Its been a long road. There is still more to come but here is the first major update to the game. Think of it as Anomalous 1.5 , I took a long while to decide what to do with the game and after not looking at it for a while when I came back I realized a lot of the enemies look like they belong in different games. While there are a great set of enemies they don’t seem to all visually be cohesive with the world of Kosolov.
The majority of the enemy characters in Anomalous have received a massive update which includes new AI and visuals. There is also a new collision implementation for player projectiles . enemy hits will feel more accurate instead of a giant invisible hitbox around enemies.
And in other updates some localisation has also been added finally.
Bug fixes
Fixed collision issues with window meshes
Forest (map 2) fixed minor issue with toxic waste not damaging player
Central(map 12) fixed Walker encounter
Central (map 12) Elevator after defeating walker has been replaced with a jump pad.
Mission 7 - you may have spotted flying grey shapes . these are now hidden and were meant to be developer mode assets only
Mission 2 - fixed sections of toxic sludge not hurting the player
Dual wield tracer lines now correctly fire alternating for left and right weapons.
Fixed some missing footstep sounds on certain surface types
Various replacements and additions have been made to the enemies. Characters are divided up into the following:
SUPER HEAVY CLASS
Mech
Synth Guardian
KRC MILITARY CLASS
KRC Metro
KRC Shotgun
KRC Assault
KRC Flyer
KRC Melee
KRC Medium
KRC Heavy
KRC Elite
ADVANCED CLASS
Mantis
Zero Point Kineticist
Drone
Advanced Drone
SYNTHETIC
Synth
Synth Abomination *new
Kamikazi *new
Wrathling
Crawler
Flame projectile stub has been converted to a KRC Jetpack Soldier.
KRC Soldiers Updated with overhauled look
Stub characters replaced with more variations of KRC soldiers
Elite Stub overhauled and replaced with KRC Elite soldier
Tentacle Zombie Added - this is an AOE explosive character who will detonate when close to the player
New animations when characters are kicked
Stalkers(Now mantis) can now Dodge. Mantis can dodge projectiles like rockets and grenades. Rather use bullet based weapons.
Fast Synths(Zombies) behaviour modified, added more avoidance behaviour so they avoid each other in getting to the player
Fast synths (Zombie) speed increased
Friendly fire has been removed - the size of arenas and combat areas in the game makes it too easy for the player to rely on friendly fire.
Medium Soldiers throw grenades at the player and can perform rolls
Heavy soldiers are equipped with rocket launchers and can toss a flying drone
The Synth Guardian is a heavy class enemy that creates a shield for up to 3 enemies. Once a synth guardian is destroyed then the shields will deactivate
Titans are large mech class unis that have plasma weapons and can launch a group of missiles at the player
A gigamech is the largest unit in the game which has dual plasma rifles and launches a flurry of grenades that spawn damaging fields as well as launching a swarm of bladed drones at the player.
Instances where music cuts has been fixed
Lots of audio rebalancing done
Shotgun reskin
Killing enemies with a melee weapon will cause them to drop health.
Weapon tracer lines are a lot more subtle and include a taper-off effect
Some FX has been fixed
Blood and gore FX is 100% more awesome with droplets and blood explosions.
Health pickups visuals updated
Player speed decreased slightly to 900 units
Player jump height increased by 50% to 630 units
Hit detection has been changed significantly. Hit detection is calculated against the actual character mesh rather than a hitbox as previously was the case
Player projectiles are also not raycast / line trace anymore a radius is included to suit the speed of the game
Localisation added for Brazilian and Simplified Chinese+
Most maps have a light pass in which a diffuse boost has applied making darker areas brighter and slightly more saturation overall.
Bunny hoping is slightly easier to perform now. There is also a speed cap of 2500 units per second (250 on the speedometer if you have it activated)
Some props improved
Player weapon sway animation improved
Gigamech - Most powerful enemy. Dual plasma rifles and launches a flurry of grenades that spawn damaging fields as well as launching a swarm of bladed drones at the player.
Drones - standard and heavy
Mantis - Agile melee fighter who launches a disc shaped projectile.can jump to avoid it
Elite KRC Soldier
KRC Soldies - Standard , Jetpack, Medium and Heavy
KRC Soldier - melee variety
Zero point kineticist - Charges and the launches a massive energy beam
Synth characters - Zombie and abomination
Titan mech - Dual plasma cannon and rocket launcher
Kamikazi synth - detonates when close to player