???? SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. ????
You can also check out our previous preview blogs:- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Cultists, hate chanters and rituals
- Anomaly preview #4: Cubes, spheres, obelisks, soundtrack and languages
- [HERE] Anomaly bonus preview: Ghouls, ghouls, ghouls
GHOULS
The aptly named ghouls are former humans, turned into maddened, flesh-craving idiots by the bioferrite forced into their living bodies. (I bet they can pick up 5G too.) You'll usually first see these when one attacks your colony without warning, brandishing its bioferrite spikes. Ghouls are ravenously aggressive and never feel pain, so hit them hard from a distance. If you’re luckier, one might crashland a transport pod nearby - having presumably left devastation wherever it came from. The ghoul will start in shock, but will soon recover and attack anyone it sees. It can be captured to a holding platform for further study. Capture it, or kill it, before it wakes. This being RimWorld, you can create your own ghouls using your harvested bioferrite and a surgical procedure. Be warned, this is irreversible. For those you dislike, it’d be kinder to mindwipe or lobotomize them.
THE GHOUL IN YOUR CROWN
Ghouls cannot carry equipment - they’re too far gone for that. However, given the unnatural resilience of their half-dead bodies, ghouls can be augmented with a variety of dreadful implants.