RimWorld

RimWorld

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CE Anomaly Buff
   
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Mod, 1.5
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Jul 1, 2024 @ 4:35am
Oct 11, 2024 @ 5:46pm
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CE Anomaly Buff

Description
Warning: Due to obelisk HP change, if you have any obelisks on the map they may or may not instantly trigger.

Increases the power of anomaly content in CE.

Mostly this means damage reduction and pain reduction buffs since CE is so heavy on armor stuff and I didn't really just want to upgrade them in the same way as most conventional strong stuff where it's mostly a AP gate. You'll be better off using hollowpoints or zweis against a lot of entites rather than sabots or mauls (mauls are actually probably OK).

Most entities have also gotten a penetration increase for their attacks. Most non-fleshbeast entities can also inflict a hediff that will cause negative effects if left to build up, but will mostly be the domain of shamblers which otherwise still have a hard time penetrating most good armor.

Requires CE, of course, load after CE.
Subject to change of course, since I haven't done a ton of testing.

Below should be the following current changes - Includes spoilers for anomaly content obviously.

This mod introduces a bioferrite based damage, assigning them to ghouls, shamblers, sightstealers, chimeras and slice attacks from noctols. (for scratch and bite attacks).
This causes an additional debuff that lowers consciousness, natural armor and causes random mental states with low frequency. At high intensities, the rate of mental breaks significantly increases and at extreme levels both cancers and the anomaly permanent conditions (organ decay and crumbling mind) can potentially occur very infrequently.
Most pawns will die before reaching extreme levels unless they’re in power armor fighting shamblers and this can be avoided by psychic deafness, as it scales with sensitivity, and primarily is inflicted on a per attack basis rather than based on the damage applied.
Stat wise
Shamblers - Incoming damage factor reduced from 70% to 30%. Fire based weapons deal 4x damage, Explosives 2x damage against them. Shamblers have a base penetration of 1.8mm sharp for hand slashes, and 3mm for the bite
Ghouls - Incoming damage reduced from 100% down to 25%. Fire based weapons deal 5x damage, explosives deal 2.5x. Ghouls have have a base penetration of 6mm sharp for hand slashes, and 6.5mm for the bite.
Fleshbeasts - Fleshbeasts all now have a random chance to gain a short term regeneration which regenerates 25 HP and reduces incoming pain factor while active. Additionally incoming piercing damage (bullets, stabs and arrows) is reduced to 25%. Blunt force non-explosives are reduced by 50% (blunt, demolish, beanbags).
Fingerspike shot launch is now 18mm sharp with 7 damage. It’s stab melee attack is 4.92mm with 6.3 damage.
Both trispike and toughspike, which share the same projectile, now have 25mm on their spike shot, with 10 damage. The trispike deals the same damage on its melee attack as the fingerspike, but has three times the attack rate (i.e. 0.4s cooldown). Toughspike has a melee strike now with 6.5mm sharp penetration and 25Mpa blunt penetration. Damage is 6.5 but blunt penetration is high enough to cause additional damage on partial penetrations and some damage on full deflections.
Fleshbulb now has a very high attack rate (0.2s) dealing 9 damage with 12Mpa penetration. It has additional pain resistance to ensure that it will almost always die rather than being downed. High crit rate means that it is very good at causing stun locks in melee.
Dreadmeld reduces incoming damage down by 25%. Melee strikes are 48mmRHA penetration with 17.2 damage, making them mostly equivalent to a stronger megaspider stab. They also have a high strength headbutt with 30 damage and 55MPa penetration.
Spheres - Incoming bullet damage is reduced to 10%. Armor significantly increased (40mmRHA, 800MPa). Fleshmelter bolt is now range 75 and heatspikes have increased damage
Other Entities- In general, incoming piercing damage (bullets, stabs and arrows) is reduced to 25%. Blunt force non-explosives are reduced by 50% (blunt, demolish). Force down damage (taser/beanbag) is generally reduced to 10%.
Metalhorrors - Otherwise unchanged from their base CE implementation. They retain the aberrantly high evade/parry/critical stats meaning they have 55% chance in each. Melee strikes are equivalent to a scyther.
Sightstealer - Attacks deal 6 damage with 6mm sharp penetration. Retain extremely high evasion rate (effectively 50%).
Noctol - Now have significantly higher armor when not impacted by their light sensitivity (up to 5x sharp, 10x blunt). Claws have 12.75mm penetration bioferrite scratch with 13 damage. Additionally have a stab attack with 30mm penetration and 10 damage akin to a megaspider stab attack. Noctols retain a very high parry chance.
Gorehulks - Unchanged outside of damage resistance. Base attack power for them in CE is good and damage resistance improves their survivability somewhat. May need more however.
Devourer - Sharp armor increased to 30mm, Blunt armor increased to 150MPa. Natural armor durability has been decreased to 400 which means it can be worn down quite quickly, but regenerates.
Chimera - Bleed rate factor reduced, Claws deal 22 damage with 8mm sharp and 48MPa (~7 effective damage when deflected) blunt force. Bite deals 33 damage with 12mm sharp and 145MPa (~11 effective damage when deflected) blunt force.
Revenant - No incoming damage difference, however until its natural armour is reduced by any form of damage, it has a near impenetrable amount of damage resistance (500mmRHA/10000MPa/100% Heat resistance). Note that damage does not necessarily need to deal damage to the revenant to reduce the armor. In addition, it also has a high level of EMP stun resistance, significantly reducing the duration stuns affect it as CE EMP damage is both more readily available, and often higher in output than vanilla
Currently unadjusted
Corpse - Smoke susceptibility and suppressability reduced to 0%
13 Comments
Bean Apr 21 @ 7:43am 
great mod!
Laurie Aug 10, 2024 @ 12:57am 
When the Revenant appears, you better have about 5 pawns you can sacrifice. And if a raid happens then you're dead. Having a playthrough where you have a small population is not possible
Mr.Cordedrex Aug 5, 2024 @ 4:53am 
Ooops, the update seems to have reduced the hp of obelisks to 6.6%-6.7% and now they are all going insane, still, a very good mod and probably would create no issued with a new save.
turkler Aug 4, 2024 @ 10:52pm 
thank you for the update
Laurie Jul 29, 2024 @ 6:02pm 
I have tried many times to do this with the VOID storyteller. Kept dying. In the early game, the only thing worth using is a shotgun with buckshot. If you get bad RNG and get a Devourer raid early on, you might as well reload your save as you have no chance, even if you switch to armour piercing ammo. They require 14mm calibre ammo because it takes almost 200 FMJ 5.56mm ammo to take down one of them and all millitor slug shots bounce off them. And with their increased jump range, if it gets you then you're fcked up the ass since you cant dodge em. I know they are meant to be a hard enemy, but are they that hard in the vanilla game?
turkler Jul 26, 2024 @ 2:35pm 
epic mod
Laurie Jul 20, 2024 @ 3:46am 
Update: I completed a game with this mod. Very good.

