Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

Just got that Sanguophage quest, the one where you host em? Well I had a pawn ready to become one when suddenly one of the vampires just asked to join because she was in a good mood? Hell yeah, two vampires for one. She's Kind and got good Intellectual. She can study the horrors I've chained in the mountain.

I've also noticed the rarer Xenotypes (mostly Hussars and Highmates) have appeared far more often. In quests and in drop pods, even got a Highmate slave which I freed and became my other researcher.

I also currently have a group of beggar children come by asking for herbal meds and two of them are Hussars. You might be wondering, am I reaaally gonna capture two Hussars children for my void god worshipping cult? Of course I am.

RimWorld, RimWorld never changes.
 
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I also currently have a group of beggar children come by asking for herbal meds and two of them are Hussars. You might be wondering, am I reaaally gonna capture two Hussars children for my void god worshipping cult? Of course I am.

RimWorld, RimWorld never changes.

Hmmm, tried that because the begger children were just going to die if they left the colony anyway. Somehow the blunt melee from one of my colonists cause the children to bleed horrifically and the crawling away animations were actually really, really creepy. They did good work.
 
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As someone who has a tendency to get quite attached to my pawns and feel guilty about them dying, I think I'll skip this particular DLC.
 
There's currently an issue with Anomaly, where if you pursue the path of the void your events will be constantly be replaced with Anomaly related ones. There's an unstable build where you can adjust in the storyteller setting. I recommend a couple months if you do wanna pick it up.

Not me though, I love turning my unwavering loyal prisoners into ghouls. They might even replace scythers for me.
 
Integrating Anomaly more with the rest of the game
store.steampowered.com

RimWorld - Integrating Anomaly more with the rest of the game - Steam News

Now you can mix in some horror without saturating the whole experience

Today's update addresses that with some key changes and new features:

Anomaly content is less dominant by default while the monolith is active. You'll see more incidents from the base game and other expansions now.

You can customize how Anomaly-focused you want your playthrough to be. We added sliders to the game settings that let you choose how much you want Anomaly horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions).

You don't need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it's your choice now. This spreads the experience further over more playthroughs, if you choose.

We've updated the Anomaly scenario to start with three researchers and a ghoul (up from two). This gets you into the meat of the game quicker when using this scenario.

Overall it covers the biggest criticism people have with Anomaly. Now we can -

Fix: Ghoul tried to be a part of a marriage ceremony.

What does Tynan have against ghouls, is he racist?
 
Where the only vehicles you can build are a drop pod and an interstellar spaceship.
 

View: https://www.reddit.com/r/RimWorld/comments/1ch5zxi/ludeon_answers_our_prayers/

This is unstable. Bioferrite seems more useful yes. RIP to any ice sheet players lol. Can they even grow on ice sheets?

  • NEW: Added a more visible and powerful version of anomaly content editing to storyteller selection page.
  • NEW: Added a new "Ambient horror" Anomaly playstyle mode.
  • NEW: Added a new "Disabled" Anomaly playstyle mode.
  • NEW: Added a tribal method for bioferrite extraction.

  • Harbinger trees now give bioferrite instead of wood when harvested.
  • Draw "Ineffective" label over psychically deaf targets when targeting with disruptor flares.
  • Blood rage at 100% forces animals to be awake.
  • Remove entity condition for horror tension music.
  • Added field in race props to generate unnatural corpse defs.
  • Pit gates, burrows & fleshmass hearts will now destroy and refund adjacent buildings on emergence.
  • Added more missing names to the game.
  • Reduced the max targetable body size for devourer's leap to prevent them from eating things like centipedes.
  • Clarify text in regards to the revenant.
  • Revenant balancing: slightly reduce health, and increase min population requirement, as well as min refire days.
  • Skipping revenant targets away will now interrupt the hypnosis.
  • Show the game conditions for death pall, gray pall, and blood rain.
  • Allow death pall and gray pall to overlap with blood rain.
  • Ancient beds are no longer colored to suit their role.
  • Pyromaniacs now consider hellcats to be incendiary.

