RimWorld

RimWorld

steelwork Mar 14, 2024 @ 8:30am
how will anomaly blend with other DLC?
will rthere be new religion trait to unlock? new genes taken from monsters to mess with? (and new active abilities as well?)

will our baby have a chance to be an 'anomaly'? ^^
< >
Showing 1-15 of 25 comments
Beanslinger Mar 14, 2024 @ 8:36am 
Dunno how well it'd mix with the other DLCs but I have a feeling the mods are gonna be crazy. I can already see it, scp containment cage retexture instead of the chains/platform thing we saw in the screenshots, vanilla expanded: anomalies, people adding doom content so you can play 'super gore nest' and shoot your way through the giant flesh creature we saw in the screenshots.

Its gonna be great
Veylox Mar 14, 2024 @ 8:42am 
It probably won't, considering previous DLCs don't interact with eachother a whole lot either
Last edited by Veylox; Mar 14, 2024 @ 9:05am
Astasia Mar 14, 2024 @ 8:57am 
There will probably be a meme related to the content that changes colonist mood for certain actions, and there will probably be a way to gain psylink levels by interacting with the new DLC content. Other than that, who knows. This is the first DLC after Biotech so we don't know what pattern will develop if any for cross content interaction, perhaps there will be a few new genes or a xenotype, perhaps there will be some link between sanguophages and the new creatures/systems like a new casket "plugin." Don't expect anything substantial though, the DLC are meant to be mostly standalone.
HMS_Indefatigable Mar 14, 2024 @ 9:10am 
I'm a bit worried the whole "goulification" and "serums" thing is gonna be gene harvesting with extra steps. I don't want the base game to have the same "there's two different, incompatible systems to do essentially the same thing" that mods tend to run into. If we're gonna be harvesting things from monsters to add them to our colonists, I'd really prefer if it just operated through the gene sampling system we got rather than adding a new, parallel one that only works for the new DLC monsters.

Similarly, any humanoid monster should be a xenotype, otherwise they're not gonna fit with every other humanoid being part of the xenotype system.
steelwork Mar 14, 2024 @ 10:17am 
Originally posted by HMS_Indefatigable:
I'm a bit worried the whole "goulification" and "serums" thing is gonna be gene harvesting with extra steps. I don't want the base game to have the same "there's two different, incompatible systems to do essentially the same thing" that mods tend to run into. If we're gonna be harvesting things from monsters to add them to our colonists, I'd really prefer if it just operated through the gene sampling system we got rather than adding a new, parallel one that only works for the new DLC monsters.

Similarly, any humanoid monster should be a xenotype, otherwise they're not gonna fit with every other humanoid being part of the xenotype system.
mechaniod (obviously) and the insectoide are just monsters without genes too. just like any animals. i guess that's what we'll get.
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.
Astasia Mar 14, 2024 @ 10:45am 
Originally posted by HMS_Indefatigable:
I'm a bit worried the whole "goulification" and "serums" thing is gonna be gene harvesting with extra steps. I don't want the base game to have the same "there's two different, incompatible systems to do essentially the same thing" that mods tend to run into. If we're gonna be harvesting things from monsters to add them to our colonists, I'd really prefer if it just operated through the gene sampling system we got rather than adding a new, parallel one that only works for the new DLC monsters.

Similarly, any humanoid monster should be a xenotype, otherwise they're not gonna fit with every other humanoid being part of the xenotype system.

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.
HMS_Indefatigable Mar 14, 2024 @ 11:14am 
Originally posted by Astasia:

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.

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.
Astasia Mar 14, 2024 @ 11:49am 
My understanding is there is only one resource to harvest from them, and all of the creatures give the same thing. It seems to be some sort of metal related to the archotech presence controlling the creatures, possibly fragments of it, or the condensed remains of some sort of nanotech. More powerful creatures just provide more of the resource.

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.
Garatgh Deloi Mar 14, 2024 @ 11:56am 
Originally posted by steelwork:
will rthere be new religion trait to unlock? new genes taken from monsters to mess with? (and new active abilities as well?)

will our baby have a chance to be an 'anomaly'? ^^

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.
Hellstorm901 Mar 14, 2024 @ 12:00pm 
The poster girl for the DLC is 100% waifu material
Originally posted by Veylox:
It probably won't, considering previous DLCs don't interact with eachother a whole lot either

+1 to what you said.
thenightgaunt Mar 14, 2024 @ 12:38pm 
The lesser Duke of the Empire needs a place to hide his son for a few weeks. The young man has been obsessively reading ancient books and has been saying strange things at court that people are finding unpleasant. So the Duke needs him out of the way for a while.
Meanator Mar 14, 2024 @ 12:41pm 
if they do interact it's gonna be after the dlc is done but I would love for it to mix with Biotech as shown with image of a person with "new genetics"
Dyspeptic Icarus Mar 14, 2024 @ 5:22pm 
Originally posted by steelwork:
will rthere be new religion trait to unlock? new genes taken from monsters to mess with? (and new active abilities as well?)

will our baby have a chance to be an 'anomaly'? ^^

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.
hardy_conrad Mar 14, 2024 @ 11:31pm 
Biotech is the only dlc I've got, been working great for me. So I'm feeling positive about what's to come.
< >
Showing 1-15 of 25 comments
Per page: 1530 50

Date Posted: Mar 14, 2024 @ 8:30am
Posts: 25