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Hey everyone and welcome to another development blog.

As you can see, we're in the 'all speed ahead' mode and we're finalizing the content ahead of the big news from Ludeon. This time we will once again focus on the Deadlife quest mod.

There is just a few small pieces of the Deadlife quest that I'm yet to finish, and then the mod will be ready for release. Our testers have been extensively testing it and everything seems to work fine, and most importantly, everything looks fun!

There is quite a lot of content in this one, so I will let you take a look at what's in store:

That's it for this quest mod. Let me know what you think about it, what caught your attention, what you think you'll dislike and most importantly: ask any questions you have and I will try to answer them!

Files

Comments

David Mapp

If i intentionally let the deathpall endstate trigger, am i then unable to go to the silo and loot stuff and do the dungeon stuff? Cause the silo quest looks cool but so does the shambler apocalypse lmao.

Davide Celli

Honestly, this is so much better than I ever hoped. It's amazing actually. Just a question: if I were to disable the obelisk quest and Anomaly events at world creation, will the Deadlife quest still trigger?

Dick Turnip

It's almost a pity you can't intentionally launch the deadlife ICBMs. Sit back, watch and laugh as the world (especially the pesky Empire) gets swarmed by giant shambler hordes. But then, who knows what the General might be plotting after I capture him alive...

Dimitry Minchenkov

Was Death Door removed or just omitted in this infographics?

Oskar Potocki

The death door is merely a prop, and infographics don’t cover props. Whatever the purpose of the death door is, it’s not something the player gets to directly interact with anymore.

Dimitry Minchenkov

Understandable. Still, it's THE coolest piece of lore, in my opinion. I can only imagine deadlife version of metal hell beyond it, with gray mazes and dust-covered plains, with only occasional sprouts of harbinger trees marking graves of long forgotten Rotten Titans.

Oskar Potocki

Might explore more of that if I decide to do another deadlife related quest!

Dimitry Minchenkov

I think it's more than enough Deadlife for now. And with traveling-related DLC on horizon, planeswalking would be more relevant :)

Dick Turnip

"Huh? You ... *aren't* going to try and stop me?" "Nah. I got personal beef with some pirates who keep wrecking my house with centre-drop raids. Besides, we're building a spaceship to ditch this boulder anyhow. Wanna come with us? We've got beer." "... An acceptable proposition."

mrlee123456

Are the generals cap and epaulettes craftable? I assume the ancient military coat isn’t

Oskar Potocki

None of these items are craftable. The ancient military coats you’ll get dozens of from the silos, so that’s not really a problem. Epaulettes and cap are unique to general.

mrlee123456

Ah, darn… ah well, c’est la vie, at least we can bring on the apocalypse!

Dom Speziale

Is there any information you could provide, or will there be any info on how this connects to Anomaly Lore? Considering that Operation: Deadlife is an ancient secret project, how is it that the anomaly events only trigger when you, in the present, awaken the monolith… I always thought that the dark archotech, Horax, was awakened once you provoke him and that’s when anomalies start occurring from a lore/gameplay standpoint… how would the general obtain deadlife dust centuries before the anomaly events started?

Muronelkaz

Does the Deathpall last ~3 years or permanent game condition? The last paragraph implies it's a very long weather pattern kind of like a Long Night or Ice Age but you use permanent

Kingster789

The death pall can only last up to 3 years; where it is stated as permanent, it means that it cannot be removed or overridden by other game effects.

ParaNautic

Do we get German uniforms for the shambles? Would give a great world at war zombies vibe.

Oskar Potocki

There’s a whole passive horror setting in the game that discredits the ‘monolith requirement’ you’re talking about. The lore is there in 50 carefully tailored backstories and the descriptions of all the structures, so I’ll let you find it out without me telling you anything!

saltychipmunk190

This is pretty metal, I would almost want to have the dooms day event happen just because it sounds like a neat end game activity

C.W. Elliotte

As one of the proportionally small (but still real) Rimworld fans who really liked the horror themes in Anomaly, I appreciate y'all making such a fleshed out horror themed mod for us. I know this can't be a huge proportion of y'all's output, but it's still much appreciated!