RimWorld

RimWorld

EnderswordYT Mar 17, 2024 @ 12:15pm
Thoughts on Anomaly
Sooooo... besides the fact that I'm super excited for this DLC, I have some thoughts on it that I'd like to share and see what others think of it. Before anything though, I want to stress that I absolutely love what has been shown as of now, just so you know.

So- firstly, to me it feels a lot like a spinoff that was too small in scope to be released as a sperarate game so it was packaged as a DLC; I think that because Anomaly deviates heavily from Rimworld's usual sci-fi aestethics and goes more into the paranormal. Again, I absolutely love the concept, I just am not sure if it completely fits into the setting...
Secondly- I really hope they add an option to enable/disable the Anomaly content in the colony creator like they did with the ideoligion system- Anomaly from what has been shown seems like it would make Rimworld a lot more stressful and tense with much more things to watch out for, so I'd be more than happy to see an option to create colonies specifically for the DLC without having to go into settings and enable/diasble the enitre DLC every time I want/don't want to play with the new content.
Thirdly- and that ties into my second point a bit- I really, REALLY hope that they won't go too overboard with the intensity of the events. I want to see some tense experiences, not losing half of my colony to something I couldn't have predicted or done anything about.

TL;DR: it feels a bit unfitting in this setting, I hope they'll make it easy to enable or disable when needed, and please make counterplay to the new stuff managable.
These are the only things that I had deeper thoughts on rather than "oh my goodness that's so cool"
Last edited by EnderswordYT; Mar 17, 2024 @ 12:18pm
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Showing 1-15 of 18 comments
Astasia Mar 17, 2024 @ 2:22pm 
I can assure you that there will be a setting to disable the DLC related incidents in the scenario settings at least. The devs always provide such options and I can't see them not doing so here.
ShadowTani Mar 17, 2024 @ 2:30pm 
In addition to most likely being able to disable specific events as Astasia said, it also seems you might be able to avoid triggering the horror elements altogether if you know the trigger.

As it was said in the dev blog: "The expansion begins when your colonists accidentally provoke a mad superintelligence. From then on, madness manifests"

In other words, you may not need to disable the expansion, just leave it perpetually untriggered or until you feel like spicing up the endgame.

Edit: Basically its seems reasonable to assume it'll be something similar to the Mechanitor progression in Biotech, which is entirely player controlled.
Last edited by ShadowTani; Mar 17, 2024 @ 2:50pm
Pong Mar 17, 2024 @ 2:41pm 
Maybe this DLC features a scripted story facility, and the horror story is a just a sample of what modders can do with the new tools. Kinda like Seven Samurai remade by Hollywood as a Western - different costumes but same plot beats. I wouldn't stress appearances.
Veylox Mar 17, 2024 @ 2:42pm 
The problem with most of these concerns is that Rimworld has a track record showing these things you fear never happen. It's not the first DLC, we know how they do things. We know DLC content is on some type of trigger, we know events aren't wildly unbalanced nor do they have a lack of counterplay

It's like looking at a new zelda game and having concerns that Link won't be in it, there's no reason to assume that to begin with


Any DLC would have "more things for you to watch out for", that's kind of what DLC does, it adds stuff and you have to deal with it in some way. Yet if you're able to play Ideology/Royalty/Biotech at the same time, with all the added stuff to watch out for in them, there probaby won't be an issue with adding Anomaly on top. Whatever the new threat is, you adapt.
Last edited by Veylox; Mar 17, 2024 @ 2:47pm
Robo Mar 17, 2024 @ 2:51pm 
My thoughts is that I hope that this DLC will have some connections with the Archotech. They are quite possibly the most unexplored part of Rimworld, I always thought of the Archotech to be the Mass Effect's Illusive Man, or Assassin Creed's Templar of the RimWorld universe.

Intertwining the Cthulhu-esque horrors with the Archotech is arguably the best way to rope the entire DLC back into the setting. It's possible that these horrors are potentially experiments by the Archotech, Zombies are a result of the Resurrection Mech Serum gone wrong for instance and they escaped, etc. etc.
Last edited by Robo; Mar 17, 2024 @ 2:52pm
Modazem Mar 20, 2024 @ 10:24pm 
You can have Royalty without using noblemen, you can even disable the Shattered Empire completely from spawning in world-generation.

You can have fluid, set or fully removed ideoligions, and the DLC tells you how to do all that at the start of the game when you have Ideology.

You can remove all xenotypes, specific xenotype factions, children and childbirth and completely ignore genes, mechanitors and sanguophages in Biotech.

Do you REALLY think you won't have a say in what- or even IF- horrors will spawn, attack you and whatnot? You'll still likely be able to utilize all the new freebie stuff like the mentioned Flamethrowers, Hellcat rifles and the new Crossbow, even if you disable the Anomaly stuff from starting.

And bro... Anomaly is adding MULTIPLE horror tropes... This isn't your regular "I add 3 neat new concepts to the game", it's "every horror trope is fully realized, you decide to become/join with them or crusade against them". Even if all they've announced as of yet is all we get, I'd say we still got plenty!

So please, don't worry. RimWorld is still going to be RimWorld after Anomaly has released.
EnderswordYT Mar 21, 2024 @ 8:11am 
Originally posted by Modazem:
You can have Royalty without using noblemen, you can even disable the Shattered Empire completely from spawning in world-generation.

You can have fluid, set or fully removed ideoligions, and the DLC tells you how to do all that at the start of the game when you have Ideology.

You can remove all xenotypes, specific xenotype factions, children and childbirth and completely ignore genes, mechanitors and sanguophages in Biotech.

