Follow TV Tropes

Following

History NightmareFuel / Rimworld

Go To

OR

Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


** An unnatural darkness may descend on your conly, where pawns will be attacked if they are not in a light source, VideoGame/DontStarve style, where you will not even see what attacked you, and will just get text telling you one of your pawns was injured. To remove this darkness, you must destroy these Noctolith's that spawn on the map. Doing so will cause Noctol to raid and attack the people trying to attack the Noctolith's. They will also randomly decide to attack your base.

to:

** An unnatural darkness may descend on your conly, colony, where pawns will be attacked if they are not in a light source, VideoGame/DontStarve style, where you will not even see what attacked you, and will just get text telling you one of your pawns was injured. To remove this darkness, you must destroy these Noctolith's that spawn on the map. Doing so will cause Noctol to raid and attack the people trying to attack the Noctolith's. They will also randomly decide to attack your base.



** Metalhorrors. '''Full Stop.''' These are parasites that infect their host, by replacing their nervous system and other parts, to control their host to spread more of them. In game, any pawn can come in infected (including non-anomaly events), become infected by any entity attack, become infected by food cooked by an infected pawn or surgery done by an infected pawn, and through Revenant hypnoisos. To find them? You have to perform a surgery, and the first time you do this on a non-infected pawn, the game will tell you that '''doctors may lie in their self-interest.'''. If you do find one though that surgery, they will '''rip themselves from the host by tearing the skin''' and attack your doctor. The only time the game will tell you that there are metalhorrors in your colony is if a non-infected pawn finds a gray flesh sample. Also, Metalhorrors will only take 25% of damage.

to:

** Metalhorrors. '''Full Stop.''' These are parasites that infect their host, by replacing their nervous system and other parts, to control their host to spread more of them. In game, any pawn can come in infected (including non-anomaly events), become infected by any entity attack, become infected by food cooked by an infected pawn or surgery done by an infected pawn, and through Revenant hypnoisos.hypnosis. To find them? You have to perform a surgery, and the first time you do this on a non-infected pawn, the game will tell you that '''doctors may lie in their self-interest.'''. If you do find one though that surgery, they will '''rip themselves from the host by tearing the skin''' and attack your doctor. The only time the game will tell you that there are metalhorrors in your colony is if a non-infected pawn finds a gray flesh sample. Also, Metalhorrors will only take 25% of damage.



** Blood Rain. Expect it's '''not''' blood, but rather a liquid close to blood that causes anyone who's covered in it to slowly but surly gain an anger that turns to a berserk rage.

to:

** Blood Rain. Expect it's '''not''' blood, but rather a liquid close to blood that causes anyone who's covered in it to slowly but surly surely gain an anger that turns to a berserk rage.




Added: 388

Changed: 281

Is there an issue? Send a MessageReason:
None





* The Psychic Rituals added by this DLC range from relatively mundane rituals such as drawing animals and a pleasure pulse to make people happier in exchange for work speed, to Kidnapping a random pawn, provoking the void, and [[MindRape Mind Raping]] the target in various ways, such as wiping their memories, stealing their experience, stealing their age, and their psychic sensitivity.



** The worst part of this is there is ''a single way'' to remove this status, and it's using the void, to do the ''erase memories'' ritual. And there's nothing stopping that pawn afterwords from going straight back to it if they haven't changed ideologies.


to:

** The worst part of this is there is ''a single way'' to remove this status, and it's using the void, to do the ''erase memories'' ritual. And there's nothing stopping that pawn afterwords afterward from going straight back to it if they haven't changed ideologies.

ideologies.
** You know how the Archotech AI, when activated on a planet will transform both the planet and its occupants? Yeah. '''What you are seeing is the beginning of someone changing by this Archotech- losing their humanity, so they can even begin to understand what they becoming.'''

Added: 277

Changed: 181

Is there an issue? Send a MessageReason:
None



to:

** Blood Rain. Expect it's '''not''' blood, but rather a liquid close to blood that causes anyone who's covered in it to slowly but surly gain an anger that turns to a berserk rage.
** The Monoliths. The Twisted Monolith will mutate local wildlife with flesh mass mutations like tentacles, the Corrupted Monolith will create duplatices of your pawns with flaws and may get your actual pawns sick, and the Warped Monolith can kidnap one of your pawns at random

Added: 619

Changed: 49

Is there an issue? Send a MessageReason:
None


** Metalhorrors. '''Full Stop.''' These are parasites that infect their host, by replacing their nervous system and other parts, to control their host to spread more of them. In game, any pawn can come in infected (including non-anomaly events), become infected by any entity attack, become infected by food cooked by an infected pawn or surgery done by an infected pawn, and through Revenant hypnoisos. To find them? You have to perform a surgery, and the first time you do this on a non-infected pawn, the game will tell you that '''doctors may lie in their self-interest.'''. If you do find one though that surgery, they will '''rip themselves from the host by tearing the skin''' and attack your doctor. The only time the game will tell you that there are metalhorrors in your colony is if a non-infected pawn finds a gray flesh sample.

to:

** Metalhorrors. '''Full Stop.''' These are parasites that infect their host, by replacing their nervous system and other parts, to control their host to spread more of them. In game, any pawn can come in infected (including non-anomaly events), become infected by any entity attack, become infected by food cooked by an infected pawn or surgery done by an infected pawn, and through Revenant hypnoisos. To find them? You have to perform a surgery, and the first time you do this on a non-infected pawn, the game will tell you that '''doctors may lie in their self-interest.'''. If you do find one though that surgery, they will '''rip themselves from the host by tearing the skin''' and attack your doctor. The only time the game will tell you that there are metalhorrors in your colony is if a non-infected pawn finds a gray flesh sample. Also, Metalhorrors will only take 25% of damage.
** Nociosphere. A giant orb that was made with one singular purpose - to inflict pain on those around it. No matter what, it will do that. Because this will eventually require you to use it, lest you risk your entire colony being wiped by this thing. The only way to get rid of it is to use it, because once it is fully unstable and activates, it will enter its onslaught mode and go after everything living. This thing has a massive health scale, with some parts reaching 12,500 total HP and has bounding box that is 2x2 tiles in size, making it the ''only pawn'' with a box larger than 1x1. It is a ticking time bomb.

