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Anomaly preview #3: Cultists, hate chanters and rituals
Were releasing RimWorld - Anomaly on April 11, 2024! (Thats 1 week away!) You can read the announcement here. https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below:
Rituals were introduced in the Ideology expansion, allowing followers of different ideologies and religions to gather for ceremonies that would have social effects. Rituals in Anomaly are similar but go further, drawing upon the psychic power of a dark archotech to twist the laws of physics. Your colonists arent the only ones who can learn these rituals. A cult has formed that worships the insane machine-mind. They will arrive and perform a number of rituals to attempt to destroy you.
Sometimes they will form a ritual circle and abduct one of your colonists by teleporting the victim to them (called skip abduction). Other times, they will summon a horde of bloody fleshbeasts to assault you. They may surround the colony entirely, in a massive crowd, chanting in dark tones as they call forth the essence of hatred. These hate chanters will slowly drive your colonists insane until you go out to stop them.
Players can use these same rituals, and many more. To perform them, you need a ritual spot. If you can surround it with hideous bioferrite sculptures of the void and archotech shard beacons, so much the better. And dress your worshippers in a ceremonial hood or cultist mask to fit the void aesthetic.
Beyond the two basic rituals that the cultists can perform, the player can perform draw shamblers, draw animals, and void provocation.
These rituals are like listening to a motivational speaker, but even more soul-destroying. These are pleasure pulse, neurosis pulse, and blood rain. Pleasure pulse is the simplest. Like a region-wide psychic emanator, it makes your psychically sensitive colonists happier. However, unlike the emanator, it also reduces their desire to work. Neurosis pulse is an inversion of pleasure pulse. It drives your psychically sensitive colonists so that they work faster. However, it also irritates them whilst decreasing their need for recreation, meaning that theyre more likely to have a mental break. Use with caution!
Blood rain is a dangerous ritual. It causes a blood-like psychofluid to fall from the sky that drives exposed animals and humans into a berserk frenzy. Be prepared if you must use this, putting all but the psychically deaf under shelter.
Like skip abduction, many of the more horrible rituals require a living human target. These are imbue death refusal, psychophagy, chronophagy, philophagy and brainwipe.
Imbue death refusal links an individual with the void, preventing their final death. They still need to die for it to work, but it will bring them back near-instantaneously, in good physical condition. It does have side-effects however - notably the psychological impact of having died - and it wears off with use. The three -phagy rituals all have similar cruel effects. With psychophagy, the ritual invoker steals the victims psychic sensitivity; chronophagy steals their youth, aging them rapidly, whilst the invoker becomes younger; and philophagy steals their wisdom, giving the invoker their best skill. All three cause brain damage, putting the victim into a coma for several days. Think about what youre willing to do to a prisoner before using these.
Brainwipe is the final ritual, which erases a persons memories without giving them to the ritual invoker. Given the many traumas a colonist can suffer in RimWorld, this is sometimes a blessing. They will forget them, alongside any allegiance they had. This will also make any prisoners with it easier to recruit, even unwavering ones. However, like the -phagy rituals, it can induce a long coma if the brainwipe ritual goes poorly.
Its almost time Anomaly and update 1.5 is only 1 week away! We have one more blog post before then - see you there! In the meantime, chat with us on Reddit and wishlist Anomaly so youre emailed when its out! Bye bye, Tia
[ 2024-04-04 17:25:22 CET ] [ Original post ]
SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.
Were releasing RimWorld - Anomaly on April 11, 2024! (Thats 1 week away!) You can read the announcement here. https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below:
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- [HERE] Anomaly preview #3: Cultists, hate chanters and rituals
- Anomaly preview #4: Coming soon!
CULT RITUALS
Rituals were introduced in the Ideology expansion, allowing followers of different ideologies and religions to gather for ceremonies that would have social effects. Rituals in Anomaly are similar but go further, drawing upon the psychic power of a dark archotech to twist the laws of physics. Your colonists arent the only ones who can learn these rituals. A cult has formed that worships the insane machine-mind. They will arrive and perform a number of rituals to attempt to destroy you.