Do you REALLY think you won't have a say in what- or even IF- horrors will spawn, attack you and whatnot? You'll still likely be able to utilize all the new freebie stuff like the mentioned Flamethrowers, Hellcat rifles and the new Crossbow, even if you disable the Anomaly stuff from starting.

And bro... Anomaly is adding MULTIPLE horror tropes... This isn't your regular "I add 3 neat new concepts to the game", it's "every horror trope is fully realized, you decide to become/join with them or crusade against them". Even if all they've announced as of yet is all we get, I'd say we still got plenty!

So please, don't worry. RimWorld is still going to be RimWorld after Anomaly has released.
Yeah, about the content itself... I guess I was writing this during one of my complete stupidity moments. And about the horror- I know it's not just gonna be a single kind of horror and that's why I'm super excited. My point was that horror in general seems kind of unfitting in the Rimworld universe. I'm sure I'll get used to it though, and I really can't wait for the release.
EasyOut Mar 21, 2024 @ 8:24am 
I'm not gonna use it but I'm gonna buy it. I like that you can pick and choose which ones to use and customize your games.

That being said 1.5 is so good. I hope next expansion expands the tribes and city content now that the game can handle more pawns.
BingusDingus Mar 21, 2024 @ 10:28am 
It's definitely an odd choice for a DLC as it doesn't really fit the Sci-fi theme of the game very well and seems to change up the gameplay drastically from the norm. It looks like it's going to be a DLC that doesn't really mesh well with the base experience so if you want a more traditional play through you'll have to disable it.
If the other DLC's were expansions, this DLC seems more like an overhaul.
It'll most likely be fun, but i think i'd much rather of gotten a DLC focused on expanding the worldmap and expanding on factions.
EasyOut Mar 21, 2024 @ 10:31am 
Originally posted by BingusDingus:
It's definitely an odd choice for a DLC as it doesn't really fit the Sci-fi theme of the game very well and seems to change up the gameplay drastically from the norm. It looks like it's going to be a DLC that doesn't really mesh well with the base experience so if you want a more traditional play through you'll have to disable it.
If the other DLC's were expansions, this DLC seems more like an overhaul.
It'll most likely be fun, but i think i'd much rather of gotten a DLC focused on expanding the worldmap and expanding on factions.

I kind of agree but I will say check out 1.5 in the beta- a lot of the stuff I'd want in this dlc we got for free. And I'm sure there's a few items but like I don't play ideology rules for example and sometimes I shut out insects for a bonus human faction. These things are usually optional.
The Beard Mar 21, 2024 @ 10:34am 
Originally posted by BingusDingus:
It's definitely an odd choice for a DLC as it doesn't really fit the Sci-fi theme of the game very well and seems to change up the gameplay drastically from the norm. It looks like it's going to be a DLC that doesn't really mesh well with the base experience so if you want a more traditional play through you'll have to disable it.
If the other DLC's were expansions, this DLC seems more like an overhaul.
It'll most likely be fun, but i think i'd much rather of gotten a DLC focused on expanding the worldmap and expanding on factions.
In all honesty I was hoping for a DLC that combines a bit better with the base game but regardless it still looks well made and I'm happy for the people who are excited for it.

I'm not sure if I just skipped past something but it doesn't appear the DLC will add much that kind of naturally blends into the experience, most of it seems to be on triggers.
I guess Royalty was sort of like that as well but Biotech adds a lot of things that just improve the base experience. Everything is subjective, I get that. But with all that being said, it'll make for an interesting alternate experience I suppose.
Last edited by The Beard; Mar 21, 2024 @ 10:40am
Alex Mar 21, 2024 @ 12:14pm 
To me this is the best dlc by far because the world finally feels truly alien. I mean you got some alien elements in the game but this brings the whole pack, you know? And the events seem a bit more complex than your usual, manhunter meat delivery or your cannibal raid. Really looking forward to it.
Wolfie Mar 21, 2024 @ 4:04pm 
So excited to lay waste to some cultists and their diabolical deities.

Looking at the screenies i really hope we can eat, make clothing and tame some of these monsters, id love to have some kind of symbiotic colony where this is both a defence and a food source
https://cdn.cloudflare.steamstatic.com/steam/apps/2380740/ss_7d7b26a612e1e801e106e46093c3e21162ad69f6.1920x1080.jpg?t=1710348618

Also hoping they are compatible with other dlc's and get relic flame throwers
https://cdn.cloudflare.steamstatic.com/steam/apps/2380740/ss_b3bcfeae27b32f1253b3b686e1c14e932ec354a0.1920x1080.jpg?t=1710348618

Im starved for news looking forward to new updates!
Mokona Mar 21, 2024 @ 4:09pm 
I've only seen the pictures and find it very weird people are saying it deviates from sci-fi
Tremors
space marines
cthulhu
star trek
all of these are sci-fi and that is what I think of when I see the pictures for anomaly
BevvRatBites Mar 23, 2024 @ 9:14pm 
I'm doing an SCP foundation run for anomaly, collectivist human primacy ideo with a focus on slavery. Gonna keep and send D-class slaves into the weird threats to see what happens. I got so many questions that this will solve, are the zombies infectious? If so is it curable? How much damage does that rake looking thing do? Can you climb back out of that big hole? What specific effect will this cube have on someone, can't let my actual colonists touch it without knowing that!

The systems definitely have me thinking like a quality rimworld player, I'm actually very excited.
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Date Posted: Mar 17, 2024 @ 12:15pm
Posts: 18