RimWorld

RimWorld

Rimworld Anomaly, hows the DLC?
Last time I played the game actively was before the Biotech DLC. Played a little bit of Biotech now, feels pretty good so far. Anomaly though, Im not sure what it adds other than making the world a tad bit more dangerous with creatures you have no business seeing wandering around. Is it a DLC worth getting? how many mods that are made involving this?
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Showing 1-12 of 12 comments
Veylox Aug 24, 2024 @ 6:32am 
More content than Biotech for sure. Not necessarily more dangerous, just way more varied. Pre-Anomaly raids feel like the same thing every single time, raiders walking in a file trying to get to you. Every single anomaly event tries to be unique in some way, with some new mechanic. Everytime something new comes up, you WILL be surprised by the way it's trying to kill you. Some of them do get old eventually once they're not surprising anymore, just like regular raids do, but overall they make the game more diverse. You get more overpowered too, it's like a continuation of biotech in that regard, there are a lot of ways to make your pawns and defenses absolutely godly.

Anomaly has an entire separate research tree that will unlock you several techs with every node, some of them forgettable, some of them game-changing. It's a DLC split between adding a lot of events and adding a whole lot of ways to improve your colony.

There aren't a lot of mods tied to it. I've seen maybe 4 or 5 mods around adding new anomalies, if you get them all you might have like +20 events overall, but they're a little samey. The anomalies expected mods specifically just boil down to giving an annoying effect to some item and calling it an anomaly, which is underwhelming/annoying and will dilute the pool for no reason

So far the best anomaly-looking mods are still the ones made BEFORE anomaly came out, like cosmic horrors or the army of fetid corpses
Last edited by Veylox; Aug 24, 2024 @ 6:38am
Kasa Aug 24, 2024 @ 6:39am 
I'm with Veylox on this one.
I like that Anomoly exists and glad people are enjoying it but honestly the best version of Anomoly events and content was the stuff that came out before Anomoly.
Veylox Aug 24, 2024 @ 6:44am 
To be precise, Anomaly is better than these two mods (mainly because Anomaly is balanced and these mods aren't), but these two mods are much better than mods that use Anomaly as a framework
MadArtillery Aug 24, 2024 @ 7:26am 
I'd say my enjoyment of it was really high the first time I played with anomaly and now my opinion is just middling. Raid variety is good but they really didn't do much for the whole Entity Containment thing. Doesn't matter what you have locked up outside of bioferrite generation. Anomaly research tends to finish so fast I'm not even studying them that long. Kinda weird storing ordinary prisoners is more interesting then storing anomalies. Lock em in a room and forget about them, get free resources. It does have some cool ones that actually are interesting and will require you to think about them more or even inspire a bit of panic during containment but since that is pretty rare it's more a glimpse of potential greatness then greatness.

Overall the underground mining opportunities are my favorite part, engaging way to harvest resources, far more interesting then long range or deep drills. Find some pretty rare loot sometimes keeping it relevant. More of this type of engaging and rewarding content would have been nice.

The rituals are pretty cool too, if not all useful, way better than ideology rituals. More ways to summon things to kill raids is a lot of fun and you'll never lack for prisoners.

Guns are good, craftable insanity lances very good, stacking self ressurection on people is spectacular, ghouls are cool, necromancy busted.


Ultimately you'll certainly be very powerful with the dlc but i find the core of it that unlocks all the fun stuff a little lacking in unique enjoyment which does bring the dlc down a bit. I'd put it bellow royalty but above ideology for gameplay. Very combat centric dlc.
Last edited by MadArtillery; Aug 24, 2024 @ 7:30am
Overlord Mickey Aug 24, 2024 @ 7:50am 
I absolutely love it. I love the look/feel/gameplay of the monsters and how it shakes things up from normal/breacher/sapper/siege/mech raids so much. Most of all especially with void provocation it adds so much you can do and really minimizes downtime. Which is why I usually quit my colonies at midgame when I'm just sitting around waiting for something to happen.
doggosuki Aug 24, 2024 @ 8:27am 
It is fun if you play using it blind, after the first game with it though it gets it a bit tedious
The Face Aug 24, 2024 @ 9:32am 
Good for one playtrhough. And then set to low on ambiant horror after that. System wise some of the rituals are fun, but a lot of the events are fun ONCE. Like cube or metal horror.

