Anomaly: Comprehensive Guide WITH Spoilers
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- Опубліковано 20 тра 2024
- In this guide I will share with you everything I know about the Anomaly DLC.
00:00 Intro
03:27 The Monolith
06:54 Anomaly Monsters
12:02 Containment
19:25 Anomaly Research
25:29 Monster Research Stats Infographic
26:10 Ghouls
30:10 Pit Gate
33:22 Flesh Heart
36:46 Unnatural Dark
39:31 Revenant
41:56 Metal Horror
45:26 Nociosphere
48:08 Obelisks
56:42 Unnatural Corpse
58:49 Golden Cube
1:00:21 Monolith Endgame
1:07:09 Spells and other Assorted Infographics
Infographics: imgur.com/gallery/JAjiM4K - Ігри
It’s insane how comprehensive this is despite the DLC only being out for a day. Amazing work, thank you.
Had to say, this is exactly what Ive been looking for, a breakdown of what is actually in the DLC. This video really shows how much they leave out in announcements, I get some of it, but when determining if a DLC is worth it, they really left out too much. Thanks for the video and awesome work!
So do you think the DLC is worth it for the price or nah? I saw your comment on the other video so I’m curious
@@RetroCube for me yes, I typically play with rim of madness and various Cthulhu mods so seeing that this effectively adds many of those features is nice. However, Knowing that not everyone not even 10% of this dlc would apply to most playthrough makes me Even more easy of Ludeon, and Knowing how much Biotech added, the comment they made about this being the biggest dlc to date seems very misleading.
This is a really great guide!!! Way better than those idiotic Noobert tutorials which aren’t even tutorials
Was thinking the same...💀
Okay, I’ll admit, this is my first Smurph video. I know next to nothing about them. But do you think they’re proud? Do you think they enjoy the fact that they have a community, even just a small one in their comments, made from hate? A group that can only raise them up by tearing others down? Do you think that makes them happy?
In regards to the metal horrors. Interrogation can trigger two situations. The metal horror pops out with his buddies like the surgery does, or you find out it is in the pawn, but it does not know that you know. Infection via meals can even occur after you take care of the original horror. Stockpiling tons of meals might trigger new infections. Duplicates of pawns will come infected with metal horrors if the original is infected. You can duplicate suspicious spawns and kill their duplicate to check if they are infected. And when the monolith cracks and drowns you in hostile duplicates, you could end up with a swarm of metal horrors in your base as well. Been there.
Very good research and I love the infographics. It's nice to have all this information so soon after release.
This was amazing. Idk if its the best way to cover it from a view optimisation point of view, but just wow. Excellent work as always.
Another thing to note with Ghouls is that if you also have Biotech the genetic traits also add to its combat abilities, for example if they have the deathless archite gene they will go into regeneration comas I haven’t experimented too much further than that.
Neanderthals are a good choice because they are common and have the toughness gene
I keep revisiting this video as I get further into Anomaly. Awesome job.
Amazing work so quickly after the release of the DLC. thanks
If you study an entity when their containment level is below their minimum requirement, you only get 50% of the base value of knowledge from them.
Example:
If you have an entity with a base knowledge value of 2, and it has a minimum containment strength requirement of 50, and you study it in an enclosure below 50 strength, you only get 1/2 the base value, or 1 knowledge gain when you study them, instead of 2. If you kept them in an enclosure of 50 strength, you would get the full base value of 2. If you kept them in an enclosure at double the minimum requirement, you get 110% of the base value of knowledge from them.
Example:
If you keep the same entity with a base knowledge value of 2, that has a minimum containment strength requirement of 50, and you study it in an enclosure of 250 strength (5x the minimum), you get 150% of the base value, or 3 knowledge when you study them.
This only applies at the moment that you study them. So, you could theoretically keep them all out in the open with broken legs, and then just before you study them, move them into a high security enclosure, then study them to get bonus amount, and then bring in the next one, and just keep swapping them out.
Another great video, nice work.
Thank you, Professor
Thank you. Im sure this was alot of work.
Now this is a guide :D
36:46 is not just any kind of darkness, it's advanced darkness. Count the hours a mod renames it.
awesome video, thanks a lot!
The floor etchings don't tell you entirely useless things. The names do correspond to the corpses, and if any are still alive...
Well, a few of those etchings tell you of metal horror infections.
Crumbling mind can be cured with resurrection serum/death refusal too. Kill pawn > extract skull (ideo) or delete head in some way > death refusal or resurrect.
Really good video :)
Thanks Smurph!
Great video the cube is pleased
THE STREAM WAS BOMB!!!
Hey, what about the people with the weird abilities? They show up, offer to join and have a weird power, I have one with no eyes but can see and she has a healing ability. I saw someone playing with a 'mad scientist' and they could transform steal into other metals. They all have unknown backgrounds.
Do a examination surgery immediately, they usually have some kind of anomaly health condition (my first one had crumbling mind). Accepting unknowns is an easy way to get metalhorrors, so its best to find those out fast. Other than their conditions and abilities, they are normal colonists. Also do this for clones so you can deal with any side effects early.
I got a guy with 17 in every skill and a trait called “perfect memory” which makes his skill never deteriorate
So for the fleshmass heart, heres some tips since i cant find any literally anywhere.
It only spreads so far out, this is important because i was under the impression it spread for a certain amount of time and that cutting it off early would help long term. But the heart wins in attrition. Instead back up, let the inital mobs come after you and murder them safely, then deadlife em to give you numbers, after the first nerve and let it spread while you recover. When the second nerve pops out get to work, and same for the third. it can feel overwhelming and downright brutal. But dead life mortar shells as support is god tier, also i cheesed the final nerve, i sent a revenant spine group to rush the injection lol.