Added: 840

Changed: 678

Is there an issue? Send a MessageReason:
None


** An unnatural darkness may descend on your conly, where pawns will be attacked if they are not in a light source, VideoGame/DontStarve style, where you will not even see what attacked you, and will just get text telling you one of your pawns was injriud. To remove this darkness, you must destroy these Noctolith's that spawn on the map. Doing so will cause Noctol to raid and attack the people trying to attack the Noctolith's. They will also randomly decide to attack your base.


to:

** An unnatural darkness may descend on your conly, where pawns will be attacked if they are not in a light source, VideoGame/DontStarve style, where you will not even see what attacked you, and will just get text telling you one of your pawns was injriud.injured. To remove this darkness, you must destroy these Noctolith's that spawn on the map. Doing so will cause Noctol to raid and attack the people trying to attack the Noctolith's. They will also randomly decide to attack your base. \n\n
** Revenant's are large humanoids, similar to Sightstealers, that hide themself with psychic influence. What makes them worse is that they will come into your base, ''opening doors as if they were one of your colonists'', hypnotizing one of your colonists they target, causing them to start rambling about things they only see, leave, stay around, and then ''come back to hypnotize another'', repeating this until there is no one left. That hypnotization can only be stopped by "killing" the revenant.
*** Even then, the Revenant doesn't truly "die", it becomes a spine that, if you do not destroy it, will come back as a Revenant. Yes, even if you contain it. It comes back.
** Metalhorrors. '''Full Stop.''' These are parasites that infect their host, by replacing their nervous system and other parts, to control their host to spread more of them. In game, any pawn can come in infected (including non-anomaly events), become infected by any entity attack, become infected by food cooked by an infected pawn or surgery done by an infected pawn, and through Revenant hypnoisos. To find them? You have to perform a surgery, and the first time you do this on a non-infected pawn, the game will tell you that '''doctors may lie in their self-interest.'''. If you do find one though that surgery, they will '''rip themselves from the host by tearing the skin''' and attack your doctor. The only time the game will tell you that there are metalhorrors in your colony is if a non-infected pawn finds a gray flesh sample.
Is there an issue? Send a MessageReason:
None


** Devourers, who, do exactly what you think. Devour. By that, they will ''consume a pawn whole while they are still alive and melt to the stomach acid unless you kill the devourer in time.''


to:

** Devourers, who, do exactly what you think. Devour. By that, they will ''consume a pawn whole while they are still alive and melt to the stomach acid unless you kill the devourer in time.''

time,'' using their giant teeth and snake-like bodies.
** An unnatural darkness may descend on your conly, where pawns will be attacked if they are not in a light source, VideoGame/DontStarve style, where you will not even see what attacked you, and will just get text telling you one of your pawns was injriud. To remove this darkness, you must destroy these Noctolith's that spawn on the map. Doing so will cause Noctol to raid and attack the people trying to attack the Noctolith's. They will also randomly decide to attack your base.




* If your playing with the Ideology DLC, Anomaly gives you two new Memes: ''Ritualist'' and ''Inhuman''. The Inhuman meme makes it so that Inhumaniztion prespict is required, which induces the Inhumatizion mechanic. What does this do? Well, a pawn following this ideology with an Inhuman meme will have their first major or severe mental break replaced with the ''Humanity Break'' instead, stating that the pawn "relinquished their remaining ties to humanity and embraced their ideology's worship of the void. Their concern for health, family, friendship, and love have been broken." Mechanically, this works like the Psychitc wandering break, but inflicts a ''permanent'' status on the pawn: ''Inhumatzion''. This status, in return for tanking your pawn's Artistic, Social, and Aminal stats by a whooping -12, as well as making them ''incapable of caring for others'', makes them more resistant to pain, able to handle heat more, and disables both the beauty and outdoors needs. The real horror comes in when you read the description of this status, implying the reason for this social decline is because ''they've lost a large part of their control over their own mind.''

to:

* If your playing with the Ideology DLC, Anomaly gives you two new Memes: ''Ritualist'' and ''Inhuman''. The Inhuman meme makes it so that Inhumaniztion prespict is required, which induces the Inhumatizion mechanic. What does this do? Well, a pawn following this ideology with an Inhuman meme will have their first major or severe mental break replaced with the ''Humanity Break'' instead, stating that the pawn "relinquished their remaining ties to humanity and embraced their ideology's worship of the void. Their concern for health, family, friendship, and love have been broken." Mechanically, this works like the Psychitc wandering break, but inflicts a ''permanent'' status on the pawn: ''Inhumatzion''. This status, in return for tanking your pawn's Artistic, Social, and Aminal stats by a whooping -12, as well as making them ''incapable of caring for others'', makes them more resistant to pain, able to handle heat more, and disables both the beauty and outdoors needs. The real horror comes in when you read the description of this status, implying the reason for this social decline is because ''they've lost a large part of their control over their own mind.''

Added: 191

Changed: 674

Is there an issue? Send a MessageReason:
None


*** Can become NightmareRedundant since it reanimates anything... including rats and chickens, which you can then capture.
** How do Fleshbeasts often arrive at your colony? ''By breaking through the earth itself and creating a pit.'' Bigger one's require you to ''go in'' and find out it's a giant whole covered in masses of flesh with beating, pulsing nerves, protected by a Dreadmeld, a giant mass of other flesh beasts with claws that dig trough rock (including steel), while constantly spawning other fleshbeasts from it's body.


to:

*** Can become NightmareRedundant NightmareRetardant since it reanimates anything... including rats and chickens, which you can then capture.
capture. While this doesn't really serve any functional propose, since it barely makes anything, it can be pretty funny to look at a zombie chicken trying to leave chains that are clearly too big for it.
** How do Fleshbeasts often arrive at your colony? ''By breaking through the earth itself and creating a pit.'' Bigger one's require you to ''go in'' and find out it's a giant whole covered in masses of flesh with beating, pulsing nerves, protected by a Dreadmeld, a giant mass of other flesh beasts with claws that dig trough through rock (including steel), while constantly spawning other fleshbeasts from it's body.

body.
** Or, instead of beasts, how about an '''entire heart''' that spreads blocks of flesh all over your colony's land while also producing fleshbeasts, packets of flesh that lob toxic shots at your colonists, and nerve bundles, which you must kill and research the flesh it drops 3 times before you can even kill the heart? Your reward for beating it, if you do, is a Fleshmass nucleus, that constantly generates twisted meat around it.
*** Oh, by the way, that flesh screams.
** Devourers, who, do exactly what you think. Devour. By that, they will ''consume a pawn whole while they are still alive and melt to the stomach acid unless you kill the devourer in time.''

Added: 2040

Changed: 2203

Is there an issue? Send a MessageReason:
None


** Ghouls are similar creatures to shambles, being mindless attacking, with the added bonus of not dying to exhaustion and having insane regen, even able to restore lost limbs... however, unlike every other entity in this game, are also a uqine pawn status. The status implies that they are still ''semi-conuniess'' and flip between a stupor and mindless rage.
*** You can later make pawns into Ghouls. This has... many implications. Yes, you can ''turn your prisoners into ghouls'' who are incapable of speech or any other form of work that isn't attacking.

to:

** Ghouls are similar creatures to shambles, being mindless attacking, with the added bonus of not dying to exhaustion and having insane regen, even able to restore lost limbs...limbs as long as they eat (mostly) fresh meat... however, unlike every other entity in this game, are also a uqine pawn status. The status implies that they are still ''semi-conuniess'' ''semi-aware of their situation'' and flip between a stupor and mindless rage.
*** You can later make pawns into Ghouls. This has... many implications. Yes, you can ''turn your prisoners into ghouls'' who are incapable of speech or any other form of work that isn't attacking. And yes, they also require meat, otherwise they will not just go Berserk, but leave your colony and become unable to rejoin.




