Difference between revisions of "Events/Anomaly"
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Arcangelus (talk | contribs) (Added events of tier 0/linked to main article, alongside a short description of the Tier.) |
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{{Anomaly}} | {{Anomaly}} | ||
{{Spoiler}} | {{Spoiler}} | ||
− | {{Stub|reason = Missing most of the relevant events}} | + | {{Stub|reason = Missing most of the relevant events. Also, check the "default level" part: I believe it to be -1 for '''never interacted''' / '''DLC deactivated''' and 2 for '''ambient horror'''}} |
− | [[Anomaly]]{{AnomalyIcon}} | + | {{Main|Events}} |
+ | The [[Anomaly]]{{AnomalyIcon}} DLC introduced a new style of Incident; one linked to the activity level of the [[Monolith]] structure. Every Anomaly{{AnomalyIcon}} event belongs to a Tier, and can only trigger if the Monolith activity level is at least that high. For instance, a Stirring Monolith (activity level 1) would allow all events from Tier 0 and 1, but none from Tier 2. | ||
− | + | If the [[AI_Storytellers#Anomaly|storyteller option]] '''Ambient horror''' is active, the Tier system will be ignored. All Anomaly{{AnomalyIcon}} events become available, with the exception of those directly related with the [[Monolith]] structure. This is due to the Monolith not spawning with this option active. | |
+ | |||
+ | == Anomaly event list == | ||
{|class="wikitable sortable mw-collapsible" style="text-align: center;" | {|class="wikitable sortable mw-collapsible" style="text-align: center;" | ||
|+ '''Anomaly Incidents''' | |+ '''Anomaly Incidents''' | ||
− | ! Tier<ref>This is | + | ! Tier<ref>This is equal to the activity level of the [[Monolith]], 0 being the default. The activity levels need to be at least as high as the required Tier for the event to become available.</ref> |
! Possible Incidents | ! Possible Incidents | ||
! Category | ! Category | ||
Line 28: | Line 31: | ||
| [[Shambler Swarm]] || Threat Big || 2 || 0 || 0 || 0 || 0 | | [[Shambler Swarm]] || Threat Big || 2 || 0 || 0 || 0 || 0 | ||
|- | |- | ||
− | | Distress Call || | + | | [[Quests#Distress_signal|Distress Call]] || [[Quest]] || 1 || 15 || 45 || 0 || 0 |
|- | |- | ||
| rowspan="20"| 1 | | rowspan="20"| 1 | ||
Line 67: | Line 70: | ||
| [[Golden cube|Mysterious Cargo Golden Cube]] || Misc. || 0.2 || 10 || 240 || 0 || 200 | | [[Golden cube|Mysterious Cargo Golden Cube]] || Misc. || 0.2 || 10 || 240 || 0 || 200 | ||
|- | |- | ||
− | | [[Revenant|Mysterious Cargo Revenant Spine]] || Misc. || 0.2 || 10 || 240 || 0 || 200 | + | | [[Revenant spine|Mysterious Cargo Revenant Spine]] || Misc. || 0.2 || 10 || 240 || 0 || 200 |
|- | |- | ||
| Frenzied Animals || Threat Big || 0 || 0 || 0 || 0 || 0 | | Frenzied Animals || Threat Big || 0 || 0 || 0 || 0 || 0 | ||
Line 88: | Line 91: | ||
| [[Creepjoiner|Creepy Joiner]] Offer [[Metalhorror]] || Misc. || 0.05 || 10 || 60 || 0 || 0 | | [[Creepjoiner|Creepy Joiner]] Offer [[Metalhorror]] || Misc. || 0.05 || 10 || 60 || 0 || 0 | ||
|} | |} | ||
+ | |||
+ | == Tier 0 == | ||
+ | :'''Activity level 0:''' ''Inactive'' <br/> | ||
+ | Events of this tier can happen as long as the [[Anomaly DLC]]{{AnomalyIcon}} is active regardless of [[monolith]] level, even sans prior interaction. | ||
+ | |||
+ | ===Small Shambler swarm=== | ||
+ | A small group of shambling corpses is approaching. The inhuman force that animates them is fading, so they will collapse within a day. If you can capture one, you can study it for anomaly knowledge. Otherwise, they might not notice you if you leave them alone. | ||
