RimWorld

RimWorld

Is it possible to change Anomaly options mid-game independent of the storyteller?
Perhaps I wanted to increase the threat level, after getting settled.
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Showing 1-7 of 7 comments
Triple G Dec 19, 2024 @ 5:51pm 
The storyteller settings enable You to change the threat scale - and the anomaly settings allow You to set how likely anomaly threats compared to the "normal" threats are. I´d wish for another slider, to enable from which factions the threats should be pulled from, so You wouldn´t necessarily get 12 mech threats in a row - while now, playing with phoebe - it seems to be a bit more balanced, as there are less threats to begin with, most of which come from quests which i accept.

The only thing You can´t change - i guess - if whether it´s ambient horror or with monolith, as it wouldn´t spawn a monolith on the map...

Else interacting with the monolith is how You increase the threat level. You can leave it alone, or advance it. And then You even have rituals to provoke threats.

So i´m unsure what You mean.
MadArtillery Dec 19, 2024 @ 5:52pm 
Doesn't look like it. It scales off raid points already, certain events can't happen before certain threshold of either population or raid points. If you have monolith on you can just set a low frequency before touching it and high after. Getting sightstealers or flesh beasts early on is easier then the human equivalent.

Do be aware the anomaly settings are frequency, not threat scale. Nothing about the anomaly settings in set up effects how hard the anomalies will be. Scale the same as human and mech raids.
Last edited by MadArtillery; Dec 19, 2024 @ 5:54pm
Triple G Dec 19, 2024 @ 6:13pm 
Imho the shightstealers, shamblers, or fleshbeats are about the numbers. They´re like certain manhunter events, which You just couldn´t deal with without a proper defense, as Your armor and equipment and skills don´t matter much, when You´re surrounded - given how armor works in the game, which means You most likely always take damage from an attack, as some "normal" pants has like a 2% chance to do anything - if You use leather. Speaking of manhunters and "realism" - the ginuea pig caused a scar in Your left eye, paw attack, and the only way to reliably prevent it is to wear a legendary cataphract helmet...

But the DLC also provides a weapon to deal with all that: the incinerator. Sadly it requires anomaly research...
MadArtillery Dec 19, 2024 @ 6:19pm 
Originally posted by Triple G:
Imho the shightstealers, shamblers, or fleshbeats are about the numbers. They´re like certain manhunter events, which You just couldn´t deal with without a proper defense, as Your armor and equipment and skills don´t matter much, when You´re surrounded - given how armor works in the game, which means You most likely always take damage from an attack, as some "normal" pants has like a 2% chance to do anything - if You use leather. Speaking of manhunters and "realism" - the ginuea pig caused a scar in Your left eye, paw attack, and the only way to reliably prevent it is to wear a legendary cataphract helmet...

But the DLC also provides a weapon to deal with all that: the incinerator. Sadly it requires anomaly research...
Manhunter is indeed a good way to look at them as sightstealers in particular, like manhunter, can't open doors and won't attack them. You can keep pet sightsealers outside a wall around the base to weaken human raiders as long as you want if you don't have much reason to leave. Selfsame doors also core locations to deal with hoard enemies, 1v3+gunners regardless of enemy count is very very good. Main reason insects are worthless in combat unmodded.

The actual downside of incinerator research is it requires precision rifling which is super annoying and always the bottleneck preventing me from getting it. Even with difficulty penalties applied to anomaly research for the 80% efficiency it tends to go pretty fast. Psicasts the real mvp for anomalies though. Stun(lvl1) or vertigo pulse(lvl3). Well worth getting a bunch of lvl 1 casters to fish for stun if you go really hard on the anomaly frequency.
Last edited by MadArtillery; Dec 19, 2024 @ 6:25pm
Triple G Dec 19, 2024 @ 6:41pm 
I for myself rather start with the monolith enabled, but i actually don´t activate it till i want to do exclusively this - and then basically rush through it, maybe with a 100% chance for it being an anomaly threat. It´s imho more a "let´s get over it" DLC, with few additions which are helpful in any playthrough. And the problem is that these threats would more or less always play out the same in any playthrough, while You know beforehand that the game would preferably pull the threats which You didn´t have, so You even know what to expect - despite knowing how to deal with them (hint: mostly waiting it out, if it´s not about the opposite to rush something to get it done before the people get tired). Like any mech cluster is more interesting, even if You also know how to deal with them after having done this a couple of times, but You have more ways to deal with them. Same as with any raids. And an infestation is just a very short thing, as You probably immediately attack and defeat it. So it´s also more interesting, as it´s just some short action.
MadArtillery Dec 19, 2024 @ 7:00pm 
Originally posted by Triple G:
I for myself rather start with the monolith enabled, but i actually don´t activate it till i want to do exclusively this - and then basically rush through it, maybe with a 100% chance for it being an anomaly threat. It´s imho more a "let´s get over it" DLC, with few additions which are helpful in any playthrough. And the problem is that these threats would more or less always play out the same in any playthrough, while You know beforehand that the game would preferably pull the threats which You didn´t have, so You even know what to expect - despite knowing how to deal with them (hint: mostly waiting it out, if it´s not about the opposite to rush something to get it done before the people get tired). Like any mech cluster is more interesting, even if You also know how to deal with them after having done this a couple of times, but You have more ways to deal with them. Same as with any raids. And an infestation is just a very short thing, as You probably immediately attack and defeat it. So it´s also more interesting, as it´s just some short action.
Monolith is definitely the preference, not needing anomalies at all to get research done is great. Usually I keep it 30-35% or so with it active most of the run. I like to have the variety the whole run which I suppose isn't surprising at all after my 2k hours. Usually get the monolith to lvl 2 and leave it there in a most of my runs rather then completing the monolith quest line.

Generally find having decent melee combatants and access to fire and/or emp to be the main things having done both a no psi casting and a psi cast heavy full anomaly ending run now. Psi deaf Mechanitor from Biotech is very much a fun way to play anomaly.
Last edited by MadArtillery; Dec 19, 2024 @ 7:01pm
No Mic Tweetus Dec 19, 2024 @ 7:11pm 
Originally posted by Triple G:
The storyteller settings enable You to change the threat scale - and the anomaly settings allow You to set how likely anomaly threats compared to the "normal" threats are. I´d wish for another slider, to enable from which factions the threats should be pulled from, so You wouldn´t necessarily get 12 mech threats in a row - while now, playing with phoebe - it seems to be a bit more balanced, as there are less threats to begin with, most of which come from quests which i accept.

The only thing You can´t change - i guess - if whether it´s ambient horror or with monolith, as it wouldn´t spawn a monolith on the map...

Else interacting with the monolith is how You increase the threat level. You can leave it alone, or advance it. And then You even have rituals to provoke threats.

So i´m unsure what You mean.

I'm asking if it is possible to change the anomaly frequency without having to go into custom setting for the storytellers, which is tedious.
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Date Posted: Dec 19, 2024 @ 5:36pm
Posts: 7