  • Fix: Babies spawning with ghoul haircuts.
  • Fix: Incorrect dates on ideoligion rituals.
  • Fix: Ghoul hediffs being removed on resurrection in some cases.
  • Fix: Grouped behavior of atmospheric heater gizmo not working correctly.
  • Fix: Mutant status not being cleared when rising shambler killed.
  • Fix: Gorehulk and devourer lack manipulation-affecting limbs, making them weaker than intended in melee.
  • Fix: Nociosphere not returning to sent from location.
  • Fix: Ritual spectate side not respected.
  • Fix: MessageRevenantHeard is forced lowercase.
  • Fix: Sanguophage reimplant reward not working in some circumstances.
  • Fix: Cultist abduction ritual continues despite missing caster in some circumstances.
  • Fix: Ghoul in caravan causes errors on assign drug policy UI.
  • Fix: Psychic bond between two pawns who have psychic bonding gene don't create bond on romance success.
  • Fix: Ghouls getting drug dependency hediffs from implanted xenogerms.
  • Fix: Labyrinth exit not always accessible.
  • Fix: Corpses being debug spawnable.
  • Fix: Revenant hypnosis copying to duplicates.
  • Fix: Pawns try to exit pocket maps via the sides.
  • Fix: Clarify language around "Entity will escape soon" warning.
  • Fix: Nociosphere doesn't adapt to EMP stuns.
  • Fix: Creepjoiner babies are set to the wrong PawnKindDef.
  • Fix: Downed mechs were not carried out of pit gates when using exit dialog.
  • Fix: Metalhorror defenders spawning on unwalkable cells.
  • Fix: Chaos skip able to send pawns into fogged areas.
  • Fix: Inaccurate goodwill costs on comms console dialog.
  • Fix: Mechlink is kept on corpse raised.
  • Fix: Several mech implants are duplicatable.
  • Fix: Combat music playing when no colonists present in undercave.
  • Fix: Dryads getting blood rage from blood rain.
  • Fix: Fleshsacks can be shot over but not walked over.
  • Fix: Ghouls count toward ideoligion diversity thoughts.
  • Fix: Unintended prearrival infection pathways.

  • Fix: Monoliths spawned via dev tools not linking to quest.
  • Fix: Raid source sites getting removed upon leaving map without clearing enemies.
  • Fix: Draw fleshbeasts not working in caves.
  • Fix: Ghouls getting heart attacks.
  • Fix: Metalhorror inspection returning an empty letter if already discovered.
  • Fix: Harbinger trees not correctly consuming corpses with no nutrition left.
  • Fix: Harbinger trees able to consume things on shelves.
  • Fix: Turret packs could be thrown onto trees.
  • Fix: Pawns tending not being interrupted if target leaves.
  • Fix: Performance issue when selecting lots of animal beds.
  • Fix: Meditation offset lines are drawn between building and itself when being reinstalled.
  • Fix: Starvation alert not updating for pawns in caravans.
  • Fix: Manhunter_Bloodrain message repeating too frequently and unable to be translated correctly.
  • Fix: Void structures spawning in front of monolith.
  • Fix: Ghouls aren't tendable.
  • Fix: Mutant skill disabling causing issues with various mods.
  • Fix: If no colonists are spawned on the map, venerated message shows when designating animals to hunt.
  • Fix: Revenant trance wasn't cleared if revenant was killed after attacking while stunned.
  • Fix: Error when hypnotised pawn is despawned.
  • Fix: Typo in ritual thought.
  • Fix: Sculpture graphic index not maintained if style was manually set in bill.
  • Fix: Error on growth moment dialog.
  • Fix: Backstory has incorrect work disable.
  • Fix: World pawns with duplicate sickness not dying.
 
One of these days Tynan will figure out a method of tribal dlc integration that isn't another magical tree, it is not this day.
 

View: https://www.reddit.com/r/RimWorld/comments/1ch5zxi/ludeon_answers_our_prayers/

This is unstable. Bioferrite seems more useful yes. RIP to any ice sheet players lol. Can they even grow on ice sheets?

  • NEW: Added a more visible and powerful version of anomaly content editing to storyteller selection page.
  • NEW: Added a new "Ambient horror" Anomaly playstyle mode.
  • NEW: Added a new "Disabled" Anomaly playstyle mode.
  • NEW: Added a tribal method for bioferrite extraction.

  • Harbinger trees now give bioferrite instead of wood when harvested.
  • Draw "Ineffective" label over psychically deaf targets when targeting with disruptor flares.
  • Blood rage at 100% forces animals to be awake.
  • Remove entity condition for horror tension music.
  • Added field in race props to generate unnatural corpse defs.
  • Pit gates, burrows & fleshmass hearts will now destroy and refund adjacent buildings on emergence.
  • Added more missing names to the game.
  • Reduced the max targetable body size for devourer's leap to prevent them from eating things like centipedes.
  • Clarify text in regards to the revenant.
  • Revenant balancing: slightly reduce health, and increase min population requirement, as well as min refire days.
  • Skipping revenant targets away will now interrupt the hypnosis.
  • Show the game conditions for death pall, gray pall, and blood rain.
  • Allow death pall and gray pall to overlap with blood rain.
  • Ancient beds are no longer colored to suit their role.
  • Pyromaniacs now consider hellcats to be incendiary.

