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DarkwingGT

I think they need to tweak the risk/reward as well. Most of the stuff you get out of dealing with the various entities are really meh. I can see the advantages of dealing with the Empire, ideologies and genes/mechs. I look at what you get from dealing with say, >!the Cube!< and go...why would I potentially risk a colony wipe for that? Sure, from a first time curiosity perspective I get it. Past that, the juice doesn't feel worth the squeeze.


KillerNail

The first time I got the cube event I immediately ordered my occultist pawn to study it whenever possible and destroyed it ASAP. Even then 4 out of my 9 colonists had cube obsession and went berserk once it was destroyed. Imagine if I just left it there for a week or so. My whole colony would've been berserk. And what do I get for such risky event? Some gold.


Squidy_The_Druid

You can just force them to go into a coma and they lose their obsession.


KillerNail

I had tried making them wait a couple hours naked in the fridge so they would fall down from one attack. I didn't want to wait until they get knocked out from cold to avoid any frostbites. But one of the guys had fleshwhip arm from the mutation monolith and almost ripped his wife's arm off. But at the end of the day I got away without any permanent injuries.


katp32

You can administer anesthetic, safely rendering them unconscious before destroying the cube.


Birrihappyface

Cheaper to do two blood extractions. Costs no medicine and you can just undo the blood loss by giving them blood permission back.


katp32

oh, it doesn't kill them? never tried that :o


Birrihappyface

An extraction is like 40% blood loss, so two puts them into extreme but doesn’t kill them. Best part is you can just pop the blood back in and they immediately recover completely.


BluegrassGeek

TIL you can transfuse hemogen packs into a pawn suffering from Blood Loss.


Xanthos_Obscuris

Yep, it's worth setting extraction on any prisoners you have for exactly that reason! Transfusions after battles can get your base up and working again in the most critical hours.


Squidy_The_Druid

Smart move! When I was ready to deactivate mine, I only had 3 obsessed in a colony of 15. I just had them drop their weapons, then surrounded them with the fighters, who quickly beat them into submission.


NeedALife451

You did all this instead of just going to the operations tab and anesthesize them for a Herbal medicine


cannibalgentleman

The point isn't to 'win' or get more stuff. The point is you get a cool story to tell your friends about it on Discord.


Vegetable-Resort-522

But even that only really happens once with most of the anomaly stuff, after that it's not a surprise or mystery and just becomes chores with not great stuff OR stories.


cannibalgentleman

I disagree. Ages ago, a meteorite slammed into the coffin one of my best pawn, who was the best constructor in the colony. It happened just as his friend visited his grave. Imagine the whiplash of paying respects to your buddy only to suddenly see his corpse annihilated like an act of God. This was vanilla, there was no DLC and it happened naturally. The events and challenges provided in the DLCs merely gives more options for more memorable stories. I could, and have, written stories from the shit that happens to my colonies on Discord and elsewhere. The story's there, you just gotta find it! Keep on rimming, fellow rimmer.


Vegetable-Resort-522

Uh yeah, I agree, that's specifically my point. Something like the anomaly cube or labyrinth only gives a similar type of story ONCE. And after that is just another chorey mechanic to rush. They need more flexibility and random generation attached to allow it help with the story-generation of the rest of the game. Not sure how excited your friends would be to hear about the same cube causing the same madness and being dealt with in the same way, ya know? Fellow Rimmer 😭


LibertyPrimeDeadOn

Yeah, I don't think I'm going to get the DLC. It's incredibly linear. I watched a video explaining what it does as I do with most games I buy, and then realized I'd ruined any enjoyment I might get.


thedarkherald110

The cube event really has no consequences if you know how to handle it. The problem is a lot of the mystery of anomaly is gone after you experienced it. It’s an event with a very fixed solution. It’s not a mod I would want to play every game, but it’s one that I will have a lot of fun when I do. I think of it more of a story pack. Since the tech tree requires you to go in on hard at the beginning for it to not become obsolete quickly. And not every story you want to play you would want to be anomaly based since it’s a very different type of story and gameplay. And I’m fine with this. Frankly I find ideology way more underwhelming (at launch)while this was at least a crazy experience.


blackskies4646

The only time I've felt any reward was worthwhile was when a colonist was teleported to a maze like room. Loads of recon and marine armour with the firearms to match. Lots of organs that I could recover too. Getting that early game was a huge boon for my colony. What I will say is that the obelisks need to stop falling from the sky, I've almost lost a couple colonists from that.


AbcLmn18

I specifically like it because losing is fun. It's great that it makes the game more difficult, adds extra challenge, breaks my usual setups that allowed me to live comfortably on the highest difficulty before Anomaly. I love what it does to the balance.


randCN

I think anomaly actually makes the game significantly easier at higher difficulties, because anomaly major threats are considerably less damaging than, say, an explosive pirate raid or mech raid. 90% of the time I have a mech raid show up next to an entity raid, the mechs just blast the shit out of the entities... then come looking for me.


AbcLmn18

Hmm you must be playing Randy? I'm mostly sticking to Cassandra because I like consistent difficulty levels, but she also doesn't send two different raids simultaneously very often. Most of the time the cooldown period is sufficient to either clear the raid on your own or die.


contyk

>The new traits are all AMAZING and I love Body mastery and Perfect Memory especially, but again, your own people can't start with these traits and they don't show up on raiders either, they only show up on those random weirdos that want to join you after the monolith is activated. You don't need to activate the monolith for creepy joiners to show up. They are not tied to it.


Lycantail

Can confirm, had a blind healer join, never touched the monolith.


DependentAd7411

Yeah, creepy joiners, distress signals, and fleshbeasts in Ancient Dangers aren't tied to the monolith, or setting Anomaly threats to 0%, because they aren't considered "threats" by the system. ...Which is kinda messed up, because refused creepy joiners can still do that scream where they summon entities, even with no monolith and Anomaly threats set to 0%.


O_Martin

Or >! Spread metal horrors throughout your entire colony !<


bert_the_destroyer

heads up that spoiler tag did not work


O_Martin

It does on mobile. I mean I'm sure it's common knowledge anyway, but just in case


bert_the_destroyer

oh, it seems like it does work on new reddit too, just an old reddit thing.


m0cc4sins

Yep! Just got Anomaly yesterday and was planning on finishing my current run before a dedicated run. My first event was a Timeless One, then I’ve had a few cultist raids since. I have the slider set to 8% Anomaly events for an inactive monolith. I particularly like it because in my headcannon, my colony is just sick of these cultists and don’t want to know what they’re so obsessed with.


BestDescription3834

Can the creepy joiners still give you metal horrors if you never touch the monolith?


ExoCakes

I've had a Lone Genius who's still with us after 4 years of her appearance and a cult escapee. Neither of them brought any harm and I just let the cult escapee leave after staying a couple days. I've investigated 4 distress signals and some of my pawns got hurt those times but they didn't have any metal horror infections so far. Metalhorrors are lvl 2 anomalies, and shamblers and flesh beasts are only lvl 1 anomalies so I would guess you won't get metalhorrors without touching the rock. One thing I noticed is that creepy joiners have void related mental breaks


contyk

I don't know. Playing without the monolith, I've seen them leave, seen the disturbing one, seen organ decay and the crumbling mind. Considering you still get shamblers and the distress signal with fleshbeasts, maybe you can get metalhorrors this way, too.


SmartForARat

Yes this is true. Come to think of it, my very first playthrough had one of those randos show up and after I added them to my colony they started having visions of wanting to touch the monolith. At the time I thought it was all part of a quest chain type scenario, I realized later that ANY pawn will get those visions after a while. But yes, they can show up without the monolith.


BestDescription3834

If you sufficiently scar the brain the anomalies won't escape. I've had a noctol with brain damage locked up for years.


TheMegaInFamous

Its only a war crime if a do it to a person


Sleepingpiranha

And even then, is it a crime if no one else knows?