* Even if you have seruity above the requirement for contacting the enities, they still have a chance to break out. Not having the requirement simply means it becomes a timed thing. There is no equipment or tech you can get in-game that ensures these creatures won't get out. It's not a question of if, it's a question of '''when'''.
* If your playing with the Ideology DLC, Anomaly gives you two new Memes: ''Ritualist'' and ''Inhuman''. The Inhuman meme makes it so that Inhumaniztion prespict is required, which induces the Inhumatizion mechanic. What does this do? Well, a pawn following this ideology with an Inhuman meme will have their first major or severe mental break replaced with the ''Humanity Break'' instead, stating that the pawn "relinquished their remaining ties to humanity and embraced their ideology's worship of the void. Their concern for health, family, friendship, and love have been broken." Mechanically, this works like the Psychitc wandering break, but inflicts a ''permanent'' status on the pawn: ''Inhumatzion''. This status, in return for tanking your pawn's Artistic, Social, and Aminal stats by a whooping -12, as well as making them ''incapable of caring for others'', makes them more restiant to pain, able to handle heat more, and disables both the beauty and outdoors needs. The real horror comes in when you read the description of this status, implying the reason for this social decline is because ''they've lost a large part of their control over their own mind.''

to:

\n** Gorehulks, a creature that "resembles a massive, painfully swollen human with randomly reconfigured body parts.", with spikes on it's back that it fires at it's targets. The game's description doesn't even fully tell you ''why'' it exists.
-->''"It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.''"
** Deathpall, an event where gray could descend onto your colony and turn ''all'' corpses outside into shambles until the event ends with, as the game says, " microscopic self-powered archites". Yes, you can kill the animated corpses, but they will just reanimate if the event is still going on. You just have to wait it out.
*** Can become NightmareRedundant since it reanimates anything... including rats and chickens, which you can then capture.
** How do Fleshbeasts often arrive at your colony? ''By breaking through the earth itself and creating a pit.'' Bigger one's require you to ''go in'' and find out it's a giant whole covered in masses of flesh with beating, pulsing nerves, protected by a Dreadmeld, a giant mass of other flesh beasts with claws that dig trough rock (including steel), while constantly spawning other fleshbeasts from it's body.


* Even if you have seruity security above the requirement for contacting the enities, entities, they still have a chance to break out. Not having the requirement simply means it becomes a timed thing. There is no equipment or tech you can get in-game that ensures these creatures won't get out. It's not a question of if, it's a question of '''when'''.
* If your playing with the Ideology DLC, Anomaly gives you two new Memes: ''Ritualist'' and ''Inhuman''. The Inhuman meme makes it so that Inhumaniztion prespict is required, which induces the Inhumatizion mechanic. What does this do? Well, a pawn following this ideology with an Inhuman meme will have their first major or severe mental break replaced with the ''Humanity Break'' instead, stating that the pawn "relinquished their remaining ties to humanity and embraced their ideology's worship of the void. Their concern for health, family, friendship, and love have been broken." Mechanically, this works like the Psychitc wandering break, but inflicts a ''permanent'' status on the pawn: ''Inhumatzion''. This status, in return for tanking your pawn's Artistic, Social, and Aminal stats by a whooping -12, as well as making them ''incapable of caring for others'', makes them more restiant resistant to pain, able to handle heat more, and disables both the beauty and outdoors needs. The real horror comes in when you read the description of this status, implying the reason for this social decline is because ''they've lost a large part of their control over their own mind.''



** The worst part of this is there is ''a single way'' to remove this status, and it's using the void, to do the ''earse memories'' ritual. And there's nothing stopping that pawn afterwords from going straight back to it if they haven't changed ideologies.


to:

** The worst part of this is there is ''a single way'' to remove this status, and it's using the void, to do the ''earse ''erase memories'' ritual. And there's nothing stopping that pawn afterwords from going straight back to it if they haven't changed ideologies.

Is there an issue? Send a MessageReason:
None


** Shamblers are Zombies who come in large packs, are unable to feel pain, and will still ''crawl to attack your pawns'' (or anything) when they're on the floor. Unless captured, they ''die'' from exhaustion after about 1-2 days.
** Ghouls are similar creatures to shambles, being mindless attacking, with the added bonus of not dying to exhaustion and having insane regen, even able to restore lost limbs... however, unlike every other entity in this game, are also a uqine pawn status. The status implies that they are still ''semi-conuniess'' and flip between a stupor and mindless rage.
*** You can later make pawns into Ghouls. This has... many implications. Yes, you can ''turn your prisoners into ghouls'' who are incapable of speech or any other form of work that isn't attacking.
*** You can also later make stuff to bring them back from the dead. Not even in death can they be free from this torture.



Is there an issue? Send a MessageReason:
None

Added DiffLines:

* If your playing with the Ideology DLC, Anomaly gives you two new Memes: ''Ritualist'' and ''Inhuman''. The Inhuman meme makes it so that Inhumaniztion prespict is required, which induces the Inhumatizion mechanic. What does this do? Well, a pawn following this ideology with an Inhuman meme will have their first major or severe mental break replaced with the ''Humanity Break'' instead, stating that the pawn "relinquished their remaining ties to humanity and embraced their ideology's worship of the void. Their concern for health, family, friendship, and love have been broken." Mechanically, this works like the Psychitc wandering break, but inflicts a ''permanent'' status on the pawn: ''Inhumatzion''. This status, in return for tanking your pawn's Artistic, Social, and Aminal stats by a whooping -12, as well as making them ''incapable of caring for others'', makes them more restiant to pain, able to handle heat more, and disables both the beauty and outdoors needs. The real horror comes in when you read the description of this status, implying the reason for this social decline is because ''they've lost a large part of their control over their own mind.''
--> "This person's mind is dominated by the psychic patterns of the void. They are completely disconnected from human concerts of family, friendship, and love. Their experience of reality is distant and muted, guided by the psychic rhythm of a dark hyperintelligence."
** The worst part of this is there is ''a single way'' to remove this status, and it's using the void, to do the ''earse memories'' ritual. And there's nothing stopping that pawn afterwords from going straight back to it if they haven't changed ideologies.

Added: 1746

Changed: 835

Is there an issue? Send a MessageReason:
yeah no making a folder


* As mentioned above: Anomaly. '''Marketed as a horror-focused''' DLC. This isn't just normal nightmare fuel, this is intended to be worse than normal. You can get raided now, by incredibly terrifying creatures. Of special note, the Fleshbeasts, who, as their name implies, are giant masses of flesh shambling around that attack anything on site. And above all else, you want to learn more about them or progress in the DLC's reshreach tab? You have to capture them or have a monolith in your base somewhere.
** And here's a thing: Even if you have seruity above the requirement, they still have a chance to break out. Not having the requirement simply means it becomes a timed thing. There is no equipment or tech you can get in-game that ensures these creatures won't get out. It's not a question of if, it's a question of '''when'''.

to:


In fact, Anomaly has its own section on this page, it's that bad.
[[folder:Anomaly DLC]]
* As mentioned above: Anomaly. '''Marketed as Almost every entity counts under this.
** The void monolith, what mostly starts most Anomaly playthroughs, is an old and ancient thing that connects to the '''very void itself.'''
** Harbinger trees, that have
a horror-focused''' DLC. This isn't just normal nightmare fuel, flesh like covering (but are not flesh) and eat corpses and raw meat by '''pulling their roots around it and dragging it into the floor.''' If they fed enough, more trees show up.
*** A common thing in this DLC for the entity description is that there's some sort of myth or legend attached to it, and
this is intended to be worse than normal. You can get raided now, by incredibly terrifying creatures. Of special note, the Fleshbeasts, who, as their name implies, first one you will likely see. Knowing what this game is... how many of these are giant based on actual truths?
-->''"In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky."''
-->--''Enity Description Blurb.''
** Fleshbeasts. It is exactly what it says on the tin. Giant shambling
masses of canorous flesh shambling around that attack anything on site. And above all else, you want and everything in sight.
** Sightstealers, called that due
to learn their ability to hide from others by using psychic influence to make themselves insivible, are one of the more about them or progress tame entities in the DLC's reshreach tab? You terms of nightmare fuel. That's not to say they don't have to capture them or have a monolith in nightmare fuel: They can hunt your base somewhere.
** And here's a thing:
colony in packs and can scream to call more of their kin. This, in game, is described as horrible sreeching noise.
*
Even if you have seruity above the requirement, requirement for contacting the enities, they still have a chance to break out. Not having the requirement simply means it becomes a timed thing. There is no equipment or tech you can get in-game that ensures these creatures won't get out. It's not a question of if, it's a question of '''when'''.'''when'''.

