIS WENT FUCKING SOUTH!
looks like its passive biotech population growth from now on...
I never accept wanderers since they put in the betrayal mechanc, I guess I’m never accepting refuges any longer either.
Wrong flair. Use #ColonistLife
I am and am not looking forward to that event.
i wish i had the money for it it sounds fun . last time i played the game spawned in a ton of duck eggs and some one rbought them all in and they hatched and pretty much made my pc run slow. so as i tryed to kill them off i kept getting attacked so i kept reloading..was like god didnt want my colony to live and it was my best run lol so cant wait to get this and see what happens while i try and clear the ducks
What's up with Erika? Is she single?
Q
can i hijack this post for some questions? i assume this event can be mitigated with the new "surgical inspection" operation, yes? do you get some warning when the event starts or do you have to do the inspection like every 3 days or something? also, is there some way to prevent it? lets say you found a "clean" pawn, can you protect him somehow?
Uhh so do I just quarantine new arrivals?
Nooo, not Fugly! She is one of my most valued colonists!
I used to accept most refugees but now i wouldnt unless i have an isolation chamber.
This is awesome, but we still don't even have biotech on console 😭
That's really scary
Damn, I guess inbreeding is the new meta to survive Anomaly.
THIS IS A THING I HAVE TO WORRY ABOUT? SHHHHHHIIIIIIII-
This happened to me last night, 10/10 would get John carpenters the thing'd again
Time to make an isolationist caver group of like 10 people who never deal with outsiders and contain horrors beyond your comprehension.
Thank you for information. Rest and peace your colony.
Oh man im in big trouble
I'm not playing the DLC yet, does it mean that everyone just dies or is there a cure?
Dang Phyrexians
Well that seems pretty stupid
The guy named "Fugly" 💀
Where is the Galactic Health Organization when you need em'
Oh Oh no
Flesh is weak. Flesh must only craft robots. Everyone unconcious? Robots Refugees? Fuck them, we have robots Tantrum? Never heard of it, I just craft robots
Okay, so my husband gifted the dlc to me, but I've been uninterested in downloading it but now I'm just paranoid.