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New ambient horror setting and tribal Anomaly support

Hi everyone! We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough! Weve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony. Take a look:

Ambient horror mode


Now, when you start the game, you can select from three ways to integrate Anomaly into your game:
  • Standard with monolith: The original Anomaly experience. Anomaly threats are linked directly to the monolith.
  • Ambient horror: In this new mode, the monolith does not appear. Instead, Anomaly threats are threaded into the rest of the game. All Anomaly threats can occur, even the most dangerous ones. Anomaly threats are relatively uncommon compared to normal raids by default, but this can be adjusted before and during the game. This is a good mode if you want to enrich your story without Anomaly becoming the focus. (Note that since there is no monolith in this mode, the monolith endgame wont occur.)
  • Disabled: Anomaly threats do not occur, and theres no monolith. Anomaly tools like security doors, incinerators, hellcat rifles, turret packs, and serums are still in the game.
Study efficiency setting: We added a "study efficiency" slider to the difficulty settings. Higher settings give more research points each time you study an entity. By default, study efficiency is better at lower difficulties, so even when there are fewer entities to capture, you can still make steady progress. As always, you can customize study efficiency how you like, including changing it during a run.

Better support for tribal playthroughs


In previous versions, it was hard to progress through Anomaly content as a tribal. Weve added new economic pathways to use for players who want to stay low-tech:
  • Bioferrite extraction research project. We've added a new research project that allows doctors to extract bioferrite directly from captured entities without a 'bioferrite harvester'. This is less efficient, but doesn't require electricity.
  • Bioferrite can be obtained from harbinger trees. Chopping down harbinger trees will give twisted flesh and bioferrite, adding a new way to obtain bioferrite without capturing entities.
  • Updated research tree to not require electricity. We've rearranged parts of the Anomaly research tree to allow researching more projects without electricity.
  • Some Anomaly items can be made at crafting spots. The following items can now be made at a crafting spot, as well as the bioferrite shaper: Ceremonial hood, nerve spiker, ritual mask, ghoul plating, ghoul barbs.
Note: For existing saves, you will need to unlock bioferrite extraction, even if youve previously researched bioferrite harvesting.

Thanks to all


Big thanks to everyone who has given feedback! We're always crawling the subreddit and Discords, so whatever you said, theres a decent chance one of us was lurking and taking notes. Theres always fun discussion going on on the RimWorld subreddit. And if youd like to help us test new builds and give feedback, join us on the Official RimWorld Development Discord. And as always, if you like, please review Anomaly on Steam! (Expansions dont get many reviews since theres no button prompt in the Steam library.) - Ty

Changelog


  • Added new Anomaly settings dialog to the storyteller selection page.
  • Added a new "Ambient horror" Anomaly playstyle mode.
  • Added a new "Disabled" Anomaly playstyle mode.
  • 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% now forces animals to be awake.
  • Removed entity conditions for horror tension music.
  • Added field in race props to generate unnatural corpse defs.
  • Pit gates, pit burrows, and fleshmass hearts will now destroy and refund adjacent buildings on emergence.
  • 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 target 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: Some names were missing.
  • 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 translation key 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 the 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 are present in the undercave.
  • Fix: Dryads getting blood rage from blood rain.
  • Fix: Fleshsacks act like embrasures.
  • 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 others not being interrupted if the target leaves.
  • Fix: Performance issue when selecting lots of animal beds.
  • Fix: Meditation offset lines are drawn between the 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 hypnotized 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 disables.
  • Fix: World pawns with duplicate sickness not dying.
  • Fix: Revenant progressedLetters fail to mention firefoam.
  • Fix: Right side of dev bar blocking colonist bar clicks.
  • Fix: Struck ore message look target lost after save load.
  • Fix: Mote attempted to spawn on null map with psychic ritual.
  • Fix: Attack jobs getting cancelled against faction animals.
  • Fix: Psychic ritual invokers being killed not canceling cultist psychic rituals.
  • Fix: "Form Caravan" gizmo missing on certain maps after being settled.
  • Fix: Constructed TargetInfo with null map.
  • Fix: Pack animal graphics not always being invalidated.
  • Fix: Typo in golden cube description.
  • Fix: Pawns popping out of beds if force tended.
  • Fix: Duplicator obelisk activation giving hostiles duplication sickness.
  • Fix: Needs not being updated after resurrection.
  • Fix: Situational music not always respecting volume settings.
  • Fix: Some creepjoiner downsides occurring when enslaved.
  • Fix: Farm animals attacking pawns without lords.
  • Fix: Berserk pulse working on mech bosses.
  • Fix: Lifters not able to empty bioferrite harvesters.


[ 2024-05-03 19:17:12 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.
  • 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
GAMEBILLET

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4.33$ (83%)
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5.31$ (79%)
13.49$ (33%)

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