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Revenants are inarguably one of the easiest fights in the game. Metalhorrors are a slightly tankier scyther. Just don't scare yourself into helplessness and the dlc is very enjoyable.
Edit:
Revenants replace an entire raid and are a singular enemy that can't attack but instead incapacitate one person every day or two. They take a lot of damage from fire, have 2x stun duration, and get wrecked by turrets. If you have any form of stuns such as emps, the stun psycast, or the flares from the dlc, you can lock them down permanently and just kill them. They're the rough equivalent to a centipede, so anything you'd bring to a centipede fight works on them.
Metalhorrors Very slowly spread through your colony. They primarily spread through medical tending, medical operations, warden feeding, sleeping with a partner, and melee combat. Normally it can take weeks or seasons for one to spread to someone else, but it can be as long as years. You can either wait until you have the 3 flesh the game says you need to catch them and perform a medical check on them, or if you have an idea of who it is based on where the flesh was found (IE: It was in the workshop and you only have 1 crafter who goes in there) you can arrest them and set them to be interrogated. Once they pop out they're basically just a scyther with slightly more health. They're very weak to melee and stuns.
do traps work on revenants? my base has 1 entry and its setup with turrets and traps and a maze. would i need to physically target it or will it just hover over my traps if i dont?
and metal horrors just spawn in or can i attack them before they infiltrate
(thnx btw i didnt think anyone would respond)
they are less about how strong your colony is but how well you can manage colony logistics. anyone could carry the metalhorror and if its a pawn that handles meals or medical you could be at risk of them spreading.
didnt have revenant yet but going by how sightstealers work traps might work as long as they are visible.
Metalhorrors cannot spawn into a map normally. The most common way for them to appear is from outsiders coming onto your map already infected. Guests, wild men, drifters, etc. all have a chance to be infected when they first arrive. Otherwise a colonist can be infected by them when hypnotized by revenants or attacked in melee by fleshbeasts. They're honestly incredibly rare though and you likely won't see them for years at a time. Don't worry too much about infected units, they will almost never spread to your colonists unless you've set them up as doctors or wardens.
It is pretty funny to have a guest show up, get ambushed by raiders, die, and a metalhorror pops out and start fighting the raiders for you.
For the most part having a few good melee pawns will thrash anomoly and a bit of fire helps too. No single catch all though as that's the point of the dlc. Something like a rev needs emp or psicasts instead of fire
Revenants can be unpleasant to deal with, it's true - especially if your colony is small. You probably won't see them early on in the playthrough. They enter the map secretly and while invisible. You get an alert to say they're hunting one of your colonists and they turn visible, if you have proximity alarms you will get warned even sooner. They move toward the target colonist, opening doors etc, and then take a few seconds to hypnotise the colonist, then they run away staying visible for a short while. While they're visible you can attack them, they're weak to fire, emp and stuns. 5+ colonists with decent weapons (chain shotgun, charge anything etc) can probably take the revenant down before it runs away.
That can be stressful and your people might be too far apart or caravanning to intervene and kill it in time. If it survives the initial hypnosis then your pawns can follow its "footsteps" while it's invisible, then use aoe to reveal it (or flares or emp). You can use proximity alarms to track it down/triangulate it's position. This is kinda hard imo.
If you still can't find it it will attack again, this time if you fail to catch it your people can hear it. So you draft your people and move round the map "listening for it". So it gets a little easier to find it.
Each time you get a decent window of time to dps it down, it doesn't regenerate between sessions, so consider each colonist you have as an extra day to find it. With a small colony this is nerve wracking. This a larger colony (6+ people) it gets relatively easy. My first one I killed before it even hypnotised the target, second one I killed as it was escaping (half of my best colonists were on caravan), I let the one after that escape so I could test my alarms and hunt it down.
It is hard to kill compared to a pawn but similar to a mechanoid (weaker than a centipede imo).
It's fun though and a good challenge, totally different from other you would encounter in rimworld. The closest experience to this I had before anomaly was the star vampire in rim of madness - you're warned its coming, it's invisible, you draft all your people together to keep them safe. While it (revenant or rim of madness star vampire) is on the map you keep your people close together in case of attack. It changes your routine and I think that's a good thing.
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Metal Horrors are insidious and make you paranoid. Someone who joined your colony is infected, you find a clue warning you that someone is infected. You study the clue and learn how to detect the infection. The infection spreads via cooking, surgery (and kissing??). This could lead to a key doctor or chef infecting everyone, especially if you continue without doing anything (again you need to change your routine). Over time you become less trusting of new joiners; new recruits or arrivals don't get to cook or do doctoring. That is the "worst case" scenario for metal horror infestation.
Most of the time the metal horror arrives as a raider, the raider is killed during the raid and the horror is revealed, then dies the same way the raider did, not exciting - but it is a good reminder that they're out there and could come at any time. Sometimes some weird person turns up, you arrest them to change their ideology or make them cleaners, then you find the metal chunk, interrogate/inspect them and the metal horror reveals itself.
