Anomalous cover
Anomalous screenshot
Genre: Indie

Anomalous

Anomalous Progress Report August 2022

Progress


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