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And it seems like the new anomoly stuff will trigger after you "Piss of some super intelligence" (so for playthrough's where you don't want to deal with it, it sounds like you simply don't have to trigger it and will likely have some additions from the DLC that aren't bound to that stuff regardless).
Like I do not use titles or psycasts in most runs, but I don't disable Royalty because there are useful things it adds. Worst case I imagine I would be disabling some Anomaly events in my scenarios if I don't want those elements in a run, things like flamethrowers and crossbows might always be fun to have though. We need to know more though, the "monster lab" could be a useful progression system similar to genetics, perhaps we can have undead drones doing work for us similar to mechinators or dryads. Or it could just be used to solve the problems added by the DLC and be otherwise useless content. I'm definitely on the fence right now.
You're right -- that's why I never do mechanitor play through. It's not appealing, and I'd guess most players avoid it. If they tracked stats on the game, I bet you most people who play rimworld, never do a mechanitor play through because it just changes the game too much and the level of complexity involve isn't that appealing to average player base.
I'd suspect most players will find the new DLC frustrating and specific type of kill boxes will be more necessary than ever to deal with new threats as weapons are often not good enough.
A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
give me a The thing movie vibe :)
That's the intention, yes. Have you read the blog post?
“I wanted to give players new kinds of emotions they haven’t encountered before in RimWorld. We’ve explored feelings around dramatic combat tension, family warmth, problem-solving and many more. Now I wanted to provoke new emotions - dread, psychological tension, suspicion and mystery. The horror theme unlocks a new emotional landscape for us to explore."
Not likely.
Personally, I think I'll work on rebuilding my post-1.5 mod list first and then trying it out later.
There will be a huge loadout from biotech to anomaly by taming monsters and stuff. There will be more warcrimes, more blood, more fun.