Was a fun experiment but hopefully we return to biotech levels of systems and such
Last edited by The Face; Aug 24, 2024 @ 9:33am
Trevor Drakenor Aug 24, 2024 @ 5:56pm 
Originally posted by MadArtillery:
I'd say my enjoyment of it was really high the first time I played with anomaly and now my opinion is just middling. Raid variety is good but they really didn't do much for the whole Entity Containment thing. Doesn't matter what you have locked up outside of bioferrite generation. Anomaly research tends to finish so fast I'm not even studying them that long. Kinda weird storing ordinary prisoners is more interesting then storing anomalies. Lock em in a room and forget about them, get free resources. It does have some cool ones that actually are interesting and will require you to think about them more or even inspire a bit of panic during containment but since that is pretty rare it's more a glimpse of potential greatness then greatness.

Overall the underground mining opportunities are my favorite part, engaging way to harvest resources, far more interesting then long range or deep drills. Find some pretty rare loot sometimes keeping it relevant. More of this type of engaging and rewarding content would have been nice.

The rituals are pretty cool too, if not all useful, way better than ideology rituals. More ways to summon things to kill raids is a lot of fun and you'll never lack for prisoners.

Guns are good, craftable insanity lances very good, stacking self ressurection on people is spectacular, ghouls are cool, necromancy busted.


Ultimately you'll certainly be very powerful with the dlc but i find the core of it that unlocks all the fun stuff a little lacking in unique enjoyment which does bring the dlc down a bit. I'd put it bellow royalty but above ideology for gameplay. Very combat centric dlc.

There is underground mining? now this... this one sounds pretty good to have. Come to think of it... how come this isnt part of the base game to clear out insectoid hives? you know... stop them from popping out of the ground every now and then for good when you "Drill too much."

The anomalies though... can they be killed? I heard them being compared to SCP, its going to super annoying if they dont die like everything else in the rim.
Kasa Aug 24, 2024 @ 6:37pm 
@Trevor Drakenor

They die normally, as for the underground mining it only happens with 1 event not something you can do normally and it's incredibly tedious.
Last edited by Kasa; Aug 24, 2024 @ 6:39pm
BingusDingus Aug 24, 2024 @ 6:39pm 
Not very good. It's very linear and what it does add is painfully shallow and kind of boring. Because of how much it changes the way the game is meant to be played it's more of a total overhaul than an expansion.
It's alright for a single playthrough, but not particularly great.
MadArtillery Aug 24, 2024 @ 8:58pm 
Originally posted by Kasa:
@Trevor Drakenor

They die normally, as for the underground mining it only happens with 1 event not something you can do normally and it's incredibly tedious.
Well you can summon em whenever you want, throw waste packs in, light em on fire and keep throwing wastepacks on the fire to clear the caves easy if you're feeling lazy. Or just have a pair or trio of melees handle everything, usually aren't hard and can load up on archeotech parts and mine all the usual materials. Don't forget you can click the rope to caravan select materials to take out. Not sure what is tedious there.

Anomalies all killed by the usual means. Some are objects not monsters so need different methods for that. On average an anomaly raid is easier then a normal raid but has unique quirks to catch you off guard.
Last edited by MadArtillery; Aug 24, 2024 @ 9:08pm
ACS36 Aug 25, 2024 @ 3:10pm 
Originally posted by BingusDingus:
Not very good. It's very linear and what it does add is painfully shallow and kind of boring. Because of how much it changes the way the game is meant to be played it's more of a total overhaul than an expansion.
It's alright for a single playthrough, but not particularly great.

This is an on point review. IF you're looking for some novelty in rimworld then biotech offers that... at first, but once you discover what it has to offer it doesn't enhance the game in a meaningful way.

It should have never been released in my opinion. It's far too specific and kind of misses the point of the game. The worst DLC's of all the options available.
Last edited by ACS36; Aug 25, 2024 @ 3:11pm
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Date Posted: Aug 24, 2024 @ 6:16am
Posts: 12