Rimworld DLC Rundown - Anomaly
ฝัง
- เผยแพร่เมื่อ 8 ก.ย. 2024
- In this video we cover the fourth official expansion released for Rimworld. Helping you decide which DLC is best for you.
-----
If you'd like to see my full list of recommended mods to try, check out my Steam Collection here
steamcommunity...
-----
If you'd like to support me as a creator, you can do so at
/ mysteriousfawx
Every like, subscribe and comment will go a long way to getting me established on the platform, so many thanks if you've taken the time to do so!
-----
Outro music by Harris Heller (Streambeats) - Ambient Gold
• Ambient Gold - (Offici...
"We'll be taking a quick look-"
1:00:36 :Thousand yard stare:
"Anomaly isn't in that sandwich. It's the cookie you got to go with the meal deal" The best line to describe this dlc.
17:20 Darkness ignores any visitors, raiders and even your own pawns if they are in a mental state.
Now imagine accepting a 3 star quest of summoning raids on your colony, hoping that darkness will deal with them while your colonists can't. It's what I did🙃
I saw someone on Reddit that moved into the Pit when the Darkness triggered. Basically made them unkillable, haha.
If people complained that Royalty almost didn't add enough to be worth it, Anomaly may be almost too much content. Only almost though.
Lol yeah this dlc is so much to explorer and challenging but not so much that is just pure chaos
Open your door, Biotech is knocking
really I think I'm the only one who has absolutely zero interest in this DLC
@@jwb_666 it's like a huge modpack on its own that you pay for except I didn't and yeah the dlc is actually good better than Royalty and ideology in terms of quality of content but not on par with biotech
Revenant and metal horror definitely act as counters to self-sufficient fortresses.
Can't wait to see what the Vanilla Expanded team will add to this.
Whatever they add is most likely going to be useless or not worth the time. Sorry, those guys ran out of fun ideas years ago.
@@chainsawplayin Most L take I've ever heard, the Insector xenotype is my favorite race expansion they've done yet
@@chainsawplayin trolling or geniune stupidity call it
@@Dendoi_ how do you even play that I prefer Androids Race
Wanted to wait till the very end of the video before giving my own thoughts. While I do think the full range of the anomoly dlc isn't something I'm going to be eager to go into on every run, I think the additional productivity from the sleep surpresser etc. is so useful I'm going to find it difficult to go without now that I've gotten a taste for them.
And another thing, the summon pit gate ritual is getting used off cooldown as soon as I finish with the last one. One last thought, mechaniods are actually exceptionally useful in anamoly, the grue in the long dark event don't bother them and their ease of recovery makes them great for body blocking against the hoards of flesh monsters
Ambiet horror setting is amazing, as the anomaly events are very rare outside of deliberate void provocation. This allows you to recover and scale quickly, and not get stuck in the micromanagement hell of 500 metalhorror infections.
You dont get the ending, but it seems to be a minor part of the dlc overall. You get the vast majority of the content, just with more breathing room to enjoy the rest of the game.
17:17 Actually, you can ignore the long spooky nighttime. It will eventually go away on it's own.
I hadn't thought of it as an expansion pack. That's something worth thinking about...
i've been waiting for this one, baby! thank you for your hard work!
Anomaly is in a weird place from my perspective; I really like the grounded, post scifi feel of rimworld, going back and forth from chopping down trees and cutting stones to scavenging advanced spacer tech and trading with passing starships. I was already kinda uncomfortable with the Psycasts in royalty being a bit too 'magicky' for my tastes, so anomaly diving right in and adding crazy magic rituals and literal zombies is way past my limits for 'realism' lol. I do get that lore wise Archotech lets you break the laws of reality however you like, it's just not to my tastes. It does add some interesting context to Archotech; between its' emphasis on human psyche and prosthetics in base game and royalty, and the intense body horror it manifests in anomaly, my guess is whatever Archotech supplies most of the Archotechnology on the Rimworlds was originally created for medical purposes, with a focus on neuroscience and limb replacement, before it fell down the rabbit hole of machine godhood...
