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Its gonna be great
Similarly, any humanoid monster should be a xenotype, otherwise they're not gonna fit with every other humanoid being part of the xenotype system.
but i hope the dev will still add genes stuff to add to colonists. this DLC is screaming "creating chimera". there is also zombies. i guess a "zombie" gene might appear.
From what I can tell from the screenshots, there are two visible transformations shown. One of them involves taking a piece of the resource they are gathering from contained monsters, that looks like a rusty shard of metal, and stabbing it into their body. This causes the pawn to become gaunt in appearance, their body discolors and their hair falls out. It resembles some sort of radiation poisoning rather than a genetic change. I doubt this is a positive change and is probably some form of madness, or a way to mind control pawns into slaves.
The second transformation, the pawn grows tentacles, one or two depending on the stage. They appear to be around the neck area. This could be a localized mutation rather than something genetic.
Serums are probably mostly just hediff buffs similar to like luciferium. The tentacle thing could be related to a serum, but otherwise I'm not seeing any evidence of visual changes from them.
There are zombies and skeletons as well, but those are just walking corpses, it's not a gene thing either and not really any sort of transformation. It's just, that rotting corpse over there got up and is now walking, because nanobots, or magic, whatever.
So overall I don't really see any overlap with the gene system. The tentacle thing could exist as a gene if you own Biotech, and perhaps as just a hediff if you don't, but I'm not sure they want to make multiple versions of things, and they probably aren't going to add the entire genetic system to Anomaly just for one gene.
There could be more to be seen though in the future.
Sure, that's thematically distinct from gene harvesting, but functionally it seems to offer pretty much the same gameplay loop of: Capture thing, harvest stuff from it, you can then implant that into your colonists for some benefit (I assume it's a benefit, why else would you intentionally do it?)
I don't have a problem with parts of this DLC requiring Biotech to work, if it means Biotech mechanics keep expanding and fit well with the new DLC stuff - I've always disliked Ludeon's philosophy of keeping all the DLC's super modular, because it tends to mean earlier DLCs end up meshing poorly with the later ones (still annoyed there's no Ideology memes relating to psycasters, nobility, or gene modding, for example). If you don't have Biotech, you just shouldn't be able to harvest stuff from monsters and implant it into your colonists, so they can use the same consistent gene system for that. There would still be plenty of other stuff in the DLC, and people who own both get new Biotech stuff to play with.
There are separately research projects related to the creatures, I don't know if they are creature specific or not or how that works. I don't really think there's anything that similar to biotech here, beyond imprisoning more things in the base. If anything it sounds closer to sanguophage blood prisoners, capturing monsters to milk them for some generic resource you need for various things.
At this point in time no one knows.
Based on earlier DLC there might be no interaction to begin with, but they add some small interactions later (Like they added the mechanoid labor and blood drinker precepts to ideology).
Hopefully they go the extra mile and make them interact to begin with and more deeply.
+1 to what you said.
Hopefully, it's all encompassing. Personally, I'm tired of the DLCs not merging with each other well.
Each individual DLC doesn't merge to well with each other as well as it does the base game. Ideology probably merges the best, since because of its nature it's adding onto base gameplay. Biotech would be next.
Royalty just doesn't merge with Biotech, and it's a mostly side game to main gameplay. (An alternate way to finish the game.)
- Royalty itself is a little incomplete. Not enough quests to showcase Royalty personally. It be nice if a rogue yeoman, or a dame took interest in the player, and raided them.
- Ideology has the worst UI imaginable compared to base rimworld. The way it handles religions, and politics is a little weird. Memes are incomplete, and there definitely should be more mundane ones.
- Biotech has too much packed into a little bottle, and could use a little more usage of dropdowns in a few of character creation screens.
If Base game is nearly perfect, the DLCs have a lot to strive for with QOL changes.