u/Bean_Barista223

Image 1 — Once again an annoying Outbreak scenario
Image 2 — Once again an annoying Outbreak scenario
Image 3 — Once again an annoying Outbreak scenario
Image 4 — Once again an annoying Outbreak scenario
Image 5 — Once again an annoying Outbreak scenario

Once again an annoying Outbreak scenario

Ndemic really hasn’t play tested Outbreak Mode that much I swear, because they would probably flag catch 22 scenarios like if I pop one orange bubble, I get a bad result, if I ignore it, I might get a mixed result (usually bad due to bad luck). And they’d remove circumstances where that would occur…

I do understand how to leave the game and go back, but this orange bubble is so persistent and so in your face that I genuinely don’t feel like I can power through an entire 15 minute game just leave scumming whenever it appears to get around it, because it’s so goddamn annoying.

I don’t think some scenarios were meant to be beaten in Mega Brutal out of sheer sanity

u/Bean_Barista223 — 3 days ago

TL;DR: Ndemic Creations released a new plague, saw a strategy that was too cheesy and easy, boosted cure efforts in higher difficulties to counter it, and didn’t balance out the final stage of the cure that previous runs before tried bypass by finishing the game before that, making end-game runs in higher difficulties somewhat RNG. My proposal tries to fix that by balancing out disruptors by changing how they work and making frequency shifts that counter disruptors more viable.

Introduction:

Plague Inc has not had a special plague in nearly 10 years, until Xenolith (a heavily inspired plague-like rock that has a lot of inspiration from Tiberium in Command and Conquer), was introduced around April 2026. It has been well received by players, and it’s generally been extremely unique in terms of gameplay, being rapid paced (most runs finishing in 150-300 days instead of the standard 2-3 years for most plagues) and very thematically different from almost every other plague we’ve seen in Plague Inc. Metas for Xenolith rapidly developed, with most tactics in Mega Brutal basically trying to finish the game before G-COM (the GDA equivalent of this special plague, and the protector of humanity) can deploy special disruptors to halt xeno-forming (terraforming the world into crystal, the win condition), before the research phase of the cure effort finished up.
Ndemic rolled out a patch for this a week after the initial release on PC, and this patch came to mobile (iOS/Android) when they received the new content, where the research phase would be so quick that disruptor phase would eventually always be reached by near-endgame. This was understandably a well-meaning anti-cheese strategy, but it kind of has caused a very common issue especially in higher difficulties.

Problems:

The way to counter disruptors deployed in countries (a blue field over an entire country that just stops infection, xeno-forming and the ability to use any ability, such as meteors, crystal alignment or shatter on that country, basically halting victory, and if rolled out globally at 100%, causes your plague to be rendered inert and lose), is by the use of five “Frequency Shifts” in the Humans tab to counter the invention of Resonance Disruptors. This resets all disruptors in the world immediately and takes the progression back to 0%. However, a common issue with this is that countries (especially partially infected/xeno-formed countries that you are struggling with, especially Greenland, Russia, Canada, humid countries in this scenario that Xenolith, a plague weak to humidity, struggles with) can literally instantly restart their disruptors day one after your frequency shift, setting you back to zero with XNA (not DNA) is spent for no real reason, so you only reset disruptor global rollout in general.

Solution/Proposal:

I want to fix this by changing how disruptors actually work, instead of an instant stasis field, where your terraforming and infection instantly halt, disruptors will make a dark blue bar opposite of the green xeno-forming bar, that protects the healthy land that you haven’t transformed yet, starting at 10% (or less depending if your plague is above 90% in xeno-forming) and increasing by 1% every day that elapses (or faster by difficulty, could be 5% on Mega Brutal.)

When that blue bar hits the green bar (the amount you terraformed, already in the game), the resonance disruptor is considered complete and the entire country is now in stasis like before, so it’s more gradual. This can be visually shown by countries receiving a dark blue border (which flashes into existence letting you know that country is about to have a disruptor before deploying) indicating that the disruptor has been deployed, and the country gradually gets tinted in light blue, and that blue gets stronger until it grows to match that border colour and has the pulse fields emanating from the center of the country which indicate that this country is fully protected now (I hope I explained that properly).
The cure bar will actually now show the amount of days expected for the end of global rollout (and your defeat). Additionally, command hubs (continents designated as the place where the G-COM lead) are more likely to receive disruptors earlier than other countries.