  • Fix: Babies spawning with ghoul haircuts.
  • Fix: Incorrect dates on ideoligion rituals.
  • Fix: Ghoul hediffs being removed on resurrection in some cases.
  • Fix: Grouped behavior of atmospheric heater gizmo not working correctly.
  • Fix: Mutant status not being cleared when rising shambler killed.
  • Fix: Gorehulk and devourer lack manipulation-affecting limbs, making them weaker than intended in melee.
  • Fix: Nociosphere not returning to sent from location.
  • Fix: Ritual spectate side not respected.
  • Fix: MessageRevenantHeard is forced lowercase.
  • Fix: Sanguophage reimplant reward not working in some circumstances.
  • Fix: Cultist abduction ritual continues despite missing caster in some circumstances.
  • Fix: Ghoul in caravan causes errors on assign drug policy UI.
  • Fix: Psychic bond between two pawns who have psychic bonding gene don't create bond on romance success.
  • Fix: Ghouls getting drug dependency hediffs from implanted xenogerms.
  • Fix: Labyrinth exit not always accessible.
  • Fix: Corpses being debug spawnable.
  • Fix: Revenant hypnosis copying to duplicates.
  • Fix: Pawns try to exit pocket maps via the sides.
  • Fix: Clarify language around "Entity will escape soon" warning.
  • Fix: Nociosphere doesn't adapt to EMP stuns.
  • Fix: Creepjoiner babies are set to the wrong PawnKindDef.
  • Fix: Downed mechs were not carried out of pit gates when using exit dialog.
  • Fix: Metalhorror defenders spawning on unwalkable cells.
  • Fix: Chaos skip able to send pawns into fogged areas.
  • Fix: Inaccurate goodwill costs on comms console dialog.
  • Fix: Mechlink is kept on corpse raised.
  • Fix: Several mech implants are duplicatable.
  • Fix: Combat music playing when no colonists present in undercave.
  • Fix: Dryads getting blood rage from blood rain.
  • Fix: Fleshsacks can be shot over but not walked over.
  • Fix: Ghouls count toward ideoligion diversity thoughts.
  • Fix: Unintended prearrival infection pathways.

  • Fix: Monoliths spawned via dev tools not linking to quest.
  • Fix: Raid source sites getting removed upon leaving map without clearing enemies.
  • Fix: Draw fleshbeasts not working in caves.
  • Fix: Ghouls getting heart attacks.
  • Fix: Metalhorror inspection returning an empty letter if already discovered.
  • Fix: Harbinger trees not correctly consuming corpses with no nutrition left.
  • Fix: Harbinger trees able to consume things on shelves.
  • Fix: Turret packs could be thrown onto trees.
  • Fix: Pawns tending not being interrupted if target leaves.
  • Fix: Performance issue when selecting lots of animal beds.
  • Fix: Meditation offset lines are drawn between building and itself when being reinstalled.
  • Fix: Starvation alert not updating for pawns in caravans.
  • Fix: Manhunter_Bloodrain message repeating too frequently and unable to be translated correctly.
  • Fix: Void structures spawning in front of monolith.
  • Fix: Ghouls aren't tendable.
  • Fix: Mutant skill disabling causing issues with various mods.
  • Fix: If no colonists are spawned on the map, venerated message shows when designating animals to hunt.
  • Fix: Revenant trance wasn't cleared if revenant was killed after attacking while stunned.
  • Fix: Error when hypnotised pawn is despawned.
  • Fix: Typo in ritual thought.
  • Fix: Sculpture graphic index not maintained if style was manually set in bill.
  • Fix: Error on growth moment dialog.
  • Fix: Backstory has incorrect work disable.
  • Fix: World pawns with duplicate sickness not dying.

So what does Ambient horror do? Horror stuff appears without the monolith?
 
So what does Ambient horror do? Horror stuff appears without the monolith?

No monolith. Anomaly events occur at percent rate of your choice. Endgame monolith quest cannot be activated. Has to be check on a new game.

Which, honestly, kinda sounds weird for me. It's basically playing Ideology with it disabled. I paid for it, I wanna use it.

Why not make a big magical Rock.

Why not put the rock in the cube itself.
 
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No monolith. Anomaly events occur at percent rate of your choice. Endgame monolith quest cannot be activated. Has to be check on a new game.

Which, honestly, kinda sounds weird for me. It's basically playing Ideology with it disabled. I paid for it, I wanna use it.
Sounds like it's aimed at players who like to keep one colony going for as long as possible, and only do the endgame stuff when they get bored and/or run out of new stuff to do on the current map.
 
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