RimWorld

RimWorld

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CE Anomaly Buff
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Mod, 1.5, 1.6
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1 Jul, 2024 @ 4:35am
12 Sep @ 8:29pm
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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%
18 Comments
Bean 20 Jul @ 6:27pm 
temp 1.6 here -> https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530791276

Will remove at your request or when you update!

@metritirodogiy
Bean 24 Jun @ 8:28pm 
Looking forward to the 1.6 update as well :)
exBeNN 23 Jun @ 4:36pm 
Amazing, just did some testing and Anomaly feels a lot better, hopes it gets updated to 1.6 when CE also comes around with the update!
Dez The Dapper Bocchi 14 Jun @ 9:28pm 
Set your dependencies please, as I assume this requires CE. With a larger list it is hard to find mods that are trying to ask for other mod's files just by name alone.
Farbott 4 May @ 2:02pm 
You make some pretty peak things, would we perhaps be able to get a spacertech faction to fight for later game?
Bean 21 Apr @ 7:43am 
great mod!
Laurie 10 Aug, 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 5 Aug, 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 4 Aug, 2024 @ 10:52pm 
thank you for the update
Laurie 29 Jul, 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?