[[/folder]]
Is there an issue? Send a MessageReason:
Anomaly should get its own section, honestly


** Of particular note is that Anomaly is being marketed as a horror-focused DLC, its scope going beyond that of the threats in both the base game and in the other three expansions. There have only been a handful of dangers that have approached the supernatural, such as [[OurVampiresAreDifferent sanguophages]], all of those only being a taste of the true nightmares that Archotechs can being forth. As bad as life is on the Rim, it's about to get ''much'' worse.

to:

** Of particular note is that Anomaly is being marketed as a horror-focused DLC, its scope going beyond that of the threats in both the base game and in the other three expansions. There have only been a handful of dangers that have approached the supernatural, such as [[OurVampiresAreDifferent sanguophages]], all of those only being a taste of the true nightmares that Archotechs can being forth. As bad as life is on the Rim, it's about to get ''much'' worse.worse.
* As mentioned above: Anomaly. '''Marketed as a horror-focused''' DLC. This isn't just normal nightmare fuel, this is intended to be worse than normal. You can get raided now, by incredibly terrifying creatures. Of special note, the Fleshbeasts, who, as their name implies, are giant masses of flesh shambling around that attack anything on site. And above all else, you want to learn more about them or progress in the DLC's reshreach tab? You have to capture them or have a monolith in your base somewhere.
** And here's a thing: Even if you have seruity above the requirement, they still have a chance to break out. Not having the requirement simply means it becomes a timed thing. There is no equipment or tech you can get in-game that ensures these creatures won't get out. It's not a question of if, it's a question of '''when'''.
Is there an issue? Send a MessageReason:
None


** Fire-starting Spree: Exclusive to pawns with the Pyromaniac trait and the sole reason why most players put them ''very'' high on their "reject and/or kill on site" list. Your crazy colonist begins to set any flammable materials they can get to ablaze, turning your colony into a fiery deathtrap if they are not stopped in time. [[OhCrap This is especially true if they managed to get to your explosive and incendiary items such as mortar shells and chemfuel.]] The worst part is this mental break can start at any time, even when they're in a ''good mood'', though this happens less frequently the happier they are.

to:

** Fire-starting Spree: Exclusive to pawns with the Pyromaniac trait and the sole reason why most players put them ''very'' high on their "reject and/or kill on site" sight" list. Your crazy colonist begins to set any flammable materials they can get to ablaze, turning your colony into a fiery deathtrap if they are not stopped in time. [[OhCrap This is especially true if they managed to get to your explosive and incendiary items such as mortar shells and chemfuel.]] The worst part is this mental break can start at any time, even when they're in a ''good mood'', though this happens less frequently the happier they are.



** Of particular note is that Anomaly is being marketed as a horror-focused DLC, it's scope going beyond that of the threats in both the base game and in the other three expansions. There have only been a handful of dangers that have approached the supernatural, such as [[OurVampiresAreDifferent sanguophages]], all of those only being a taste of the true nightmares that Archotechs can being forth. As bad as life is on the Rim, it's about to get ''much'' worse.

to:

** Of particular note is that Anomaly is being marketed as a horror-focused DLC, it's its scope going beyond that of the threats in both the base game and in the other three expansions. There have only been a handful of dangers that have approached the supernatural, such as [[OurVampiresAreDifferent sanguophages]], all of those only being a taste of the true nightmares that Archotechs can being forth. As bad as life is on the Rim, it's about to get ''much'' worse.
Is there an issue? Send a MessageReason:
Adding more nightmare fuel.

Added DiffLines:

** This doesn't even come close to the existential horror this procedure can create. What if the ripscanned individuals are still conscious, but cannot do anything as they serve those who forced them into their unfeeling, mechanical bodies? What if even copying their minds without killing them merely condemned their copied consciousness to the same fate? Perhaps the mechanoids invading your colony were once people who were driven mad by their wretched existence and decided to take their anger out on everyone else.
Is there an issue? Send a MessageReason:
Added example(s)


* Hey, so remember the archotech AIs? The unfathomably powerful machine intelligences which are the closest thing to gods in the setting, able to create technology so advanced and incomprehensible it might as well be magic? The things that, when activated on a planet, inevitably take control of it and transform both the planet and its occupants into something unrecognizable for reasons no human can truly understand? Well guess what! ''Anomaly'' introduces one that's ''insane!'' And your colony has pissed it off!

to:

* Hey, so remember the archotech AIs? The unfathomably powerful machine intelligences which are the closest thing to gods in the setting, able to create technology so advanced and incomprehensible it might as well be magic? The things that, when activated on a planet, inevitably take control of it and transform both the planet and its occupants into something unrecognizable for reasons no human can truly understand? Well guess what! ''Anomaly'' introduces one that's ''insane!'' And your colony has pissed it off!off!
** Of particular note is that Anomaly is being marketed as a horror-focused DLC, it's scope going beyond that of the threats in both the base game and in the other three expansions. There have only been a handful of dangers that have approached the supernatural, such as [[OurVampiresAreDifferent sanguophages]], all of those only being a taste of the true nightmares that Archotechs can being forth. As bad as life is on the Rim, it's about to get ''much'' worse.
Is there an issue? Send a MessageReason:
None


** Speaking of mechanoids, the Apocriton leader mech deserves special mention. Its description explicitly mentions that it's one of the few mechs [[ItCanThink capable of higher thought]]. Despite this, it still unleashes utter carnage, using similar MindRape techniques as the psychic ships/drones as well as a poison-tipped needle gun. In other words, the Apocritons are one of the few AIs in fiction whose actions against humanity are guided by ''[[ForTheEvulz pure malice]]''.

to:

** Speaking of mechanoids, the Apocriton leader mech deserves special mention. Its description explicitly mentions that it's one of the few mechs [[ItCanThink capable of higher thought]]. Despite this, it still unleashes utter carnage, using similar MindRape techniques as the psychic ships/drones as well as a poison-tipped needle gun. In other words, the Apocritons are one of the few AIs in fiction whose actions against humanity are guided by ''[[ForTheEvulz pure malice]]''.malice]]''.
* Hey, so remember the archotech AIs? The unfathomably powerful machine intelligences which are the closest thing to gods in the setting, able to create technology so advanced and incomprehensible it might as well be magic? The things that, when activated on a planet, inevitably take control of it and transform both the planet and its occupants into something unrecognizable for reasons no human can truly understand? Well guess what! ''Anomaly'' introduces one that's ''insane!'' And your colony has pissed it off!
Is there an issue? Send a MessageReason:
None