Sometimes they will form a ritual circle and abduct one of your colonists by teleporting the victim to them (called skip abduction). Other times, they will summon a horde of bloody fleshbeasts to assault you. They may surround the colony entirely, in a massive crowd, chanting in dark tones as they call forth the essence of hatred. These hate chanters will slowly drive your colonists insane until you go out to stop them.
BASIC RITUALS
Players can use these same rituals, and many more. To perform them, you need a ritual spot. If you can surround it with hideous bioferrite sculptures of the void and archotech shard beacons, so much the better. And dress your worshippers in a ceremonial hood or cultist mask to fit the void aesthetic.
Beyond the two basic rituals that the cultists can perform, the player can perform draw shamblers, draw animals, and void provocation.
REGIONAL RITUALS
These rituals are like listening to a motivational speaker, but even more soul-destroying. These are pleasure pulse, neurosis pulse, and blood rain. Pleasure pulse is the simplest. Like a region-wide psychic emanator, it makes your psychically sensitive colonists happier. However, unlike the emanator, it also reduces their desire to work. Neurosis pulse is an inversion of pleasure pulse. It drives your psychically sensitive colonists so that they work faster. However, it also irritates them whilst decreasing their need for recreation, meaning that theyre more likely to have a mental break. Use with caution!
Blood rain is a dangerous ritual. It causes a blood-like psychofluid to fall from the sky that drives exposed animals and humans into a berserk frenzy. Be prepared if you must use this, putting all but the psychically deaf under shelter.
INDIVIDUAL RITUALS
Like skip abduction, many of the more horrible rituals require a living human target. These are imbue death refusal, psychophagy, chronophagy, philophagy and brainwipe.
Imbue death refusal links an individual with the void, preventing their final death. They still need to die for it to work, but it will bring them back near-instantaneously, in good physical condition. It does have side-effects however - notably the psychological impact of having died - and it wears off with use. The three -phagy rituals all have similar cruel effects. With psychophagy, the ritual invoker steals the victims psychic sensitivity; chronophagy steals their youth, aging them rapidly, whilst the invoker becomes younger; and philophagy steals their wisdom, giving the invoker their best skill. All three cause brain damage, putting the victim into a coma for several days. Think about what youre willing to do to a prisoner before using these.
Brainwipe is the final ritual, which erases a persons memories without giving them to the ritual invoker. Given the many traumas a colonist can suffer in RimWorld, this is sometimes a blessing. They will forget them, alongside any allegiance they had. This will also make any prisoners with it easier to recruit, even unwavering ones. However, like the -phagy rituals, it can induce a long coma if the brainwipe ritual goes poorly.
TO COME
Its almost time Anomaly and update 1.5 is only 1 week away! We have one more blog post before then - see you there! In the meantime, chat with us on Reddit and wishlist Anomaly so youre emailed when its out! Bye bye, Tia
[ 2024-04-04 17:25:22 CET ] [ Original post ]
RimWorld
Ludeon Studios
Developer
Ludeon Studios
Publisher
2018-10-17
Release
Game News Posts:
141
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(169637 reviews)
The Game includes VR Support
Public Linux Depots:
- RimWorld (Linux) [194.51 M]
- RimWorld - Royalty (Linux) [32.75 M]
- RimWorld - Kepler (Linux) [56.87 M]
- RimWorld - Euclid (Linux) [39.71 M]
Available DLCs:
- RimWorld Name in Game Access
- RimWorld - Royalty
- RimWorld - Ideology
- RimWorld - Biotech
- RimWorld - Anomaly
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
You begin with three survivors of a shipwreck on a distant world.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.
(All non-English translations are made by fans.)
You begin with three survivors of a shipwreck on a distant world.
- Manage colonists' moods, needs, wounds, and illnesses.
- Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
- Tame and train cute pets, productive farm animals, and deadly attack beasts.
- Watch colonists develop and break relationships with family members, lovers, and spouses.
- Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
- Trade with passing ships and trade caravans.
- Decorate your colony to make it into a pleasurable space.
- Dig through snow, weather storms, and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- Discover a new generated world each time you play.
- Build colonies in the desert, jungle, tundra, and more.
- Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.
(All non-English translations are made by fans.)
MINIMAL SETUP
- Processor: Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or other shader model 4.0
- Storage: 1 GB available space
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