RimWorld

RimWorld

CE Anomaly Buff
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?
turkler 26 Jul, 2024 @ 2:35pm 
epic mod
Laurie 20 Jul, 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 10 Jul, 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] 10 Jul, 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 9 Jul, 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
2962342497 9 Jul, 2024 @ 10:49am 
Can the author specify the modification parameters in the introduction? This makes a lot of sense for a white guy who is trying out the module but can't read the file code. I believe that making people more familiar with the module will help promote and spread the module.
MINE 7 Jul, 2024 @ 3:15pm 
goat
turkler 1 Jul, 2024 @ 5:55pm 
great mod, thank you!