** One of the roles packaged with ''Ideology'' is the Leader. Representing your faction in diplomacy, the leader comes with a variety of abilities emphasizing their duties in the colony, including the ability to accuse any colonist of wrongdoing, ''regardless of whether they're actually guilty of anything''. If successful, the accused can be imprisoned, banished, and even ''executed'' without much fuss from the other colonists. This ability's success chance is dependent on the leader's Social stat, meaning that a charismatic leader can hold [[KangarooCourt Kangaroo Courts]] willy-nilly just to get rid of nuisances. Worse, one of the memes even allow your colonists to take ''satisfaction'' in the execution of the guilty, making this a viable stop-gap measure of keeping your colony happy. Even worse, there is actually a meme that ''requires'' you to do this from time to time to keep your colony happy without the leader needing to do anything except carry out the grisly duty. Depending on the player, it can be easy to prove Rousseau [[RousseauWasRight right]] or [[RousseauWasWrong wrong]].

to:

** One of the roles packaged with ''Ideology'' is the Leader. Representing your faction in diplomacy, the leader comes with a variety of abilities emphasizing their duties in the colony, including the ability to accuse any colonist of wrongdoing, ''regardless of whether they're actually guilty of anything''. If successful, the accused can be imprisoned, banished, and even ''executed'' without much fuss from the other colonists. This ability's success chance is dependent on the leader's Social stat, meaning that a charismatic leader can hold [[KangarooCourt Kangaroo Courts]] willy-nilly just to get rid of nuisances. Worse, one of the memes even allow your colonists to take ''satisfaction'' in the execution of the guilty, making this a viable stop-gap measure of keeping your colony happy. Even worse, there is actually a meme that ''requires'' you to do this from time to time to keep your colony happy without the leader needing to do anything except carry out the grisly duty. Depending on the player, it can be easy to prove Rousseau [[RousseauWasRight right]] or [[RousseauWasWrong [[HumansAreTheRealMonsters wrong]].
Is there an issue? Send a MessageReason:
None


* Let's start with your "colonists". Most of them are not grizzled veterans of countless struggles, neither are they highly disciplined super soldiers who never panic. You are in control of undisciplined and whiny average joes who'd suddenly found themselves marooned on a dangerous world due to an unspecified incident that happened to their SleeperShip and possessing a variety of professions, traits, and quirks unsuitable to outdoor survival unaided. Your task, should your colony survive long enough, is to eventually build a spaceship so that they can leave while at the same time fending off not only external threats and diseases but the stresses of living on the Rim.
* One scenario have your colony start as a group of five tribals who are fleeing mechanoids that destroyed their village. Imagine that you were only minding your business when a group of strange monsters start attacking your village. Arrows and javelin deflect off their metallic carapaces and warriors who get within striking distance of their scythes are disemboweled, their blood painting the dwellings red. Strange weapons that might as well have been magical spew fiery death that rendered leather shields and wooden armor useless even add they set the village ablaze. As the mechanoids begin butchering your people regardless of age and sex, you're forced to gather whoever you can and leave the rest to their fate. You eventually establish a new village to start over, yet you are painfully aware that you will soon meet those machines again...

to:

* Let's start with your "colonists". Most of them are not grizzled veterans of countless struggles, neither are they highly disciplined super soldiers who never panic. You are in control of undisciplined and whiny average joes who'd suddenly found themselves marooned on a dangerous world due to an unspecified incident that happened to their SleeperShip SleeperStarship and possessing a variety of professions, traits, and quirks unsuitable to outdoor survival unaided. Your task, should your colony survive long enough, is to eventually build a spaceship so that they can leave while at the same time fending off not only external threats and diseases but the stresses of living on the Rim.
* One scenario have your colony start as a group of five tribals who are fleeing mechanoids that destroyed their village. Imagine that you were only minding your business when a group of strange monsters start attacking your village. Arrows and javelin deflect javelins bounce off their metallic carapaces and warriors who get within striking distance of their scythes are disemboweled, their blood painting the dwellings red. Strange weapons that might as well have been magical spew fiery death that rendered leather shields and wooden armor useless even add they set the village ablaze. As the mechanoids begin butchering your people regardless of age and sex, you're forced to gather whoever you can and leave the rest to their fate. You eventually establish a new village to start over, yet you are painfully aware that you will soon meet those machines again...



** Toxic Fallout: A distant factory spew harmful gases into the atmosphere and your colony is unfortunate to have a gig if the stuff blanket the entire map. In addition of killing off any exposed plant life including that corn you'd spend all summer growing, prolonged exposure to the fallout can result in dementia at best and ''even cancer'' at worst. Even worse is the fact that the duration is randomized, meaning that you could very well be blanketed in miasma for ''years''.
** Volcanic Winter: Much like the above, a nuclear winter can last for years and make farming and life in general very, ''very'' difficult. The event blurb says that it is caused by a supervolcano erupting.
** Solar Flare: Though not deadly to your colonists by itself, a solar flare can be dangerous when paired with a bad event such as a cold snap/heat wave or a mechanoid raid due to its main capability: shutting off all electrical devices. This includes your ''turrets and coolers/heaters'', you know, the things keep your colony protected, your food refrigerated, and your rooms climate-controlled. Witness your colony succumbing to spoiling food and hypothermia/hyperthermia while a massive raid you cannot defend against bears down on you...
*** Solar flares also shut off your ''hydroponics,'' and no plant you can grow can survive the full duration of a solar flare. If you didn't already have a significant food stockpile and are in an area inhospitable for hunting and foraging, like a lot of players who do challenge runs, your colonists might find themselves forced to eat their starving comrades as they wait for the next crop to grow.

to:

** Toxic Fallout: A distant factory spew spews harmful gases into the atmosphere and your colony is unfortunate to have a gig if gigantic cloud of the stuff blanket the entire map. In addition of killing off any exposed plant life life, including that corn you'd spend spent all summer growing, prolonged exposure to the fallout can result in dementia at best and ''even cancer'' ''cancer'' at worst. Even worse is the fact that the duration is randomized, meaning that you could very well be blanketed in miasma for ''years''.
** Volcanic Winter: Much like the above, a nuclear volcanic winter can last for years and make farming and life in general very, ''very'' difficult. The event blurb says that it is caused by a supervolcano erupting.
** Solar Flare: Though not deadly to your colonists by itself, a solar flare can be dangerous when paired with a bad event such as a cold snap/heat wave or a mechanoid raid due to its main capability: function: shutting off all electrical devices. This includes your ''turrets and coolers/heaters'', coolers/heaters'' -- you know, the things keep keeping your colony protected, your food refrigerated, and your rooms climate-controlled. Witness your colony succumbing to spoiling food and hypothermia/hyperthermia while a massive raid you cannot defend against bears down on you...
*** Solar flares also shut off your ''hydroponics,'' and no plant you can grow can survive the full duration of a solar flare. If you didn't already have a significant food stockpile and are in an area inhospitable for hunting and foraging, like a lot of players who do challenge runs, your colonists might find themselves forced to [[NoPartyLikeADonnerParty eat their starving comrades comrades]] as they wait for the next crop to grow.