Once revealed the metal horror injures the host (incapacitated, 6 hours to live-ish) and begins attacking your colonists. It's similar to a scyther, armoured but not too hard to kill. Hard to deal with early game but you'll likely only encounter it later into the game when you're equipped to deal with it. You kill the horror, tend to the injured ex-host and you're ok. It can spread via melee combat but it seems rare to me, if you're unsure have a trusted, unexposed pawn do an examination on the person who was attacked.
Honestly it's fun, like "The Thing" movie. It changes your routine, it forces you to only keep trusted pawns for certain tasks. They new guy who turned up with glowing red eyes and an unnatural twitch probably shouldn't be trusted in the kitchen... It also means you switch to nutrient paste or you only buy food during a suspect horror infestation.
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Other notable "annoyances":
Sightstealers can attack wave after wave, it can be a major threat, it can take you by surprise, especially because the first encounter with them is trivially easy. When it happens get everyone together, take whatever drugs you need and treat it like a major raid. When they're nearly all dead there is the danger of another wave coming. If you struggle consider calling allies etc.
Devourers can gobble up pawns, they can come in fairly large numbers (and can jump through embrasures). You need to kill them fast before they digest your pawns. If they attack in a large group and outnumber you it could be a big problem. Use animals so they waste their bite attack, use fire to make them throw up. They are killed fairly easy by traps and turrets. I hate these guys because I like a small colony of beefed up melee people.
Fleshmass spreads across the map. It can cause lag if you let it get really big. It's a good event though, like you're fighting a wave of living flesh.
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Don't be put off by all this, anomaly is fantastic. Well worth the money. I doubt you'll play it every playthrough going forward but for a few horror playthroughs it's superb. It tells good stories and forces you to change how you play.
You get a bunch of tools to deal with these new nasties, it can feel like a horror movie at times: zombies trying to break in, sight stealers appearing all over the place, the drafted squad of pawns hunting the sneaky revenant. Absolute highlight for me was entering the flesh pit for the first time with all my people, the boss thing down there felt like doom or something.
All of anomly, even the final mission is much easier than the base game.
People are just crying over these 2 in particular because killboxes dont handle them.
The only complaint I have is that the shambler assault, a very specific shambler raid type, has the shamblers target your pawns and all colony animals. and they break any and all walls between them and their target.
So while your busy fending off a large number of undead busting down your walls half of the raid is going for your farm animals and killing them all.
But this is the only time anything will target your livestock.
But the revenant and mental horrors are the 2 favorite events of mine in the DLC. Simply because they arnt just another raid. I am disapointed that the metal horros just turn into another melee attacker tho. I would much rather you have to imprison the pawn and give them an antidote or somthing to solve their condition instead of just having another fight.
** Minor spoilers **
Now, one thing I have taken so far from Anomaly (and I haven't played a huge amount) is how relentless it can be. While I can deal with a lot of raiders at times, with anomaly and the dark creatures it's just even after event, after even and sometimes several at once (a raid during darkness...). At times I am forced to go out of my secure compound to secure, apeasse and research entities, at other times I cannot go out at all because of darkness and other events. Then there are the pits, the growing creeper thing...
It totally messed up my comfortable gameplay and it's been great. I'm being forced to change my entire approach to the game, revise my tactics too. Also been forced to change my mods due to some not being updated and that brought me to find new and interesting ways of playing.
So in a way, it's become more interesting and harder to me. Obviously some results may vary, but I've been having a great time (except I haven't been able to put in that much time into the game).
I couldn't understand why people were saying a lone Sightstealer had instantly wiped out their entire colony, or how a single metalhorror killed 20+ colonists in a fight, or a fleshspike tore through an entire firing line. These enemies are pitiful and will lose in a 1v1 against your colonists.
The reason? Mods. Mods were making these enemies attack hundreds of times per second, fire off dozens of spines per tick, etc..
Who knows what other weird interactions were happening that weren't getting as much attention.
I disagree with you saying that just on the ground that a lot of people use mods, so the actual gameplay can be totally different.
Anything that kills melee is good. Stun, Blind, etc etc. Especially Stun. If you have multiple casters of it, almost all of the Anomaly events are easy. Even a single caster can wreak havoc.
Turrets and mechs work exceptionally well for the same reason. Most of the mobs are melee types, with a couple exceptions, but even the exceptions have limited range, so your turrets and mechs can get a fair amount of shots into them before they get in range to attack.
If you plan to hit Anomaly as soon as possible, just make sure you have either one and you'll be fine. Have plenty of wiggle room even if you don't because the events are only really dangerous during the early game. Once you hit mid-game, they are fairly easy to deal with. I haven't finished the Anomaly ending just yet though, so I'm sure it has a couple surprises for me there.