Currently own Royalty and Biotech, but my third will probably be Ideology, with anomaly only if I feel like trying it out for a run; from what I've heard, if you disable the insane magicalesque threats from anomaly and don't interact with its' monolith and cult mechanics, it adds very, very little to the base game (iirc it mostly boils down to the new flamethrowers and the serums appearing in traders inventories, as well as maybe some optional apparel). I don't like the idea of Ideology forcing every run to use itself to weird culty mechanics every run, so will probably turn the ideology system off when I'm going for non-cult normal playthroughs, but from what I've read it adds a lot of random niche features that are genuinely fun and useful outside of that (the ability to grow wood without soil, via bonsai trees and fibercorn, which would've been great for the sea ice run I tried recently; fine flooring that requires wood, which is cheap and would save a lot of stone cutting or cotton growing in many biomes; the ability to dye clothing and apply tattoos to characters, which is just great for theming colonies and building characters in character editor for fun themed ideas).
The earlier dlcs I've tried really felt like they blended into the base game, as if they'd always been there, and added a ton of vanilla feeling side options to things like gear, plants, prosthetics, etc. And it seems like Ideology tried to do that as well, at least from afar. Anomaly is the first one that doesn't seem to be trying to do that. Add that to the fact that I'm not looking for more challenge or stress in Rimworld atm, and I probably won't get it for a long time. I'm glad it exists though; watching youtubers play with the absurd, difficult, and downright evil content in the dlc in their challenge runs has been great and more then enough to justify its' existence for me :3
17:16 Small correction here. You can leave the noctolith structures alone. They will eventually collapse in on themselves after several days (was over a week for me). Noctols will occasionally raid your colony though. They are exceptionally fast and fast hitting in the darkness. Light up the battlefield. They experience 15% pain iirc in light, making wild ones easier to down when lit up.
This also makes them somewhat easier to recontain in a lit facility. It also makes them more likely to die when they escape as the consciousness debuff from pain can contribute to consciousness reaching 0%.
Loving the guide so far.
Probably overspoke a little with that line, was trying to state how dangerous it was one of mine lasted for almost an entire quadrum, which does indeed kill practically the entire map. Shouldn't have made it sound like it was a neverending event, just that it's a significant danger to colony survival due to how much it impacts.
There's an option before starting a new colony to turn off Anomaly altogether or dial anomaly events up or down without having a monolith on your tile. I have a colony where anomalies are set to 1% chance... but it feels like 1% in XCOM standards.
Aye, this Rundown was made before the first major patch that added in the configurable anomaly settings. This coverage is like playing on the Monolith setting.
Can’t wait for the modders to get their hands working on SCP’s ❤️
Bro whipped it out on top of the table with this one. Just clicked on it but the 1 HOUR of video says it all.
I honestly can't wait for my modlist to properly update - because this sounds like a treat.
Something to spice up the basic raids of people, bots and bugs.
Anomaly is the first piece of Rimworld content (mod or DLC) that I've actually avoided spoilers for, since it seems to be themed around mystery. Only reason I haven't dived into it yet is because there's also a couple VE mods coming soon that are specifically up my alley, and I'm waiting for those because Rimworld is a game that sucks up a lot of my time and I don't want to start a playthrough with the new content until I have those mods to experience for the first time as well.
So, I'm going to tune out of this one any time there are specific spoilers, and come back once I feel like I don't need to avoid spoilers anymore and want the extra info.
So much of this videos is spoilers! Can't blame you for skipping it until you've played it yourself. The majority of the fun I had was trying to work out how to deal with threats.
man, imagine doing an anomaly run using medieval overhaul
Thank god for this channel
You posted the video just in time for the game to get a new patch lol
I'll have to watch this later since I haven't finished Anomaly but I'll be back.
