RimWorld

RimWorld

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Anomaly Risk Upgrade
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Mod, 1.5, 1.6
File Size
Posted
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20.796 MB
14 Jun, 2024 @ 12:56pm
22 Jun @ 5:00am
7 Change Notes ( view )
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Anomaly Risk Upgrade

In 1 collection by Lula O Honesto
Anomaly Corporation(Youtube Series) Mr Deliberto
646 items
Description
This modification causes anomalies to become stronger over time on your map.

Although these mutations are extremely dangerous, it has been confirmed by our research department that the productivity of anomalies in captivity becomes greater along with their ability to cause pain and suffering.

Quality medical care is recommended every 48 hours to reverse progression, but it has been confirmed that withholding treatment has an effect that accelerates progression. Our analysts say this can also be beneficial with increased power and Bioferrite output if controlled correctly

Employee Cisco : How to make them stonger?
Manager : Do not give them medical care in their special hediff.
Employee Cisco: But won't that make the anomaly die to the Electroharverter?
Manager : Advanced risk levels have shown amazing regeneration capabilities, use of electroharvester is completely safe without medical supervision

2 WIP weapons add to the smithing research, they intended effects are to aplly the Distortion hediff anyone you want and another one to Surpress anomalies(need balancing, use at your own risk)

At each risk level, anomalies become more powerful but more productive (bioferrite and energy)
The risks are:

ZAYIN: Vanilla with a minimal strength increase

TETH: A bit stronger than ZAYIN but still easy to deal with

HE: A threat to consider for an unprepared player, but nothing that complicated

WAW: Be prepared for a fight

ALEPH : ♥♥♥♥ happens, your colonists trust in your ability to survive

Q: Can i add mid save?
A: You can, but you need to make your old anomalies bleed to mutate or beat them with the distortion stick (or cook them at extreme temperatures for a few minutes)

Q:Are the game anomaly raids become harder?
A: No they need time to evolve,they arrive at vanilla state

Q:My monster died after downgrading a tier
A: If they have enought injuries they can die when downgrading because their body size become smaller but they have loots of damaged hitpoints,(BUT THEY NEED TO TAKE A LOT OF DAMAGE FOR THIS TO HAPPEN)

Q:Can you make this mod better?
A: I want, but i miss the necessary skills

Update plan:
ALEPH permanent upgrades Addon
Containment Overload (The anomalies will become a little more agitated and able to escape for a short period of time)
Balace(Some values regarding strength progression still need to be adjusted, I'm accepting feedback, any strength changes will have buff priority rather than Nerfs)
I'm new to rimworld modifications, so be patient.

UPDATE NOTES
Anomalies can now regenerate lost limbs
Distortion Sticks and Anomaly Surpressors no longer spawns on raiders
Anomaly Surpressor hediff (less damage is required for each severity point)
Severity Per damage 0.05->0.15 (But the severity is still affected by larger body sizes)
You can freeze or cook anomaly cells to aplly the distortion(heat) and Surpression (Cold)
Surpressed Anomalies escape less
Evolved entities are weaker to cold

Anomalies become unstable when they bleed, this means that they will only evolve after their initial fight, as a side effect our scientists discovered that anomalies unable to bleed are immune to natural evolution and need to be stimulated with the Distortion Stick, certain anomalies can also be affected by extreme heat to be stimulated or extreme cold to be suppressed in their containment


Load after big and small framework

This IS not a Lobotomy Corporation reference

Supression Gun stand alone mod : https://sp.zhabite.com/sharedfiles/filedetails/?id=3367638259

Face the Fear, build the organ harvesting facility
91 Comments
Lula O Honesto  [author] 23 hours ago 
Working in 1.6 :hardhat:
Goldengear1111 21 Jun @ 12:33pm 
The glorious prerequisites have updated
Pedrowser 19 Jun @ 6:04am 
Ishe KKKKKKKKKKK, susse, obrigado ainda assim por responder :steamhappy:
Lula O Honesto  [author] 19 Jun @ 4:27am 
Infelizmente eu não sei como fazer configurações de mod :steamsad:
Pedrowser 18 Jun @ 6:28pm 
Lulinha será que tem como adicionar configurações pra:
1 - As criaturas se tornarem mais fortes imediatamente após capturadas, talvez até uns 500%
2 - Ajustar o quanto elas se tornam mais fortes com o tempo, e ser possível que elas fiquem mais FRACAS com o tempo

Pedindo isso porque queria fazer o processo oposto, elas serem muito fortes e resistentes à contenção assim que capturadas pela primeira vez, mas ficarem mais fracas conforme definham, eu acho que ficaria interessante jogar desse modo

Little Squid ;) could you maybe add some configs for:
1 - Creatures imediatly get stronger after they are captured the first time, maybe like 500%
2 - Adjust how much stronger they get, and also get the values to reduce their strength as time goes on

Thank you muito obrigado, espero que o inglês freestyle tenha ficado bom ;)
Lula O Honesto  [author] 9 Jun @ 9:03am 
Of course, just after big and small framework and harmony. :conwayheadscratch:
Goldengear1111 9 Jun @ 8:46am 
Is this getting updated for 1.6 when it releases?
in theory a great mod which i love, never loved the idea that these void entities designed to kill you just sit perfectly still in their chains and dont escape. BUT MAN IMMA BE HONEST SOMETHING ABOUT THIS PROGRESSION IS A LITTLE TOO EXTREME, in game settings to change how quickly the distortion can upgrade them would make it perfect, as it stands im not sure its what im looking for after all. an in game week in containment and that sightstealer can probably solo the entire planet, i was thinking more 10 in game years? or at least 5 years? or 1 year of containment before they could shrug off bullets? as it stands i execute them after a couple of days in containment, and im not even sure i want to do all of that, best of luck making the mod better!
You must randy random like i have :Roland:
EtherealLuna 22 Apr @ 9:00am 
Your greed has consumed you.