** Psychic/ Poison Ship: One day you're minding your business when a chunk of spacecraft lands somewhere on the map, even ''in the middle of your base'' if you're unlucky. Contained within is either a hostile AI Core or damaged tanks containing poisonous gases. Both ''immediately'' begin a countdown wherein the former [[MindRape Mind Rapes]] ''everyone'' in the colony and periodically incites nearby wildlife into a frothing rage while the latter creates a slowly expanding cloud of death that kills all plant life it touches. If these ships aren't destroyed in time, things will get worse, either resulting in your colony being reduced to a smothering ruin filled with raving lunatics or the ''entire map'' being turned into a barren, poison-filled wasteland.

to:

** Psychic/ Poison Psychic/Poison Ship: One day you're minding your business when a chunk of spacecraft lands somewhere on the map, even ''in the middle of your base'' if you're really unlucky. Contained within is either a hostile AI Core or damaged tanks containing poisonous gases. Both ''immediately'' begin a countdown wherein the former [[MindRape Mind Rapes]] ''everyone'' in the colony and periodically incites nearby wildlife into a frothing rage while the latter creates a slowly expanding cloud of death that kills all plant life it touches. If these ships aren't destroyed in time, things will get worse, either resulting in your colony being reduced to a smothering ruin filled with raving lunatics or the ''entire map'' being turned into a barren, poison-filled wasteland.



** Mechanoid Cluster: Exclusive to the Royalty DLC, these hostile encampments may appear as quest objectives but sometimes they show up at your map in drop pods and is ''immediately'' deployed unlike the raiders in the Siege event. While the mechanoids themselves are deployed while dormant until attacked, a proximity alarm is tripped, or a countdown ends, they're far from the only threats. Other than the mortars that begin shelling whoeven gets too close with explosives and incendiaries as turrets shred anyone who gets too close while shield generators block both bullets and mortar shells, there are special buildings that are guaranteed to make your colonists lives (much more) hellish. From automated factories that produce more mechanoids to reinforcement beacons to other buildings that MindRape your colonists and block out the sun, you will have your work cut out when assaulting these clusters. Some are so powerful that they can even affect ''tiles on the world map!''
* As noted above, the players themselves can be a source of Nightmare Fuel, especially with delightful mods that allow them [[VideoGameCrueltyPotential to commit virtual war crimes to their heart's content.]] From enslaving captured pirates to turning them into biomass to fuel the next monster creation, one could easily say that the player is the real BigBad of the game.
** In a recent update, a group of wanderers will visit your colony to work for you in exchange for food and shelter until they leave a few days later. They belong to ''no faction whatsoever'' and thus have no one to put up a fuss should anything happen to them. Sure you can force them to stay and work for you longer but nothing's stopping you from taking advantage of what are basically free volunteers for your schemes...

to:

** Mechanoid Cluster: Exclusive to the Royalty DLC, these hostile encampments may appear as quest objectives but sometimes they show up at your map in drop pods and is ''immediately'' deployed unlike the raiders in the Siege event. While the deployed mechanoids themselves are deployed while dormant until attacked, a proximity alarm is tripped, or a countdown ends, they're far from the only threats. Other than the mortars that begin shelling whoeven gets too close with explosives your colony after a certain period of time, explosive and incendiaries as incendiary turrets that shred anyone who gets too close while close, and shield generators that block both bullets and mortar shells, there are special buildings that are guaranteed to make your colonists lives (much (even more) hellish. From automated factories that produce more mechanoids to reinforcement beacons to other buildings that MindRape your colonists and block out the sun, you will have your work cut out when assaulting these clusters. Some are so powerful that they can even affect ''tiles on the world map!''
* As noted above, the players themselves can be a source of Nightmare Fuel, especially with delightful mods that allow them [[VideoGameCrueltyPotential to commit virtual war crimes against humanity to their heart's content.]] From enslaving captured pirates to turning them into biomass to fuel the next monster creation, one could easily say that the player is the real BigBad of the game.
** In a recent update, a group of wanderers will visit your colony to work for you in exchange for food and shelter until they leave a few days later. They belong to ''no faction whatsoever'' and thus have no one to put up a fuss should anything happen to them. Sure Sure, you can force them to stay and work for you longer longer, but nothing's stopping you from taking advantage of what are basically free volunteers for your schemes...



** Murderous Rage: Blaming the other colonists for their shitty predicament, your colonist goes into a state even worse than Berserk where they attack the nearest individual with their fists or whatever melee weapon they have equipped until they are stopped or ''their victim is dead''. Sometimes they hate a particular person so much that they will ''actually single them out!'' Imagine the horror of trying to stop your best close quarters fighter, wearing marine armor and armed with a powerful warhammer, as he goes on a rampage in your colony and ends up killing your only doctor.

to:

** Murderous Rage: Blaming the other colonists another colonist for their shitty predicament, your colonist goes into a state even worse than Berserk where they attack the nearest individual in question with their fists or whatever melee weapon they have equipped until they are stopped or ''their victim is dead''. Sometimes they hate a particular person so much that they will ''actually single them out!'' Imagine the horror of trying to stop your best close quarters fighter, wearing marine armor and armed with a powerful warhammer, as he goes on a rampage in your colony and ends up killing your only doctor.



** Going wild: The accumulation of mental stress has caused your colonist's mind to snap, causing them to reject all notions of civility and humanity and live the rest of their life as an ''animal''. You cannot even arrest them or subdue them in any way to bring them back to their senses; you're actually ''required to tame them'', much like any other animal! They also require an above average handling skill to tame, so in certain cases it is impossible to get them back before they wander off the map, never to be seen again.
* An addendum for the above: you will encounter groups of people not affiliated with any of the factions, including the aforementioned wild people. You with also encounter ruined buildings and furniture made of materials that are at your technological level to construct or above if you're playing as a tribe. ''How many colonies met an untimely end before you arrived?'' Who's to say that you won't soon join them?
* As you play Rimworld, it will soon become apparent that the world was once ruled over by an ancient spacefaring civilization. Factions ranging from tribes of humans armed with neolithic tools and weapons to more 'modern' colonies, to even a [[VestigialEmpire crumbling remnant]] from the Royalty DLC, assuming it isn't merely what's left of a successor state, remain to colonize the world, tools and weapons too advanced to be constructed by ''anyone'' barring through mods and can only be purchased from traders, and [[SealedEvilInACan rooms termed 'ancient dangers']] contained cryocaskets with either their occupants intact or dead and eaten by insects. Armies of high-tech killer robots comb the world for organics to butcher, with some even guarding the aforementioned ancient dangers. Even the mountains themselves contained finished resources such as steel and compacted machinery that can actually be mined, heavily implying that they were once part of ''massive'' ancient structures. ''Nothing is known about what could've caused its collapse.''
* The Storytellers, AI who decides what event will affect your colony and how frequently, basically has the fate of your colony in their hands. Phoebe Chillax is the easiest though [[BewareTheCuteOnes even she has a little bite]] on higher difficulties. Cassandra Classic is the typical Storyteller who will give you a steadily increasing difficulty curve taking ranking your progress into account so that the challenges can be something you can handle. However, the absolutely worst (or best, depending on the player) is [[RNGesus Randy Random]]. He doesn't care whether you actually can handle what he throws at you, only that it's fun to watch you struggle and hopefully surpass them. Or not; [[ItAmusedMe it's all for a great story to him. ]] Randy doesn't give a shit if you're a village of tribals armed with nothing but bows and stone axes; if dropping a squad of marines armed with advanced armor and charge rifles into your hapless doctor's tent makes for a better story than gifting you twenty cases of beer, he'd do it.