FEEL - I'm actually curious about that. Maybe you could mention your general feelings beside the objective narration.
That way we know how to shift the latter by the resonance of the former. It's obvious. :D
Thank you!
Really good essays on topics interesting for me.
Feel is bad as any kind of descriptive language because it covers a whole range of potential at a very personal level. 'the controls feel off' 'this feels unbalanced' 'this weapon feels satisfying'. OK... It feels that way... But why?
It typically takes me longer with a game to dig deep enough to see if those feelings are because something is a new experience, so maybe adjustment time or novelty, or actually something in game that can be better described outside of just a feeling.
A lot of Anomaly was novelty, that 'feeling' of enjoyment quickly fades because once you learn the tricks, it's a bit of a gimmick. It's why I think the cookie analogy works well for it. You don't necessarily want it every time otherwise it could become boring.
i think ill love anomaly more if im not the one that have to do the scp stuff every playtrough
just like royalty this yarns for a vanilla faction expanded "the foundation" and a vanilla factions expanded "cultist" the cultist would naturally try to increase the monolith power without my resarcher havin to stop researching to mess with it and the foundation would act like a ally i can call if a flesh pit show up in my lawn, and i can do quest for either to get them in my favour, like send my pawns to act as a recon force for the foundation to counteract that time i sell 30 bioferrite spears to a tribal weapon trader and got them mad cause i aint suppose to do that
I'm not sure how to feel about this since I haven't played it yet but it's off how people weren't happy about this being horror themed but this is surprisingly very rimworld.
My best friend had the right idea, I sent her the trailer and she got excited and said "the stories are gonna be crazy!! Please get this and tell me everything" while she's not a player herself, I've always shared Rimworld stories with her so she knows how chaotic things can fly out of the players control and that... Is the purpose of this DLC to me. I usually have power fantasy mod list... Ntn I have can combat these lol
Ill probably wait for some mods to get updated to really start digging in. I did a vanilla start, Play it until getting the revenant. Managed to deal with the first one. Half a season later second revenant shows up eating pawn with the best shooting. Then i got hit with a flesh beast raid. Pretty much got wiped. 10/10 would try again once run & gun got updated
Can you do a rundown (or even a comparison) of Combat Extended, Yayo's Combat, CAI-5000 and Vanilla Combat Reloaded?
Jeeeeesus thats a hell of a list, haha. It certainly is a video idea though, comparing them side by side rather than doing a standalone Rundown for each. Huge project though, I'll make note of it, I like the concept.
The Death Pall can also bring back corpses of the monsters as well
Bout mid way started thinking, Anomally is like a SCP mod for Rimworld. :)
I’m really missing time stamps! Really appreciate the video, though. Very extensive. ❤
Apologies! The timestamps for this Rundown don't really work because some explanations require knowledge from previous sections, it jumps around a fair amount and it left the information a little fragmented.
It was the 'safest' way to write it without spoiling mechanics for players that wanted to avoid specific entities though!
Been waiting for this!
Will you make the biotech rundown next?
Biotech script and VO are done, it's a lot of footage is all. There have also been a couple of smaller releases that could really do with a quick bit of coverage too, like Pawn Editor and Biotech Expansion - Insectoid. As a rough guess I'd say it'll be released on the 29th?
at 53:50 the mask also increases sensitivity by some amount.
Just messed around with that as it's strange it doesn't mention it on the item panel, it's the bioferrite itself. The mask isn't what adds that 10%, it's any item made from bioferrite that boosts sensitivity by 10%. So you can wear Bioferrite Plate Armour too. Neat.
my man, awesome video🫡
A little unfortunate that the game updated just as you released this with some tweaks
Not watching cause I wanna experience it but comment for algorithm 👍
Nice one! Can you do a rundown of Biotech too?
