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So I tried out the DLC yesterday with a small colony Mechanitor run. The idea was to have a prestigious researcher setting up shop on the planet to investigate the reports of odd archotech-related things happening there, picking up a couple living people to work as medic and cook while he gets back up to having proper mechanoids at his command.

So I get my mech production set up, get a few Militors and the standard set of utility bots, and set up a defensive formation in a valley mostly surrounded by mountains. Then I go to the Fallen Monolith around late Autumn.

It starts off fine. I activate it and a couple Harbinger Trees spawn. Alright, interesting. I'll hold off giving them any meat for the moment.

Then the Pit opens up and the Fleshbeasts spawn. Okay, that's workable. They're pretty easy to kill, even if they occasionally explode into more Fleshbeasts.

Then the Sightstealer attacks a random traveller passing through the area. Okay, that's pretty cool. There's tech I can research to try and detect them and my Yttakin convert seems to be able to reveal them if he gets close. Nice, I can use him to scout and have the Militors follow to provide backup. I capture the Sightstealer and stick it in a holding cell in my Mech area so that if it escapes there will be Militors right next to it.

It does and the Militors put it right back down.

Then the Shamblers arrive, but they just mill about at the top of the map. Then seven of them arrive and they're attacking. A bit tougher than the Fleshbeasts, but still fine. My Militors and the machine pistol I gave to the Yttakin deal with them pretty easily, especially since they spawned in three different places.

Then more arrive.

Then the Harbinger trees spawn another one.

Then another pit opens up.

It's barely been two quadrums since I activated the Monolith and I've had this many events. I was not expecting it to go this all in this early.

10/10 would slowly drive my colonists insane through constant injuries and interrupted sleep.

Next run I think I'm rushing Gun Turrets before activating anything.

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Glad it's nicely intense!

We are investigating a possible bug or mod interaction that might be causing certain incidents to fire too early. For example, the pit gate is never supposed to appear before the monolith reaches level 2, but from your story it sounds like it appeared right after activating the monolith to level 1.

Can you confirm that the pit gate appeared right after initially activating the monolith? Or was it the similar but different pit burrows? (Pit gate is the one where you have to go underground to defeat it)

And can you let us know if you have any mods active and what they are?

(Might beg for more info/savegame after if that's okay. We're trying to reproduce this.)