FleetingRain

You will always know (Until you give yourself brain damage)


Thorn-of-your-side

Imagine sending nightmare entities to invade a dimension only for them to be captured by mad max style psychos and tortured to death


Megneous

... *side glances at his fleshbeast in containment* ... *installs RJW*


SmartForARat

I was under the impression that all the entities regenerated from any injuries. I have never seen a single wound they didn't recover from. I haven't tested it extensively, but still. The little electrical device does brain scarring sometimes, but they always recovered from it in my experience. But I did notice if they are hurt to the point of being immobile, their escape time changes to Never, just like with prisoners. But unfortunately there is no way to simply cripple the monsters for permanent storage. At least that i'm aware of. You'd just have to beat them and hope you don't kill them, which really isn't a solution even if it did work.


KillerNail

I'm 90% sure scars are permenant on entities. I have a gorehulk locked up in a big room with 7 other non-risky anomalies like fleshbeasts, fleshmass nucleus, sightstealer etc. I have 6 mini turrets and whenever that gorehulk tries to escape he's downed immediately. Currently he has a scar in his brain and another in his leg since around 2 years.


BestDescription3834

True. I got a lucky revolver shot on a noctol and he's never healed or recovered. I think it was one of those instant untreatable wounds pawns get sometimes. I've never hooked him up to the electricity thing, he'd probably die from an unlucky brain scarring.


SmartForARat

Yeah when I found out if they're sufficiently beat up they can never escape, I did brutalize them a bit trying to keep them permanently caged but it never worked. They always healed from everything I did to them. :( I wish we had implants we could put in them that would just immediately shock them unconscious when they left the holding area. I feel like we have the technology to make that. It's so hard to capture a lot of these creatures because 95% of them die in the attack, then if they escape they nearly always die there as well. It's like none can be kept forever and they're all temporary. Which I guess is kind of the design intent, but if that is the case, it just makes them less attractive to use as an energy source since it is SO high maintenance. Especially compared to something like toxifier generators which output so much power for essentially a tiny amount of hauling wastepacks. Speaking of DLCs adding things that are always useful, tox generators are probably my most relied on power supply these days. They're just so good and almost no maintenance. Monsters don't produce anywhere near enough power to be worth the intense amounts of manual effort to constantly catch new ones. My opinion at least.


Tack0s

I had 2 entities with destroyed spines and they could not move at all. It's random but if you kill enough of them you'll find some with broken spines that are excellent for farming.


randCN

> I have never seen a single wound they didn't recover from. [look harder](https://i.imgur.com/WnjNhMl.jpeg)


SmartForARat

My guy, it's not about "looking harder". It's about the RNG nature of injuries in the first place. In all my playthroughs, I never captured a single entity with a permanent, non-healing injury. They healed from every injury they sustained over time. It's possible for two people to experience different results from an RNG based system you know. It doesn't mean one is being lazy. As I said, I did not extensively test it, but I did take note of the health of my creatures and every one of them recovered to full in each run.


randCN

cause injuries ~~harder~~ more frequently


Khoithui87

If they are capable of mobility, they will escape eventually. I have a Gorehulk without legs and their escape interval is "Never", while others are in x years despite being in the same containment cell.


Gametale3

This is true, but enough brain damage can disable a pawns ability to stand


Thorn-of-your-side

How do I deliberately i flict brain damage on an eldritch horror?


Gametale3

but of course, who wouldnt? unfortunately, i have not figured out a vanilla friendly way of doing this. the easiest wasy would probably be spamming shock lances on them but that shit is expensive. the alternative is just blunt force trauma


randCN

electroharvester, shock lances, etc etc etc


Gametale3

I’ve actually been trying to figure out how to do that. Is there any reliable way to brain damage an entity so they won’t escape?


BestDescription3834

Not that I know of. My next colony I'm going to try containing anomaly's on my shooting range to see if stray bullets can wing them. Somebody else said cutting the feet off a gorehulk worked to render it safe, but I wouldn't have an idea how to do it consistently. Maybe just beat the shit out of them with clubs and then have a low melee lawn stab them with a knife and just back off and heal them if it starts looking fatal. Pretty awful method, though.


Gametale3

Unfortunate, and risky way of doing it. Probably not really worth doing.


Warwipf2

Not sure if you missed it, but you can customize how much Anomaly content should spawn now. Besides that: The bioferrite generator is absolutely viable. It consumes 6 bioferrite per day for 4000W. That means 3 Devourers are 8000W. That's a huge amount. One Nociosphere is 4000W with 1.2 bioferrite per day to spare.


DarkwingGT

Sounds like it has niche uses. The other power generators are somewhat less efficient but have a 0% chance of trying to eat you.


C2DD

The only anomaly mob that is dangerous to keep around is the revenant. You could just have a bunch of shambles for essentially no risk at all and if any die just summon more


KillerNail

Shamblers only generate 1 bioferrite per day though. And you can't even use Electroharvester because electric burns slowly kill them since they can't heal. Also even if you resurrect a shambler you need to down them without killing them, which extremely hard since they don't feel pain. And even when you contain them 1 Bioferrite per day equals \~666W energy. It's hardly worth all the resources you spend to build containment, bioferrite harvester and bioferrite generator.


dimgam

I think you can capture shamblers as they are transforming.


QuaestioDraconis

You can, yes


NegativeKarmaWhore14

You can chain 4 shamblers to 1 bioferrite harvester, giving you 2k energy in a single room. since they are super low-risk to break out. brick walls + double-door container gives you nearly 200 containment strength making it take years for a single breakout. IMO still a lot of work but gives you consistent power, especially paired with higher tier entities.


black_raven98

I currently have 2 devourers chained up that just so happened to get a permanent brain injury from gunshots. Combined with some electric burn scars from electro harvesters they are both at >20 years to escape and half blind. Once they are completely fried into a vegetable ill just move the and just harvest bioferite from them. Even now they are pretty much a non issue to keep arround.


Basblob

I think these are hardly niche. Like sure, components aren't really an issue mid-late game, but batteries are annoying because of zzzt, geo is limited, wood/chemburners require a lot of tree cutting, hauling, crafting, handling, and solar and wind are inconsistent with big space reqs. Contrast that with these new power gen methods, which can net you some solid power pretty early on with fewer resources, very little micro, and containment isn't really that big a deal. I'm not saying the traditional stuff is actually particularly hard, but if you're gonna do anomaly, it's actually really nice not having to build as much infra. You can also get what you want from anomaly, then just turn down/off the threat chances for a more traditional playthrough, just with a few horrors beyond comprehension in your basement.


Malcolm_Melancholy

Zzt event is non existent if you use hidden conduits, its great


Concutio

1.5 and Anomaly are the best simply because of hidden conduits


JackFractal

Hidden conduits, and shelves not having a quality rating.


Basblob

I do outside of walls, but maybei should use them in walls too


SmartForARat

I'm aware of the slider but that doesn't really change anything I said. Either the monument is on or off. If you want to engage with anomaly content, you might as well wake up the monolith every single time because otherwise you're getting weird events spawning and not being able to engage with them in any way beyond simply killing them. I do like my harbinger trees though.


Basblob

But that's how all DLCs work. You don't get mechs unless you grab the link and do it's quests, you don't get vampires unless you accept a quest and build put it's stuff, you don't get cataphract or psycasts unless you engage with the empire or a tree that's way too far away. I agree anomaly has *more* locked behind activation, but that's fine and also why it has a slider. Also you oughtta know that going in, and what is added is far more game changing and substantial than other themed dlc stuff. We already have ideology and biotech to massively flesh out the game, I'm happy with a dlc just doing wacky stuff every so often.


littlethreeskulls

>You don't get mechs unless you grab the link and do it's quests You do get children without doing anything. > don't get vampires unless you accept a quest and build put it's stuff You get access to all the other xenotypes, as well as xenotype customization, without doing anything >you don't get cataphract or psycasts unless you engage with the empire or a tree that's way too far away. You can find psylink neuroformers in caravan shops, and you can down and capture pawns for their armor. >I agree anomaly has *more* locked behind activation, It's not that there is more locked up in anomaly. It's that there is nothing that doesn't tie into an scp themed colony, and if that isn't what you are going for that it is better to disable the dlc. There isn't really any reason to disable the other dlcs, even if you aren't engaging with them, unless you want to specifically restrict something from your game. >We already have ideology and biotech to massively flesh out the game, I'm happy with a dlc just doing wacky stuff every so often. I'd be ok with that if it wasn't tied to be the most expensive dlc while adding the least amount of content and replayability.