to:

** Going wild: The accumulation of mental stress has caused your colonist's mind to snap, causing them to reject all notions of civility and humanity and live the rest of their life as an ''animal''. You cannot even arrest them or subdue them in any way to bring them back to their senses; you're actually ''required to tame them'', much like any other animal! They also require an above average handling skill to tame, so in certain cases it is impossible to get them back before they wander off the map, never to be seen again.
* An addendum for the above: you will encounter groups of people not affiliated with any of the major factions, including the aforementioned wild people. You with also encounter ruined buildings and furniture made of materials that are at your technological level to construct or above if you're playing as a tribe. ''How many colonies met an untimely end before you arrived?'' Who's to say that you won't soon join them?
* As you play Rimworld, it will soon become apparent that the world was once ruled over by an ancient spacefaring civilization. Factions ranging from tribes of humans armed with neolithic tools and weapons to more 'modern' "modern" colonies, to even a [[VestigialEmpire crumbling remnant]] from the Royalty DLC, assuming it isn't merely what's left of a successor state, remain to colonize the world, tools and weapons too advanced to be constructed by ''anyone'' barring (barring through mods mods) and can only be purchased from traders, and [[SealedEvilInACan rooms termed 'ancient dangers']] contained cryocaskets containing [[HumanPopsicle cryosleep caskets]] with either their occupants intact or dead and eaten by insects. Armies of [[RobotWar high-tech killer robots robots]] comb the world for organics to butcher, with some even guarding the aforementioned ancient dangers. Even the mountains themselves contained finished resources such as steel and compacted machinery that can actually be mined, heavily implying that they were once part of ''massive'' ancient structures. ''Nothing ''[[NothingIsScarier Nothing is known about what could've caused its collapse.''
]]''
* The Storytellers, AI AIs who decides decide what event will affect your colony and how frequently, basically has hold the fate of your colony in their hands. Phoebe Chillax is the easiest though [[BewareTheCuteOnes even she has a little bite]] on higher difficulties. Cassandra Classic is the typical Storyteller who will give you a steadily increasing difficulty curve taking ranking your progress into account so that the challenges can be something you can handle. However, the absolutely worst (or best, depending on the player) is [[RNGesus [[RandomNumberGod Randy Random]]. He doesn't care whether you actually can handle what he throws at you, only that it's fun to watch you struggle and hopefully surpass them. Or not; [[ItAmusedMe it's all for a great story to him. ]] Randy doesn't give a shit if you're a village of tribals armed with nothing but bows and stone axes; if dropping a squad of marines armed with advanced armor and charge rifles into your hapless doctor's tent makes for a better story than gifting you twenty cases of beer, he'd do it.



* A subtle source of nightmare fuel is the fact that nobody, not even the god-like arcotech AI personas, has ever figured out how to travel faster than light. CasualInterstellarTravel is non-existent; anyone departing a planet for a Rimworld has no hope of returning home and getting even the ''faintest'' idea of the extent of human civilization is ''impossible.'' When your colonists look through their telescopes, you can't help but wonder how they feel knowing that humanity inhabits those far-off stars, forever out of their reach.

to:

* A subtle source of nightmare fuel is the fact that nobody, not even the god-like arcotech AI personas, has ever figured out how to travel faster than light. CasualInterstellarTravel is non-existent; anyone departing a planet for a Rimworld rimworld has no hope of returning home and getting even the ''faintest'' idea of the extent of human civilization is ''impossible.'' When your colonists look through their telescopes, you can't help but wonder how they feel knowing that humanity inhabits those far-off stars, forever out of their reach.



** One of the roles packaged with ''Ideology'' is the Leader. Representing your faction in diplomacy, the leader comes with a variety of abilities emphasizing their duties in the colony, including the ability to accuse any colonist of wrongdoing, ''regardless of actual level of guilty''. If successful, the accused can be imprisoned, banished, and even ''executed'' without much fuss from the other colonists. This ability's success chance is dependent on the leader's Social stat, meaning that a charismatic leader can hold [[KangarooCourt Kangaroo Courts]] willy-nilly just to get rid of nuisances. Worse, one of the memes even allow your colonists to take ''satisfaction'' in the execution of the guilty, making this a viable stop-gap measure of keeping your colony happy. Even worse, there is actually a meme that ''requires'' you to do this from time to time to keep your colony happy without the leader needing to do anything except carry out the grisly duty. Depending on the player, it can be easy to prove Rousseau [[RousseauWasRight right]] or that he was [[RousseauWasWrong wrong]].

to:

** One of the roles packaged with ''Ideology'' is the Leader. Representing your faction in diplomacy, the leader comes with a variety of abilities emphasizing their duties in the colony, including the ability to accuse any colonist of wrongdoing, ''regardless of actual level whether they're actually guilty of guilty''.anything''. If successful, the accused can be imprisoned, banished, and even ''executed'' without much fuss from the other colonists. This ability's success chance is dependent on the leader's Social stat, meaning that a charismatic leader can hold [[KangarooCourt Kangaroo Courts]] willy-nilly just to get rid of nuisances. Worse, one of the memes even allow your colonists to take ''satisfaction'' in the execution of the guilty, making this a viable stop-gap measure of keeping your colony happy. Even worse, there is actually a meme that ''requires'' you to do this from time to time to keep your colony happy without the leader needing to do anything except carry out the grisly duty. Depending on the player, it can be easy to prove Rousseau [[RousseauWasRight right]] or that he was [[RousseauWasWrong wrong]].



** ''Ideology'' introduces base game support of slavery, where captured pawns can be forced to do menial labor for the colony albeit at reduced speed. To keep them in line, you can use a variety of methods ranging from putting bondages and collars on them to constructing special buildings such as terror sculptures and even ''heads impaled on spikes and bodies put in gibbet cages!'' Sure you can treat your slaves like pampered servants but nothing's stopping you from subjecting them to fates worse than death...
* ''Ideology '' adds resource gathering camps on the world map that can appear at any time, stay for at least 30 days, and contain not only relevant resources but buildings that can be disassembled for resources. Though they can belong to one of the major factions of the world and are guarded by some of their members, most of the time these camps belong to factions too unimportant for any diplomatic relations to be affected by should something happens to them. For a player in dire need of certain resources and potential slaves/sacrifices out of the defenders, the temptation can become too great to ignore...
* ''Biotech'' now allows you to create transhuman colonists with special abilities. One of which is the ability to ''drink blood.''

to:

** ''Ideology'' introduces base game support of slavery, where captured pawns can be forced to do menial labor for the colony albeit at reduced speed. To keep them in line, you can use a variety of methods ranging from putting bondages and collars on them to constructing special buildings such as terror sculptures and even ''heads ''[[DecapitationPresentation heads impaled on spikes spikes]] and [[DeadGuyOnDisplay bodies put in gibbet cages!'' Sure cages]]!'' Sure, you can treat your slaves like pampered servants servants, but nothing's stopping you from subjecting them to fates worse than death...
* ''Ideology '' ''Ideology'' adds resource gathering camps on the world map that can appear at any time, stay for at least 30 days, and contain not only relevant resources but buildings that can be disassembled for resources. Though they can belong to one of the major factions of the world and are guarded by some of their members, most of the time these camps belong to factions too unimportant for any diplomatic relations to be affected by should something happens to them. For a player in dire need of certain resources and potential slaves/sacrifices out of the defenders, the temptation can become too great to ignore...
* ''Biotech'' now allows you to create transhuman colonists with special abilities. One of which is the ability to ''drink blood.''[[OurVampiresAreDifferent drink blood]].''