+ | |||
+ | Two to Four [[shambler]]s will spawn. They last 2.5 to 3.5 days. | ||
+ | |||
+ | ===Shambler swarm=== | ||
+ | A group of shambling, rotting corpses is approaching. They will now wander through the area. If they see a human, they will attack. If not, they will leave in a few days. | ||
+ | |||
+ | The [[shambler]]s will drop as corpses after 2.5 to 3.5 days. | ||
+ | |||
+ | === Shambler assault === | ||
+ | A horde of shambling rotting corpses is approaching. They are intent on attacking your colony. As they exhaust their strange energy, they will begin to collapse within hours. They are attacking immediately. | ||
+ | |||
+ | The [[shambler]]s can attack from multiple directions. Each shambler will last from 4 to 10 hours before dying. | ||
+ | |||
+ | The shamblers target humans and will "dumb breach" their way towards their human targets. | ||
+ | |||
+ | === Psychic ritual siege === | ||
+ | :{{Main|Psychic ritual siege}} | ||
+ | A group of [[Horax cult]]ists arrive nearby and will attempt to use a [[psychic ritual]] to either abduct a colonist or spawn [[fleshbeasts]]. They may attempt to perform multiple rituals. | ||
+ | |||
+ | The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly. | ||
+ | |||
+ | The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4. | ||
+ | |||
+ | === Distress signal (quest) === | ||
+ | :{{Main|Quests#Distress signal}} | ||
+ | You've intercepted a distress signal from a nearby camp of a faction. | ||
+ | |||
+ | Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive{{Check Tag|Chance unknown.}} The map will be covered in [[fleshmass]], with [[flesh sack]]s and [[flesh bulb]]s as well. | ||
+ | |||
+ | === Creepjoiner === | ||
+ | :{{Main|Creepjoiner}} | ||
+ | A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. | ||
+ | |||
+ | If rejected, they can either depart peacefully or become hostile. | ||
+ | |||
+ | Joiners have a specific list of upsides and possible downsides. See the main article for details. | ||
+ | |||
+ | == Tier 1 == | ||
+ | :'''Activity level 1:''' ''Intermittent psychic humming ''<br/> | ||
+ | Place events of tier 1 here. | ||
+ | |||
+ | == Tier 2 == | ||
+ | :'''Activity level 2:''' ''Pulsing with psychic energy.''<br/> | ||
+ | Place events of tier 2 here. | ||
+ | |||
+ | == Tier 3 == | ||
+ | :'''Activity level 3:''' ''Awakening.''<br/> | ||
+ | Place events of tier 3 here, if any. On the alternative, write down if anything interesting happens at this level. | ||
+ | |||
+ | == Tier 4 == | ||
+ | :'''Activity level 4:''' ''Awakened.''<br/> | ||
+ | {{Main|Endings#Monolith endgame}} | ||
+ | This allows entering the [[metal hell]] and is required for the Anomaly ending. | ||
+ | |||
+ | |||
+ | == Notes == |
Latest revision as of 12:43, 19 July 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing most of the relevant events. Also, check the "default level" part: I believe it to be -1 for never interacted / DLC deactivated and 2 for ambient horror. |
The Anomaly DLC introduced a new style of Incident; one linked to the activity level of the Monolith structure. Every Anomaly event belongs to a Tier, and can only trigger if the Monolith activity level is at least that high. For instance, a Stirring Monolith (activity level 1) would allow all events from Tier 0 and 1, but none from Tier 2.
If the storyteller option Ambient horror is active, the Tier system will be ignored. All Anomaly events become available, with the exception of those directly related with the Monolith structure. This is due to the Monolith not spawning with this option active.
