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Anonymous /vg/527387163#527421508
6/14/2025, 8:06:23 PM
anomaly mod concept:
>tribals and other low tech factions have learned to hate the monolith over generations and seek to destroy it once you inadvertently find it for them
>health added to monolith that scales with stage progression
>raiders might try to drop pod directly to the monolith, mortar it etc, basically hyperfocused on destroying it any way they can (while you're also dealing with increasing anomalous bullshit)
>if the ignorant savages manage to break it then they just make things worse for everyone
>permanent unnatural darkness falls over the surface of the planet and anomaly events get locked to high/max levels forever, either destroying your colony through attrition, keeping you in a strained subsistence state or forcing you on the move as soon as possible
>other settlements gradually go dark over the quadrums, empire are the last holdouts due to orbital presence but others go quickly which strains trade and aid, maybe you could delay their destruction by sending people to help defend
imagine mixing max anomaly events with odyssey biomes and ships, failing to hold a hellish outpost around the monolith so a few refugees rush onto a ship as savages are massacred around them by cosmic entities. then you're cursed to pick over a doubly ruined planet and bearing witness to what you failed to stop as you try to scrape together the resource for a proper jump drive
it'd be like hellstar remina, I love getting to play out "bad ends"