As it turns out, your enemies take twice the damage from incendiary weapons so equip all your pawns with LMG with AP-I. Any other gun is not high enough calibre. With marine armour, they take little damage. If you keep your pawns behind embrasures, helmets are most important. If any enemy manages to ever get close enough to attack you in melee, dont melee back, just shoot them at point blank range, fully automatic unless its in front of another colonist then burst fire otherwise it will cause friendly fire.

Use mechanoids. Tesserons in embrasure bunkers are highly effective. And use a diabolis to get all the enemies bunched up around it instead of attacking your base, and activate its flamer. Dont bother with any turret other than the KLV machine gun or heavy turret.

Originally I thought it was overpowered, but that was before I knew about incendiary weapons.
Laurie Jul 10, 2024 @ 11:17am 
Especially due to not being able to see stats on each enemy unit, could you explain what is the best type of ammo against each enemy? HP, FMJ, AP, HE, API, SB?

And using shotguns such as militors, is buckshot or slug better at shamblers? What about the little toughspikes?

I think this is very important
metritirodogiy  [author] Jul 10, 2024 @ 10:26am 
@Laurie I've reduced the base DR on shamblers a bit, but they're still going to probably soak buckshot quite effectively. In terms of 1 bandwidth mechs scorchers with bioferrite ammo will probably work betterr. In general shamblers mostly have their durability going for them, but may look into reducing that further if I can figure out an alternate improvement to give them.
Yes toughspikes are irritating but that is partially the intent anyway, to force you out of bunkers to clear them if you don't want to have them burning through your ammo for the next week. Promethium fire or just going out and finishing them off will also work.
@2962342497 I've added a overview of the changes to the description, but may move it to discussions as there is quite a lot.
Laurie Jul 9, 2024 @ 4:00pm 
I think the shamblers are overpowered towards the end game as they dont scale properly with wealth. They attack from 3 sides, ignoring defensive walls and even if you build more defences, it increases your wealth even more and thus makes it even harder. Its not unusual to get a raid of about 100, each taking 4 shotgun blasts from a militor to take down.

As for the toughspikes, you better have the resurrect enemy mechanoids mod and take every centipede burner on the map