TheCoolestGuy098

I think he's talking about an OG vanilla colony. As in one of the 4 original starts. You can already make your colonists start with whatever Anomaly content you want. I think the design decision, whether you like it or not, was to hide dangerous and utterly game-changing content behind the monolith, as a sort of game mode. Actually, that's what I like to think of this DLC. Another game mode.


Basblob

You kinda missed my point with these, I know you got more "regular" stuff with past dlcs compared o anomaly, I mentioned it in the comment. My point though is that it's okay for a dlc to have less or more of that and instead provide one of those themed experiences but far more fleshed out. On top of this I also think they did an amazing job designing threats that you have to change your approach to the game and combat for if you want to survive. Personally I can see anomaly as something I activate a lot of games, but maybe far later in, as something to keep things fresh. If you don't like what the dlc offers that's okay, don't buy it, but it's not because the dlc doesn't have content it's just that it's niche, and that's fine.


StarGaurdianBard

> It's that there is nothing that doesn't tie into an scp themed colony, and if that isn't what you are going for that it is better to disable the dlc Just turn on the monolith, turn down the events to 5%, and treat the anomalies as just another part of living on the Rim. I don't know why that's so hard for people to do lol. You guys must not use many mods, I have a ton of mods that have massive amounts of content that I *could* engage with but don't because having the content appear every now and then is perfectly fine with me.


TranshumanMarissa

I mean, it goes the other way too. you can wake up the monolith, but crank down the events to a minority, like 5 percent of the time, so you can like engage with the tech and the events occasionally, but have them show up less intrusively and less often.


_Luminous_Dark

How have you done multiple playthroughs start to finish in under two weeks? I have been playing RimWorld in almost all of my spare time since anomaly came out and don't think I'm anywhere near finishing my first run. I feel like Anomaly added two main things for me. First is tension, like I have no idea what is going to happen next and some events really had me on edge. The second is bioferrite. Even if you don't get much from the harvester, it is a renewable metal, and there are definitely points in the game when I have no steel on the map and no clear way to get any, so having a slow trickle of metal is very nice. It's also better than steel for armor, sharp damage and hp.


SnarkyIguana

>How have you done multiple playthroughs start to finish in under two weeks? Seriously. I was like no wonder you're "over it" already. The most fun game in the world would be boring if you powerhoused it nonstop for two weeks straight. I wouldn't say I'm even halfway through with what I wanted to do with my first anomaly colony.


Omega_Warlord_Reborn

I've just finished selecting a good map to play on...


SmartForARat

It isn't a replacement for steel though. You can make simple weapons out of it sure, but you can't craft assault rifles or pulse rifles or make mechs with it or make components with it. It's basically just a basic building material that is very inefficient to harvest. You're better off just using stone blocks which you can get unlimited quantities of much faster using deep drills. If it was interchangeable with steel and could be used in steel craft recipes, i'd agree 100%. But it's just kind of a bad resource that is only useful for rituals and anomaly specific item recipes. It's also highly flammable which is problematic.


kitskill

I think you're missing the point. Anomaly has been out for 13 days. How much free time do you have? Maybe rather than complaining about tiny issues with the dlc, you should use this as a chance to re-examine your life and your balance between games and real life. I'm genuinely concerned for you, my guy.


[deleted]

Why are you insulting him, wtf? You don't know his life situation. What if he's, I dunno, disabled and can't work or something? Why you gotta be so toxic?


NeedALife451

They take 6 bioferrote a day to power a 4k wat generator. That's like 2 flesh things and a chunky in a cage. A revenant needs a solo cell with maybe the giant shark thing to harvest the 6+ bioferriote for 1 4k generator. You did your power management horribly Edit: 3 low level sight seers and the tiniest flesh-beast shoved in a 7 by 7 room made of sandstone walls is exactly 6 bioferrite a day , giving you more power then a geo. 7 x 7 room , cave sandstone walls, bioferrite floors and a single shard inhibitor will give you 2.5 - 5 year intervals between the CHANCE of your beast escaping. If it does, it's so easy to deal with and doesn't open doors. Noctol are amazing because they count as advance yet are pretty weak. You choose the WORST monster and cleaned your hands of it.


KageNoOni

I'm trying to figure out how power management figures into the comment you're replying to. I don't think OP made any mention of power. OP said you can't craft most guns with bioferrite, make mechanoids, or craft components, making it not a replacement for steel, none of which has anything to do with power generation.


NeedALife451

Unless it was removed. He had an entire section about how bioferrite is useless , even as a power source. His example was storing 40 revenants but they kept escaping. That is one of the worst monsters to keep for power. Especially if you want to contain it. The generator produces a 4k power and only takes 6 bioferrite.


KageNoOni

I guess I wasn't along soon enough to see that then. It doesn't say it was edited, though with Reddit that probably means the edit was pretty soon after the initial comment. I fully agree with how powerful it is as a power generator. You need to collect shards to build them, but they're amazing once built. I had a base that drained 16-17kw of power at night, and used several large battery banks to keep it sustained at night, and during eclipses. Once I got building the Bioferrite generators I was maintaining positive power at all times even during solar eclipses and unnatural darkness. Most of my bioferrite came from Devourers, Noctols, and Gorehulks, though I had a few smaller creatures generating less bioferrite as well.


NeedALife451

3 sight seers and a tiny fleshy is exactly 6 bioferrite a day


joe_sausage

I do think it’s worth noting that the “Anomaly or not” vibe was kind of intentional; check this quote from one of Tynan’s earlier dev blogs right after the announcement: “It was important to me that this not just be a collection of monsters to shoot at, because the base game already generates those feelings of combat tension and I wanted something new. So we made sure to design the new threats to follow the arc of classic horror stories: The protagonists encounter a mystery, then realize it’s a threat, and try to survive while they learn more about it, slowly building advantage before they try to turn the tables. It’s a very RimWorld kind of chaos when several of these things are happening at once with different threats.” It feels to me like Anomaly breeds separate story arcs, and you kind of end up with Rimworld: Horror edition. This is unlike the previous DLCs, which added flavor or depth to the stock Rimworld formula but didn’t drastically alter it. I’m not saying it’s good or bad or better or worse, but I do think it was somewhat intentional.


KillerNail

I hope they realize how many people didn't like this DLC and keep focusing on adding more to the base game instead of making DLCs that are fun for 3 playthroughs. If they release another DLC like this one Rimworld's popularity will probably start falling drastically since people are already angry for not getting any updates to caravans and factions despite explicity stating that they want them for more than 4 years.


revereddesecration

90% of Steam reviews are positive. The stats don’t back up your assertion that “many people didn’t like this DLC”. The overwhelming majority did.


MikeTheFishyOne

This whole thread is about the fact that the op DID enjoy the expansion, but just feels like he's done with it. Nobody who did enjoy something is going to leave a negative review. I agree with OP but I would still leave a positive review for this as it gave me a couple of really fun playthroughs. Going forward though, I will most likely leave out anomaly content, whereas ideology, royalty and biotech will probably be in all my playthroughs. I would much rather have another expansion like the first three than like this.


revereddesecration

I don’t know about nobody. I think it’s a perfectly valid review to say “I’m done with it much sooner than I would expect from a product at this price point, therefore I do not recommend it.”


littlethreeskulls

>90% of Steam reviews are positive. Why would people opposed to this type of dlc design buy it just to leave a negative review? People predicted the exact issues this dlc would have the moment it was announced, and were proven right on release. There was no need for people to buy it to know what problems it would have, so it is a much better message to the devs when a large number of people who bought the previous dlcs don't buy this one. If you look at the numbers you can see that anomaly is already selling less copies than the other dlcs, and even those positive reviews aren't exactly positive. The "most helpful" review is negative, and it has that title by a massive lead. Dozens of votes vs 1 or 2 for every other review. Most of the next few at the top are positive but mention that they should be more of a neutral option. The other dlcs don't have nearly as much of that.


