This modification causes anomalies to become stronger over time on your map.
Although these mutations are extremely dangerous, it has been confirmed by our research department that the productivity of anomalies in captivity becomes greater along with their ability to cause pain and suffering.
Quality medical care is recommended every 48 hours to reverse progression, but it has been confirmed that withholding treatment has an effect that accelerates progression. Our analysts say this can also be beneficial with increased power and Bioferrite output if controlled correctly
Employee Cisco : How to make them stonger?
Manager : Do not give them medical care in their special hediff.
Employee Cisco: But won't that make the anomaly die to the Electroharverter?
Manager : Advanced risk levels have shown amazing regeneration capabilities, use of electroharvester is completely safe without medical supervision
2 WIP weapons add to the smithing research, they intended effects are to aplly the Distortion hediff anyone you want and another one to Surpress anomalies(need balancing, use at your own risk)
At each risk level, anomalies become more powerful but more productive (bioferrite and energy)
The risks are:
ZAYIN: Vanilla with a minimal strength increase
TETH: A bit stronger than ZAYIN but still easy to deal with
HE: A threat to consider for an unprepared player, but nothing that complicated
WAW: Be prepared for a fight
ALEPH : ♥♥♥♥ happens, your colonists trust in your ability to survive
Q: Can i add mid save?
A: You can, but you need to make your old anomalies bleed to mutate or beat them with the distortion stick (or cook them at extreme temperatures for a few minutes)
Q:Are the game anomaly raids become harder?
A: No they need time to evolve,they arrive at vanilla state
Q:My monster died after downgrading a tier
A: If they have enought injuries they can die when downgrading because their body size become smaller but they have loots of damaged hitpoints,(BUT THEY NEED TO TAKE A LOT OF DAMAGE FOR THIS TO HAPPEN)
Q:Can you make this mod better?
A: I want, but i miss the necessary skills
Update plan:
ALEPH permanent upgrades Addon
Containment Overload (The anomalies will become a little more agitated and able to escape for a short period of time)
Balace(Some values regarding strength progression still need to be adjusted, I'm accepting feedback, any strength changes will have buff priority rather than Nerfs)
I'm new to rimworld modifications, so be patient.
UPDATE NOTES
Anomalies can now regenerate lost limbs
Distortion Sticks and Anomaly Surpressors no longer spawns on raiders
Anomaly Surpressor hediff (less damage is required for each severity point)
Severity Per damage 0.05->0.15 (But the severity is still affected by larger body sizes)
You can freeze or cook anomaly cells to aplly the distortion(heat) and Surpression (Cold)
Surpressed Anomalies escape less
Evolved entities are weaker to cold
Anomalies become unstable when they bleed, this means that they will only evolve after their initial fight, as a side effect our scientists discovered that anomalies unable to bleed are immune to natural evolution and need to be stimulated with the Distortion Stick, certain anomalies can also be affected by extreme heat to be stimulated or extreme cold to be suppressed in their containment
Load after big and small framework
This IS not a Lobotomy Corporation reference
Supression Gun stand alone mod : [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3367638259]https://steamcommunity.com/sharedfiles/filedetails/?id=3367638259[/url]
Face the Fear, build the organ harvesting facility
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fmrdeliberto][img]https://i.imgur.com/CxT42dJ.png[/img][/url][ko-fi.com]