** Gene modification adds a new level of NightmareFuel. Nothing's stopping you from bioengineering your colonists into superhumans while your slaves only get traits that would make them even more useful as slaves but poorer at successfully revolting against the cruel caste system you forced on them. Suddenly, dying from raids and diseases seem like a mercy.
* ''Biotech'' adds the ability to make your own Mechanoids. In order to make them, you need Subcores to act as computer processors. The lowest tier can be made easily with steel and components. The Standard tier needs a humanoid brain to be scanned, which leaves the subject sickened but alive. The highest tier uses a device called the ''Ripscanner'', which kills the victim by frying their brain. This also implies that powerful, higher-end Mechanoids you fight were all created through the death of a living person.
** Speaking of mechanoids, the Apocriton leader mech deserves special mention. Its description explicitly mentions that it's one of the few mechs [[ItCanThink capable of higher thought]]. Despite this, it still unleashes utter carnage, using similar Mind Rape techniques as the psychic ships/drones as well as a poison-tipped needle gun. In other words, the Apocritons are one of the few AIs in fiction whose actions against humanity are guided by ''[[ForTheEvulz pure malice]]''.

to:

** Gene modification adds a new level of NightmareFuel. Nothing's stopping you from bioengineering your colonists into superhumans while your slaves only get traits that would make them even more useful as slaves but poorer at successfully revolting against the cruel caste system you forced on them. Suddenly, dying from raids and diseases seem like a mercy.
mercy...
* ''Biotech'' adds the ability to make your own Mechanoids. In order to make them, you need Subcores subcores to act as computer processors. The lowest tier can be made easily with steel and components. The Standard tier needs a humanoid brain to be scanned, which leaves the subject sickened but alive. The highest tier uses a device called the ''Ripscanner'', which kills the victim by frying their brain. This also implies that powerful, higher-end Mechanoids you fight were all created through the death of a living person.
** Speaking of mechanoids, the Apocriton leader mech deserves special mention. Its description explicitly mentions that it's one of the few mechs [[ItCanThink capable of higher thought]]. Despite this, it still unleashes utter carnage, using similar Mind Rape MindRape techniques as the psychic ships/drones as well as a poison-tipped needle gun. In other words, the Apocritons are one of the few AIs in fiction whose actions against humanity are guided by ''[[ForTheEvulz pure malice]]''.
Is there an issue? Send a MessageReason:
None


-->"[[DownerEnding Everyone is dead or gone.]] This story is over. Perhaps someone else will find a use for the ruins of this place."- '''Game Over screen blurb'''

to:

-->"[[DownerEnding -->''"[[DownerEnding Everyone is dead or gone.]] This story is over. Perhaps someone else will find a use for the ruins of this place."- '''Game "''
-->--''Game
Over screen blurb'''
blurb''
Is there an issue? Send a MessageReason:
None


* ''Biotech'' adds the ability to make your own Mechanoids. In order to make them, you need Subcores to act as computer processors. The lowest tier can be made easily with steel and components. The Standard tier needs a humanoid brain to be scanned, which leaves the subject sickened but alive. The highest tier uses a device called the ''Ripscanner'', which kills the victim by frying their brain. This also implies that powerful, higher-end Mechanoids you fight were all created through the death of a living person.

to:

* ''Biotech'' adds the ability to make your own Mechanoids. In order to make them, you need Subcores to act as computer processors. The lowest tier can be made easily with steel and components. The Standard tier needs a humanoid brain to be scanned, which leaves the subject sickened but alive. The highest tier uses a device called the ''Ripscanner'', which kills the victim by frying their brain. This also implies that powerful, higher-end Mechanoids you fight were all created through the death of a living person.person.
** Speaking of mechanoids, the Apocriton leader mech deserves special mention. Its description explicitly mentions that it's one of the few mechs [[ItCanThink capable of higher thought]]. Despite this, it still unleashes utter carnage, using similar Mind Rape techniques as the psychic ships/drones as well as a poison-tipped needle gun. In other words, the Apocritons are one of the few AIs in fiction whose actions against humanity are guided by ''[[ForTheEvulz pure malice]]''.
Is there an issue? Send a MessageReason:
Raiders do not attack children who are not drafted


** Raiders will make no exceptions for age, and will gladly [[WouldHurtAChild kill your colony's children]], even if they're unarmed
Is there an issue? Send a MessageReason:
None


** One often-recommended method of dealing with addiction is to cut off the person's legs. This is also recommended to keep prisoners from escaping.

to:

** One often-recommended method of dealing with addiction is to cut off the person's legs. This [[note]]Do not do before you unlock bionics, (assuming you want to keep the person as a colonist) unless you are willing to eat the speed penalty from double peg/prosthetic legs.[[/note]]This is also recommended to keep prisoners from escaping.
Is there an issue? Send a MessageReason:
feels redundant to link


* As noted above, the players themselves can be a source of NightmareFuel, especially with delightful mods that allow them [[VideoGameCrueltyPotential to commit virtual war crimes to their heart's content.]] From enslaving captured pirates to turning them into biomass to fuel the next monster creation, one could easily say that the player is the real BigBad of the game.

to:

* As noted above, the players themselves can be a source of NightmareFuel, Nightmare Fuel, especially with delightful mods that allow them [[VideoGameCrueltyPotential to commit virtual war crimes to their heart's content.]] From enslaving captured pirates to turning them into biomass to fuel the next monster creation, one could easily say that the player is the real BigBad of the game.

Changed: 222

Removed: 298

Is there an issue? Send a MessageReason:
None


** Luciferium, a substance that greatly increases the physical health of the subject and reverses injuries and aging effects, is immediately and ''permanently'' addictive and will cause insanity and even death if not regularly taken. Its name is even an allusion to "DealWithTheDevil", indeed.
*** The Deal with the Devil allusion is taken even further by the fact that Luciferium addiction, unlike any other health condition in the game, actually extends ''beyond the grave'' - if a Luciferium addict dies and is later revived using the "resurrector mech serum", they will still be addicted.

to:

** Luciferium, a substance that Luciferium greatly increases the physical health of the subject and reverses injuries and aging effects, is at the cost of being immediately and ''permanently'' addictive and will cause addictive, with withdrawal causing insanity and eventual death, and the addiction persisting even beyond its subject's death if not regularly taken. and resurrection. Its name is even an allusion to "DealWithTheDevil", indeed.
*** The Deal
flavour text calls it "the [[DealWithTheDevil Devil's Bargain]]", and with the Devil allusion is taken even further by the fact that Luciferium addiction, unlike any other health condition in the game, actually extends ''beyond the grave'' - if a Luciferium addict dies and is later revived using the "resurrector mech serum", they will still be addicted.good reason.

Top