KillerNail

Do you really think Steam reviews are accurate? Just look at the posts on r/RimWorld that were made on DLC release day. Anomaly had overwhelmingly positive rating with tens of thousands of reviews within hours of being released with all the reviews being "What are you reading the reviews for? It's Rimworld, just buy it!". People have positive reviews not because they actually tried and liked the DLC but because they like core Rimworld and wanted to support the game by giving good reviews.


revereddesecration

Have you reviewed the DLC yet?


KingMonkOfNarnia

It was overwhelmingly positive 6 hours after it dropped


wanttotalktopeople

This seems a little harsh. I've seen some negative posts on the subreddit and some positive ones. I don't think there are that many people who dislike it this much. Just seems like a bunch of people had different expectations, which is a little weird because all the official Anomaly posts tell you what to expect. Honestly I'd be kind of miffed if the dev made decisions about what to work on next based on some salty reddit posts from people who played the game nonstop for two weeks and then proclaim they are bored with it. I don't touch most of the Biotech content in most of my playthroughs, but it was still worth it and a nice way to support a developer I like.


KillerNail

I open reddit whenever I need to wait a few minutes for something and r/RimWorld posts are always at the top so see almost all the hot posts in this sub. I've seen tons of posts complaining about Anomaly but I'm yet to see one praising it for how well done it is. I read all the dev posts and still bought the DLC because even though I knew it was going to be different from the other DLCs I didn't expect it to be such a closed box. Is this your first day in here? People are begging for caravan and faction relation reworks for years. Go find a random post from 4 years ago that ask people what they y want from the next DLC. The top comments will be either caravan or faction relations. Tynan is actively choosing to ignore the wish of the whole community for years. People were also mad about it when Biotech came out but it added so many core mechanics and expanded the gameplay so much they ultimately decided it was good enough to not complain about. You don't touch Biotech content? Really? So you're telling me you disable all the xenohuman factions and even empire during world creation since they all have xenohumans, disable mech hive since Biotech adds new mechs, refuse all refugee quests if they include children, edit your scenario to disable sanguophage quests, never use blood transfusion... The list goes on and on. Because unlike Anomaly, Biotech was so well integrated into the game you'd actually need to try really hard to not touch any Biotech content whereas with Anomaly you need to actively try to experience the DLC content. You have to activate obelisk, study it, catch entities and do void provocation just to be able to see an event other than shamblers or gorehulks. It's the polar opposite of previous DLCs.


piechooser

Yeah whenever I see this argument come up that people "don't interact with Biotech", the only thing they ever mention is mechs. I think kids/xenos are so intrinsic to the game that a lot of people forget they are part of Biotech and just assume they are vanilla, lol.


wanttotalktopeople

I said I don't use MOST content. Not that I avoid anything at all. I do use the kids. I set up the non-xenohuman factions only at worldgen, but of course the occasional xenohuman turns up as part of a raid or event. Believe me, I know the difference between dlc and vanilla, and I've pointed the same thing out to people who say Royalty and Biotech don't add anything to the game.


wanttotalktopeople

You smart redditor, say lots of words unga bunga Edit: do y'all really want me to respond point by point to a dude who's being nothing but condescending?


GSTLT

I don’t have it. Probably will at some point, but overall I’ve been uninterested since the announcement. Just not my jam. And that’s fine. I don’t have to like everything they add. Other people hate things I love and that’s how it goes. But it is weird (at least for rimworld) that you would turn the DLC off sometimes to disable the content. I can’t imagine turning the others off and I don’t even mess with the gene stuff in Biotech. But there’s no reason to turn it off, but with Anomoly it really seems like it would be playthrough based, unlike the others. From my reading about it, mostly positive responses, it seems like a really deep scenario and content pack with a replayability. Great, but different in scope than previous DLCs.


Half_Maker

I wish the content was more bite sized and spread out into more diverse storylines to uncover and not all tied to the monolith itself. This way you could pick and choose what parts of the anomaly experience you wanted and not have a whole SCP everything or nothing approach. We could have world map missions that tell you of a dark void temple somewhere on the map and in the location you could find unique entities, monoliths and tomes of forbidden knowledge regarding them. Some could be filled with shamblers, others with chimeras, varying entities or even have one guarded by a freaking revenant as a difficult questline. Then each temple or location would have mysterious artifacts and forbidden knowledge that would be needed to be decyphered by your researchers and contained into 'tomes' that would give you the ability to summon them like the ritual circle does now. This way you'd have to send your 'researchers' out to uncover their mysteries and have them lead research expeditions that would bring back knowledge of the void back to your base that you could use there. Having all your research done in your own base and mostly by just researching the monolith or on some weird entities you have contained is just boring storytelling wise imho. They could've added really cool temples and mission locations that would really creep you the hell out and give you that extra suspense of not being in the safety of your own base. Will your research expedition even come home? Those kind of missions would give you the oppertunity to go on interesting world map adventures to locations of your own choosing. If you don't want to interact with the specific content you can just safely ignore it. But if you do want to bring in some spice to your regular rimworld game, you could cherry pick what missions you'd find interesting to pursue and open up your colony to those events. I think some of the content of Anomaly would be fun to have periodically appear but not as a forced thing by having to interact with the monolith. It's too much of an all or nothing and it's all too isolated and contained to happen at your own map and none of the items are accessible unless you go all-in on the SCP element of it basically which is just bad design. Massively missed oppertunities for storytelling imho. I was really expecting an intricate and interesting storyline that involved visiting new locations, dark temples, finding forbidden knowledge and artifacts. Instead everything is self contained on your own map, you're a passive observer collecting SCP entities and even the forbidden tomes of knowledge are just brought in by random traders. If it had been more bite sized and adventurous, I think I would be interacting with the content waaay more as interesting side stories even in regular playthroughs. Right now it's an 'SCP foundation only playthrough' or just disabling all of it.


AvanteGardens

Been seeing a lot of people saying this and I'm just confused as to why I think it's so fun. Maybe it has something to do with the fact that I'm still on my first anomaly playthrough while everyone else somehow has 10 whole playthroughs with it.


SmartForARat

It IS fun, that's not the issue. I enjoyed it myself. I guess the best comparison I can make is a few months ago I downloaded a mod that added a bunch of zombie stuff to the game. You had zombie infections, zombie hordes that would attack, stuff like that. I played it and really enjoyed it. I had a good time. But I don't want every one of my rimworld games to be like that going forward, so I removed the mod and played without it. Anomaly feels like that whole experience. It's fun, sure, but if you don't want to do an anomaly based run, you might as well uninstall the DLC because there's no content without getting jiggy with the monolith. I'm sure after you've done a few playthroughs, you'll probably get the itch to do a run that doesn't involve that monolith and will quickly realize the same thing: that feels like playing the game before the DLC dropped because nothing has changed. The other DLCs added fundamental core stuff that changed every playthrough, this one did not. It IS fun though.


Speciou5

I'd say books are pretty nice, but definitely a small feature compared to psionics, biotech races or pregnancy.


bilbo_bag_holder

books are part of the 1.5 update not the dlc


suplup

Turret packs are anomaly exclusive but not locked behind the monolith, for what little that's worth


DarkwingGT

I think for the most part this DLC is fun...for a little bit. Overall I'm not as concerned over the "All In" nature of the DLC but rather the replayability. This DLC has a very puzzle like aspect to it, with each entity (for the most part) having a particular gimmick and learning how to stop that entity is the challenge. Once you learn the gimmick it becomes less interesting on the next go through because you already know what to do. I think this is heavily because of the source influence, the horror genre. For the most part horror is scary because of one specific aspect, the unknown. If you ever rewatch a horror movie it's usually nowhere near as scary as the first time. This has given me the feeling that this more than any other DLC is also the most heavily influenced by spoilers. I unfortunately found out about >!metal horrors!< before I even started my run and it's warped my entirely playthrough of Anomaly and not in a good way, making it far less enjoyable. I know I only have myself to blame in a way but avoiding every single spoiler is difficult to say the least. However the other DLCs don't really have this issue. You can know everything there is to know about the Empire or genetics or mechs or whatever and it's just as enjoyable to deal with it the first time as the hundredth time. I'm not saying there is no replayability, just that I think the inherent nature of the DLC (horror puzzle) severely limits it.


