RimWorld
28 мар. 2024 г. в 13:41
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Anomaly preview #2: Containment facilities, creatures, and release date
No, you’re trapped in here with me.

Полная информация о событии здесь:
https://steamcommunity.com/ogg/294100/announcements/detail/4160834030793914026
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Сообщения 6175 из 406
i love you guys at Ludeon.

Announcing a brand new DLC and its not coming in 5 months, but in 3 Weeks!
Seems overcomplicated and boring

Also why lock flamethrower behind all this nonsense? Why do my colonists first need to research some unholy creature before they can craft a crossbow? It's all so arbitrary.
Отредактировано Enrico; 28 мар. 2024 г. в 16:55
The tech tree looks really cool actually. Was on the fence about this DLC but this preview has got me wayyy more interested. Seems like it's building more off of the biotech types of features than I originally would have thought.

I'm hoping it's implemented in a way that adds more to the late-game gameplay loop. Could be fun to go out and hunt a bunch of monsters to fuel some archotech magic. Really curious to see what the psychic rituals are about.

Maybe adds a new way of harvesting raiders by turning them into the monsters and then harvesting bioferrite from them.

Plus weaponizing a bunch of ghouls and corpses with IED corpse dust. It's looking pretty sick so far.
Loving the lore behind this one.
alienating a large portion of the playerbase who don't enjoy the niche of horror.
honestly will ruin the game unless you can disable the content completely, not every run is suited to having zombies, fleshbeasts, and parasites in it.
really looks more like a mod still than an actual DLC.
I'm straight up jorking it
I HAVE NO MENU! YES.... I have deleted that file and scanned!
I HAVE NO MENU!!!!!
Автор сообщения: Majo Emma
alienating a large portion of the playerbase who don't enjoy the niche of horror.
honestly will ruin the game unless you can disable the content completely, not every run is suited to having zombies, fleshbeasts, and parasites in it.
really looks more like a mod still than an actual DLC.
You seem to be talking about ones perspective than a whole. hahah Idk how you could be talking for all. My mistake.
Автор сообщения: MORROGANDER
I just hope the micro-management isn't too much to handle... Changing cloths for colonists occasionally is already annoying as is.
Easy way to do it on auto: set up sewing bench to make pieces of cloths until you have 2-10. Set up crematorium to burn any cloth bad to normal quality and any cloth below 90%. Now you have pawns producing it as needed with good+ quality. If mechanoid DLC installed, lifter will do the burning.
Автор сообщения: Majo Emma
alienating a large portion of the playerbase who don't enjoy the niche of horror.
honestly will ruin the game unless you can disable the content completely, not every run is suited to having zombies, fleshbeasts, and parasites in it.
really looks more like a mod still than an actual DLC.
You can disable ANY DLC in Mods tab of main menu. Tell me you never played Rim without telling me :steamthumbsdown:
Автор сообщения: Majo Emma
alienating a large portion of the playerbase who don't enjoy the niche of horror.
honestly will ruin the game unless you can disable the content completely, not every run is suited to having zombies, fleshbeasts, and parasites in it.
really looks more like a mod still than an actual DLC.
I do agree that this is more of a mod just like royalty was/is. We want foundations and mechanics mods can't replicate rather than taking cosmic horrors mod and ripping off of it.
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Сообщения 6175 из 406
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