Blood rain
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General but also is MDF a mult or an offset? Add to the stat page. Also severity gain and loss rate and time until table (see need pages for example), interlinking make Raids project into.major threat project and include? Occurrence/Summary/Analysis/Versionhistory subheadings. also does bloodrain act like rain - putting out fires, making pawns wet etc. |
Blood rain is a weather-like[Like?] Major Threat added by the Anomaly DLC that induces the blood rage hediff on pawns and animals. It causes colonists to get wet and apply the soaking wet hediff as well as affecting aim the same as fog (reducing weapon accuracy to 50%).
Blood rage increases melee damage but decreases mood and can cause animals to go manhunter or pawns to go berserk. It does not affect mechanoids. Blood Rage is affected by Psychic Sensitivity.[How?] Pawns with greater Psychic Sensitivity will gain Blood Rage severity faster.
The Blood Rain event lasts between 8 and 36 hours.
| Severity | 5%< Very mild |
5%> Mild |
40%> Moderate |
60%> Severe |
80%> Extreme |
|---|---|---|---|---|---|
| Melee Damage Factor | - | 110% | 125% | 137.5% | 150% |
| Mood Impact | - | −6 | −12 | −18 | −24 |
At 100% severity, the pawn goes into a Berserk state and won't fall asleep until they are no longer exposed to blood rain.
This event can be fired as a major threat or triggered by rituals.
Analysis[edit]
As of 1.6, blood rain is bugged due to incorrectly calculating ticks, resulting in a much slower blood rage gain rate. A temporary fix is available here. This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.
Blood rain is a relatively harmless major threat. Simply keeping pawns indoors and under a roof, like toxic fallout, will prevent all detrimental effects. Unlike toxic fallout, crops are not destroyed, and the rain does not last long enough for food to be a major issue. An allowed area can make it easier to control where pawns move. Alternatively, to prevent pawns on mental breaks from wandering out, you can wall in the exits to your base.
Beware that animals on the map will also become enraged, acting as standard manhunters. They will attack any raiders, including mechs, that arrive during a blood rain.
The blood rain ritual can be a good way of dealing with sieges, and, since it enrages animals, it can also be used to damage mech clusters
. The ritual is otherwise too slow to enrage other types of raids. However, it could be used pre-emptively to enrage animals on the map when knowing that a raid can happen, e.g., when accepting a quest or starting the ship reactor.
History[edit]
- Anomaly DLC Release - Added.
- Version/1.5.4067 - Increased the upper end of blood rain duration for both the incident and psychic ritual.
- Version/1.5.4083 - Blood rage at 100% now forces animals to be awake.