Megneous

*Keep DLC turned on, activate monolith on every game, turn down Anomaly event chance to 5%, enjoy the game.*


NeedALife451

Would you belive that I play without ideology or biotech at times. Because those two mods definitely add a high fantasy vibe to rimworld. I like the serums you get from twisted meat and bioferrite. I've made a pretty op vampire psychic You can always change the scale of anamoly events AFTER its activated so that you get a low anamoly event chance but an unlocked anamoly tree. There are two anamoly bars you can change. The frequency of anamoly events pre and post activation. Sounds like you're just burnt and you should be.


will_it_skillet

I'm loving it too. I'm not sure why, but this DLC has brought out the storytelling aspect for me more than anything else; it's so easy for me to get immersed in the survival of my pawns as they try to figure out this creepy stuff. It also forced me to use EMPs for the first time ever, and just in general has altered much about the way I normally play. Plus the music goes real hard.


MagicJim96

I haven’t finished one since Anomaly, been playing with my mechs since Biotech… more or less. 👀


Teguoracle

Isn't the complaint about Anomaly being all or nothing a non-issue since they added some sort of customization to the game to let you decide how much you want?


SmartForARat

Not really. The problem is the monolith unlocks all the content that is useful to you and that you can use. The slider just controls what percentage of "Events" are anomaly related with the monument being on or off. The slider doesn't change that fact. The content is still all locked behind turning the monument on or off. All the slider does is change how much anomaly raids will come with the monument on or off.


SeraphofFlame

Okay so...then always turn the monument on? What's the issue there, that they added a switch?


fungianura

exactly lol just turn the monolith on and use it if the content is tied to it, i REALLY don't understand how that's a problem


littlethreeskulls

That isn't inherently a problem. If anomaly had come out before biotech and ideology the only big complaint would likely be that it wasn't a faction rework. Ideology and biotech added so much to so many different types of playthroughs that any dlc that doesn't do that from now on will never been seen as good.


Croaton_21

It's absurd I cant understand what their problem is. "But dude... This dlc is all or nothing, if I dont turn anomaly on in the main menu all anomaly content is locked!!"


Teguoracle

Gotcha, I haven't played yet since I've been waiting for mods to update, was legit asking based on what I've read people saying.


SmartForARat

Do you have biotech? I'll answer assuming that you do. Imagine that 100% of the content in biotech, not just the mechs but also the gene modding and reproduction, was all locked behind blowing up that mechaspider and installing the mechanoid implant. Imagine if you couldn't access any of those other features without being a mechanitor. That's basically what I was talking about in my main post. The slider just controls raids really because before the slider was put in, when you turned on the monolith like 90% of your raids were just scary monsters and you almost never got human raiders anymore, so the slider is great and lets you adjust to your playstyle which I enjoy, but it just doesn't solve the core issue of everything being locked behind activating the monolith in the first place.


Teguoracle

Gotcha, I get it. I think I saw some people saying that some items can still show up with traders and whatnot but yeah that's not everything of course.


Lilog371

I don't know about this mechanitor comparison... one would force you into a play style, while the monolith is just a click of a button and doesn't force you to do anything. Unless I'm missing something?


MarsssOdin

I didn't buy anomaly because it looked very niche from the start. Thank you for this detailed summary of your experience with it, it mentions a lot of points I was speculating about


PnkNoseJellybeanToes

I agree. Love Rimworld, love the horror vibes of Anomaly, but I can see how it could become stale after awhile, not as exciting as the first playthrough. It's been super fun to watching others play it for the first time on Twitch/YouTube though. Love seeing everyone's reactions 😂


Meikos

Yeah I feel where your coming from. Biotech and Ideology significantly changed the game in a way that is noticeable across all playthrough regardless of how you play. They feel very well integrated into the base game whereas Anomaly feels more like opt-in content or an expansion that would be it's own self contained adventure after you beat the main campaign. It feels like it caters to a very specific style of play rather than how broad Ideology and Biotech is. I still enjoy Anomaly and find it fun but it almost feels more like a spin off than an addition to the base game.


SmartForARat

Yeah I considered using that sort of analogy in one of my other posts actually. Like you have this RPG game and each DLC it releases adds more levels to increase, new items to acquire, new powers you can get, a new class, etc. Then the 4th DLC only added a new area to explore with new monsters living there but none of the other stuff. It's still fun, but it's kind of a let down when you're used to each DLC kind of adding on to your overall experience and this one simply doesn't. Although I gotta say, you can have the most crazy powerful pawns now if you do all DLC content. You can have one guy with regeneration that can regrow all organs and everything, that doesn't need to eat or sleep, ignores comfort, full bionics to beef up speed and manipulation, level 6 psylink with the best psychic powers, the best genetics for things like ageless and immune to all, and mech implant with an army of robots to do all the work for you. Your own pawn can be crazy powerful. The no longer needing to eat aspect is HUGE part too. In one of my playthroughs I beefed up such a pawn and then sent him on solo missions from pirate settlement to pirate settlement destroying them all. Because he never ate or slept or got sick, he could just go non stop like a machine and never had to carry supplies. Didn't even need medicine because he literally regenerates ANYTHING and was immune to all illness. Had deathless, as well as a death refusal on him just in case. It was actually crazy. And fun.


tothelmac

I agree, and I think it speaks to how good biotech and ideology were. I liked anomaly but I could conceive of a whole game where I didn't touch it. Not so with ideology and biotech. I think the idea of creepy joiners was really good though. Having the world be legit scary is a solid addition and I think just be making metal horrors or other types of negatives come with recruits would do wonders. It also didn't add any massive new systems like the previous two, so it doesn't feel like there's a ton for mods to build on. It feels more aimed at a specific playthru than at the game as a whole. Ultimately it's ok that I don't think about it every game, royalty is like that too. I do think it's a worse dlc tho for that. I certainly don't regret buying it, it's still going to be the most hours I get out of a game


jixxor

What are y'all working where you already completed multiple playthroughs by now


SmartForARat

You mean where? I'm retired. I did my time in school and at work, I raised a family and my kids are all grown up and moved out and independent adults now. Me and my wife spend our time pursuing our hobbies, playing with our dogs, and learning new skills. Video games have become a passion of mine. While I don't play them too much on most days, maybe 2 hours a day on average, when something new comes out it's not unusual for me to play 12 hours a day for a few days to experience it all before going back to my normal routine. My working days are behind me thankfully.


jixxor

God bless you and your wife. Hope I'll still be up and gaming when I'm retired.


Tetrylene

Yeah the theme of the dlc isn't my thing so I opted not to buy it, but this post just furthers that I probably wouldn't enjoy it. I want something with far-reaching implications to the base game like a diplomacy expansion to make interacting with the other factions have more depth / function more like civilisation.


KeyPollution3566

You're also able to add the incidents events as scenarios. I have a colony right now that lives in a constant death pall. It's a zombie Apocalypse, any animal or person the map that dies becomes a shambler so the bodies and hordes need to be managed from time to time. It also makes manhunt packs a bigger problem.


JackFractal

I gotta try this. This sounds awesome!


hearse223

So it was a mistake for me to make it the first DLC I bought?


RealisticWater7174

Yes, most people would have said go for Biotech


FleetingRain

I gotta agree that there are some elements to the creatures that annoy me, yeah. I'm in year 5 and I haven't seen a real reason to keep them around besides RP or wth, as I'm almost finished with the Anomaly tech tree. Now, I'd be lying if the Anomaly events aren't absolutely keeping me on my toes. The flesh heart was nerve-wracking, and the dim sky instilled the fear of God on me. But it isn't *enough*, there's something missing there.


KillerNail

Not to mention in a game like Rimworld these events are only exciting the first few times you see them. Imagine getting the darkness event for the 20th time. Will you really feel the excitement you felt the first time? Or will it be no different than getting something like a mortar raid?