Anomaly event list[edit]
Tier[1] | Possible Incidents | Category | Base Chance |
Earliest Day |
Cooldown | Min. Pop |
Min. Threat Points |
---|---|---|---|---|---|---|---|
0 | Small Shambler Swarm | Threat Small | 1 | 0 | 0 | 0 | 0 |
Psychic Ritual Siege | Threat Big | 2.5 | 0 | 0 | 0 | 200 | |
Shambler Assault | Threat Big | 2 | 20 | 10 | 0 | 250 | |
Creeper Joiner Arrival | Misc | 1 | 10 | 60 | 0 | 0 | |
Shambler Swarm | Threat Big | 2 | 0 | 0 | 0 | 0 | |
Distress Call | Quest | 1 | 15 | 45 | 0 | 0 | |
1 | Sightstealer Arrival | Threat Big | 2 | 0 | 0 | 0 | 0 |
Fleshbeast Attack | Threat Big | 2 | 15 | 0 | 0 | 0 | |
Chimera Assault | Threat Big | 2 | 15 | 0 | 0 | 300 | |
Hate Chanters | Threat Big | 1.5 | 0 | 10 | 0 | 200 | |
Gorehulk Assault | Threat Big | 1.5 | 15 | 0 | 0 | 0 | |
Devourer Assault | Threat Big | 1.5 | 0 | 0 | 0 | 350 | |
Sightstealer Swarm | Threat Big | 1 | 0 | 0 | 0 | 0 | |
Devourer Water Assault | Threat Big | 1 | 0 | 0 | 0 | 500 | |
Shambler Swarm Animals | Threat Big | 0.25 | 0 | 0 | 0 | 0 | |
Ghoul Attack | Threat Small | 0.2 | 15 | 0 | 0 | 0 | |
Metal Horror Implantation | Misc. | 0.2 | 30 | 45 | 4 | 300 | |
Death pall | Threat Big | 0.5 | 15 | 30 | 0 | 0 | |
Revenant | Threat Big | 1 | 30 | 90 | 5 | 300 | |
Twisted obelisk | Threat Big | 0.5 | 50 | 120 | 0 | 0 | |
Corrupted obelisk | Threat Big | 0.5 | 50 | 120 | 0 | 0 | |
Warped obelisk | Threat Big | 0.5 | 50 | 120 | 0 | 0 | |
Mysterious Cargo Unnatural Corpse | Misc. | 0.2 | 10 | 240 | 0 | 200 | |
Mysterious Cargo Golden Cube | Misc. | 0.2 | 10 | 240 | 0 | 200 | |
Mysterious Cargo Revenant Spine | Misc. | 0.2 | 10 | 240 | 0 | 200 | |
Frenzied Animals | Threat Big | 0 | 0 | 0 | 0 | 0 | |
2 | Pit gate | Threat Big | 0.75 | 0 | 45 | 0 | 500 |
Fleshmass heart | Threat Big | 0.75 | 60 | 120 | 0 | 0 | |
Unnatural darkness | Threat Big | 1 | 45 | 75 | 0 | 0 | |
Nociosphere | Threat Big | 1 | 45 | 30 | 0 | 0 | |
Blood rain | Threat Big | 0.5 | 14 | 45 | 0 | 0 | |
Unnatural Corpse Arrival | Misc. | 0 | 0 | 240 | 0 | 0 | |
Golden Cube Arrival | Misc. | 0 | 0 | 240 | 0 | 0 | |
Creepy Joiner Offer Metalhorror | Misc. | 0.05 | 10 | 60 | 0 | 0 |
Tier 0[edit]
- Activity level 0: Inactive
Events of this tier can happen as long as the Anomaly DLC is active regardless of monolith level, even sans prior interaction.
Small Shambler swarm[edit]
A small group of shambling corpses is approaching. The inhuman force that animates them is fading, so they will collapse within a day. If you can capture one, you can study it for anomaly knowledge. Otherwise, they might not notice you if you leave them alone.
Two to Four shamblers will spawn. They last 2.5 to 3.5 days.
Shambler swarm[edit]
A group of shambling, rotting corpses is approaching. They will now wander through the area. If they see a human, they will attack. If not, they will leave in a few days.
The shamblers will drop as corpses after 2.5 to 3.5 days.
Shambler assault[edit]
A horde of shambling rotting corpses is approaching. They are intent on attacking your colony. As they exhaust their strange energy, they will begin to collapse within hours. They are attacking immediately.
The shamblers can attack from multiple directions. Each shambler will last from 4 to 10 hours before dying.
The shamblers target humans and will "dumb breach" their way towards their human targets.
Psychic ritual siege[edit]
- Main article: Psychic ritual siege
A group of Horax cultists arrive nearby and will attempt to use a psychic ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.
The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly.
The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4.
Distress signal (quest)[edit]
- Main article: Quests#Distress signal
You've intercepted a distress signal from a nearby camp of a faction.
Upon reaching the camp, you will find it overrun with Fingerspike, Toughspike, and Trispike. Members of the calling faction are usually dead, but may be alive[Chance unknown.] The map will be covered in fleshmass, with flesh sacks and flesh bulbs as well.
Creepjoiner[edit]
- Main article: Creepjoiner
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too.
If rejected, they can either depart peacefully or become hostile.
Joiners have a specific list of upsides and possible downsides. See the main article for details.
Tier 1[edit]
- Activity level 1: Intermittent psychic humming
Place events of tier 1 here.
Tier 2[edit]
- Activity level 2: Pulsing with psychic energy.
Place events of tier 2 here.
Tier 3[edit]
- Activity level 3: Awakening.
Place events of tier 3 here, if any. On the alternative, write down if anything interesting happens at this level.
Tier 4[edit]
- Activity level 4: Awakened.
This allows entering the metal hell and is required for the Anomaly ending.