So its been 7 months since the release of Anomalous in Early Access. A fair amount has changed since then , a lot of updates and tweaks. In the coming months episode 2 will be released which features new items , game play, enemies , music maps and more. An entirely new location with a lot of potential for new and interesting ways of creating havoc
behold...kick
Episode 2
Episode 2 is in progress. Its an entirely new location in an outer space setting. Anomalous Episode 1 takes place in Kosolov through its entirety and the actual location is not entirely known which I kinda like. Episode 2 introduces the grappling hook mechanic which means a lot more vertacality in maps and some more open exploration. Bigger maps in general without having endless roaming either
Episode 3
Episode 3 is not entirely decided but I want to go a bit darker a grittier with urban locations. probably will be a large mixture of everything that I have created up until that point.
Later in the game I'm throwing in a map that changes up the type of gameplay entirely , just to see what its like for players. It will be an interesting experiment.
General world revamps
Episode 1 maps are getting a nice overhaul as well. Mostly visual. I will need to redo a couple of the combat spots to give better gameplay for new AI implemented. The overhaul should improve the world building aspect and make things make more sense. Episode 1 was built off so many ideas and types of locations. Now I can create a consistency through them that makes sense. I still like the high contrast in different types of locations but I want more recognisable. Most maps will be getting a nice detail pass
Overhaul of E1M6 Kosolov Nightfall
One of the episode 1 maps I felt needed a revamp is E1M6 . its very bare-bones in its current iteration. the new revamp introduces a little bit of a cyberpunk edge. not the overkill neon we see in othergames but rather a hint of the future
Anomalous Update
AI - Overall AI has been improved significantly.
Stub characters have the ability to jump to set location for quicker access to player or to get away from gunfights. They can also do both melee and projectile attacks.
Crawlers have a pouncing ability when near players.
All enemies use circle strafe tactics occasionally
Enemies that throw projectiles with an arc have had the physics reworked to prevent the varying speeds that was casued ( short throws were slower speed, long throws were faster speeds)
Fast zombies are much more agile and use jump movements often to move around
Visuals - Weapon and character enhancements
Characters that throw fireballs at you as well as the two armed lazer shooters have been changed to a “Stub” - a Kosolov Industrial science division atrocity. Featuring brand new models and updated animations
Weapon Materials improved. You will notice more details as well as object ‘shininess’ appearing. Specular map intensity reduced throughout to improve the look of a “retro 90s rendered in modern style”.
Animation - overhauled animation for a lot of weapons
New set of animations for Stalker character
New set of animations for zombies
New Grenade Launcher animations
New Rocket launcher animations
New Crossbow animations
New Machinegun animations
New Pistol animations
New Super shotgun animations
Capsule / Hit box of Stalker increased in size
Crawlers now have ragdoll physics
FX
More chonky gibs from enemies on general
New blood particle FX
Enemies have a finisher sound effect added on death
Sounds improved. Levels balanced and some gibbing soundfx added
Prevented multiple player hit effects in a single frame causing stacked hurt sounds. This may have been noticeable when getting hit by Shotgun soldiers when the hurt are significantly louder
Turrets have new shooting sfx
Balance
Grenade Launcher fire rate slowed down
Self damage adjusted
Shotgun and Super shotgun uses a spread pattern rather than random directional offsets
Zombie stagger animations cut to 2 seconds. Fixed idle-ness after staggering
No walking anymore. Only running. Who even walks?
Levels
E1m2 Combat encounter before going into the facility modified to make the zombie fight more varied and interesting
E1M8 had ammo types for unimplemented weapons removed
E1M8 old types of zombies removed
E1M1 has a secret that can be accessible from the room underneath it. Fixed
E1M3 control room textures updated
BUG FIX
Enemy soldier animations are now playing when firing weapons
Various updated menus for slightly more compact menus and easier readability
Changing FOV settings save
Projectiles with AOE have had logic reworked. AOE is wider with no damage falloff currently.
Fixed broken Volume classes again
Rocket projectile explosion sound effects fixed
Enemy soldier weapons hide on death. Can confuse player as they look like pickups
Stub Shooters balancing. More health slightly slower
Graphics menu populates settings on opening fix
Update Notes Anomalous Early Access 0.5.3.8
New soldier visual variations were added for each class. includes new textures and models
New set of box props was added ( absolutely mind-blowing)
Physics on character death, the character has some velocity applied
Brutaliser character has staff trail fx disabled on death
Brutaliser character had an attack animation that instantly applied damage, this has been fixed
Brutaliser animations have blend in/out times for animations removed so they are snappier
Brutaliser soldier damage adjusted slightly they do 15% less damage and run slower
Soldier ragdolls have been adjusted for improved physical response to surface impact
Resize crosshair
When the player is hit a notifier will appear on your hud telling what angle the attacker is at
Pistol soldiers have their bullet projectiles more realistic spawning from their actual weapon instead of abstractly in the center of their mesh
On screen damage indicator reflects the angle that an enemy is toward you
Stop any animation that may continue after the enemy's death
A lot of tweaks to particle FX to improve physics interactions, this includes bounciness in the debris of concrete fragments and sparks
Destruction system has been started and a few common objects like boxes and barrels have improved destruction interactions
E1M4 Tweaks to level architecture and reflections, minor enemy placement revision
Obelisk has new sound effects - the big floaty monster in e1m9
Enemies have a red outline glow by default. Players can disable it in the main menu
Explosive barrels have an added red outline glow
0.5.3.7.1 HotFIX
- Fixed a critical bug that spawns player at the end of episode 1 instead of displaying the episode outro text!
- Added general prompts in the menu, this can help avoid accidentally quitting the game unwillingly
Update 0.5.3.7
Motion blur setting added to game settings
Autoweapon switch settings works if game restarted
Previous weapon binding has been fixed
Level selector fixed
Low health vision effect less intense
Smoke particles are more subtle material rendering
Smoke particles are approximately 50% smaller for all particles
Better physics for debris from gunshots
Soldiers have been retextured
Patch 0.5.3.6
Fixed climbing issues in E1M1
Volume levels saved once the game is restarted
Hide crosshair option added
Autoswitch weapons on pickup option added
Control binding for previous weapon fixed in controls
Patch 5.3.4
Ledge climbing system has been redone mostly. Player will not be able to climb out of levels.
Wooden Barriers are not blocking players on loading game
Torch lighting modified to not be overly bright but rather larger and softer
E1M7 a useless jump pad removed in the main meat room
Random extra player actor removed from E1M9
Various minor missing texture fixes in different levels
5.3.3 Patchnotes
Critical save slot bug has been fixed. Save slots will now work correctly!!! Internally profiles are now working on a more flexible system PLEASE NOTE unfortunately this means that players graphics, audio, game options settings have been reset Anti aliasing methods added to graphics UI audio setting added Audio settings maintained when changing Gamma boost option added Rocket launcher explosion volume boosted Player landing sound optional Resolution scaling forced to 100% across all ‘overall settings’ so the blurriness will be reduced unless the resolution is manually changed by player. Resolution scaling is gross and belongs in the trash Graphics settings are saved correctly when modifying! Some minor fixes in UI display for retaining the color theme saved Pier walls in Ghost level now have collision enabled
Hotfix 5.3.2
- fixed ammo carry over issue where it would not carry over across levels -jump rebinding now works correctly -crouch rebind now works correctly