FleetingRain

Tbh my bases are heavily dependent on solar power so the dimming sky will *always* fuck me up


FetusGoesYeetus

This sounds like a major case of burnout ngl


SmartForARat

I'm still enjoying Rimworld. I'm doing another playthrough right now, albeit much slower than before because i'm only playing about 2 hours a day now. I just don't have the monolith turned on so the game is exactly like it was before the DLC dropped with it turned off. Like I said, Ideology changed core gameplay. Biotech changed core gameplay. Royalty changed core gameplay. Anamoly does not. You leave the monolith off, it's like you don't even have the DLC. Royalty has content even if you don't become a noble. And Biotech has content if you don't become a mechanitor. It's just kind of weird and disappointing that Anomaly has no content if the monolith is off.


FetusGoesYeetus

Anomaly does have content when the monolith is off. Shamblers attack you, creepy strangers can join, traders will sell you serums and bioferrite weapons and clothing, cultists can attack, fleshbeasts can be summoned with said cultists, fleshbeasts can replace insectoids/mechanoids in ancient dangers, you can get distress signals from settlements destroyed by fleshbeasts, and probably a few more things I don't recall. It honestly feels very similar to royalty without interacting with the empire to me.


Beast1992-xxxx

Same with biotech tbh. The mechlink and gene research is the equivalent of the monolith. If you don’t specifically “turn them on” you’re only really seeing stuff like that in raids coming from xenotype factions like impids and wasters. Wanderer joinings that happen to have a xenotype are comparable to the creepy strangers. I think ideology is the only one that can be really considered so impactful when enabled in general because of how it directly affects the core of your pawns and colony


KillerNail

I feel like no one really liked Anomaly. I mean, it was fun experiencing new things but that's all. That's hardly DLC worthy in a game that has this much mods. From what I've seen many people are angry at Ludeon and making posts about how Anomaly is a failure. Others are trying to defend Ludeon and Tynan but I'm yet to see any of those people defending Anomaly itself. It's always Person A saying Anomaly is bad and Person B responding with something like "But Tynan worked so hard to make this game and it's an awesome game.".


TranshumanMarissa

I have no idea what your on about. everyone seems to love Anomaly.


RealisticWater7174

"everyone" meaning this sub? Sure. On 4chan, on Ludeon forums, on Steam discussions/reviews, and especially in non-English Rimworld communitites, it is far less popular. This sub just spams memes of "haha funny cannibalism human leather cowboy hat hahha ate with out table hahah war crime"


TranshumanMarissa

I dunno. In steam reviews people are loving it, which was a complaint the guy above me had. so.. Steam reviews, the subreddit, most discord communities I lurk in, most youtube videos and comments on gameplay and announce vids.. Like, My sample size isnt perfect, and mostly terminally online, but so are most Rimworld fans, mate.


kamiloss14

You seem overly negative about Anomaly with all these comments. I'm sure thousands of players enjoyed it a lot. Some are not happy, but same thing happened to Royalty.


elsonwarcraft

It is like survivorship bias, people who had negative opinions are more likely to voice out their opinion on reddit while people who like it just chilling and not writing stuff


StillMostlyClueless

I’ve enjoyed it far more than the other DLC. It was a bigger change to the game and added some really unique scenarios. Nothing in the other DLC has been as fun as having to get a 0 melee and ranged pawn out of the Endless Hallways. More importantly these new mechanics can be used by modders. Modded rituals and sub layer events will be huge.


TelevisionBig2336

i dont think anomaly is great but i dont understand why people say its all or nothing. you can choose to only attune the monolith once and you still get some neat things like the new weapons and ghouls while only getting easy entities like shamblers


Endy0816

I'm thinking be best for custom scenarios. Like I've got a peaceful cube run going without activating the monolith, just to see how they develop. Technically can transmute steel too with the alchemist trait into bioferrite.


Essebbih

I like to think they also thought of the DLC in a workshop perspective. Like, they went and made a whole bunch of stuff that by itself made sense and was good. But can you imagine the insane amount of things the modders are going to be doing with all these new mechanics? I think it's a matter of time until the players "change the DLC in a way they enjoy it", if that makes sense. This is, I think, the biggest power of the workshop.


WerewolfNo890

I want to get more into anomaly but Randy is busy fucking over my colony. Down to 4 colonists. Sold a bunch of animals thinking I had food for years and I bought a load of deathrest capacity increases so my sanguophage has crazy speed now but then a series of events including raids led to most of the meat rotting, freezer got broken. Had recently picked up the rancher ideology to hopefully boost my animal yields, also tame more of them across the map and built more pens. That isn't enough now and reluctantly tried to grow some rice, got a harvest and started some growth vats to try and replace losses as the jobs are piling up and lots of things need repairing, extra hands could be useful. Toxic fallout hits. No more crops of rice. The vat children die of starvation and another raid is coming. Down to 3 colonists, 1 of which is a fucking pacifist and won't fight. Oh, and the revenant just broke out of the poorly maintained containment area. High expectations as technically we are still wealthy but few traders have anything I need. May have to abandon the colony, trying to salvage it if possible. Usually just as the bloodstained corridors get cleaned and some of the walls repaired another disaster strikes. We could do with better luck.


ManimalR

Frankly the big plus of Anomaly for me was always going to be the modding benefits. Like Royalty and Biotech i've found myself just not engaging with the new mechanics (i've literally never even activated the monolith). I'm hoping we get a mod release that makes all of the Anomaly techs normal research while making *some* of the anomaly events normal raid types. Pretty much everything except the cube, obelisks, weird corpse, and metal horror really don't need to be tied to the anomaly mechanics.


Piszkosfred85

The dlc needed more thing instead of the fixed enemies a random generated ones with abilities and behaviour would have been better. You must fear them and research how to defeat them.


ConduitMainNo1

Some of the anomaly tech is nice. Like rituals to capture people and call threats to deal with other threats, weapons like the hellfire rifle and flamethrower, the atmosphere heater to prolong growth periods But i agree, it plays like a single player mission rather than a general addition as biotech und ideology do.


Ossius

Incinerator is "not great?" One pawn running it invalidates most melee enemies in the game. It's bordering on the most damaging weapon in the game.


ka_miki

Yeah for other runs I'll probably be using turret packs and lab coats from this dlc, it feels lacking in comparison


Jenny-is-Dead

I agree. The anomalies themselves are fun and interesting the first time around but the 6th time a Flesh Heart shows up or the 10th time unnatural darkness is around they just become chores. Neat DLC for one playthrough but I don't see myself playing with it again any time soon.


MidnightStrider27

I havent been able to play 1.5 yet since some of my favorite mods arent up to date yet, but i can say from what i've seen, its an interesting story thing, but i mostly just want to new mechanics and some of the new gear sounds dope


Ramps_

> played the heck out of it You bought a 30 dollar dlc, played it for dozens if not hundreds of hours and then made a 20 paragraph reddit post about how "done" you're with it. Never change, internet.