As for the put, mine were generating wrong, likely due to a mod, if you end up in a pit with nothing in it just walls. That means its probablly bugged. I ended up using dev mode to delete it, since it just kept spawning waves, and after like the 5th one i really just felt like i was being cheated.
If anyone complained about the previous DLC prices per content
I can safely say, this is more than worth the 30$
I was wondering if you could do a quick video on some of the new encounters too, like for example the leathery stranger or a genious scientist
for the metal horrors i would advice to disable your cooks since they can poison the food they make to create new horrors and can cause even secondary infestations after you just cleared and survived the first one.
While Adam was playing
. It brought back the living things when returning... So would it be good to remove skulls from bodies?
I really like this DLC and the atmosphere it brings, ppl say it is less contents when that is not true at all.
That moment when I'm so ethical I didn't even consider war crimes on the Anomalies. Taking their legs is so much easier than making a secure fortress.
Does anyone know if (during the pit event) there is another wave of flesh beasts that appear after the event starts?
Best holding monster facility is inside mountain . 200 + strength
Are you using a mod for dev console commands you have in the left top corner?
That’s the dev palette, it’s available in vanilla by pinning dev commands from the big menu
Hail the golden cube. 59:31
I did the Anomaly Research start... I can control my ghoul like normal, but he does not appear at the top. I've noticed a few other bugs, like he only faces side-ways. Nothing that has impacted gameplay, but it is weird
Nociosphere and ghouls are literally GIGACHADS
Regarding Nociosphere: you don't need enemies, it can target wildlife as well.
If you target wildlife there is a high chance it teleports to you and murders all your people.
@@MortalSmurph In my case it focused on blasting games for 90 seconds and then left. Couple days later, came back as default.
Do only the duplicates get the side effects or the original or both? Ty
Only the duplicate, except for duplication sickness
@@m4rcyonstation93 ty
Wait a minute i the attack where the enemy emerged from the water is not just the entity that can do it
Those damn mechanoid also capable to do it and i almost got a heart attack seeing 3 centurions and a few scythers just spawn from the river in the middle of my base lol
Way to counter water based colonh i guess
Most excellent. I don't mind spoilers as I want to know EXACTLY what I'm getting with my purchase. Again great work!
Genuinely thanks for your hard work.
I’m the sort of person who likes knowing everything about a game. These have been super helpful.
holy how tanky is the revenant? I feel like I cant kill it fast enough before it wipes my colony
It takes a quarter damage I think.
Studied that dam cube for an in game year and did not get the option to destroy it. Was hell.
Wait so 4 of my colonists have cure obsessed, am I just supposed to wait until I get a notification that I can destroy it?
You can aneasthetize them, then drop pod the cube onto another tile.
Warning for anyone who's got the Warped Obelisk! There is (at the time of this message) a bug with the return obelisk, in that it won't return your colonists! Ready dev mode to spawn them food until the bug is fixed if they're stuck in the labyrinth.
Currently, if you're playing modded using Vanilla Expanded Psycasts, the Skipmaster tree has the Skip Door psycast, which allows the user to open semi-permanent gateways (they last until destroyed) you can use to teleport. If you have established skipgates, then you can escape the labyrinth that way until the bug is fixed.
from what i have seen obelisk bugs are often mod/worldgen related. inability to leave usually has to do with a mountain in the way. rocketman broke labyrinth generation entirely for me, removing fixed a lot of Anomaly issues.
fleshmass heart is buggy mess, for example i just can' make that action like there 36:21 after analyzing all three sample, pain in ass, even
27:25
:(
How can I have more shards? To have a ghoul army😂
Farming flesh pit, gives you 3 shards every time you go through it. Go for distress signals, that usually gives at least one. Most advanced entities drop a shard, but flesh pit imo is by far most consistent and best way to get shards. Draw shamblers can work too but much rarer
Enjoyed the video i appreciate the info... But man did you drive me nuts mispronouncing metal horrors, half the time you said metal harrs.
Nice vid but im still waiting for biotech and 1.4 on console
Oh.. I also brought that version, I think they stopped updating it since there was like no news from them for awhile
These dont seem very fun...previous DLC had other things you could do if you aren't a fan of parts of the DLC
It actually does add a few things even if you don't activate the monolith. Strange joiners will still spawn to some degree. The security door research plus a few other researches that don't require entity containment.
I get where you're coming from. But at the same time, you could also say that about the ideology dlc.
Ideology didnt have anything to interact with other than the ideo system either (its just a lot more encompassing), Royalty didnt have much outside of empire (tribal psycasting stuff, mech clusters, and some random events), and Biotech is an absolute bottle of lightning and I really dont think we should hold every dlc to that standard lol
Anomaly now has the ambient horror mode, letting you basically have all the anomaly threats as normal events, instead of being tied to the monolith, which imo is the perfect addition to this dlc and really helps its case
@@bsmith9890ideology is game changing bruh what are you talking about.
You are very repetitive
Thank you. I’m so happy you’re not a pronoun groomer like the rest of the Rimworld discord crowd
?
@@skyezo there’s a lot of troons in the Rimworld community.
Is that really a thing?
Homie has not touched grass in a long time it seems
@@ThatOliveMrTimagine saying homie as a white trash pronoun communist. Also saying touch grass in UA-cam comments is just wiiiild.