RimWorld

RimWorld

Nox Tenebris Mar 13, 2024 @ 10:18am
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Anomaly (new DLC) Changes the Game Too Much
Every DLC has made solid improvements to how the base RimWorld plays. Royalty added super powers (the "eh" DLC), Ideology made improvements to how a colony functions, and Biotech made improvements for how pawns function, grow/ evolve, and also some mech stuff.

Anomaly, however, feels like RimWorld is trying to be a completely different game. It doesn't really improve, but add. In the end, I feel like it is gonna be the one DLC that I have to decide if I want to tick on or off at the start of a playthrough since it seems like such a dramatic change, which I'm not a fan of.

New DLC should elevate the existing game, not entirely change it.
Originally posted by Thundercraft:
Compared to Royalty or Ideology, Biotech was a massive DLC that added a lot of stuff that appealed to a variety of playstyles and preferences:
(*) Children for those who wanted family orientated colony gameplay
(*) Mechanoids for those who wanted robots
(*) Mechanitor for a mad scientist experience
(*) Vampires for those who love them
(*) Xenogenetics for those who wanted furries and other races
(*) Gene modding for those who wanted to create their own genetic abberations.

From what we know, Anomaly seems incredibly niche and it does not seems to offer nearly as much content.

Consider, too, that the gap between each previous DLC was roughly 12 months. This time the wait will be about a year and a half. I think part of the negativity in comments may be that the hype had been building up for a while. Since we waited for longer than normal, players may have been expecting to see another big DLC with a wide playerbase appeal, similar to Biotech.
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Showing 1-15 of 166 comments
Garatgh Deloi Mar 13, 2024 @ 10:20am 
Well i would argue that mechanitors does the same thing if you choose to use them.

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).
Last edited by Garatgh Deloi; Mar 13, 2024 @ 10:21am
Index Mar 13, 2024 @ 10:26am 
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That's a lot of whining.
Astasia Mar 13, 2024 @ 10:30am 
Thematically, I could definitely see people deciding not to play with elements of the DLC for many if not most playthroughs. Mechanically, I think we need more than a surface level overview to decide.

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.
ACS36 Mar 13, 2024 @ 10:31am 
Originally posted by Garatgh Deloi:
Well i would argue that mechanitors does the same thing if you choose to use them.

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.
Last edited by ACS36; Mar 13, 2024 @ 10:32am
Pumpkin Mar 13, 2024 @ 10:34am 
i read news about this new DLC and this part :

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 :)
Harduk Mar 13, 2024 @ 10:35am 
simply kill the gods with CE
fitznorway Mar 13, 2024 @ 10:36am 
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I mean, okay, dont buy it.
Doot Mar 13, 2024 @ 10:37am 
Originally posted by ACS36:

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 love mechanitors, they're one of my favorite ways to play. To me it's all about theme. Someone who implants themselves with devices to control biomechanical robots makes sense to me in the universe RimWorld has built, flesh monsters and undead occult stuff does not.
Veylox Mar 13, 2024 @ 10:43am 
A whole bunch of words that mean nothing, this thread.
Kleme Mar 13, 2024 @ 10:47am 
"Anomaly, however, feels like RimWorld is trying to be a completely different game."

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."
Astasia Mar 13, 2024 @ 10:58am 
At least maybe people will stop asking for z-levels now.

Not likely.
Steelfleece Mar 13, 2024 @ 11:19am 
I'm going to hazard a guess that this DLC will be a bit more on the 'optional' side than, say, Biotech. More along the lines of Royalty or Ideology. Can take it or leave it.

Personally, I think I'll work on rebuilding my post-1.5 mod list first and then trying it out later.
MadArtillery Mar 13, 2024 @ 11:22am 
Certainly a curveball. The Flesh That Hates was not what I was expecting. Should be quite lively, I've been playing with some of this style of stuff for a bit now through mods and it's been pretty cool, quite invigorating. Think I'll enjoy the wild side. Also saw flamethrowers and that is always a win in my book.
Last edited by MadArtillery; Mar 13, 2024 @ 11:23am
8faiNt ı♣ı Mar 13, 2024 @ 11:24am 
This dlc is fine and the content is good. BUT we needed better diplomacy options.
trashoras Mar 13, 2024 @ 12:02pm 
I will jugde the expansion after seeing and playing it by myself. At first the choosen szenario seemed a bit underwhelming but reading again and thinking about it made me more confident, that this will be a nice addition to this game.

There will be a huge loadout from biotech to anomaly by taming monsters and stuff. There will be more warcrimes, more blood, more fun.
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Date Posted: Mar 13, 2024 @ 10:18am
Posts: 166