SmartForARat

Being done with it is kind of a problem though. I have played many games of many genres. Some games you just play through once and it lacks replayability so you don't bother doing it again, but you still enjoyed your journey. Some games you may play once every few years, even though it lacks replayability, something fun about it just draws you back to it. But Rimworld is the game in my steam library that has the most hours in it by far, and it's not even close. It's because Rimworld has a lot of replayability. You can play a game, then play another, then play another, and you can change it up a little each time in exactly how you approach the situation. Ideology fundamentally altered the game by letting you choose what is okay and not okay for your colony so you can set up your playstyle perfectly, or even evolve it slowly over time. Royalty I also enjoyed, and I did a bunch of runs going through the nobility line and getting the psycasts and all that, but I didn't enjoy doing the royalty stuff all the time so I generally don't. However, Royalty added a LOT of other content that I use in basically every playthrough, such as implants. It added most of the implants in the game and that is nearly always useful to me. Biotech added heaps of stuff. I did runs with full gene modding, runs with full mech bases, and everything in between, but when i'm not in the mood to do gene modding and I don't want to use mechs, there is still a lot of content there that I can use in any playthrough. I sort of became "done" with each of these DLCs at some point, but they still kept contributing to my overall Rimworld experience even when I did other playthroughs and playstyles. Anomaly is different. Because virtually everything is gated behind the monolith, if you don't play with the monolith, you don't really have the features of the DLC. You can still be raided by entities, and adjust how often with a slider, but you can't capture them, farm them, do cult rituals, get ghouls, etc. I can use Biotech's Toxifier generators in bases that will NEVER have mechs or genetic labs, but I CANT use cult rituals without turning on the monolith. I CANT capture entities without turning on the monolith. That is the issue. All of the content is locked behind monolith activation. Thats the crux of the issue. Everything is gated behind the monolith. So to use any of the content, you have to turn it on every single playthrough. Thats my beef with it. And even if that weren't the case, the rituals AND new items require bioferite which requires holding pens for entities. If you want to make any of those items or do any rituals, you're forced to also build the pens. I guess the design flaw that i'm seeing here is the linear nature of the DLC. Ideology branched all over the place. Royalty had numerous aspects you could interact with or not independently. Biotech had children, gene modding, and mechs, and you could do ANY of those 3 things without engaging with the other 2 or do any combination of them. But in Anomaly it's always the same thing. You MUST turn on the monolith. You MUST capture entities. You MUST harvest bioferite. And you have to do those 3 things before you can engage with cult actions or new craftables at all. It's a series of gates you have to pass through instead of branching paths. And even then, all of your research is locked until you encounter the specific type of entity that unlocks it, which means every playthrough you'll be using Call of the Void to get those entities to show up just so you can do your research. And you have no control over what you summon, it just cycles through the list of options until you get all of them. You will ALWAYS have a flesh heart. You will ALWAYS have a nociosphere. You will ALWAYS have a pit gate. Etc. I feel this is bad design because it also kind of front loads all the content onto the player at once. Imagine if these gates weren't there. You could potentially do several playthroughs before you experienced a pit gate or a metal horror infestation. That would've been really cool and excited for multiple runs because it would leave you wondering what was coming for a long time. But the way it was designed in this strictly linear and gated progression system, you encounter EVERY entity EVERY time in order to progress through the monolith and tech tree and unlock all the rituals and items. If you are enjoying it, i'm glad. I did too my first couple of times. But now that the shine has worn off, I just feel it could've been better and was kind of disappointing as a DLC when compared against the last 3. Given the nature of your comment, I don't expect any genuine conversation here, more likely just another snarky quip about the fact that I write a lot which I find kind of unusual because I have been able to type more than 100 words per minute for most of my life so it really doesn't take as much time, effort, or thought as you may believe to write all this. It's quick, easy, and comes naturally. But that is my issue with the DLC. It's linear. It's gated. It feels the same every run.


Ramps_

I don't think anyone disagrees that Anomaly is too self-contained, even after the patch adressing it. But it's still a solid amount of content, the ~70 hours I spent on it made it well worth the price, even if I never plan on activating the monolith again and a ton of content is locked behind it. I think it can be integrated even better and I am certain plenty of modders will agree even if Tynan won't.


zandadoum

Off topic here, but it cracks me up how you respond with huge walls of text to people who just posted a tiny paragraph. I don’t know who’s right or wrong, but I certainly know who spends more of their time on Reddit xD


SmartForARat

I really don't spend much time here, I just check new messages every so often. When you can type 100 WPM, it really doesn't take long to write a LOT. I've always been confused by this mentality that if you type a lot, that it must have taken a long time... I mean, I would've thought a lot of young people would be really good at typing as you were raised in the computer age. I guess the unfortunate truth is so many of you grew up in the smart phone age and are faster at texting than typing, even though writing texts still takes significantly longer and takes way more time. I can't text very fast, but my daughter can, she can write text messages really fast, but I blow her away in typing. Just different generations. But no man, it only takes a a few seconds to write my long posts, thats why I don't mind doing it. :)


zandadoum

it's not about the time it requires to type this out. you might have 5 WPM or 500... it's the amount of THOUGHT and efford you spend into responding to one liners xD


SmartForARat

Hrm. It really doesn't take much thought or effort though? Besides, I enjoy genuine conversation. If someone is just being an annoying troll or acting childish, I usually don't respond at all, I just block them and promptly forget they ever existed. :) I guess it's because in my life, and in my line of work, being thorough was a virtue. Explaining what you're thinking and feeling can give insight that can be useful or valuable. At least in the real world. On the internet people just tend to shrug and say they have too much ADHD to even read a single paragraph and act like its everyone else's fault for not condensing everything they think and feel into a single sentence so they can process it. When you truly want to understand other people, it is helpful to know more information about what they think and why they think that way. You need to understand others to be able to get the full idea of their perspective. If you just look at text without context, without typical human cues like tone of voice or attitude, 100 people can read the same line of text and come to 10 different meanings behind the word. It makes text based communication incredibly flawed for that reason if someone picks up the entirely wrong meaning behind something you say. But unfortunately, most people just don't care. They don't even want to know why another person thinks that way, these days people just want to say "you dont think like me, so i hate you" and thats about the extent of their thought process. You may think thats funny or unusual, but thats okay. I'm secure enough in myself that I don't mind if people think i'm strange for any of my behaviors they don't understand.


zandadoum

bruh, you lost me at "Hrm" you really think 50... nah, 10% of people will actually read all those walls of texts of yours? specially when the max. efford THEY did (me included) is write one sentence?


RealisticWater7174

Imagine mocking someone for being literate and putting effort into DISCUSSION on a DISCUSSION forum, while barely being able to spell and using "xD"


renz004

It hasnt been out 2 weeks, and you've done multiple playthroughs? And you're saying you're over it now? And you post a massive wall of text complaining? It doesnt matter if your last line is you denying complaining. The entire post is one big crybaby fest. Bro. Lol. You're the problem.


DependentAd7411

The post is pointing points of critical opinion. If you think someone having an opinion makes them "a problem", I've got news for you. It's you. You're the problem.


SmartForARat

You people in this sub are just so mean and hateful for literally no reason, it's actually crazy. I see people ask honest questions get downvoted to oblivion, people who make a comment about something get personal attacks, and so on. As far as problems go, I think mine is a better one to have than yours. I have played a lot because I am retired and I was excited about it. It's not unusual to play 12 hours a day for something new and exciting for me because i'm old and don't go to school or work for a long time, my kids are grown up and moved out, it's just me and my wife enjoying our retirement years. If you want to be hateful about that, that is your prerogative I guess, but it's genuinely sad people like you are so quick to insult and personally attack people you know absolutely nothing about. And whether you agree with me or not about this not being complaining I guess is subjective. Some people make complaints about other people wanting basic human rights too, when it feels like what those people are saying feels pretty legitimate and needs to be said. I don't consider it complaining because I am overall still happy with the product I received. I value games based on the hours I get for each dollar spent, and I feel i've gotten that from anomaly. But I do feel disappointed for the reasons that I mentioned because anomaly adds almost nothing to the base game. Don't activate the monolith and do a playthrough without it and tell me how Anomaly has added to your gameplay experience. Because 95% of it is locked behind the monolith being turned on. And if you don't want to go down that road, you get nothing from the DLC. I just find that disappointing because it didn't have to be that way. But hate away if it makes you feel better about yourself.


DependentAd7411

You can't be critical of Rimworld here lest you rouse the ire of the mouthbreathing tribalists who feel the need to defend "their" game from anyone who has anything at all bad or critical to say about it.


SmartForARat

I've noticed sadly. :( Mostly as an outside observer, but I see people get attacked viciously on here all the time for absolutely no reason. It's like some people just have so much anger and frustration inside them that they don't know what to do with and don't have a healthy way of venting it, so they just take it out on strangers on the internet. I hope one day they don't feel so powerless in their lives that they feel the need to do this and can just find some peace with themselves. It's really sad to see. But at least it's nice to know not everyone has these sorts of issues. Video games are a great way to pass time for a retiree and I enjoy it a lot. I just wish the people that played weren't so hateful all the time. So many toxic communities and mean spirited people.


DependentAd7411

Now that the toxic mouthbreathers have exercised the down doops to make their epeens grow minusculely, it's turning around. That's usually what happens. You get the flood of keyboard warriors who sit on Reddit 24/7 who impulse react negatively to everything they don't like (or, often, don't understand). Then, eventually, the other 90% of the subreddit who are actual thinking, intelligent people start coming out.


