# RimWorld Integrating Anomaly more with the rest of the game - Product: RimWorld (https://whatsnew.fyi/product/rimworld) - Vendor: Ludeon Studios - Date: 2024-04-18 - Original notes: https://store.steampowered.com/news/app/294100/view/4216007560397659215 - Permalink: https://whatsnew.fyi/product/rimworld/releases/2024-04-18-integrating-anomaly-more-with-the-rest-of-the-gam What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Anomaly content is less dominant by default while the monolith is active, with more incidents from the base game and other expansions appearing - **added** — Storyteller options to increase or reduce inactive and active presence of Anomaly events - **added** — Sliders in game settings to customize how much Anomaly horror events dominate the game - **changed** — Reduced entity codex entry count required for monolith level 3 from 17 to 12 - **changed** — Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes - **changed** — Updated the Anomaly scenario to start with three researchers and a ghoul, up from two - **changed** — Drastically reduced the chance of getting a faction leader from skip abduction - **changed** — Reduced metal horror infection chance when an infected doctor performs surgery - **changed** — Reduced revenant flammability to prevent it being trivialized by fire - **changed** — Increased the upper end of blood rain duration for both the incident and psychic ritual - **added** — Skulls can now be consumed by harbinger trees - **added** — Custom descriptions to the diagnosed versions of organ decay and crumbling mind to make them less confusing - **removed** — Awoken corpses from scenario editor - **removed** — Simulate not owning X options to prevent mods from disabling expansions in users' games - **changed** — Removed minimum threat points for obelisk incidents to allow discovering more incidents with low colony points - **changed** — Corpses now have a 6 hour window before they'll resurrect in a death pall - **changed** — Pocket maps count towards the wealth of their parent map - **fixed** — Pawns can teleport into very dangerous labyrinth rooms - **fixed** — Shamblers sometimes get stuck in rising state - **fixed** — Sightstealers won't attack colony mechs - **fixed** — Strange signal quest not ending if the map is removed Hi everyone - Ty here. We’re loving your _Anomaly_ stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and it’s been incredibly gratifying to see people having new kinds of stories in the game. Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said they’d like to be able to mix _Anomaly_ content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough. Originally, we had _Anomaly_ throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - _Anomaly_ has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles. Today’s update addresses that with some key changes and new features: - **_Anomaly_ content is less dominant by default** while the monolith is active. You’ll see more incidents from the base game and other expansions now. - **You can customize how _Anomaly_-focused you want your playthrough to be.** We added sliders to the game settings that let you choose how much you want _Anomaly_ horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions). - **You don’t need to see every entity on every playthrough.** We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it’s your choice now. This spreads the experience further over more playthroughs, if you choose. - **We've updated the _Anomaly_ scenario to start with three researchers and a ghoul** (up from two). This gets you into the meat of the game quicker when using this scenario. Note: If you'd like to go back to the **pre-update Anomaly incident rates**, just change your "**Anomaly threats (active)**" to **45%** (up from the new default 30%). To get to this setting, go to Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly. We’re making other ongoing minor changes as well - see the full changelog below for details. We’re still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback. If you’d like to help test or report bugs, please join the [official RimWorld Development Discord](https://discord.gg/MC6eYAHuPu). Join us on Reddit to [discuss the update here](https://www.reddit.com/r/RimWorld/comments/1c78yhd/integrating_anomaly_more_with_the_rest_of_the/). Also, please don't hesitate to [review _Anomaly_ on Steam!](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/) (Expansions don’t get many reviews since there’s no button prompt in the Steam library.) Thanks all, Ty ##### Changelog - Added storyteller options to increase or reduce inactive and active presence of Anomaly events. - Reduced entity codex entry count required for monolith level 3 from 17 -> 12. - Drastically reduce the chance of getting a faction leader from skip abduction. - Reduced metal horror infection chance when an infected doctor performs surgery. - Skulls can now be consumed by harbinger trees. - Minor optimizations for food searching. - Added safety checks to RoofCollapserImmediate to prevent out of bounds. - Reduce revenant flammability to prevent it being trivialized by fire. - Increase the upper end of _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/4216007560397659215]_