Traits evolved in Structure tabs that slowed down research development, now also slow down disruptor roll-out too, making them more useful to evolve once disruptors come into play, instead of just depending on them for infectivity/geophagy (xeno-forming speed).

Now let’s go over frequency shifts. Frequency Shifts temporarily reset the resonance disruptor rollout, but there is no cooldown on the redeployment of disruptors at all, meaning they can just redeploy it the next day on a troublesome country again instantly. You have five of these, and they get more expensive the more you evolve them.

Frequency Shifts should actually retroactively reset the disruptor phase back into the earlier research phase (75% to 90% depending on difficulty) and add a 14 day cooldown where no countries can actually roll-out any new disruptors (but previous disruptors will still exist, just greyed out, and simply will reactivate once research ends, and when the cooldown of the frequency shift ends they will reactivate and start slowly protecting the entire country as they go into full effectiveness). You can evolve multiple frequency shifts at once to extend that cooldown duration, you don’t have to necessarily wait for the current frequency shift to be over, they should now stack (although that does risk income on something else you could have spent).

There should also be a final 6th Frequency Shift (probably called Frequency Scattering) after evolving the previous five, that is pretty expensive (50 XNA) if you run out, giving you a Hardened Re-Shuffle in terms of resting cure effort. It will basically continue to do the same thing as previous shifts, BUT, after the cooldown and research ends and disruptors roll out again, the countries will only be half-protected, meaning it only slows down infection and xeno-forming to 50% effectiveness (and not 100%), giving you a chance to wrap it up, however, the G-COM will shift their efforts in exterminating the last infected humans, and currently infected humans cannot handle the constant frequency shifts, and will rapidly die. When the world has no more infected humans and disruptors are deployed on the last countries that aren’t fully xeno-formed, you still lose. This is to prevent soft-locking, if you run out of all five shifts. I get that in most other modes, the cure is final once you evolve all re-shuffles and symptoms that delay cure effort, but Xenolith imo needs this since disruptor rollout can be so fast with the new nerf, and put you dead on it’s tracks, again, it’s a very fast paced special plague. You can still lose after this if all infected humans are dead, and disruptor rollout is still completed (after a global rollout is total, humans are able to stop the frequency scattering and achieve total suppression of Xenolith crystals and render it inert and return to 100% effectiveness, it’s just a final Hail Mary if you get that far into resets.)

Prototype Disruptors are also the most annoying random initiative of G-COM, because it bypasses the entire research phase and lets 2-3 countries get prototype disruptors with the same effectiveness as the later full disruptors. And your frequency shifts that you spend trying to stop these countries also are spent after the research phase is over. I propose these disruptors are only half-effective and only slow down infection/xeno-forming by 50% (like the Frequency Scattering I proposed earlier).

Frequency shifts in research phase when prototype disruptors appear should be half-cheaper, and there should only be three, and be seperate from later frequency shifts so you are still left with the other 6. Evolving the first preliminary frequency shift deactivates the protection of those prototypes for 30 days, and sets back research effort by 10%. The second does the same thing as the first, and the third will actually completely destroy those prototypes as they would be more fragile and less re-usable as future finalised disruptors.

Summary:

I hope that Ndemic Creations can do another re-balance with this in kind, right now I do feel that even with a solid strategy on Xenolith without meteor cheesing, it’s very RNG dependent, and you can just lose due to that instant annoying disruptor re-deployment, did I make this post on this subreddit because skill issue and I got mad? Maybe. But I’ll be damned if I wasn’t going to at least publicly shake my fists at the cloud and hope this gets reworked.
You’re free to provide feedback and other opinions as well in the replies obviously.

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u/Bean_Barista223 — 11 days ago

Beat it after 20 tries and got 5 biohazards. I was just able to shutter and get enough DNA to reset disrupters and infect Russia and Greenland last. Finally…it was way too RNG dependent but I clutched it there

u/Bean_Barista223 — 14 days ago

Hey guys, I’m quite bewildered on how I’m supposed to beat Mega Brutal on Mobile, it seems that the research and disruption speed are blazingly fast, and any tutorials are either woefully outdated since it’s been tweaked for research phase to end faster no matter what, and disrupters are too costly to set back and they immediately appear again, or just extremely hard to follow since there’s no VA and they don’t pause to show anything.

If any advice can be offered on how to beat this, like a reliable step-by-step guide, that would be lovely…because I’m genuinely hard stuck and stumped.

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u/Bean_Barista223 — 15 days ago