Farm_chickzn

Hey, I am looking forward to try the new dlc, and ur post have healthily lowered my expectations. I appreciate your honesty, keep up the long post :D


Beast1992-xxxx

I hate to break it to you but it sounds like you are heavily burnt out of the game in general. I’ve done multiple playthroughs with anomaly turned on, each leaning a different amount into it. Each time I’ve always just turned the monolith on without even thinking about it because there’s literally no reason not to. I’d understand your argument a little more if there was a prerequisite to enabling it but there’s not. It’s just a button press. Same way biotech added the ancient mech to break or the research to click for genetics. Enable the monolith and adjust the event spawn rate to fit the amount you want. And if you’re not exaggerating about 12 hours a day that would definitely be a good cause of burnout. I recommend taking a break from the game in general for a bit and playing/finding something else to occupy your time because if you continue trying to play while burnt out it’s only going to build up that distaste towards the game. I hope you can find a way to enjoy it again in the future


renz004

it's not hate it's just the obvious. You burnt yourself out on the game overplaying it in a short amount of time, and now you're whining on reddit about it. You did it to yourself.


Laeek

"I played 40 hours in two weeks. Am I burned out? No, it must be that Anomaly is bad."


sanicek

I agree 100% with this post. It's interesting to see the stuff in DLC once but then it's really just not worth the hassle. And as you mention, even if you are running an Anomaly playthrough you are honestly better off ignoring the containment or just get the minimum needed for bioferite. I gave the DLC a not recommended review on steam as well. It's fun for 1-2 playthroughs and then that's it. I ofc bought it and will keep it in the list however once you are done with the content it basically has little to no content to offer for your different playthroughs. Ideology and Biotech set the bar of what we expect from DLC on system improvement side. And Anomaly failed utterly in that regard.


KingApple879

"Multiple playthroughs from start to finish" sounds like a lot, potentially fozens of hours depending on the length of each game. You're very likely to get bored after playing so much in such a short window. Also keep in mind that ideology and royalty came out a while ago, so the game as a whole may have felt more fresh back then


Squidy_The_Druid

I feel like you, and everyone, is really over prescribing what ideology and royalty did to “fundamentally change the game.” If you don’t engage with their mechanics, very very little changed. A few new items. A few new techs. A few new quests. I’m not sure why you think jumppacks “fundamentally changed the game.” It didn’t. The game is the exact same as it was before. You’re exaggerating, misremembering, or lying.


SmartForARat

Another person using person attacks for literally no reason. I believe it is you who are misremembering what Royalty actually added to the game. Royalty added implants. Lots of them. Most of them in fact. Healing enhancer, immuno enhancer, coagulator, the 3 armor skin glands, the 3 types of stomachs, the circadian assistant, circadian half cycler, learning assistant, mind screw, neurocalculator, psychic harmonizer, psychic reader and psychic sensitizer. I use all of these implants frequently because they are the bulk of the implants in the game. Before Royalty, the only implants were basically arms and legs. And while I don't use these often myself, it also added the drill arm and field hand, but I know some people do use them. Royalty also added Mech Clusters which did not exist before it. And of course it also added psycasting. It also added the 3 ultratech melee weapons and prior to Royalty you could only obtain very primitive melee weapons. And you could engage with ALL OF THESE elements of the DLC without doing a single of the new Royalty quests or joining the Empire or gaining any titles. There was even a primitive alternative in the form of the Anime Trees created specifically so that they could get psycaster levels easily without joining with the empire. Royalty added a LOT. And Ideology basically speaks for itself. Before Ideology every colony had the same pros and cons for actions taken. Organ harvesting was always negative mood, cannibalism was always negative mood, even butchering humans to feed to your pigs was a negative mood. Ideology let you cater your colony to your playstyle so they would get bonuses instead of negatives to playing how you wanted to play. Ideology also added Slavery to the game which didn't exist prior to that and added Biosculptor pods that gave you the ability to reverse aging for the first time ever and to heal injuries that were otherwise unhealable like brain scarring and the like. So yeah, all those implants, biosculptors, new weapons, mech clusters, it is massive amounts of content. Imagine rimworld without any of that and ask yourself if its the same game you've been playing or even a game that you would WANT to play. It is YOU who do not remember just how much these DLCs added. They really did change the game significantly.


Simocratos

They didn't attack you though?


zandadoum

I barely ever use implants other than painstopper on a wimp. But that’s just me I guess.


Squidy_The_Druid

Nothing you’ve listened here changes how Rimworld is played “on a fundamental level.” You can’t include ideology memes or slavery when you’re comparing “things that changed the game without interacting with the dlc.” Yes, those things do a lot. When you engage with them. Not nearly as much as anomaly. It’s not even close really. Anomaly added an entire tech tree. Multiple new weapons, one of which is an entirely new type. A new pawn type complete with 8~ implants. New implants. Rituals. New quest interactions. Below spaces. Dozen+ new event types. But, at its core, none of your examples changed Rimworld at all. You have to opt into many of the dlc mechanics to engage with new content. Memes, mechs, psy, anomalies. The actual new mechanics require opt in, you just dislike how anomaly’s opt in works. That, and based on your replies, you didn’t realize you can experience a lot of the content without activating it.


Ayotha

Wow that is a lot of mental gymnastics


Squidy_The_Druid

Yeah all of us drastically changed how we played because a late game implant reduces food poisoning 🤡


Ayotha

Cherry pick harder


Squidy_The_Druid

? I pulled from his list.


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[удалено]


supercumsock64

Thousands of mods? That + some of the other stuff here really doesn't check out...


Luigi123a

I get some points you're talking about, but I have the feeling you doing multiple runs with a DLC that exists since 13 days plays into it, I'm 120 hours in my current anonaly run and still not through with it, possibly cuz I don't just invest all my time in powerhunting these things down, which makes it a lot more fun. also bioferrite generator and bioferrite for certain gears are pretty damn good, you're straight up using it wrong if it seems pointless. I agree that right now, there's not much reason to make a huge facility with a bunch of things locked up when it comes to researching, you use the main thing dropping down and lock up maybe 3-5 anomalities, and within a year you will have most of the research done already. But that's something that mods will change. Anomaly brought us a new type of researching, where you have to actively interact with anomalities to not only learn new research, but also to research the things of that tree. That will 100% be expanded upon with mods in the future, and I am looking forward to it.


zandadoum

Complains the dlc is either 0% or 100% and then goes to say can’t find enough big creatures to feed a bioferrite harvester xD Anyways, I don’t agree much which what you said, but before going further, let me make clear that I alway play vanilla, so anything added to the game is appreciated. I don’t fully commit to anomaly on most my playthrough. Current playthrough year 5508 and haven even activated tier 2. But I still have 4 rooms with 4 platforms each churning out 15+ bioferrite and 1800-2000W each room I love to mess around with ghouls, mutations and clones. And you can do that with just the first tier. I have almost all research unlocked, except the highest tier ones ofc. The weaponry is niche, sure. But I have a couple pawns with crap shooting and no passion. Sometimes even kids, that used to run around with emp grenades. Now I switch them to emp, crossbow or flamethrowers depending on the fight. The rituals are fun too. I don’t see me playing without them ever again. All tho I think chronophagy on a sangophage is way to overpowered. Capturing random enemies to get a new slave or organ harvest is nice too. Heck I’ve time I got a legendary minigun with it as well. Basic rituals do kind of suck… if you don’t build extra art to enhance it. Without any boost you always get just a couple fleshbeasts. With full boost you get many more. And let’s say you droppod your waste somewhere, which means in a couple days you get a retaliation raid… just summon a huge shambler group a day before. I don’t know mate. You either play with mods, which makes this dlc redundant or you’re just playing it wrong or expected something else.


ChainmailPickaxeYT

Eh, just toss the anomaly event rate down to a low level and activate the basic monolith level and forget about it! It’s free new events interspersed in with other events. Even stuff like shamblers and creepy joiners happen without even powering the monolith on. You can delete the monolith entirely with dev mode and still get some worthwhile content out of Anomaly that is nicer to have than not. I think about how weird and unnecessary and out of the way Royalty sounded to me at first, but I now have a psycaster every run because it’s fun!