It’s coming on the 29th
There is not a lot of mods that need Anomaly, so if you aim for mods and just want 1 dlc, Anomaly isnt worth it
Actually devourer and revenant are not that dangerous. Both have the same weakness - fire. If they catch in fire they will stop chewing/hypnotising pawn. Also the underground map has tons of steal/components/etc nodes, so you can mine some before killing boss.
I enjoy this dlc, it realy get me into paranoia with "strange body", but the sad thing is on second play with knowledge of what to do with each anomaly there will be no "mystery" or "horror".
Maybe mods will make mechanic to make each play with new list of anomalies(we have 100 anomalies in list and take randomly 20-30 of them, so the player would not know what he can meet and will always have that "paranoia"), but it is just my dreams...
Definitely one of the big issues with the DLC is that it works well because of the 'unknown' element. As soon as all of the counters are known, it quickly loses a big part of it's impact.
VE has a whole series of mods lined up to overhaul/add new entities, hopefully that'll go some way in keeping it unpredictable.
Revenants fire weakness is gone with the latest patch... No more breaking hypnosis that way!
@@MysteriousFawx oh no... well it is how it should work, no way to stop it, only kill
you gotta make a video for the VFE Medieval
When it's released as 2, aye. A few of the older vfe mods aren't being supported anymore, medieval is one of them.
what mod allows you to put walls on mountain rock? It's annoying to do since I have to micromanage it all.
Replace Stuff, just make sure you checkerboard it if the room is 13x13, otherwise you can potentially have a roof collapse if you get unlucky with how fast some of the pawns will work.
Anomaly is disappointing. It just feels so extremely disconnected from everything else. Every single of the DLCs added core, gamechaning mechanics. Anomaly is its own disconnected entity that does its own thing. While its fun first two runs or so, it can get annoying and tiring to see same events play out the same way. Expected something that would actually shake up foundations of the game. Vanilla Expanded team did a better job than this DLC. Considering they added an entire framework for vehicles, overhauled Insectoids and so much more.
Aaa can u calm down a mad goule?(How)
Feels no pain and immune to psy effects, so generally speaking.... nope. They're designed to fight until they die, its why the resurrection for them is quite cheap. You could always use VE Non-Lethal though and hit them with a tranq rifle.
Umm did I miss the biotech dlc rundown
Nah, Biotech is just longer than Royalty and Ideology and I wanted to get Anomaly out as it was something I was playing a lot after its launch, made sense whilst I had the footage and was exploring all of the mechanics to cover it.
@MysteriousFawx ok the only dlc I could comfortably learn to use on my own was biotech you have helped me understand the other 2 dlcs before it, I was hoping to see your breakdown on biotech next, I wasn't expecting you to do anomaly first bur regardless I'm still excited for your breakdown on biotech and I appreciate the breakdown on anomoly
Day 2 of asking for a mod rundown of VOID
It'll be a while. VOID is massive and my thoughts aren't entirely positive around it. I'd rather put out positive videos than ones that might be divisive... At least until I have to, haha
Hey the golden cube is not that bad
Biotech please 😢
It's on the way, Anomaly coverage was more important.
Overall I think this is the worst of the DLCs the way I see it the others you can use bits and pieces from each DLC in your game but Anomaly is all or nothing. I think they really shouldn't have put wasters and the vampire sub type in the last DLC so they could have dropped them in with this one since thy are a spooky thing that would add abit more of the use what you like aspect of the rimworld sandbox philosophy. *rant over* good video thumbs up
Timestamps please btw
There is quite a lot of back and forth in this video, timestamps don't work as well for it as they did for say, psycasting or mechanoids. Everything is intertwined and refers in the video.
Entities are annoying to fight. Tiny little shits overwhelm even a strong melee pawn. Combat already takes forever let alone the loss of limbs.
DIPLOMACY next tynan. Its whats most necessary
He talks about Dark Souls and plays a Bloodborne clip. Zero out of ten. Absolutely unwatchable.
/j