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Major update · published by the developer

Anomalous 1.5

On Steam

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

Character updates

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

AI Updates

  • 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. 

Audio 

  • Instances where music cuts has been fixed

  • Lots of audio rebalancing done

Weapons and Item Updates

  • 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

Gameplay Updates

  • 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) 

Misc

  • 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

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